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Tracking disruption for missiles and missile damage reduction..Got Flares??

Author
Martin0
Center for Advanced Studies
Gallente Federation
#21 - 2012-09-12 07:55:31 UTC
Corina Jarr wrote:
Defenders need their own launcher, one that doesn't use any type of hardpoint. That way anyone can fit them if they can spare a high slot.


Add this to fixing them to be useful, and defenders are now useful and usable.


I like this simple and effective idea.
Zyella Stormborn
Green Seekers
#22 - 2012-09-12 08:01:58 UTC
I personally agree with the 'Defender missiles in mid slot' idea. Most other weapon counters and defenses are located in mid slots already.

I also (cant remember where I saw it) like the idea of scrapping defender missiles and making a mid slot 'point defense' turret that works the same way (or way defenders are supposed to work at least).

There is a special Hell for people like that, Right next to child molestors, and people that talk in the theater. ~Firefly

Mars Theran
Foreign Interloper
#23 - 2012-09-12 12:06:38 UTC
You could just scrap defenders and and make a high slot module with no attack capability that launches missile interception.

Here's the issue:

Flares are intended to redirect heat-guided missiles. They won't have any effect on dumb-fire missiles or most other guided missiles.

Flack works on any missile provided it damages the missiles guidance system or damages its air-frame enough to redirect its flight. There is also the possibility of flak causing the missile to detonate, or redirecting the missiles flight path when the Flak detonates along its path or next to it.

EMP devices that function like flack would be potentially effective against missile guidance systems and internal electronics too, but I'm not sure anyone has bothered to design these.

Flares and similar distortions may affect Image recognition systems prior to confirmed target acquisition, but not after.

Direct radiation applied to guidance sensors on incoming missiles could prevent target acquisition and even guidance systems from operating properly provided they are accessible to targeted radiation.

Potentially, secondary guidance systems on a missile could theoretically use the targeted radiation to guide the missile to its source, removing its effectiveness. Also not known to have been designed or used by anyone.

There could be other methods, but that is more or less a breakdown of the effectiveness of conventional methods that are or could be in use.

Defenders function by homing in on the missile threats against the ship they are launched from, or by homing in on missiles that are determined to be targets by other means. Technically, provided intercept is possible and likely, they are more effective than many other means.

We have Smart-bombs. Provided the cycle is timed right or you have multiple overlapping cycles, you might have a reasonable missile defense available that way.

So, what you want is a ranged flak launcher capable of disrupting guided and unguided missiles with an EMP wave and shrapnel(standard flak), that is autonomous and not limited to a specific ship type. It would have to be an active module and require Capacitor, and it would have to acquire new targets and launch at incoming missiles and require ammunition.

So all you really need is one module, or variations of one module that serve the same purpose on different sizes of ships vs. missiles on a scale with those ships, (i.e: effective vs. Torpedoes and Cruise Missiles as a Battleship sized module).

Sounds like a not-bad idea, but it would have to have some limitations as it couldn't possibly wipe out all missiles in space and still be balanced. It also can't load both a script and ammunition, so dual function is questionable.

The most effective way to accomplish that dual purpose without creating questionable game-play elements is to break it up into two separate modules.

A mid-slot and high-slot module combination, where the mids module provides the computation and target acquisition and loads the script, and the highs module provides the bombardment and loads the ammunition for that bombardment. Probably the best way as it would allow for varying combinations of effectiveness vs. different targets.

It could also be a damaging module and be effective vs. Drones and various other threats. It could be targeted as an advanced weapons system and based on friend or foe aggression of the target, would either intercept or destroy missiles and/or Drones directed at the target or launched by it.

Kind of turning into an advanced weapon system. Without the mids module, it might be only partially functional or require pilot operation in some fashion aside from activating it in battle and monitoring cap consumption.

Well.. chew on that a bit and figure out what you think of it or how it applies or not to your idea(s).. idk, just thinking.
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Meditril
Hoplite Brigade
Ushra'Khan
#24 - 2012-09-12 12:45:56 UTC
A clear NO!

Missiles are already much weaker than any gun-based weapon system in this game. In addition to this they are negatively affected even by signature on a still standing target. Gun's always hit (regardless of size) if both participants are standing still. The only benefit of missiles/rockets is currently that they are more reliable in the fact that they always do (at least a small amount of damage) if they manage to hit a target. This is a fair trade-off.
Mars Theran
Foreign Interloper
#25 - 2012-09-12 13:20:19 UTC
Another idea is missile defense drones. Right up to sentries, an alternative means of missile defense.

..back to the previous idea for a moment. I was thinking the operation as just a single highslot mosule could just be an activate and go thing where it only targets incoming missiles. Obviously it would have a ROF based on its size, and velocity and AOE based on munitions size that would determine its effectiveness in combat.

..and back to the drones. small, medium, and large drones, and sentries.

Small, Medium, and Large would seek and destroy missiles directed at the target they are orbiting if friend, and destroy missiles launched by the target if foe, (based on aggression again). Sentries would destroy missiles launched within their effective range in the same fashion.

I'm not sure how easy, hard, or feasible any of this would be. The complexity of determining target acquisition, complexity of combining modules, etc.. I can roughly consider what may or may not function within the game environment and how balanced it may or may not be, but that's about it.

For the Mid-Slot and High-slot module combination, I think the balance would be in that one Mid-slot module could effectively control Highslot modules up to a certain number and they could theoretically be grouped as a weapon group to identify specific combinations. The rest would be determined by effectiveness of ammunition and ROF.

The Mid-slot could even be designed to function with defender missiles in the same fashion it does with Flak launchers. This would improve Defender missile function and give options, and the defenders could be improved and even given their own launcher specific to this combination in addition to still be usable in standard missile launchers.

Game animations and graphics for Flak launchers could follow the turret model, with a simple straight line fire animation followed by an appropriate near-target explosion effect indicating an EMP wave and shrapnel spread.

Tracking, missile velocity, and the like would all determine effectiveness in the same fashion as turrets firing on ships does, but with the added consideration of Explosion radius and velocity, or a combination of missile and turret damage mitigation.

Defenders would still function as guided missiles vs. missiles, but might gain some benefit with regard to explosion velocity and explosion radius from the guidance computer. I suppose the guidance computer, (midslot component), could also be combined with missile launchers to improve upon their effectiveness if you wanted to get right down to it.

The script would determine the function of the guidance computer of course, and the quality of it would determine both effectiveness and how many launchers, (of whatever sort), it could be grouped with.

Potentially a lot of different applications here.

Script ideas:

Drone Defense System: sets parameters to defend vs. or destroy drones.

Missile Defense System: sets parameters to defend vs. or destroy missiles.

Guided Weapons System: Sets parameters to interface with missile weapons systems, improving on dumbfire weapons systems effectiveness and allowing better management of guided missile weapons systems.

Defender Missile Missile Defense: Sets parameters to interface with missile weapons systems and casue them to defend vs. or destroy missiles. Improves on Defender missile system launcher groups effectiveness.

Defender Missile Drone Defense: Sets parameters to interface with missile weapons systems and casue them to defend vs. or destroy drones. Improves on Defender missile system launcher group effectiveness.

A combination of Drone and Missile Defense for both Defender and Flak launcher systems with a separate script for each of those systems.

The midslot module should be an active module, but shouldn't consume a great deal of capacitor to function. Maybe not as little as a Damage Control, but not a lot. It could probably also use size variations to go with different size launcher groups, or even one type for Flak Launchers and another for Missile launchers with shared scripts between them.

One variation or another that produces the same end result is as good as any other variation that produces that same result. The best variation is the one combination that requires the least number amount of computational resources while still producing the desired result. (i.e: the one most easily integrated into the current game mechanics and requiring the least amount of resources on the server.)
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Mars Theran
Foreign Interloper
#26 - 2012-09-12 13:21:59 UTC
Meditril wrote:
A clear NO!

Missiles are already much weaker than any gun-based weapon system in this game. In addition to this they are negatively affected even by signature on a still standing target. Gun's always hit (regardless of size) if both participants are standing still. The only benefit of missiles/rockets is currently that they are more reliable in the fact that they always do (at least a small amount of damage) if they manage to hit a target. This is a fair trade-off.


Check the Script ideas in my last post
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Suddenly Forums ForumKings
Doomheim
#27 - 2012-09-12 14:08:05 UTC
Tomcio FromFarAway wrote:
Joe Risalo wrote:

Currently you have damps and jams to use against missiles.


Which is different from dampening and jamming turret ships in what way exactly?
EDIT :
I would even say that jammers are not as effective when used against missile boats as they are against turret boats because of FoFs.

Joe Risalo wrote:

Explosion velocity and radius are essentially our version of tracking, so it would have to effect one of these two catagories.


Tracking Disruptors affect both tracking and range ( both optimal and fallof ) of turret boats. You can amplify one form of disruption by using scripts but the point is they affect both.

Joe Risalo wrote:

That said though, missile boats have enough problems in pvp without worrying about disruptors.


Serious question : What are those problems?
I ask because I don't fly missile boats that often and the ones I used ( Drake, Tengu ) were excellent in terms of pvp effectiveness.
Is there a problem with missiles in general or is it rather limited to specific hulls or types of missiles?


So you only fly the overpowered missile ships and whine missiles are OP?

LOL.

Drake and Tengu are both grossly OP in PVP right now. Go fly a Caracal and tell me how effective missiles are at PVP. I'll wait.
Joe Risalo
State War Academy
Caldari State
#28 - 2012-09-12 18:12:30 UTC
Suddenly Forums ForumKings wrote:


So you only fly the overpowered missile ships and whine missiles are OP?

LOL.

Drake and Tengu are both grossly OP in PVP right now. Go fly a Caracal and tell me how effective missiles are at PVP. I'll wait.



The problem is that everyone has assumed that drakes and Tengus are OP because they're missile boats.
this is not true.

Hell, they're not even really OP, but their is one feature of each that when used properly can seem OP.

For instance, the tengu isn't all that great, but the introduction of the 100mn afterburner tengu fit is.
So, it's not the tengu or the missiles that OP, it's mearly then use of the 100mn afterburner that's OP.

Now, in the drake's case, it doesn't have all that great of dps, and it's tank isn't all that amazing.
What is good about it is the fact that it can fit a passive shield tank.
Now, that passive shield tank doesn't make the drake OP, it just makes it hard to counter.

That said, a solo drake pitted against any other meta 2 battlecruiser, then the drake will generally lose every time unless the other pilot sucks either due to bad skills, or just bad pilotting.


Now, where people seem to get the true sense that these ships are OP is when they're fleeted.

"Ahh, that's bull sh!t man, those 20 drakes just came in a pwned us.. Man, the drake is so OP!!!"

Seriously though, if you outnumbered then then the only reason they engaged is because they knew you had a crap fleet composition, otherwise, there's not many people in Eve that are going to pick a fight where they don't have an obviously better chance than their target.

Now, take a fleet of any ship single ship design, including rookie ships, and if fitted properly, well organized, and I pick and choose the fights, then you can make any single ship fleet seem OP.

Could you imagine having a 20 man hurricane fleet pitted against a 20 man drake fleet?

Assuming they're both well organized and fitted for a fleet, than I can almost guarantee the hurricanes will win.

1 because they can get decent tanks on them as well, 2 because they can get much higher dps output with less loss to tank, and 3 they can fit much more pvp effective fits without the loss of tank.

The drakes on the other hand are limited to passive shield tanks which require a significant amount of slots, cpu, and pg in order to be effective, which leaves them with much less room for dps mods, ecm, and many other types of warfare modules.


So, to say a drake is OP based of a large fleet of them that spanked you is just insane.

And to say that the tengu is OP based on a blob or a single module(100mn afterburner) is insane as well.
Sure, the tengu probably needs a little balancing so it can't fit the 100mn afterburner, but
none of what makes these two ships sooo effective in pvp actually comes from the fact that they use missiles.
Ranger 1
Ranger Corp
Vae. Victis.
#29 - 2012-09-12 18:46:10 UTC
Defender missiles need to be fixed and have a specific dedicated launcher for each class of ship (small, medium, large, cap).

Flak Cannons need to be introduced that work essentially the same way but for turreted ships.

Both defensive systems need to also target and destroy hostile drones as secondary targets to missiles.

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

Tomcio FromFarAway
Singularity's Edge
#30 - 2012-09-12 19:59:21 UTC
Suddenly Forums ForumKings wrote:

So you only fly the overpowered missile ships and whine missiles are OP?

LOL.

Drake and Tengu are both grossly OP in PVP right now. Go fly a Caracal and tell me how effective missiles are at PVP. I'll wait.


Apparently you are not a very good reader.Lol

1. Nowhere in my post did I say anything about OPness of missiles.
2. I said that both ECM and damps are affecting both turret and missile ships in the same way because the poster, whom I referred to suggested that it is not so.
3. I also pointed out that tracking disruptors are affecting both range and tracking, which is also true
4. Finally I asked what are the problems with missiles because my experience in that area is very limited

Fair suggestion to you : after reading a post try to comprehend it's meaning. Maybe then you won't be making an idiot out of yourself.

And I will repeat myself here.

Tomcio FromFarAway wrote:

Serious question : What are those problems?
I ask because I don't fly missile boats that often and the ones I used ( Drake, Tengu ) were excellent in terms of pvp effectiveness.
Is there a problem with missiles in general or is it rather limited to specific hulls or types of missiles?


Are you capable of providing an actual answer to that question?
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