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Moar MIssiles mods????

Author
Babylon Resurrection
RENEGADES YIY HEKATEK
#1 - 2013-03-24 17:40:11 UTC  |  Edited by: Babylon Resurrection
General consideartions on the Need of missile boats mods

All gunboats have TC and TE at their own advantage, missiles boats just dont have any off rigs boosters *except TP, that is it.
btw, its not possible that TC should work for missiles, missiles are not rounds...

What about an entirely new class of modules for missiles boats?
A TC equivalent, technically a fuel catalyst computer and not a tracking computer

in which
MIssile speed = Optimal Range+Falloff
xplosion radius and velocity = Tracking speed

Thus 24% M.Speed increase and 6%Explosion velocity and radius Increase with the Speed Script. ( Or 20% and 10% more likely )
A three FCC fitted Raven could et with Torps ~70 km range with max skills
A Single FCC Drake also ~70km with Heavies
BadAssMcKill
Aliastra
#2 - 2013-03-24 18:43:37 UTC
This was going to happen but TDs were going to affect missiles. People weren't too happy about the change so CCP didn't go through with it
Babylon Resurrection
RENEGADES YIY HEKATEK
#3 - 2013-03-24 19:23:39 UTC  |  Edited by: Babylon Resurrection
As I say, Missiles are not rounds...

In a opposite perspective way, there should exist some sort of EWAR equivalent to TD's... I see your point....
something specific for that kind of particular TC... ( or Ignition Catalyst whatsoever )
There are defender missiles already i guess gun boats dont have to care of.
Module would affect loading bay ignition system.

Your pony is relevant anyway..
Deacon Abox
Black Eagle5
#4 - 2013-03-24 22:56:31 UTC
BadAssMcKill wrote:
This was going to happen but TDs were going to affect missiles. People weren't too happy about the change so CCP didn't go through with it

Not quite fully accurate. Some people were not happy, and were vocal about it. However, it is still slated to happen. Instead it appears they had to do more internal testing on the matter so as ironically not to have op missiles I suspect. Think about it. If you allow missiles to get range, explosion radius, or explosion velocity mods (not just rigs), one could see missiles smashing everything. There was also the problem of not wanting TDs to become mandatory on every ship. Basically a change such as this has to be well analyzed in order to get the right levels on the mods and avoid the dangers inherent.

CCP, there are off buttons for ship explosions, missile effects, turret effects, etc. "Immersion" does not seem to be harmed by those. So, [u]please[/u] give us a persisting off button for the jump gate and autoscan visuals.

Taoist Dragon
Okata Syndicate
#5 - 2013-03-25 02:32:19 UTC
Missiles definately don't need more mods unless TD start affecting them in similar ways to turrets.

When you think about it missiles as a weapon system should have the least number of mods as the missile itself is the 'controller' sure you could argue active visual targeting info from the firing ships but you already have that when you locked on.

Missiles have always been the most misunderstood weapons in eve (possibly maybe drones) but they have always had their uses. The main thing about them is that they are NOT turrets and therefore shouldn't be affects by 'turret-like' modules.

I would rather see a larger selection of missiles come onto the market and leave the missile mods out completely TBH

You want faster missiles - buy faster missiles that have a lighter payload (Less damage)
WAnt more damage - buy missiles with multi warhead but less room for the rocket motor (less distance)

Kinda thing.


PS. I used to work in the millitary on advanced weapons systems and missiles are FUN!!

That is the Way, the Tao.

Balance is everything.

Liam Inkuras
Furnace
Thermodynamics
#6 - 2013-03-25 02:42:02 UTC
Hmmm, perhaps a missile module that is the equivalent of a Tracking Computer (as stated above), but has scripts for either increased missile range (fuel efficiency script?) and a smaller explosion radius (radial explosion reduction script?). Just some ideas

I wear my goggles at night.

Any spelling/grammatical errors come complimentary with my typing on a phone

Taoist Dragon
Okata Syndicate
#7 - 2013-03-25 02:47:47 UTC
Why would a module on a ship affect how fast the missile flies or how efficient the rocket motor is?

missiles themselves are effectively little ships with guidance, targeting, propulsion and weapon (warhead) onboard.

Once it leaves the ship the only thing that should affect it is the locking of the target by the launching ship.

More variance in missiles before missile mods.

That is the Way, the Tao.

Balance is everything.

sabre906
The Scope
Gallente Federation
#8 - 2013-03-25 03:00:22 UTC
Deacon Abox wrote:
BadAssMcKill wrote:
This was going to happen but TDs were going to affect missiles. People weren't too happy about the change so CCP didn't go through with it

Not quite fully accurate. Some people were not happy, and were vocal about it. However, it is still slated to happen. Instead it appears they had to do more internal testing on the matter so as ironically not to have op missiles I suspect. Think about it. If you allow missiles to get range, explosion radius, or explosion velocity mods (not just rigs), one could see missiles smashing everything. There was also the problem of not wanting TDs to become mandatory on every ship. Basically a change such as this has to be well analyzed in order to get the right levels on the mods and avoid the dangers inherent.


Lol, no, TCs won't make missile tracking OP, not by a long shot.

-There already are exp radius or exp velocity rigs that give 20%, that don't suffer stacking penalty. You stack them (remember, no stacking penalty), and missiles still hit fast pvp targets like crap.

-If you script a TC to give it 30% stacking penalized tracking, you really think that extra 10% will make their tracking OP?

They won't be "smashing everything." This is just a symptom of, "I'm not going to fly that Cruise boat that sucks so badly anyway, so they should keep sucking" mentality. It's a fallacy. Remember how everyone switched to Winmatar? In the end, "Buff me, nerf you" doesn't pan out.
Drake Doe
88Th Tax Haven
#9 - 2013-03-25 03:00:29 UTC
Taoist Dragon wrote:
Why would a module on a ship affect how fast the missile flies or how efficient the rocket motor is?

missiles themselves are effectively little ships with guidance, targeting, propulsion and weapon (warhead) onboard.

Once it leaves the ship the only thing that should affect it is the locking of the target by the launching ship.

More variance in missiles before missile mods.


Actually the same could be said for the drone tracking enhancer and navigation control, but then again being more advanced drones could in theory could be harmonized with the modules on the ship while docked.

"The homogenization of EVE began when Gallente and Caldari started sharing a weapon system."---Vermaak Doe-- "Ohh squabbles ohh I love my dust trolls like watching an episode of Maury with less " Is he my Dad " but more of " My Neighbor took a dump on my lawn " good episode! pops more corn" ---Evernub--

Noisrevbus
#10 - 2013-03-25 04:49:44 UTC  |  Edited by: Noisrevbus
Personally, i prefer to have weapon systems differentiated so they apply in different tactical situations.

Missiles have always been designed as "dumbfire", with high potential and low application under an equation that is equally dumbfire (as opposed to the turret equations that are more smooth, flexible and relative). Applying a logic taken from Turrets onto Missiles without the additional redundancy that the turret equation has will always risk malbalancing missiles. Since the relative flying of the ships involved is not taken into consideration, accuracy modifiers risk making missiles either hit too much or too little with too few situational conditions. The same goes for chance vs. DR.

There is a reason why a ship like the Cerb with AML is considered a veritable Frigate-killer today, and the only Turret-platforms with equivalent reputation have speed-bonuses; or why the bonus on the NH is rare and never really reproduced on a quicker or range-bonused ship.

There is equally a reason why a very high-potential system like Torpedoes have extreme difficulty applying down, why Webs and Painters are needed, and even with them applied the system still has severe limitations; because if those were not in place a simple web-paint would risk overflowing all that potential damage on a smaller, mitigation-based ship.

The whole thing is really stacking-sensitive and either works or does not work. Do i wish to attempt one-shotting Frigs? Turrets always have the checks of relativity and chance.

I highly doubt EVE would be a better game if a Frigate would always have to second-guess wether that Torp BS has a web-paint-TC-rigs-drugs sphere of death; or wether we want the ability to lock down a weapon-system indefinately by TD-ing a missile ship below recharge-DPS. With a Turret-ship there's always the risk (of accuracy-void piloting, and chance), while systems like ECM and Damps also have either chance or piloting modifiers.

Predictable and extremes is generally a bad concept no matter what you apply it to.

Missiles are just dumb enough to work quite alright today, overall (with a few exceptions).
sabre906
The Scope
Gallente Federation
#11 - 2013-03-25 05:38:57 UTC  |  Edited by: sabre906
Noisrevbus wrote:
Personally, i prefer to have weapon systems differentiated so they apply in different tactical situations.

Missiles have always been designed as "dumbfire", with high potential and low application under an equation that is equally dumbfire (as opposed to the turret equations that are more smooth, flexible and relative). Applying a logic taken from Turrets onto Missiles without the additional redundancy that the turret equation has will always risk malbalancing missiles. Since the relative flying of the ships involved is not taken into consideration, accuracy modifiers risk making missiles either hit too much or too little with too few situational conditions. The same goes for chance vs. DR.

There is a reason why a ship like the Cerb with AML is considered a veritable Frigate-killer today, and the only Turret-platforms with equivalent reputation have speed-bonuses; or why the bonus on the NH is rare and never really reproduced on a quicker or range-bonused ship.

There is equally a reason why a very high-potential system like Torpedoes have extreme difficulty applying down, why Webs and Painters are needed, and even with them applied the system still has severe limitations; because if those were not in place a simple web-paint would risk overflowing all that potential damage on a smaller, mitigation-based ship.

The whole thing is really stacking-sensitive and either works or does not work. Do i wish to attempt one-shotting Frigs? Turrets always have the checks of relativity and chance.

I highly doubt EVE would be a better game if a Frigate would always have to second-guess wether that Torp BS has a web-paint-TC-rigs-drugs sphere of death; or wether we want the ability to lock down a weapon-system indefinately by TD-ing a missile ship below recharge-DPS. With a Turret-ship there's always the risk (of accuracy-void piloting, and chance), while systems like ECM and Damps also have either chance or piloting modifiers.

Predictable and extremes is generally a bad concept no matter what you apply it to.

Missiles are just dumb enough to work quite alright today, overall (with a few exceptions).


If "dumbfire" means doing no dmg to anything that's not a POS then missiles are pretty dumb.Lol

To prove your point, you quote AML, an exception to the rule, special med sized weapon designed to kill frigs. Old news for you, there was a gun counterpart to AML, it was deemed OP in beta and removed. AML was deemed not OP enough, and left in.

If it bothers you so much, do away with AML, and fix regular sized missiles, as opposed to letting regular missiles suck so AML is "balanced."
Radhe Amatin
Federal Navy Academy
Gallente Federation
#12 - 2013-03-25 05:46:46 UTC
Why not...u can upgrade your turret tracking range with on board computers why not for missiles.

Lets say missile tracking computer will optimize the missile flight path in such a way that at the moment of detonation the missile will apply more damage to the target.
EX: if you fire a missile at a moving target, and that missile hits on the rear part of the target it will do less dmg because u can out run the explosion, but if the missile will detonate in front of the target then will do more dmg because the target will run into the explosion. If you even take physics in consideration here the force from the missile explosion combined with the targets velocity will combine and will result in a much greater force being applied to the target thus making even more dmg or less if the explosion happens behind the target , but let's leave physics out of this for the sake of the argument.
I know u can`t actually do this within the coding of the game but a module that can affect explosion radius and velocity will have the same effect as stated above without the visual representation.

And yes some missile tracking disruption module will be good...as an effect the module will disrupt the targeting computer and making the missile detonate prematurely and thus making less dmg (with explosion velocity and radius scripts) or to detonate shirt of the target location,meaning less range(with range disruption scripts)
To mare
Advanced Technology
#13 - 2013-03-25 10:34:48 UTC
i prefer my my missile w/o any TC TE thing and unaffected by TD than having them with TE/TC and affected by TDs.

would make TDs a must have in pvp and would make mission vs sanshas a total pain in the ass
Malcanis
Vanishing Point.
The Initiative.
#14 - 2013-03-25 10:59:06 UTC
To mare wrote:
i prefer my my missile w/o any TC TE thing and unaffected by TD than having them with TE/TC and affected by TDs.

would make TDs a must have in pvp and would make mission vs sanshas a total pain in the ass


I'd rather have mods for missiles and TDs get a nerf.

Rat ewar is due a rework in any case.

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Radhe Amatin
Federal Navy Academy
Gallente Federation
#15 - 2013-03-25 20:06:40 UTC
To mare wrote:
i prefer my my missile w/o any TC TE thing and unaffected by TD than having them with TE/TC and affected by TDs.

would make TDs a must have in pvp and would make mission vs sanshas a total pain in the ass


not TD ..... those are for turrets..... a new mod same in principle as TD but for missiles.

It will be unbalanced for a mod to affect all weapon systems.
Taoist Dragon
Okata Syndicate
#16 - 2013-03-25 21:06:01 UTC  |  Edited by: Taoist Dragon
Missile disruption should come in the forms of revamped defenders or some other 'chaff' style mechanic not replicating the turret mechanics.

Missiles =/= turrets really people should just stop trying to make them the same (at least from a mechanic point of view)

Missiles are pretty easy to mitigate their damage without the need for specific disruption.

Make defender lauchers like probe launchers and not require a launcher hardpoint. Simple. It won't completely stop missile damage as it can realistically only take out one missile at a time but if you were fighting a 3 launch frig for example you could effectively reduce his damage output by 1/3 but you sacrifice a utility high slot to make it so.

That is the Way, the Tao.

Balance is everything.

Termy Rockling
Sebiestor Tribe
Minmatar Republic
#17 - 2013-03-26 08:18:55 UTC
Defenders or similar pointdefensemodule could also be moved to midslots like all other ewar stuff, also they need to be more automatic with firing the current system isnt very useful.
sabre906
The Scope
Gallente Federation
#18 - 2013-03-26 15:41:03 UTC
There should be a point defence module that intercept these little Winmatar bullets, then everyone and their mother would fit it.Cool
Queotzcatl
RENEGADES YIY HEKATEK
#19 - 2013-06-04 22:08:28 UTC
Taoist Dragon wrote:
Why would a module on a ship affect how fast the missile flies or how efficient the rocket motor is?

missiles themselves are effectively little ships with guidance, targeting, propulsion and weapon (warhead) onboard.

Once it leaves the ship the only thing that should affect it is the locking of the target by the launching ship.

More variance in missiles before missile mods.



For example by switching from Hydrogen combustible to Atomic