These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
123Next page
 

Phoenix Redesign Idea

Author
Vacant Thought
Doomheim
#1 - 2014-01-05 16:32:17 UTC
Let’s face it the Phoenix is a rubbish Dreadnaught. It always has been and needs a lot of love. However, instead of the normal cries that the missiles need to be faster etc
How about the following ideas.

Scrap the current Citadel torpedoes and replace rename them to function as per these ideas.

Suggestion 1

Let them fire capital ECM missiles. That’s what Caldari do after all. These should affect ALL capital ships they hit. Say something along the lines of a 10 second reduction of that ECM type.
Would probably make sense to have these setup so that 3 missiles (The number of launchers on a Phoenix) would provide sufficient ECM to shut down an un-boosted super. Although there primary target would probably be other Dreads or Titans. Due to drones/fighters not being affected by the loss of a target lock.

Suggestion 2

Missiles with specific none physical damage effects that shuts down a specific function of the enemy capital/super. Something along these lines

Neutralisation Missile (ALA Void but targeted) (Amarr Variant)

This missile type should neutralise a significant portion of energy in the targeted capital. Unable to warp out/delays “Doomsday” reactivation

Lock breaker Missile (ALA Lock breaker)(Caldari Variant)

This missile would cause the targeted unit to drop all of its locks.
No delay on re-targeting. They would mess up the spider tank setup if not paying attention.

Fighter scrambler missile (Gallente Variant)

This is specifically an anti Carrier/Super missile that upon detonation confuses the host capitals electronics into sending out a recall order to its drones, or causes them to be disconnected from the host capital/assist unit. Reconnect works as normal or have a delay that would be suitable.

Surge missile (Minmatar Variant)

Not sure what to think of within Minmatar lore but here goes with a bit of a whacky idea.
This missile is more of a rescue attempt device. The missile contains a special fuel rod that upon hitting a target supercharges its fuel coils into activating and propelling the capital at 500% normal speed in whatever direction it is pointed for a period of time, says 5-10 seconds.
This could be used on units to propel them out of bubbles or to separate an individual unit out of a group for escape or destruction by a gang. Like a lion pack hunting.

Summary

It would probably make sense to have these setup the same as suggestion 1 so that 3 missiles (Number of launchers on a Phoenix) would be required to have the full effect on a capital. i.e. 1 missile does 1/3 of the effect to shut down an un-boosted super.

These missiles would not need to be fast and could remain at their current speed levels. They would also have ZERO effect on anything less than a Capital ship.

Why

This would give the Phoenix a use in fleets and also keep them as primary as most caldari ECM ships are anyway so they probably would not an overpowering effect. However, the FC would need to take into account of the fact that an enemy might have a few of them to screw his plans up Instead of the normal Dreads = DPS period!!!!
Kaerakh
Obscure Joke Implied
#2 - 2014-01-05 16:46:08 UTC
Breaking news in Dekklein today as there is a fierce stand off between PL and CFC forces. Only time will tell who will run out of ECM missiles first and the real pew pews begin. This is SCOPE reporter Kaerakh signing off in the 20th hour of the fight and not a single ship has been lost due to intense ECM coverage.
Danika Princip
GoonWaffe
Goonswarm Federation
#3 - 2014-01-05 16:58:35 UTC
Because those aren't overpowered at all. Roll
TheMercenaryKing
Collapsed Out
Pandemic Legion
#4 - 2014-01-06 20:31:36 UTC  |  Edited by: TheMercenaryKing
The explosion velocity just needs to be buffed.

People think "what about the drf factor?" well the cruise missiles and citadel cruise have the same drf and the drf for citadel torps, while more than rage torps, essentially makes the entire math dependant the the explosion velocity of the torps.

Both of these velocities are too low, however. Doubling the explosion velocities might be too much, maybe a 1.5x increase. If i can find out how to edit pyfa or eft to make a theoretical citadel missile with the high velocities, i would share the graphs and the damage increases.

Broken down, the math becomes the following,
Missile Damage = the lowest of:

  • Base Damage * 1
  • not allowing more than base damage
  • Base Damage * (Target signature / explosion radius)
  • If the target is sitting still, aka "0 missile transversal"
  • Base Damage * [ (Target signature / explosion radius) * (explosion velocity / Target Velocity) ] ^ [ ln(drf) / ln(5.5)]
  • If the target is moving


Since the citadel torp drf=5.5, the damage is dependent on explosion velocity and target velocity since all capitals have a sig larger than 2000 (the explosion radius of a citadel torp). So if the explosion velocity is 30 and the target velocity in a moving archon is up to 70 (base):

Base damage * [ (2920 / 2000) * (30 / 70) ] ^ 1
Base damage * [ (1.46) * (0.43) ]
Base damage * (0.62)

so 62-63% of the base damage before resists.

but if the carrier is all lvl 5, the speed increases as such

Base damage * [ (2920 / 2000) * (30 / 87.5) ] ^ 1
Base damage * [ (1.46) * (0.34) ]
Base damage * (0.5)

So about 50% of the base damage. Then add resists.

If the explosion velocity was 50:

Base damage * [ (2920 / 2000) * (50 / 87.5) ] ^ 1
Base damage * [ (1.46) * (0.57) ]
Base damage * (0.83)

83% the base damage then add resists. (at 70m/s it would be Base Damage * 1, as 1 would be the minimum)

Citadel Cruise DRF = 5.2, so ln(5.2)/ln(5.5) = 1.70

EDIT:

Aeon VS Phoenix all 5s:

Base damage * [ (6306 / 2000) * (30 / 75) ] ^ 1
Base damage * [ (3.15) * (0.4) ]
Base damage * (1.26)

The sig is so large that the Damage = base damage * 1 (the minimum)
Sarah Stallman
Pen2 Logistics
#5 - 2014-01-06 20:38:35 UTC
[TROLL]
Any time a Phoenix dies, it needs to explode in a great ball of flame, and then a new one spawns with a random fit.
[/TROLL]
TheMercenaryKing
Collapsed Out
Pandemic Legion
#6 - 2014-01-06 20:40:37 UTC  |  Edited by: TheMercenaryKing
God for bid the archon had a Strong x-instinct and Rag boosting with skirmish mindlink:

the archon sig would not be 2920, but 1690. The math would be:

Base damage * [ (1690 / 2000) * (30 / 87.5) ] ^ 1
Base damage * [ (0.845) * (0.34) ]
Base damage * (0.287)

With the 50 explosion velocity:

Base damage * [ (1690 / 2000) * (50 / 87.5) ] ^ 1
Base damage * [ (0.845) * (0.57) ]
Base damage * (0.48)
XvXTeacherVxV
Be Nice Inc.
Prismatic Legion
#7 - 2014-01-06 20:42:55 UTC
I think these suggestions would create more problems than they solve.
Can you see the rapier?: http://imgur.com/aFelCpv,GH6lqDE
NearNihil
Jump Drive Appreciation Society
#8 - 2014-01-06 20:54:10 UTC
Why create new missile flavors for just capitals? Surely subcaps would like them too.

And while I'm at it, make FOF versions too. Surely you want to counter-jam that Falcon with FOF ECM missiles? Or that interceptor that's about to bring in his friends? We don't need ship explosions. Less is more.



In all seriousness though, why would this be needed? Can't we just buff it a bit so it can hit capitals and if needs be battleships for okay damage (a la tracking dreads but without the instant damage and with consistent damage)?
Alundil
Rolled Out
#9 - 2014-01-06 21:00:31 UTC
ninja OP suggestion/feature:

Allow Phoenix a unique role bonus: Can be reprocessed at POS

I'm right behind you

Mr Doctor
Therapy.
The Initiative.
#10 - 2014-01-07 01:23:05 UTC
Its time for Rapid Cruise Missile Launcher!
Markku Laaksonen
School of Applied Knowledge
Caldari State
#11 - 2014-01-07 01:40:57 UTC
Mr Doctor wrote:
Its time for Rapid Cruise Missile Launcher!


Sounds OP. We should give it a 2 min reload time to make it fun and dynamic. Decision-making, sandbox, marketing whatever.

DUST 514 Recruit Code - https://dust514.com/recruit/zluCyb/

EVE Buddy Invite - https://secure.eveonline.com/trial/?invc=047203f1-4124-42a1-b36f-39ca8ae5d6e2&action=buddy

Drake Doe
88Th Tax Haven
#12 - 2014-01-07 02:49:41 UTC
Markku Laaksonen wrote:
Mr Doctor wrote:
Its time for Rapid Cruise Missile Launcher!


Sounds OP. We should give it a 2 min reload time to make it fun and dynamic. Decision-making, sandbox, marketing whatever.

As long as they out paper dps citadel torps.

"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--

Jessica Danikov
Network Danikov
#13 - 2014-01-07 04:59:24 UTC
It's not just the speed of the missiles, it's the fact that you can firewall them.

Rapid Cruise Missile Launcher could go ways for making the Phoenix fit the best anti-subcap dread, but missiles have general issues that haven't been addressed in a long, long time.
Claud Tiberius
#14 - 2014-01-07 05:03:56 UTC
In what way is the Phoenix rubbish?

Once upon a time the Golem had a Raven hull and it looked good. Then it transformed into a plataduck. The end.

Leju
Doomheim
#15 - 2014-01-07 05:46:34 UTC
Claud Tiberius wrote:
In what way is the Phoenix rubbish?


It's the weapons they use that are terrible.

There was a reason why the Naglfar got it's missile turrets removed.
Kenrailae
Center for Advanced Studies
Gallente Federation
#16 - 2014-01-07 05:49:38 UTC
Or just give it gun bonuses.....


Though that probably won't happen cause the art asset is based around missiles....

The Law is a point of View

The NPE IS a big deal

Gypsio III
State War Academy
Caldari State
#17 - 2014-01-07 11:28:43 UTC
TheMercenaryKing wrote:
The explosion velocity just needs to be buffed.


It's not the main problem, in fact it's barely a problem at all.

Citadel torps are affected by GMP, even though Fozzie said they wouldn't be, so explosion radius is 1500 m. This takes % damage against the full-speed Archon from 50% to 67%. This still doesn't sound great, but remember that triaged/sieged caps don't tend to move much, and others can be webbed. The problem is readily surmountable.

The real problem with the Phoenix is even if it did full damage to that Archon, there still wouldn't be a reason to use it, because its damage and projection are simply too low, relative to Moros and Naglfar. Dreads are fairly simple creatures and can be analysed in terms of role and environment:

Anticapital: go Moros for raw DPS, Naglfar for burst tank, capless weapons and damage type selection. No reason to fly a Phoenix, apart from the amazing nano-Phoenix.

Anti-structure: go Moros for raw DPS, Naglfar for damage type selection and Revelation to go AFK. No reason to fly a Phoenix.

Blapping: go Moros for raw DPS, Naglfar for damage type selection and Phoenix to make life difficult for yourself.

Fleet: don't go Phoenix because of delayed damage and firewalls.

Small gang (e.g. WH): don't go Phoenix because of lack of flexibility - it's incompetent at the blap role and has no advantage at anticapital work.

To make the Phoenix usable it's no use fiddling with explosion velocity. You've got to give it an environment in which it shines. Really, you can immediately exclude “fleet” because of delayed damage and firewalls, which boils down the environments above to two - anticapital and blapping in non-large fleets. However, the nature of missiles means that the borderline between "effective" and "lol 150k unavoidable volleys" blap Phoenix is rather narrow.

That forces the Phoenix into a narrow anticapital/structure role. Fine - but to be used here it needs a damage advantage over the Moros and Naglfar commensurate with its inflexibility and disadvantage at the blap game. In short, the only plausible role for the Phoenix is killing capitals, and to be used in that role this it needs a LOT more raw damage. A hefty nerf to Moros optimal would also go down well, and help the Rev too.
Danika Princip
GoonWaffe
Goonswarm Federation
#18 - 2014-01-07 11:33:07 UTC
Claud Tiberius wrote:
In what way is the Phoenix rubbish?


Titans can speed tank them.
Gypsio III
State War Academy
Caldari State
#19 - 2014-01-07 11:41:59 UTC
Danika Princip wrote:
Claud Tiberius wrote:
In what way is the Phoenix rubbish?


Titans can speed tank them.


Not really. It's possible, sure, but we're talking about needing Ragnorak bonuses, links, X-Instinct, Snakes, a fancy AB and overdrives. Not exactly a realistic fit.
Danika Princip
GoonWaffe
Goonswarm Federation
#20 - 2014-01-07 11:46:40 UTC
Gypsio III wrote:
Danika Princip wrote:
Claud Tiberius wrote:
In what way is the Phoenix rubbish?


Titans can speed tank them.


Not really. It's possible, sure, but we're talking about needing Ragnorak bonuses, links, X-Instinct, Snakes, a fancy AB and overdrives. Not exactly a realistic fit.



The point I was making was that they have incredibly poor damage application on anything smaller than a POS, slow moving ammunition that can be destroyed, can't even hit battleships.


And if it's possible to speed tank them in a titan, even with a dumb fit, that does kind of make the point for me. I was being hyperbolic.
123Next page