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CCP is there an ETA for a missile tracking computer/enhancers?

First post
Author
Bullet Therapist
Caldari Provisions
Caldari State
#41 - 2014-01-08 23:30:49 UTC
I agree with the above post. The disparity between webs and target painters (ie the relative strengths of their debuffs) is one of the reasons that missiles suffer as a whole.

I authored a thread a few months ago where CCPRise mentions the possibility of new mods to interact with missiles.

https://forums.eveonline.com/default.aspx?g=posts&m=3545236#post3545236
Arthur Aihaken
CODE.d
#42 - 2014-01-08 23:36:06 UTC  |  Edited by: Arthur Aihaken
Bullet Therapist wrote:
I authored a thread a few months ago where CCPRise mentions the possibility of new mods to interact with missiles.

The one that's been locked indefinitely...? Lol

I am currently away, traveling through time and will be returning last week.

Eisenhornx
Deep Core Mining Inc.
Caldari State
#43 - 2014-01-10 15:39:59 UTC  |  Edited by: Eisenhornx
From what I understood when i first started playing EVE 6+ years ago is that a turret sig radius is the are the turret will shoot at random, so a turret with a sig of 200 shooting at a target with a sig of 35 has a 17.5% chance of hitting. But in actual game play it just affects the tracking of a moving target. if turrets of larger size say dread size had this method applied there would be a closer relation to what citadel torps experience now. So if missiles are going to continue being sig and velocity based there should be a similar effect added to turrets.

just an idea.
Eisenhornx
Deep Core Mining Inc.
Caldari State
#44 - 2014-01-10 15:58:46 UTC
Meyr wrote:
Do missiles need to be revamped? Obviously, that answer is 'yes.'



"Turrets hit small, stationary targets for full damage." Not true. Even with a stationary target, TURRETS MISS. They also have something that goes by the rubric of 'Hit Quality', which determines what percentage of a successful hit it actually applied.



this is not true. If the ship shooting at the stationary target is moving than the transversal is increased, this is the only time a turret will miss a stationary target.

Soldarius
Dreddit
Test Alliance Please Ignore
#45 - 2014-01-10 17:08:07 UTC
Eisenhornx wrote:
If the ship shooting at the stationary target is moving than the transversal is increased, this is the only time a turret will miss a stationary target.


This is a good example of how turret tracking in Eve is bad. If your ship is orbiting a stationary target, your turrets do not have to slew to keep it tracked. But the formula says otherwise. If you ever want to see it in action, just enable the "Angular Velocity" column on your overview and go orbit something.

I'm curious now to grab a pair of identical ships with identical noob pilots and orbit the same object at the same distance and velocity to see how the client calculates angular velocity relative to the two orbiting ships.

http://youtu.be/YVkUvmDQ3HY

Zane Tekitsu
The Munitions Miracle Network
#46 - 2014-01-10 22:07:20 UTC
Daenika wrote:
[quote]
Also, I fail to see how knowing precisely the number of volleys it will take to kill a target in PvE (assuming their speed doesn't change for some reason) is somehow an asset. Mission runners don't exactly count missiles like they are gold coins. It takes as many as it takes, just like with turrets, but unlike with turrets, if you've got a refire faster than that travel time of the missile, it's quite easy to completely waste 1-2 extra volleys of missiles on targets near death.


Gonna have to say that every Isk/Hr concerned missile PVE pilot and every missile doctrine FC I have ever flown with have done exactly that. Eg: 2 salvos switch, 2 salvos switch, 3 salvos.... as opposed to "Fire ze missiles until ze target explodes!"
S4nn4
24th Imperial Crusade
Amarr Empire
#47 - 2014-01-10 22:39:44 UTC
Soldarius wrote:
I'm curious now to grab a pair of identical ships with identical noob pilots and orbit the same object at the same distance and velocity to see how the client calculates angular velocity relative to the two orbiting ships.

Angular velocity is calculated as:
Δtransversal speed / distance
Units in m/s and m, and Δtransversal speed is the differance between the two ships transversal speeds.
Each ships plane of orbit, orbit direction and starting position will be important to determine the min and max values that will be observed from the formula. The extreme values will be from zero up towards infinity.

That formula can be blamed for why guns need to track while orbiting a stationary target. Because it is absolut and not relative, meaning that it neglects that the orbiteer is turning around its own axis, which normally would compensate for the guns need to turn.
One way to make sense of the situation is to imagine that the guns are not actually attached to the hull, but to a zero friction sphere that doesn't turn just because the ship do (and this is done because... of something). That way, the guns have to turn on their own regardless of what the ship is doing.

If the gun equation was changed to compensate for a ships own turn rate. It would lead to such situations where two ships with similar speeds that orbit each other would drop the need for tracking down towards zero (same as flying parallell), at which point tracking becomes an irrelevant attribute and only damage and range matters. Since weapons are grouped as "short range high tracking" and "long range low tracking" based on what range they are supposed to be used at, it could lead to several side problems when sniper guns become viable at close range. The current formula may not be a good reflection of reality, but it leads to situations that still feels natural (like: sniper guns not so good up close).
uyguhb
Imperial Shipment
Amarr Empire
#48 - 2014-01-11 03:34:56 UTC
Soldarius wrote:
Eisenhornx wrote:
If the ship shooting at the stationary target is moving than the transversal is increased, this is the only time a turret will miss a stationary target.


This is a good example of how turret tracking in Eve is bad. If your ship is orbiting a stationary target, your turrets do not have to slew to keep it tracked. But the formula says otherwise. If you ever want to see it in action, just enable the "Angular Velocity" column on your overview and go orbit something.

I'm curious now to grab a pair of identical ships with identical noob pilots and orbit the same object at the same distance and velocity to see how the client calculates angular velocity relative to the two orbiting ships.


I always find it amusing when i see a heavy drone or fighter miss a structure .
Kesthely
State War Academy
Caldari State
#49 - 2014-01-11 05:30:11 UTC
While were on this subject there are a few things i want to add.

Tracking computers on a gun based ship not only benefit the range or damage application, but also improve the ships flexibility in situations. For different sized targets, and ranges you can switch out scripts and ammo to optimize your gun quality, regardless if your shooting with short or long range guns.

Not only do Missiles lack the modules to alter their damage application, at the same time because of this they are deprived of their flexibility as well.

Also note for those people that want to point out to the target painter as the missile version of the damage application, a target painter increases the sig radius of a ship. This means that the Tracking of any gun (inclueding drones) improves. Where a target painter can't increase a missile damage above maximum of 100% applied damage (eg think about a light missile shooting a capital ship) that same target painter does increase the damage potential of a small gun against a capital ship, since because its tracking formula not only alters the chance to hit, but also the chance of a good hit. In effect a theoretical superpainted ship, with infinate signature radius raises the damage from missiles to a max of 100% while increasing the damage of a gun or drone to 150%

Missile users arent asking for an allpowerfull module, we are asking for modules that make missiles more inline with the flexibility that gun, and drone users already have.
Grenn Putubi
Sebiestor Tribe
Minmatar Republic
#50 - 2014-01-11 05:57:10 UTC
Kesthely wrote:
While were on this subject there are a few things i want to add.

Tracking computers on a gun based ship not only benefit the range or damage application, but also improve the ships flexibility in situations. For different sized targets, and ranges you can switch out scripts and ammo to optimize your gun quality, regardless if your shooting with short or long range guns.

Not only do Missiles lack the modules to alter their damage application, at the same time because of this they are deprived of their flexibility as well.

Also note for those people that want to point out to the target painter as the missile version of the damage application, a target painter increases the sig radius of a ship. This means that the Tracking of any gun (inclueding drones) improves. Where a target painter can't increase a missile damage above maximum of 100% applied damage (eg think about a light missile shooting a capital ship) that same target painter does increase the damage potential of a small gun against a capital ship, since because its tracking formula not only alters the chance to hit, but also the chance of a good hit. In effect a theoretical superpainted ship, with infinate signature radius raises the damage from missiles to a max of 100% while increasing the damage of a gun or drone to 150%

Missile users arent asking for an allpowerfull module, we are asking for modules that make missiles more inline with the flexibility that gun, and drone users already have.


I agree with this, but don't forget that there are things that missiles can do that turrets can't, such as apply damage when you don't have a lock on a target by using FoF missiles. Also, the speed at which your ship is traveling doesn't have an affect on you applying dps with missiles, only the speed of your target matters...there are plenty of times where I've had to slow down or adjust my course manually to be able to hit a target with a turret because even with tracking modules I still couldn't land hits. They're also immune to Tracking Disruption ewar and missiles are the only weapon that's able to apply significant amounts of any damage type you wish. Lasers can only do EM/Therm, hybrids only do Kin/Therm, and Projectiles can do EM/Therm/Explosive (though Projectiles do have an ammo that does mostly Kin, it's a long range/low damage choice).

I can't deny that missiles on the whole are less attractive than turrets, but they're not useless and they can be used to do some rather unorthodox stuff if you fit your ship for it. They do deserve to be fixed so they're more balanced when compared to turrets, but I'd hate to see them lose their niche for special tactics or their flexibility in applying damage.
scorchlikeshiswhiskey
Totally Abstract
O X I D E
#51 - 2014-01-11 06:59:15 UTC
Grenn Putubi wrote:
Kesthely wrote:
While were on this subject there are a few things i want to add.

Tracking computers on a gun based ship not only benefit the range or damage application, but also improve the ships flexibility in situations. For different sized targets, and ranges you can switch out scripts and ammo to optimize your gun quality, regardless if your shooting with short or long range guns.

Not only do Missiles lack the modules to alter their damage application, at the same time because of this they are deprived of their flexibility as well.

Also note for those people that want to point out to the target painter as the missile version of the damage application, a target painter increases the sig radius of a ship. This means that the Tracking of any gun (inclueding drones) improves. Where a target painter can't increase a missile damage above maximum of 100% applied damage (eg think about a light missile shooting a capital ship) that same target painter does increase the damage potential of a small gun against a capital ship, since because its tracking formula not only alters the chance to hit, but also the chance of a good hit. In effect a theoretical superpainted ship, with infinate signature radius raises the damage from missiles to a max of 100% while increasing the damage of a gun or drone to 150%

Missile users arent asking for an allpowerfull module, we are asking for modules that make missiles more inline with the flexibility that gun, and drone users already have.


I agree with this, but don't forget that there are things that missiles can do that turrets can't, such as apply damage when you don't have a lock on a target by using FoF missiles. Also, the speed at which your ship is traveling doesn't have an affect on you applying dps with missiles, only the speed of your target matters...there are plenty of times where I've had to slow down or adjust my course manually to be able to hit a target with a turret because even with tracking modules I still couldn't land hits. They're also immune to Tracking Disruption ewar and missiles are the only weapon that's able to apply significant amounts of any damage type you wish. Lasers can only do EM/Therm, hybrids only do Kin/Therm, and Projectiles can do EM/Therm/Explosive (though Projectiles do have an ammo that does mostly Kin, it's a long range/low damage choice).

I can't deny that missiles on the whole are less attractive than turrets, but they're not useless and they can be used to do some rather unorthodox stuff if you fit your ship for it. They do deserve to be fixed so they're more balanced when compared to turrets, but I'd hate to see them lose their niche for special tactics or their flexibility in applying damage.

To be fair though, FoF missiles are far from a wonderful solution and more of a last ditch effort to still be able to do something.

And as far as missiles applying damage, that application can vary quite hugely based on some outdated formulas...

Another downside to missiles that I don't think gets a lot of attention is the long range missiles vs flight time. i.e. 150km with cruise missiles means that your target can see you launch missiles and warp out before you can even apply your damage. Not a huge deal, but a limiting factor in the use of long range missiles.

Just like Kesthely said, we don't want an all powerful module, we just want to close the gap in certain areas. The same areas that you yourself agree with, and for the most part we agree that the counters need some love also. i.e. Defender missiles could use some TLC.
Nevyn Auscent
Broke Sauce
#52 - 2014-01-11 09:34:17 UTC
Just make TE/TC's work on missiles. Then make TD's also work on missiles. But make FOF missiles immune to TD effects.
This keeps the FOF missile immunity to Ewar in return for loss of control over DPS target, while stopping missiles being totally immune to an entire races form of EWar.

Also fix missiles base stats so they don't get 50% mitigated by ships in the same class without prop mods.
Kesthely
State War Academy
Caldari State
#53 - 2014-01-11 22:15:36 UTC
Grenn Putubi wrote:


I agree with this, but don't forget that there are things that missiles can do that turrets can't, such as apply damage when you don't have a lock on a target by using FoF missiles. Also, the speed at which your ship is traveling doesn't have an affect on you applying dps with missiles, only the speed of your target matters...


To counter that statement, drones can also still apply dps to a target that you haven't locked, and are independant of your own speed. Switching to FoF missiles takes a 10 second reload time, the same as a cycle time of an ECM module. If you only get jammed once, you are left with a missile that not only does less damage, but also is less reliable of applying that damage to the correct target.


Grenn Putubi wrote:


I can't deny that missiles on the whole are less attractive than turrets, but they're not useless and they can be used to do some rather unorthodox stuff if you fit your ship for it. They do deserve to be fixed so they're more balanced when compared to turrets, but I'd hate to see them lose their niche for special tactics or their flexibility in applying damage.


I disagree, with all the problems missiles have, they are still verry attractive to use. Problem is that as said, they are currently not balanced. The heavy missile has been mutilated (nerfed is a to kind word for it) to a degree that nobody wants to use them anymore. And because of the appalling state of the Heavy Missile this had the direct result that Rapid Light Missile launchers now also received the same mutilation.

Atm Missile users only have a few working systems The Light Missile with Light missile launcher, Rockets with Rocket launcher, and Cruise with Cruise launchers. Torpedo's have limited use still on Bombers, and Bombs itself work.




Soldarius
Dreddit
Test Alliance Please Ignore
#54 - 2014-01-13 17:25:15 UTC  |  Edited by: Soldarius
Kesthely wrote:
Switching to FoF missiles takes a 10 second reload time, the same as a cycle time of an ECM module. If you only get jammed once, you are left with a missile that not only does less damage, but also is less reliable of applying that damage to the correct target.


ECM is 20 seconds bro. But your point is valid. FOF and defender missiles are very situational and vastly underpowered. And the targetting on FoF missiles is bad. They're jsut as likely to shoot your own fleet members or a neutral structure as an enemy. Make them only target EWAR ships with the ability to set a priority list.

Heavy missiles also need to be buffed back up to a reasonable level. Heavies weren't the problem, Drakes and Tengus were.

http://youtu.be/YVkUvmDQ3HY

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