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Missiles Ideas

Author
Adrie Atticus
Caldari Provisions
Caldari State
#21 - 2014-09-04 08:54:27 UTC
Fer'isam K'ahn wrote:
Isn't this something that will be coming with the next module meta changes ?

And besides that, I think your exapmles (%) are a bit off, you start blending the two systems for each size, I would not want this.


Problem is that launchers don't really have any meta bonuses and cannot be separated in any meaningful level:

Turrets have tracking, sig radius, ammo capacity, fitting (x2), RoF, optimal and falloff.
Launchers have ammo capacity, fitting (x2), RoF.

CCP cannot make anything else than the following combos:
Meta 0 with no bonuses
High CPU, high PG, bonus to RoF
Low CPU, high PG, bonus to capacity
High CPU, low PG, bonus to capacity
Low CPU, low PG, no other bonuses.

For turrets they can just make:
Meta 0 with no bonuses
Bonus to RoF
Bonus to optimal
Bonus for falloff
Bonus to tracking
Bonus to ammo capacity
Lower PG or CPU

We'll end up with good variety of choices to turrets and no choices for launchers, if the RoF of T2 is slower than meta4, they will be used outside of LML's because application is fully dependent on the ammunition, not the launcher. If the T2 RoF is faster than meta, then there's no need to use anything else than T2 lauchers outside of extremely tight fitting situations.
Caleb Seremshur
Bloodhorn
Patchwork Freelancers
#22 - 2014-09-04 10:25:35 UTC
Abrazzar wrote:
I say remove explosion velocity and double the effect of explosion radius to finally give missiles a tracking independent damage application instead of a vector independent tracking penalty.


Explosion velocity is typically the killer in this equation yes. Pushing a target up to whatever size catagories fury/rage missile eR is difficult enough as is but then when you consider than an afterburning caracal takes 1/6th of the damage of missiles fired at it you have a problem.

Remember kids that the missile formula works via depreciating ratios. As the ratio of sR/eR reaches 1, the formula switches to eV/tV which is almost always in the targets favour. For comparison, one does not simply evade damage from a kiting turret ship when actually being kited.
Fer'isam K'ahn
SAS Veterinarians
#23 - 2014-09-04 11:48:14 UTC  |  Edited by: Fer'isam K'ahn
Adrie Atticus wrote:

Problem is that launchers don't really have any meta bonuses and cannot be separated in any meaningful level: ...

Aehm, and that is a problem for whom ? The devs that can add such meta values with one or two mouseclicks ?! It could also be added to the ammo... which I think has also been announced...
Why does anything we have now exclude possible features of the future ... don't get your point.
Fourteen Maken
Karma and Causality
#24 - 2014-09-04 12:21:56 UTC
I'm getting a bit sick of people saying there's something wrong with light missiles, they already have very low dps. If you're getting kited by a condor or an interceptor and you are buffer fit it doesn't matter if it's doing 50 dps or 500 dps you're going to die it's just a question of time.

The problem is there needs to be an effective counter to these type of ships, a fast tackler with decent tank that can eat missiles in the face and burn right at them to take them down. I started using an executioner and an atron for the job of hunting kitey condors in low sec, and i had some joy even though im terrible. The problem is interceptors are too fast to catch, you can't even hit them with light missiles. There would be a lot less of them around if we had a cheap viable counter to hunt them down with, they just need their speed reduced and maybe make one or two of the t1 frigates cheap fast tackle specialists by buffing their speed slightly.
Ghaustyl Kathix
Rising Thunder
#25 - 2014-09-04 13:14:02 UTC
Bullet Therapist wrote:
5. Target painters are still weak relative to other EWAR systems. Stasis webifiers for example lower a targets speed by up to 60%, dramatically improving tracking while also allowing for range control, transversal manipulation etc. While webs are short ranged, TPs will never be able to match the control effect that webs bring to the field, and so should be buffed accordingly
They would have to be balanced with dreadnoughts in mind, because Rapiers painting cruisers for dreadnoughts is already pretty strong.
scorchlikeshiswhiskey
Totally Abstract
O X I D E
#26 - 2014-09-04 14:41:28 UTC
Firstly, I am replying from my phone so I will attempt to be brief.

I like the idea of rapid launchers, I think they still have some flaws to be polished out but the overall idea is interesting. Lpng range missiles can trade constant damage for faster paced damage, quite interesting and useful in certain situations. Carrying the concept of new launchers even further, what about applying it to short range missiles?
I don't mean rapid rockets though, what about a (cruiser sized of course) rocket launcher that trades RoF and reload for the ability to fire 2 rockets per salvo? The general idea, numbers arbitrary, would be that they sacrifice RoF (10%?) and reload speed (+5sec?) for a slight range increase (10%?) while firing 2 rockets per salvo and gaining a slight increase (10%?) in capacity. Possible applications would be against tackle frigates or drones, trading HAM damage for rocket application against smaller targets.
Balance would be key, like anything, and ideally I would imagine that they would highlight the role of tackle killer within their engagement window. The increased PG would allow a faster initial velocity, which provides a range between rockets and HAMs but closer to rockets so that they will not be capable of replacing HAMs.
I would also imagine that the same would be done for HAMs, a BS sized launcher that fires 2 HAMs at the expense of damage. I'm not entirely sure how the range would work out exactly, but obviously less than HAM range. Possibly the extra PG is used to provide an increase in explosion velocity over normal HAMs. This would be intended to fit between cruise, HAMs, and torps, allowing a BS the option to engage logistics cruisers or Rapiers that stray within their range while adjusting ammo capacity so that they are only better within a limited engagement profile.

Thoughts? (This was longer than I intended but hopefully it gets my point across sufficiently that these would be a niche weapon like rapids. Better in some cases, and worse in many.)
Mhari Dson
Lazy Brothers Inc
#27 - 2014-09-04 16:21:30 UTC
after looking this over, I'd say take a light hand to the subject first.

i don't use cruise/torps enough to have constructive input

CCP Rise promised us a relook on this with Rubicon, perhaps we could get him to drop by and give us an update?

Heavies: First thing to change is to give it a 125m weapon sig instead of 140 ALL other medium weapons systems have a 125m or smaller weapon sig. The damage of the weapon doesn't need increase, the application of it's damage needs to be able to apply fully to a stationary cruiser with a 125m sig (it does not).

Precisions (all sizes) need to have enough flight time to catch a target or a radically increased velocity to compensate. The original plan of having precisions with similar flight time to standard loads was a bit much and got scrapped, but matching them to furies would be acceptable.

Lights: Until precisions have enough range to chase down an interceptor orbiting farther than 3-5k I wouldn't tamper with them.

Rockets: people use these? Jokes aside, even with max skills 10k is a bit low, so is the damage. Edge the damage up 5% or so, give 'em about 2k more reach.


Rapid Launchers: I happily reprocess them all.
Ghaustyl Kathix
Rising Thunder
#28 - 2014-09-04 17:52:03 UTC  |  Edited by: Ghaustyl Kathix
Mhari Dson wrote:
Rockets: people use these? Jokes aside, even with max skills 10k is a bit low, so is the damage. Edge the damage up 5% or so, give 'em about 2k more reach.
I actually think these are in a pretty good place. Really good damage application, and reaching out to 10km with the close-range frigate-size weapon is really good range. Even frigate-size pulse lasers get around 8k. The damage is a bit low compared to blasters, but for the range and application it's quite good.

Quote:
Precisions (all sizes) need to have enough flight time to catch a target or a radically increased velocity to compensate. The original plan of having precisions with similar flight time to standard loads was a bit much and got scrapped, but matching them to furies would be acceptable.
I think the flight time on it is okay. Precision's meant to hit ships a size-category or more down from you, and their weapons would be well within that range if they want to shoot at you anyway.
Mhari Dson
Lazy Brothers Inc
#29 - 2014-09-04 20:19:21 UTC  |  Edited by: Mhari Dson
Ghaustyl Kathix wrote:
Mhari Dson wrote:
Rockets: people use these? Jokes aside, even with max skills 10k is a bit low, so is the damage. Edge the damage up 5% or so, give 'em about 2k more reach.
I actually think these are in a pretty good place. Really good damage application, and reaching out to 10km with the close-range frigate-size weapon is really good range. Even frigate-size pulse lasers get around 8k. The damage is a bit low compared to blasters, but for the range and application it's quite good.

Quote:
Precisions (all sizes) need to have enough flight time to catch a target or a radically increased velocity to compensate. The original plan of having precisions with similar flight time to standard loads was a bit much and got scrapped, but matching them to furies would be acceptable.
I think the flight time on it is okay. Precision's meant to hit ships a size-category or more down from you, and their weapons would be well within that range if they want to shoot at you anyway.


perhaps if you're using precision cruises, but lights especially have issues catching up to anything they're meant to hit.

with precision heavies application is bad enough you tend to get equal or better damage from standard loads if what you're shooting at is slow enough to apply damage to at all.
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