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target painter - cruise missile relations on bs+ ship size

Author
Joe Risalo
State War Academy
Caldari State
#21 - 2014-12-11 19:30:28 UTC
Rino00 Madeveda wrote:
The problem with missiles isn't an easy fix.

First- missiles can be evaded, or destroyed. Imagine in pvp if you used a Golem, which only has 4 launcher hard points. If 1 of them gets destroyed that is 25% of the ships missile dps. I propose for ships that get an increase by damage (but fewer launches- prime example a Golem), get an increase of their respective system's missile's hp. The hp would be based off what the effective launcher's is considered (so for the Golem it would be double missile hp). That would allow 'effective' launchers to be harder to destroy and harder to negate a portion of their dps and up until this is implemented they are penalized for being counterable for less (uses less system resources using their straight up missile damage).

Second- Delayed damage. Yes, I strongly believe it needs to be delayed, but the problem is when 'sniping' out to 100 km even, a target can warp off! Yes, they get perfect damage selection but that doesn't carry vary far if you can't hit your targets. I propose that the acceleration rate for missile based systems be doubled, flight time halved, max speed doubled. That would effectively cut the travel time in half, but not make the damage instant. The new missile ships (Garmur, Orthrus, and Barghest) seem to be the concept that I'm meaning, although they'd retain their bonus and get even faster. This should greatly increase missile based systems use in pvp, since it will allow FCS to easily count on their damage if it isn't countered.


An Orthrus wtih 1 target painter is capable of doing more dps to a Garmur than a Raven with a target painter. Missiles do less damage to ships and actually need the target painter's effect to apply full damage to same class ships. Never mind the precision missiles don't increase the damage enough for lower class ships. And the issue of range is primarily saying if the target painter doesn't work for a cycle you'll face reduced dps. By giving each missile battleship the bonuses to target painters optimal within 100 km, that will allow more interesting options.



I'm gonna reply to each point indiviually.. I'm in agreement with you in most of this, I just wanted to further push the point.

1) Personally, I think fof's need to be removed from the game entirely. However, if they remain, I think they need to be replaced with a turret type module, and moved into the ewar catagory.
these would, instead, become an applied to target ewar module that has a chance to essentially cause turrets and launchers to "misfire". Basically, there's a chance you could cause a launcher/turret to miss a cycle.
Now, this new type of ewar could be given to Minmatar as their ewar, while target painters can be moved into the catagory where webs, scrams, and warp disruptors fall.
You can have your specific ships that are bonused to target painters, such as the Golem, but ultimately they would become a fleet support item, as opposed to a race specific ewar.

2) If missile velocity was essentially doubled flight time halved, this would greatly increase missile use in pvp, and would also negate the purpose of this conversation being needed, which is TPs. If we could apply damage faster, we wouldn't be as worried about damage application.

3) With my suggestion of TPs being moved into the same category as webs, in order to make them competitive, they would need to be given a flat max range, with no chance of missing a cycle. If i take a laser pointer and aim it at something, it's not like it's just going to randomly shut off for a short duration. They should essentially act just like webs and scrams, but at greater range. 100km max range with no fall off. Anyone will argue that this is OP, but when you factor that 9/10 people would rather use webs and be in close range, due to higher potential dps and webs giving higher potential application over TPs, this means TPs will typically be used for long range engagements.
Now, you can give certain ships bonuses to TPs, much like webs. IE, they either get increased range, or increased effectiveness. With how TPs work, they would fall perfectly in line with webs and scrams because they are modules that increase fleet potential on target, where as other forms of ewar don't...
Reaver Glitterstim
The Scope
Gallente Federation
#22 - 2014-12-11 19:45:37 UTC  |  Edited by: Reaver Glitterstim
Howabout a heavy target painter module that costs more powergrid and capacitor, same sig radius increase, but a longer range?

Heavy Target Painter II:
30 MW powergrid
36 Tf CPU
activation cost: 36 Gj
cycle time: 10s
+30% target signature radius
optimal range: 60km
falloff: 90km

It can be fit to heavy missile ships but will really do best on cruise missile ships.



For ultra long range Ravens or such:

Mega Target Painter II:
150 MW powergrid
48 Tf CPU
activation cost: 48 Gj
cycle time: 10s
+30% target signature radius
optimal range: 90km
falloff: 120km

With max skills, the Mega has 135km optimal and 180km falloff. It'll hit almost every time out to 200km.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Joe Risalo
State War Academy
Caldari State
#23 - 2014-12-11 20:36:09 UTC
Reaver Glitterstim wrote:
Howabout a heavy target painter module that costs more powergrid and capacitor, same sig radius increase, but a longer range?

Heavy Target Painter II:
110 MW powergrid
36 Tf CPU
activation cost: 54 Gj
cycle time: 15s
+30% target signature radius
optimal range: 60km
falloff: 90km

It can be fit to heavy missile ships but will really do best on cruise missile ships.



For ultra long range Ravens or such:

Mega Target Painter II:
550 MW powergrid
48 Tf CPU
activation cost: 96 Gj
cycle time: 20s
+30% target signature radius
optimal range: 90km
falloff: 120km

With max skills, the Mega has 135km optimal and 180km falloff. It'll hit almost every time out to 200km.


Yeah, that would be a t2, and then a specialty TP.
Rino00 Madeveda
Pator Tech School
Minmatar Republic
#24 - 2014-12-11 20:51:14 UTC
Reaver Glitterstim wrote:
Howabout a heavy target painter module that costs more powergrid and capacitor, same sig radius increase, but a longer range?

Heavy Target Painter II:
110 MW powergrid
36 Tf CPU
activation cost: 54 Gj
cycle time: 15s
+30% target signature radius
optimal range: 60km
falloff: 90km

It can be fit to heavy missile ships but will really do best on cruise missile ships.



For ultra long range Ravens or such:

Mega Target Painter II:
550 MW powergrid
48 Tf CPU
activation cost: 96 Gj
cycle time: 20s
+30% target signature radius
optimal range: 90km
falloff: 120km


Something along those lines would work, but ultimately I kinda feel that the amount of power grid needed is a little on the high side. The cycle time should be lower down to 10 seconds each (to be in line with other target painters/ missile systems) and have the activation cost lowered to be the same cap/second as suggested. I'd feel the heavy target painter could be say 50 MW and the Mega could be 150 MW.

My logic is- they are getting the same radius bonus and only increasing in optimal and fall off. So, they are in effect getting harder fitting choices with it costing way more and not really be in line with the upgrade costs.
Joe Risalo
State War Academy
Caldari State
#25 - 2014-12-11 21:00:39 UTC  |  Edited by: Joe Risalo
Rino00 Madeveda wrote:
Reaver Glitterstim wrote:
Howabout a heavy target painter module that costs more powergrid and capacitor, same sig radius increase, but a longer range?

Heavy Target Painter II:
110 MW powergrid
36 Tf CPU
activation cost: 54 Gj
cycle time: 15s
+30% target signature radius
optimal range: 60km
falloff: 90km

It can be fit to heavy missile ships but will really do best on cruise missile ships.



For ultra long range Ravens or such:

Mega Target Painter II:
550 MW powergrid
48 Tf CPU
activation cost: 96 Gj
cycle time: 20s
+30% target signature radius
optimal range: 90km
falloff: 120km


Something along those lines would work, but ultimately I kinda feel that the amount of power grid needed is a little on the high side. The cycle time should be lower down to 10 seconds each (to be in line with other target painters/ missile systems) and have the activation cost lowered to be the same cap/second as suggested. I'd feel the heavy target painter could be say 50 MW and the Mega could be 150 MW.

My logic is- they are getting the same radius bonus and only increasing in optimal and fall off. So, they are in effect getting harder fitting choices with it costing way more and not really be in line with the upgrade costs.


I honestly feel that the first of the two should be somewhere along the lines of what the current t2 should be.
there's currently no reason to get a t2 over a PWNAGE.
Increase the ranges to what he's suggesting in the first option, reduce fitting requirements compared what he's suggesting, leave cycle at 5 with slightly higher cap usage than PWNAGE, and it's balanced.

As far as the second of the two... That should be reserved for maybe a pirate faction TP?
Though, also with no as deep on the fitting requirements.
Bronson Hughes
The Knights of the Blessed Mother of Acceleration
#26 - 2014-12-11 21:26:19 UTC
A few things to keep in mind here:

1. A target painter increases damage application of everything that is shooting at the painted target. Not just your missiles, not just your turrets, but every single missile and turret being fired at the painted target. In a fleet environment, this is what qualifies as "a big deal". Being able to increase the damage application of potentially hundreds of ships with one module at current target painter ranges is already pretty powerful. Increasing that range only makes them more powerful. Would one ship being able to increase the damage application of a hundred fleetmates with 100% reliability while sitting 100km off the painted target seem overpowered to anyone else? It would to me.

2. Cruise missiles already have decent (albeit not great) damage application against battleship-class targets without target painter support. Yes, cruise missiles can't blap cruisers at 150km (eve if they don't warp off first), but should they really be able to? Can single sniper battleships blap them at the same range? Not reliably.

3. Missile flight time mechanics probably could use some tweaking. I think CCP introduced the Mordu's ships with the bonuses they have in order to explore just that. Increasing missile velocity and decreasing flight time (such that range is the same, not doubled like on Mordu ships) would be beneficial to all missile systems.

Relatively Notorious By Association

My Many Misadventures

I predicted FAUXs

Rino00 Madeveda
Pator Tech School
Minmatar Republic
#27 - 2014-12-11 21:30:36 UTC  |  Edited by: Rino00 Madeveda
Bronson Hughes wrote:
A few things to keep in mind here:

1. A target painter increases damage application of everything that is shooting at the painted target. Not just your missiles, not just your turrets, but every single missile and turret being fired at the painted target. In a fleet environment, this is what qualifies as "a big deal". Being able to increase the damage application of potentially hundreds of ships with one module at current target painter ranges is already pretty powerful. Increasing that range only makes them more powerful. Would one ship being able to increase the damage application of a hundred fleetmates with 100% reliability while sitting 100km off the painted target seem overpowered to anyone else? It would to me.
.

The increase would make them have to dedicate the ship due to it taking a slot from their range, a prop mod, or some other fit. Unless they used the Golem which any fit will include at least 1 Target painter. But the point then would be at least the Golem would be used. It is a 1B+ hull , the fact that they'd then be considering utilizing missile based ships in a major pvp platform would be amazing.




The proposed changes would make missiles viable in long range fights, and interesting options for close range brawls, and would help other fleets. Could you imagine a fleet has say 2 or 3 Golems and they flag ships as a primary with target painters? And with the missile speed changes they'd be able to hit near the end of their cycle time, making it possible to waste 1 volley instead of 2, and be able to be seen after the next cycle is done. It would make the ships with the bonuses already to be even more desired. It would make me seriously think between a Barghest and a Golem and it'd probably boil down to solo- I use Barghest, group I'd use Golem for the tp bonus.


I do seriously think that ships that have missiles but fewer actual launchers need to increased missile hp to compensate for increased risk of loosing a portion of their dps. That or give each missile based ship 4 launchers and somehow get them to the same effective equivalent, while reducing damage to missile based systems by half (to compensate for decreased incoming missiles) . This would allow Missile ships to have less high slots and less strain on servers (less math on the server for missile flights). I know personally a 10 second till hitting a target I can live with... 20 seconds in pvp seems like insanity that is a full 2 cycles unless things changed since I actually flown missiles (I don't anymore because I thought other platforms instant damage is very nice but the change would make me certainly change).


Another gripe/ unbalance about some of the missile ships- don't trap them into a single damage type that is SUPPOSED to be the advantage to compensate for non instant damage. They loose a lot of their dps by switching their damage type, as such they need to either get ROF bonus or a damage to all damage types. Could you imagine loosing up to 25% of your dps because you dealt Thermal damage instead of Kinetic? The disadvantage of missiles (non instant damage) needs to be offset by them being capable of equal dps in all damage types. They take longer to load, they take up the most space, they don't do instant damage. The ships that get a bonus to only 1 type of damage for missiles needs to be changed.
TheMercenaryKing
School of Applied Knowledge
Caldari State
#28 - 2014-12-11 21:32:24 UTC  |  Edited by: TheMercenaryKing
For fuk sake people...

Missiles are not broken, they are unique and provide a benefit of static damage unlike turrets which can be +or - damage even when sitting still. They have a selectable damage type. They do not use cap. Their penalties for not having a damage range (+ or - like turrets) and no cap usage is travel time and lower dps - like how energy and hybrids do more DPS than Projectiles. Missiles can be killed but turrets can lose serious amounts of tracking capabilities.

Missile Ships and Target painters do not need a change, buff, or new item. here is why:
  • In PVP, you will bring a dedicated painter like a hyena, rapier, or other ship OR you will be within point range anyways and the range of a painter wont matter at that point.
  • In PVE you will be alone and plan your ship out as a whole with implants and rigs. Just because the raven can shoot something that a target paint cant reach does not mean the ship or weapon is broken, just your tactics.

  • Thing in Eve are broken, just not missiles - DEFENDERS AND FOF NOT INCLUDED - however people don't like the way they are and can't understand their benefits/drawbacks especially compared to other weapon systems.

    HTFU.

    Edit: put Kitsune down instead of Hyena, fixed
    Rino00 Madeveda
    Pator Tech School
    Minmatar Republic
    #29 - 2014-12-11 21:36:41 UTC
    TheMercenaryKing wrote:
    For fuk sake people...

    Missiles are not broken, they are unique and provide a benefit of static damage unlike turrets which can be +or - damage even when sitting still. They have a selectable damage type. They do not use cap. Their penalties for not having a damage range (+ or - like turrets) and no cap usage is travel time and lower dps - like how energy and hybrids do more DPS than Projectiles. Missiles can be killed but turrets can lose serious amounts of tracking capabilities.

    Missile Ships and Target painters do not need a change, buff, or new item. here is why:
  • In PVP, you will bring a dedicated painter like a kitsune, rapier, or other ship OR you will be within point range anyways and the range of a painter wont matter at that point.
  • In PVE you will be alone and plan your ship out as a whole with implants and rigs. Just because the raven can shoot something that a target paint cant reach does not mean the ship or weapon is broken, just your tactics.

  • Thing in Eve are broken, just not missiles - DEFENDERS AND FOF NOT INCLUDED - however people don't like the way they are and can't understand their benefits/drawbacks especially compared to other weapon systems.

    HTFU.


    What about the Drake? It doesn't do its full dps doing thermal damage. Granted a Drakes dps is sad, but the point is their alleged benefit of damage type is backhanded in a lot of ships. The only time they are worth changing types is when the 25% bonus to their respective damage type is negated by resists, which would quite easily happen.
    Soldarius
    Dreddit
    Test Alliance Please Ignore
    #30 - 2014-12-11 21:36:48 UTC
    Problem: TP optimal+falloff is less than large weapon optimal+falloff.

    Proposed solution: Buff all the things.

    Real Solution: Bring a friend in a Vigil.

    http://youtu.be/YVkUvmDQ3HY

    Reaver Glitterstim
    The Scope
    Gallente Federation
    #31 - 2014-12-11 21:37:36 UTC  |  Edited by: Reaver Glitterstim
    I think there are still issues with how long it can take cruise missiles to reach their target when used for long range sniping, but the cruise missiles themselves are great at shorter ranges, too. The single damage type bonus is an extra strong bonus so that it puts the net DPS more similar to a normal weapon system, you know, those things that don't have selectable damage.

    Soldarius wrote:
    Real Solution: Bring a friend in a Vigil.
    A ship shouldn't need a friend in a Vigil to do normal damage to appropriately-sized targets.

    FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

    Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

    Shivanthar
    #32 - 2014-12-11 21:45:15 UTC  |  Edited by: Shivanthar
    Wow, crazy! I just came home and tons of discussion ^.^
    I'll read all.

    BTW, I'm sniping in pve environment with mjd. 2 sebos with targeting range script. 1 mjd, 2 TP (one being republic fleet)
    This setup has a lot of range with TFI, but TP has another story. It is same with all platforms as ewars, but the downside is, it is actually not scaling with the ship size since it is a little bit more mandatory for missiles.

    _Half _the lies they tell about me **aren't **true.

    Firestorm Delta
    Science and Trade Institute
    Caldari State
    #33 - 2014-12-11 21:49:45 UTC
    Joe Risalo wrote:

    TPs are also the weakest form of ewar their is, even on a dedicated ship.
    my Golem gets a 10% bonus, and I still need 2 in order for fury to do more damage to battleships than precision, even against a target sitting still and with a t2 exp rad rig.
    .


    The Golem gets a decent bonus to TPs, your problem here with damage application isn't because of explosion radius, its the explosion velocity that is making you lose damage. I do agree that TPs might need some work, and missiles definitely need some work, but knowing how the missile damage formula functions can at least mitigate some issues until such a time comes.

    If you hit an angel BS with two tps and fire fury cruise at it while its moving at 200 m/s+ you will lose a lot of damage. Stacking every explosion radius bonus you can onto the ship will not help that. Explosion velocity on cruise missiles is terrible, especially on Furies. If the enemy is moving 50% faster than your explosion velocity you need your sig radius to be 50% smaller than the targets. It sounds easy, but when you're firing cruise missiles with a base sig of 567, that's not easy to do, and Angels can go almost 300 m/s in some cases, and strip 25% of your dps at random intervals with defenders.

    Just as an example, if you fired missiles with a sig of 400 and a exp velocity of 100 (Not that much different from max skilled Furies on a Golem) and your target was moving at 250m/s (Easy for Angels) you'd need to make their sig 1000m to still fully apply damage.

    This is part of the reason I still use Torps on my Golem, because a single republic painter nets a 50% bonus without even having full TP skills or marauder V, sig radius is great on cruise, but torps have a better base explosion velocity over everything except precision. If you can't get TPs to hit then use rigor rigs instead, or use a Navy Issue Raven.

    There are solutions to application issues, just gotta look at everything at your disposal.
    Shivanthar
    #34 - 2014-12-11 21:58:37 UTC
    Soldarius wrote:
    Problem: TP optimal+falloff is less than large weapon optimal+falloff.

    Proposed solution: Buff all the things.

    Real Solution: Bring a friend in a Vigil.


    Don't exaggerate. The proposed solution is to give missile battleships and bigger hulls +7,5% per level bonus.

    _Half _the lies they tell about me **aren't **true.

    Shivanthar
    #35 - 2014-12-11 22:03:45 UTC
    Aran Hotchkiss wrote:
    The two areas I want to chime in on are
    A)
    I'm interpreting 45000+90000 as 45km optimal, 90km falloff, which should translate into
    45km: full effect
    135km: 50% effect
    225km: approaching 0%

    nvm, click this link to see a much better repesentation
    http://i.imgur.com/aAiEGQI.png

    On a side note... some modules when you mouse over them have a "max range" and an "optimal range" - outside the max range I don't think the module can even be activated, whilst other modules have an optimal + a falloff, which can be activate as long as you have a lock iirc.

    TL;DR - you're still getting some oomf out of your target painter at 170km. Not much though.

    B)
    Missiles seems to have atrocious application in general, as far as I know a target painter is almost mandatory on missile boats compared to non-missile boats.
    A counterpoint to this is missiles have a higher dps which a poorer application scales down to equivalent applied dps with turrets... but I'd much rather have the application increased and the dps toned down so it's much easier to compare them.
    Assuming the raw dps is good in the first place.

    TL;DR - I'd rather have missile application in general fixxed as opposed to this unique situation


    I agree with all the aspects, except that my TP really misses some cycles! I can see it missing! I swear! :P

    _Half _the lies they tell about me **aren't **true.

    Shivanthar
    #36 - 2014-12-11 22:06:23 UTC  |  Edited by: Shivanthar
    James Baboli wrote:
    Everything has a tradeoff, and most trade offs have a method of mitigation for another trade off.

    Missiles already have it good comparatively at ranges 100km+ as turrets have to deal with the same falloff mechanics as the TPs, and have much shorter engagement envelopes in general. It sets up turrets being unable to compete at range, because of the now much increased application of missiles at extreme range.

    As for adding free bonuses to ships, -1. While I can't see any use for it other than MJD sniping, it is a bad precedent.


    I agree that extreme ranges should have a tradeoff. Let me tell you this, fire a set of cruise missiles to 170km. Go get a water fast enough and you'll notice they're still on flight Lol I call that "a tradeoff".
    Dam'n, if there would be, my target would be picking fitting services to get a mwd and boost its speed until missiles arrive Shocked

    _Half _the lies they tell about me **aren't **true.

    Shivanthar
    #37 - 2014-12-11 22:17:26 UTC  |  Edited by: Shivanthar
    Joe Risalo wrote:
    TheMercenaryKing wrote:
    Down vote.

    There is no "huge problem" just a care bear problem.

    There are Rigs to increase range: Particle Dispersion Projector
    There are implants to boost range: Centurion implant set
    There are ships that boost range: Hyena, Vigil, and others too (probably)

    Here is an all level 5 Hyena with a lowgrade centurion set and particle dispersion rig: 114 optimal + 90 fall off.

    For the hell of it, i added a boosting Damnation:
    143+90



    it's funny you should say it's a carebear problem, considering this proves the point of missiles not being used for long range engagements, outside of PVE.


    Adressing what am I doing, doesn't improve the situation.

    You wouldn't put target painter rigs on a pve missle bs hull, because when you're bored with the setup, you may want to just replace cruise missile launchers with torpedo launchers or HAMLs. Flight time, velocity and (explosion velocity rig or explosion radius rig) is mandatory for everyday fit-changes.

    Yet, "huge problem" I describe is about missiles, and yes, their problem is huge.

    There is an easy fix though: Increasing max cruise missile flight speed to much more than current and greatly slowing down acceleration, while increasing explosion velocity and decreasing explosion radius proportionally as missiles go faster and farther. This way, at max range, target you hit would receive more damage than same target you hit close. This will ensure that outside of TP ranges, cruise missiles will start to compansate.

    Tradeoff is travel time at extreme ranges, but hey, if your target is smart enough they'll just warp off if possible!
    If it is pve environment, then tp problem solved with fixing missiles already ^.^

    Edit: Oh and I mistakenly quoted Joe's reply instead of original post. Sorry m8. Too exhausted after work >.<

    _Half _the lies they tell about me **aren't **true.

    James Baboli
    Warp to Pharmacy
    #38 - 2014-12-12 00:20:21 UTC
    Shivanthar wrote:
    James Baboli wrote:
    Everything has a tradeoff, and most trade offs have a method of mitigation for another trade off.

    Missiles already have it good comparatively at ranges 100km+ as turrets have to deal with the same falloff mechanics as the TPs, and have much shorter engagement envelopes in general. It sets up turrets being unable to compete at range, because of the now much increased application of missiles at extreme range.

    As for adding free bonuses to ships, -1. While I can't see any use for it other than MJD sniping, it is a bad precedent.


    I agree that extreme ranges should have a tradeoff. Let me tell you this, fire a set of cruise missiles to 170km. Go get a water fast enough and you'll notice they're still on flight Lol I call that "a tradeoff".
    Dam'n, if there would be, my target would be picking fitting services to get a mwd and boost its speed until missiles arrive Shocked

    Then engage the enemy more closely. You are using range as part of your tank and creating this problem through your own actions.

    Adding a stong long application bonus to several hulls, without any further balance considerations, is not the right solution. The right solution is to stop using an MJD to negate the majority of the damage or develop the patience to effectively use the tactic you have chosen.

    Talking more,

    Flying crazier,

    And drinking more

    Making battleships worth the warp

    Joe Risalo
    State War Academy
    Caldari State
    #39 - 2014-12-12 00:26:06 UTC
    Bronson Hughes wrote:
    A few things to keep in mind here:

    1. A target painter increases damage application of everything that is shooting at the painted target. Not just your missiles, not just your turrets, but every single missile and turret being fired at the painted target. In a fleet environment, this is what qualifies as "a big deal". Being able to increase the damage application of potentially hundreds of ships with one module at current target painter ranges is already pretty powerful. Increasing that range only makes them more powerful. Would one ship being able to increase the damage application of a hundred fleetmates with 100% reliability while sitting 100km off the painted target seem overpowered to anyone else? It would to me.


    Yes, TPs do increase damage for everyone.... So do webs and at a greater extent...
    Most fleets prefer close range combat, for the use of webs and scrams.
    This is within 50km... Rarely are entire fleets built around long range dps, unless they're trying to alpha snip.
    Sure, a TP would help them, but odds are they've brought so much damage, the target ship likely won't last more than one volley, even without TPs.


    Quote:
    2. Cruise missiles already have decent (albeit not great) damage application against battleship-class targets without target painter support. Yes, cruise missiles can't blap cruisers at 150km (eve if they don't warp off first), but should they really be able to? Can single sniper battleships blap them at the same range? Not reliably.


    Precision missiles don't reach nearly as far as fury, so you're limited to fury in long range engagements.
    As i mentioned, it takes at least two TPs for fury to do more damage against BS's at all ranges, even with the BS sitting still.
    For years players have been coming on missile threads saying that they have the same applied damage at all ranges. Now that TP threads are coming out, players are saying, why should missiles have the same applied damage at all ranges?
    Seems like these particular ppl just don't want missiles in pvp combat....

    Quote:
    3. Missile flight time mechanics probably could use some tweaking. I think CCP introduced the Mordu's ships with the bonuses they have in order to explore just that. Increasing missile velocity and decreasing flight time (such that range is the same, not doubled like on Mordu ships) would be beneficial to all missile systems.


    Agreed.
    Joe Risalo
    State War Academy
    Caldari State
    #40 - 2014-12-12 00:30:41 UTC
    James Baboli wrote:

    Then engage the enemy more closely. You are using range as part of your tank and creating this problem through your own actions.

    Adding a stong long application bonus to several hulls, without any further balance considerations, is not the right solution. The right solution is to stop using an MJD to negate the majority of the damage or develop the patience to effectively use the tactic you have chosen.



    Sooo, you're suggesting to NOT use a long range weapon system at long range?

    .....


    Hey everyone... You know those rail guns, artillery, and beams you're using?
    Yeah, well, they work better at short range..

    Now doesn't that just sound silly?
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