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[Aegis] Missile balance package

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Brokk Witgenstein
Sebiestor Tribe
Minmatar Republic
#241 - 2015-06-23 04:20:15 UTC
Why do some guys want to apply Tracking Disruption on non-tracking weapon systems? How about using Damps to mitigate their range hmmm...?

Because when the evil missile boat and the beloved turret boat are both within engagement range, the turrets win on DPS alone.

Really looking forward to this! Next patch is going to be so brilliant [evil, maniacal cackling]
Brokk Witgenstein
Sebiestor Tribe
Minmatar Republic
#242 - 2015-06-23 04:32:58 UTC
Porucznik Borewicz wrote:
CCP Rise wrote:
We would have liked to include disruption modules to go along with these enhancement modules but there are actually some technical hurdles we need to figure out and we didn't want to keep holding back on adding these in the mean time. Look for those sometime in the future.
Looks interesting. I think having a single weapon systems disruptor would be enough. Just add functionality to the Tracking Disruptor that is already in the game, change the module name to something more general and make it run 4 different scripts, 2 for turrets and 2 for missile launchers.


No. If you do that, then I want a Drone Repellant in there as well. Please let there be difference between the weapon systems? Pretty please? Let there be Cyclone! Let there be Drake once more! Let there be Phoenix (provided dreads will still be any good come FozzieSov ;-)
Matt Faithbringer
YOLO so no taxes please
#243 - 2015-06-23 07:09:26 UTC
Chance Ravinne wrote:
Skyler Hawk wrote:
Need details on the scripts for the MGCs but these things seem to have the potential to be quite overpowered if you just follow the pattern established with Tracking Computers and simply have the scripts double half the unscripted values while setting the other half to zero.


Indeed. Can you imagine what a Nemesis with 3 of these puppies, scripted for damage application and overheated on all modules, would do?

I know there could be stacking penalties -- so let's say 2 of them plus a target painter. Absolutely beautiful.

I meant brutal. Absolutely brutal.


FTFY: Absolutely beautifully brutal.
afkalt
Republic Military School
Minmatar Republic
#244 - 2015-06-23 09:03:45 UTC
Reminder: Need clarity on stacking penalties please.

And script effects - are the assumptions made valid?
Iroquoiss Pliskin
9B30FF Labs
#245 - 2015-06-23 09:29:11 UTC
I have only one question: Wouldn't these missile TE/TCs put even Light missile engagement ranges well past 100 km mark - would that be intended?

I think it's the same kind of issue as the base drone stats staying unchanged IIRC on the introduction of DDAs. Smile
Zekora Rally
U2EZ
#246 - 2015-06-23 10:10:31 UTC
Iroquoiss Pliskin wrote:
I have only one question: Wouldn't these missile TE/TCs put even Light missile engagement ranges well past 100 km mark - would that be intended?

I think it's the same kind of issue as the base drone stats staying unchanged IIRC on the introduction of DDAs. Smile
Fitting one of these on a caracal for example will require foregoing another mod. Whether it's a nano or BCU. It's a tradeoff for supposedly better damage application. Now to take advantage of a 100km missile range, a caracal will need a sebo to achieve this which in turn means much less tank or no TP. Sniping harpy/corm fits already hit targets out to this range and they don't have to deal with the 100km damage delay or the target supposedly warping off before damage is even applied.


AskariRising
State Protectorate
Caldari State
#247 - 2015-06-23 12:12:11 UTC
Zekora Rally wrote:
Iroquoiss Pliskin wrote:
I have only one question: Wouldn't these missile TE/TCs put even Light missile engagement ranges well past 100 km mark - would that be intended?

I think it's the same kind of issue as the base drone stats staying unchanged IIRC on the introduction of DDAs. Smile
Fitting one of these on a caracal for example will require foregoing another mod. Whether it's a nano or BCU. It's a tradeoff for supposedly better damage application. Now to take advantage of a 100km missile range, a caracal will need a sebo to achieve this which in turn means much less tank or no TP. Sniping harpy/corm fits already hit targets out to this range and they don't have to deal with the 100km damage delay or the target supposedly warping off before damage is even applied.




its an issue on a caracal yes.

but a kestrel is a different story. kestrel vs corm, the kestrel has far better lock range.

a kestrel vs harpy, the kestrel has better range. a kestrel can hit targets at 97km just using rigs.

ive got a kessy right now thats cap stable with a lock range at 126km, a top speed of 2815m/s, and a missile range of 97km.

these new computers will increase my range even further.


Kione Keikira
Perkone
Caldari State
#248 - 2015-06-23 12:32:54 UTC
There are still huge problems when fitting Torpedoes on anything that's not a Bomber. There is barely any reason to fit them, especially when so many frigates / cruisers are around. RHML take far fewer resources, apply way better and actually have a chance of hitting a fast target instead of not even hitting.

The RNI has 2k PG ( and 550 CPU ) left after fitting T2 Torps, so you have fitting problems with PG and CPU. It's something that can't be fixed with just an implant so you lose rig / low slots without doing any fancy stuff like dual Cap Booster or MJD + MWD. Other weapon types don't have nearly this much of an issue when fitting their close range weapons.

Master of being misunderstood.

stoicfaux
#249 - 2015-06-23 12:35:19 UTC
afkalt wrote:
Reminder: Need clarity on stacking penalties please.

And script effects - are the assumptions made valid?

The placeholders are listed as being stacking penalized: http://gyazo.com/b3680269c04beee50a0e70e70ae841f2


Pon Farr Memorial: once every 7 years, all the carebears in high-sec must PvP or they will be temp-banned.

afkalt
Republic Military School
Minmatar Republic
#250 - 2015-06-23 12:41:14 UTC
stoicfaux wrote:
afkalt wrote:
Reminder: Need clarity on stacking penalties please.

And script effects - are the assumptions made valid?

The placeholders are listed as being stacking penalized: http://gyazo.com/b3680269c04beee50a0e70e70ae841f2





Yes - but stacking with rigs, or not? Stacking with hull bonuses, or not? (like how the resist bonus stacks with the first invuln on such ships). Indeed, stacking with 1 mid and 1 low fit?

Stacking with each other is one thing - I'm more interested in the other parts.


Also confirming napkin math suggests the RHML armored phoon may well be the new overlords, if one can avoid bombs. It can get hilarious DPS out and applied.
stoicfaux
#251 - 2015-06-23 14:11:01 UTC
afkalt wrote:
stoicfaux wrote:
afkalt wrote:
Reminder: Need clarity on stacking penalties please.

And script effects - are the assumptions made valid?

The placeholders are listed as being stacking penalized: http://gyazo.com/b3680269c04beee50a0e70e70ae841f2





Yes - but stacking with rigs, or not? Stacking with hull bonuses, or not? (like how the resist bonus stacks with the first invuln on such ships). Indeed, stacking with 1 mid and 1 low fit?

Stacking with each other is one thing - I'm more interested in the other parts.


Also confirming napkin math suggests the RHML armored phoon may well be the new overlords, if one can avoid bombs. It can get hilarious DPS out and applied.


Start here: https://onceamonthmeals.com/how-it-works/

Attributes, not modules, stack. Not all bonuses stack. Rigor/Flare rigs are not stacking penalized. Neither are hull bonuses, implants, skills, etc.

In this case, MGCs and MGEs will stack with each other because they affect the same attributes (and the modules are listed as stacking penalized.)

Pon Farr Memorial: once every 7 years, all the carebears in high-sec must PvP or they will be temp-banned.

afkalt
Republic Military School
Minmatar Republic
#252 - 2015-06-23 14:19:53 UTC  |  Edited by: afkalt
Hull bonuses are, or rather - stack as a hardener (taking the resist ones as an example). Stick an invuln on a worm, for example. You would expect an EM resist of 20% (hull) + 30% (Single invuln) but you get 44%.

The same, first hardener on a non resist bonused hull gives 30% EM resist.


So I'm worried these mods will stack with CNR/phoon/golem/etc/etc ship hull bonuses right out the door. It's unclear.
Matt Faithbringer
YOLO so no taxes please
#253 - 2015-06-23 14:26:37 UTC  |  Edited by: Matt Faithbringer
afkalt wrote:
Hull bonuses are, or rather - stack as a hardener (taking the resist ones as an example). Stick an invuln on a worm, for example. You would expect an EM resist of 20% (hull) + 30% (Single invuln) but you get 44%.

The same, first hardener on a non resist bonused hull gives 30% EM resist.


So I'm worried these mods will stack with CNR/phoon/golem/etc/etc ship hull bonuses right out the door. It's unclear.


You might be wrong there... 20% hull and 30% should be 44% if not stacking penalized... 20 + ((100 - 20) * 0.3) = 44, as expected.

The question here is whether it will be stacking penalized with rigs and stuff... Taking resist as comparable example is not really useful since with resist you have 100% as max. The same could be sad for explosion radius (0), but not for explosion velocity.. Or velocity, or missile flight time. Those just don't have "max" value, so you can't use resists as example here..
afkalt
Republic Military School
Minmatar Republic
#254 - 2015-06-23 14:29:36 UTC  |  Edited by: afkalt
Matt Faithbringer wrote:
afkalt wrote:
Hull bonuses are, or rather - stack as a hardener (taking the resist ones as an example). Stick an invuln on a worm, for example. You would expect an EM resist of 20% (hull) + 30% (Single invuln) but you get 44%.

The same, first hardener on a non resist bonused hull gives 30% EM resist.


So I'm worried these mods will stack with CNR/phoon/golem/etc/etc ship hull bonuses right out the door. It's unclear.


You might be wrong there... 20% hull and 30% should be 44% if not stacking penalized... 20 + ((100 - 20) * 0.3) = 44, as expected.

The question here is whether it will be stacking penalized with rigs and stuff... Taking resist as comparable example is not really useful since with resist you have 100% as max. The same could be sad for explosion radius (0), but not for explosion velocity..



Then why is the unbonused hull going to 30%? Or am I oversimplifying? It's possible, I'm tired. Maybe best ignoring me, not at my sharpest. I picked EM since it starts at 0.

edit: Yes I need more sleep. Ignore me.
Iroquoiss Pliskin
9B30FF Labs
#255 - 2015-06-23 15:29:29 UTC
So what of RL/HMLs? Rage & Fury against everything?

Turrets still get zero - so get rekt? Smile
BN0216 Lim
AMC.
Great Wildlands Conservation Society
#256 - 2015-06-23 15:46:08 UTC
CCP finally decided to invent missile assistance modules. yay! Now I can negotiate mid or low modules with rigs :)

One wondering. Any plans to make some remote modules? It would be great when they come up together.


And, like everyone here says that corresponding EWAR on missile should exist, how about a different mechanism from a td, chaffs - making some of incoming missiles miss the target and/or deals less damage.

It may work in some range - say, chaffs are effective for all the ships in radius 5km, or maybe just for the ship which activates it.

Or simply making the defense missiles be more effective than now + plus making them into mid modules? lol
Styphon the Black
Forced Euthanasia
#257 - 2015-06-23 17:31:53 UTC
Samira Kernher wrote:
Really needs an anti-missile tracking disruptor to go with these additions.

Also, it's so fitting that these missile modules are coming with the Aegis release.


it is called defender missiles.
Kaleesa
Pathogen Inc.
#258 - 2015-06-23 17:36:03 UTC
Can we get these modules seeded on SISI please?!
Matt Faithbringer
YOLO so no taxes please
#259 - 2015-06-23 17:42:14 UTC
Styphon the Black wrote:
Samira Kernher wrote:
Really needs an anti-missile tracking disruptor to go with these additions.

Also, it's so fitting that these missile modules are coming with the Aegis release.


it is called defender missiles.


well I never used it but everyone say it is broken and not really usable
SFM Hobb3s
Perkone
Caldari State
#260 - 2015-06-23 17:48:21 UTC
I'm actually glad there will be no additional electronic warfare applicable to missile doctrines in this patch. It's not needed. Missile boats are hugely susceptible to damps, ecm, and the missiles themselves by smartbombs. That's more than enough. Especially considering the HUGE handicap of delayed damage.