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[December] Missile Disruptors and Tweaks to Missile Guidance Mods

First post First post
Author
Ransu Asanari
Perkone
Caldari State
#21 - 2015-10-02 17:34:31 UTC  |  Edited by: Ransu Asanari
I've expected to see these for a while, and generally I'm in favor of them.

I do wonder why you've chosen to give this new EWAR ability to Amarr however - yes it fits alongside Tracking Disruptors, but Amarr already get Tracking Disruption and Energy Neutralizers as a primary and secondary EWAR on their class ships. So now they're going to have Missile Disruption as well?

Caldari ships only get ECM and... ECM. That's it - they have no secondary EWAR capability on their Electronic Attack Ships, or Recon Ships.

Unless you are also planning on introducing a drone counter EWAR system, would it not make more sense to give this ability to Caldari ships? I understand that may take more work to revamp all of the ships, but if an ECM rebalance is in the works anyway, logically it would make sense to give drone and missile EWAR to Caldari ships.

I've outlined a bit more detail on this here, and I believe Corbexx may have sent it your way:

https://www.reddit.com/r/Eve/comments/3itkns/rogue_drone_battleship_grasping_robot_arms_have/cuke0v4
The Slayer
GoonWaffe
Goonswarm Federation
#22 - 2015-10-02 17:35:46 UTC
Kiki Abraxas wrote:
why not fix things that are broken such as sov mechanics :) and then go back to adding new ****


If only there were multiple teams who could work on multiple things at multiple times, you multiple goddam ******.
Hendrink Collie
Sebiestor Tribe
Minmatar Republic
#23 - 2015-10-02 17:39:15 UTC
Exciting stuff. Should help against those angsty orths. Smile
Ben Ishikela
#24 - 2015-10-02 17:39:30 UTC
Awesome!
---
Now add some AoE effect to missile explosion, ( ... and work out the CONCORD problems ).
Then they actually matter and are a difference to guns. I'd like the feeling/story of it.
...and btw would be a nice tool against nooby anchoring blobs.
also nice to have gilas shooting their own drones. lol

---

Ideas are like Seeds. I'd chop fullgrown trees to start a fire.

sytaqe violacea
Choir of morning
#25 - 2015-10-02 17:40:33 UTC
Do you have any plan to add bonus about this modules on any ship?
Keras Authion
Science and Trade Institute
Caldari State
#26 - 2015-10-02 17:42:51 UTC
CCP Fozzie wrote:

At the same time, we're planning on making a slight buff pass on the Missile Guidance modules that were introduced in Aegis. Their range bonuses don't need any more improvements, but we are currently planning on buffing their explosion radius and explosion velocity bonuses by ~10%. We'd then observe how that change is received on TQ and decide if we want to go farther or not.


Just to clarify, are you going to raise the stats by 10% (ie. 5% to 5.5%) of the current or to around total of 10% bonus?

This post was rated "C" for capsuleer.

h4kun4
Senkawa Tactical Division
Crimson Citadel
#27 - 2015-10-02 17:43:55 UTC
Some Missing Modules:
Missile Guidance Link => Tracking Link
Drone Tracking Disruptor => As a contra for the Omnidirectional Tracking Link

Some of my Corpies are very concerned Missile Doctrines will become useless, i hope you guys dont screw up the balancing in the first place. For example is the damage application of T2 HAMs on Cruisers a bit weak already, you won't hit much with a disruptor module.
Scatim Helicon
State War Academy
Caldari State
#28 - 2015-10-02 17:44:30 UTC
Missile disrupting scripts for the existing tracking disruptors would seem to be a much neater solution than a whole new range of modules, is there a reason why you've taken this route instead?

Every time you post a WiS thread, Hilmar strangles a kitten.

Mia Markaya
Unlimited Blade Works.
#29 - 2015-10-02 17:44:58 UTC  |  Edited by: Mia Markaya
What if you just changed Tracking Disruptors to "Weapon Disruptor" and gave them 4 scripts? 2 for turrets, 2 for missiles.

Damps will still be better overall imo, if you can't lock, you can't DPS at all.
TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#30 - 2015-10-02 17:49:41 UTC
Mia Markaya wrote:
What if you just changed Tracking Disruptors to "Weapon Disruptor" and gave them 4 scripts? 2 for turrets, 2 for missiles.

Damps will still be better overall imo, if you can't lock, you can't DPS at all.


the way it is is good. if it's all in one module I can just show up in my 5 tracking disruptor curse and shut everyone down except drones. if you make me choose the number of modules of each type to fit, well, it's sort of like racial ecm rather than just making multis as powerful as racials. tracking disruptors are plenty good already.
Xindi Kraid
Itsukame-Zainou Hyperspatial Inquiries Ltd.
Arataka Research Consortium
#31 - 2015-10-02 17:50:07 UTC
Adding my support to the make it a script idea.
Chance Ravinne
WiNGSPAN Delivery Services
WiNGSPAN Delivery Network
#32 - 2015-10-02 17:54:13 UTC
I am concerned that missiles could take too large of a hit here, in addition to some application losses from the Aegis stacking penalty introduction. I'd love to see base application stats looked at even if it means nerfing say bombers to compensate for increased torpedo viability.

You've just read another awesome post by Chance Ravinne, CEO of EVE's #1 torpedo delivery service. Watch our misadventures on my YouTube channel: WINGSPANTT

afkalt
Republic Military School
Minmatar Republic
#33 - 2015-10-02 18:00:06 UTC  |  Edited by: afkalt
I'll await the inevitable math, but these feel too strong, on a gut feel.

Turrets can manually fly to compensate unbounsed TD, there is NOTHING a missile pilot can do to the same effect.
Chainsaw Plankton
FaDoyToy
#34 - 2015-10-02 18:00:33 UTC
general buffs to missiles also incoming to balance this out? Outside of frigate sized missiles, missiles just don't seem like a great weapon type. that said I don't have the math wizardry or usage stats to really check, but it seems HML lose out on damage to MWDing cruisers to RLML even after reloads. add links and bleh. maybe just always fly with a rapier?

@ChainsawPlankto on twitter

Saisin
Chao3's Rogue Operatives Corp
#35 - 2015-10-02 18:03:43 UTC
Yadaryon Vondawn wrote:
Question, why not have one module? The current Disruptors, but with this added functionality. Or a missile script. Especially if you are going for solo PVP I imagine this is a bit weird. You fit one module for all turrets, except for missiles. Now you have to choose which disruptor module to fit. All other EWAR is 'across the board', why is this designed for missiles only?

I see how it creates fitting options and more choices but I am genuinely interested in the thought proces behind creating a new module for this :)

+1 to the missile script approach

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Johnny Twelvebore
The Tuskers
The Tuskers Co.
#36 - 2015-10-02 18:03:47 UTC
I'd put in another vote for using the existing mod (perhaps with a missile script) as when you go out roaming you have no idea what you're going to come up against and having to make the call between one or the other is annoying. If a ship has the role of disruptor then it should be able to disrupt.

Perhaps in null where you may have an idea what the enemy will bring then the choice of missiles vs turrets disruption would be easier (although I don't think this module is widely used in big fleet warfare) but in low where most of the smaller fights happen and people actually use these modules we certainly have no idea what we will fight.

Just my 2p worth..

Bloody hell, another eve blog! http://johnnytwelvebore.wordpress.com

Elemenohpee
Output Industries
#37 - 2015-10-02 18:04:08 UTC
Is this going to also apply to NPC's?

So for example will sansha and blood raider tracking disrupter's effect missiles?

Because if they do I can almost hear the tsunami of bear tears Twisted
Maxxor Brutor
Borderline Procurements
#38 - 2015-10-02 18:04:29 UTC
Yadaryon Vondawn wrote:
Question, why not have one module? The current Disruptors, but with this added functionality. Or a missile script. Especially if you are going for solo PVP I imagine this is a bit weird. You fit one module for all turrets, except for missiles.


DaJokr wrote:
This means you're adding remote missile guidance enhancers to match all the other modules and balance it out, correct?



Not empty quoting. CCpppplz!
Divine Entervention
Doomheim
#39 - 2015-10-02 18:05:13 UTC
I'm glad to hear this. Thanks.
Jennifer Maxwell
Crimson Serpent Syndicate
#40 - 2015-10-02 18:05:22 UTC
Kiki Abraxas wrote:
why not fix things that are broken such as sov mechanics :) and then go back to adding new ****

Because what you don't seem to understand is that there are multiple teams within CCP that deal with multiple projects at once and time spent developing a few new things here and there DOES NOT MEAN time is being taken away from "fixing" sov mechanics.

Seriously people, educate yourself a little bit about how businesses run before you make an idiot of yourself.