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[December] Missile Disruptors and Tweaks to Missile Guidance Mods

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Author
EvilDoomer
United Mining and Hauling Inc
The Initiative.
#461 - 2015-11-29 21:45:34 UTC
Genghis Tron wrote:
Kiki Abraxas wrote:
why not fix things that are broken such as sov mechanics :) and then go back to adding new ****


I agree with this! Since you are literally the only person working at CCP, Fozzie, you really ought to stick on one project and stop multi-tasking. Put down that slice of pizza! You can't eat and dev at the same time. Do one thing. I'm paying for this game, listen to meeee! Roll

Also, love the idea. This has been much needed for quite some time. Keep up the great work CCP!


Fozzie should be fired! for messing up the game that he dont even play!

CCP start making the game fun again! Maybe play the actual game!! You nerfs and new additions are not making the game fun or adding new players. Missiles don't work, POS lasers cannot hit a slow moving bomber, Mines lost, Capitals are useless.

Joe Risalo
State War Academy
Caldari State
#462 - 2015-11-29 22:21:26 UTC  |  Edited by: Joe Risalo
I have a concern...

While missile velocity is tied to range, it's more relevant to consider it the same as tracking.
I say this because low base velocity means inability to hit small, fast moving targets.

MDs effecting flight time as well as velocity means that they are reducing your range, as well as reducing your relative "tracking".

It's a bit different for exp velocity and radius, but is still problematic.
By effecting exp velocity, you're effecting my ability to hit moving targets.
By reducing exp radius, you're effecting my ability to hit the broad side of a barn, which is already an issue with some missile systems.

I personally think that MDs should effect ONLY flight time and exp velocity.
Now, if they're scripted for flight time, they have to be outside of a certain range, instead of using it to kite your missiles.
With exp velocity script, you're effectively reducing your ability to hit moving targets, while not effecting your ability to hit stationary targets.

I personally believe this is the best coarse of action.
With TD scripted for tracking, you reduce the ability to hit moving targets, with no effect on stationary targets.
With script for optimal/falloff, you're reducing range without effecting tracking.

Does anyone else see the unequal variation here?
Sobaan Tali
Caldari Quick Reaction Force
#463 - 2015-11-29 23:11:38 UTC  |  Edited by: Sobaan Tali
Won't really matter until CCP finally wises up and actually rebalances missiles like people have been saying, rather than completely avoiding do anything of the sort and instead coming up with more and more ways to nerf all of them the same way because a few ships have made some missiles seem a little too strong. Why it seems like CCP thinks all missiles and launchers are the same and need the same across-the-board changes is beyond me.

Part of me is just really hoping CCP is just stumped on what to do with missiles and haven't really decided what they want to do to them on an individual case-by-case scale and they are in the meantime getting all of the extra crap out of the way for now. I know none of them like to make potentially empty promises which is why they are strangely silent at times, but it'd sure be nice to know what they are thinking sometimes nonetheless. What's the plan of attack after releasing these, or are we really just winging it from expansion to expansion?

Don't get me wrong, you guys do awesome work, but sometimes you guys worry me.

"Tomahawks?"

"----in' A, right?"

"Trouble is, those things cost like a million and a half each."

"----, you pay me half that and I'll hump in some c4 and blow the ---- out of it my own damn self."

Joe Risalo
State War Academy
Caldari State
#464 - 2015-11-30 00:29:16 UTC
Sobaan Tali wrote:
Won't really matter until CCP finally wises up and actually rebalances missiles like people have been saying, rather than completely avoiding do anything of the sort and instead coming up with more and more ways to nerf all of them the same way because a few ships have made some missiles seem a little too strong. Why it seems like CCP thinks all missiles and launchers are the same and need the same across-the-board changes is beyond me.

Part of me is just really hoping CCP is just stumped on what to do with missiles and haven't really decided what they want to do to them on an individual case-by-case scale and they are in the meantime getting all of the extra crap out of the way for now. I know none of them like to make potentially empty promises which is why they are strangely silent at times, but it'd sure be nice to know what they are thinking sometimes nonetheless. What's the plan of attack after releasing these, or are we really just winging it from expansion to expansion?

Don't get me wrong, you guys do awesome work, but sometimes you guys worry me.

Thing is, CCP puts these threads up in order to get feedback, as there are a lot more heads that could potentially come up with concerns that the staff/team at CCP may have overlooked.

When you create a thread with 20+ pages of feedback, mostly stating the issues with the design, you'd think they would consider that, being the reasoning for the thread in the first place.

If they're not going to consider player input, then why ask for feedback, or an open thread?
Hell, why even mention it before it goes active?

We players stated the concerns with MGCs and MGEs, it went ignored by CCP. Now they are making changes.
We spoke of the issues with several ships that have been rebalanced before release, now they have gone back and changed some, and have more left..

It seems like a recurring theme here..
Suggest a change/addition, players express concerns, CCP pushes plan, issues expressed by player occur, CCP reverts/modifies several months later. If there are any concerns with the new iterations, repeat process...

There have been a few cases where they have modified a change before pushing live, but it seems that these situations boil down to very obvious oversights that attention is brought to.
If the issue isn't "that" blatantly obvious to CCP, they'll ignore cries of foul, until the issue has broken the live server..

IE, said ship is OP. Players state issue before release, CCP pushes release, players take advantage of the issue in order to overpower others for the sake of SOV, KMs,'tears, cheers, and rage quits.
After several months of this, CCP comes back and says "oops" and makes changes, yet all of the loss that occured during the process is not covered, despite the players having informed them of the issue before implementation.

So, it's there bad for not listening to the players, but it's your bad for any losses accrued due to said issue.
Arthur Aihaken
CODE.d
#465 - 2015-11-30 01:32:18 UTC
So seriously, when do we get to see:
• Remote Missile Guidance Computers
• Faction Missile Guidance Computers, Missile Guidance Enhancers and Remote Missile Guidance Computers

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

Shalashaska Adam
Snakes and Lasers
#466 - 2015-11-30 15:39:52 UTC
When do we get to see the actual module stats for these?

Can't imagine they are coming in a weeks time when there doesn't even seem to be hardly any info out for them.
Sobaan Tali
Caldari Quick Reaction Force
#467 - 2015-11-30 16:55:42 UTC
Shalashaska Adam wrote:
When do we get to see the actual module stats for these?

Can't imagine they are coming in a weeks time when there doesn't even seem to be hardly any info out for them.


They've already stated it's for the December release, so unless they pull a 180 on that and decide to hold off on them until January or later, expect to see them hitting TQ in a week.

"Tomahawks?"

"----in' A, right?"

"Trouble is, those things cost like a million and a half each."

"----, you pay me half that and I'll hump in some c4 and blow the ---- out of it my own damn self."

Shalashaska Adam
Snakes and Lasers
#468 - 2015-11-30 18:01:35 UTC
Sobaan Tali wrote:
Shalashaska Adam wrote:
When do we get to see the actual module stats for these?

Can't imagine they are coming in a weeks time when there doesn't even seem to be hardly any info out for them.


They've already stated it's for the December release, so unless they pull a 180 on that and decide to hold off on them until January or later, expect to see them hitting TQ in a week.


I'd expect to see them on sisi by now, or at the least have the module stats in this thread.

While I presume stuff like fitting, cap use, range, etc, are all the same as the turret counterparts, would be nice to know.
Sobaan Tali
Caldari Quick Reaction Force
#469 - 2015-11-30 18:08:19 UTC
If nothing else, we'll likely know by the end of the work week either way. CCP has been pretty on the ball lately with publishing the patch notes for expansion by the weekend prior to. Wonder if anything different has been posted on reddit.

"Tomahawks?"

"----in' A, right?"

"Trouble is, those things cost like a million and a half each."

"----, you pay me half that and I'll hump in some c4 and blow the ---- out of it my own damn self."

Arthur Aihaken
CODE.d
#470 - 2015-11-30 22:14:32 UTC
Shalashaska Adam wrote:
I'd expect to see them on sisi by now, or at the least have the module stats in this thread.

They're still not on SiSi yet?!

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

Matthew Dust
Sebiestor Tribe
Minmatar Republic
#471 - 2015-11-30 22:40:25 UTC
CCP Fozzie wrote:
Hey folks!
If you've followed our development over the past few years you'll know that the idea of tracking disruptors for missiles has been bouncing around for a long time. Defender missiles are a very poor counter (that should be completely repurposed rather than tweaked) and the inability to impact missiles has always been a major problem for Amarrian Weapon Disruption ships.
We think that adding Missile Disruptors will create some interesting new fitting options, especially for ships with bonuses to weapon disruption.

We're now planning on releasing these new modules in our December release, and we're ready to start getting your feedback!
These disruptors would be seperate modules within the same group as Tracking Disruptors.
They will use the same skills and get the same bonuses as Tracking Disurptors (so for example a Pilgrim would automatically get bonuses for these modules).
Pilots will be able to choose what combo of missile and tracking disruptors to fit on their ships, based on what they expect to face.



Sorry Fozzie Bear,

But this needs to be said, of all the EWAR that needs to be completely repurposed it would have been Minmatar EWAR. UNLESS YOU'RE A HARDCORE BELLICOSE/VIGIL FAN, I think everyone would agree that target painters (while useful, specifically in conjunction with caldari fleets) that for Minmatar ships it's next to useless. It's literally the least popular ewar there is in the game, and the ships that get bonuses to it? Just as unpopular. There's a reason no one fits huggins and rapiers with anything but webs, and that's because webs are more effective than target painting when it comes to aiding in damage application.

Let's review, Amarr T1 ships already get bonuses to neuts, tracking disruptors, and now missile guidance disruption?
(Amarr and Caldari are the only ones with dedicated EWAR Battleships.)

I'm not saying don't add the module, but seriously, consider target painters as an all around ship module, and give minmatar the ewar they deserve and need, I'd even settle for the Minmatar roles applied on Serpentis Ships and Blood Raider Ships (WEB STRENGTH/WEB RANGE) this wouldn't break the game since it would only apply to the Bellicose/Vigil (terrible DPS only need the bonus to web range [re work navy ewar frig] ) and the huggin/rapier (already have the bonus to range. so just give them strength so they don't have to triple web one ship)

Seriously I bet there isn't one developer on your team who's like, yeah Minmatar target painters are a decent racial ewar. If NPC's could talk, they would get rid of it and up the webbing technology.
PAPULA
The Chodak
Void Alliance
#472 - 2015-12-01 05:54:48 UTC  |  Edited by: PAPULA
If you're adding tracking distruption and ewar against missiles, you need to take a look at some ship bonuses.
For example all turret ships get bonus to damage, missile ships normally don't get bonus to damage, because right of now missiles couldn't get disrupted.

Example:
1. Kronos gets 8 Turrets + 25% Damage
2. Vargur gets 8 Turrets + 33% Damage (25% ROF)
3. Tempest gets 6 Turrets + 25% Damage + 49.5% Damage (37.5% ROF) which gets you 11.2125 turrets
4. Abaddon gets 8 Turrets + 25% Damage
5. Paladin gets 8 Turrets + 25% Damage


6. Golem gets 8 Launchers, no Damage bonus
7. Raven gets 8 Launchers
8. Raven Navy Issue gets 8 Launchers
Mad Abbat
Talon Swarm
#473 - 2015-12-01 07:11:27 UTC
Pls add damage bonus to my apoc and apoc NI too. Big smile
And don't forget the rokh :D
Mike Whiite
Deep Core Mining Inc.
Caldari State
#474 - 2015-12-01 08:01:23 UTC
It looks a lot like this is following the same course as the Missile Guidance modules, which comes down to no or very little testing, cheap copy past trick on the turret modules, resulting in, messy blue prints asking for the same materials as e turret version.

followed some hidden nerf on missiles them self, followed by a deafening silence from defs.



PAPULA wrote:
If you're adding tracking distruption and ewar against missiles, you need to take a look at some ship bonuses.
For example all turret ships get bonus to damage, missile ships normally don't get bonus to damage, because right of now missiles couldn't get disrupted.

Example:
1. Kronos gets 8 Turrets + 25% Damage
2. Vargur gets 8 Turrets + 33% Damage (25% ROF)
3. Tempest gets 6 Turrets + 25% Damage + 49.5% Damage (37.5% ROF) which gets you 11.2125 turrets
4. Abaddon gets 8 Turrets + 25% Damage
5. Paladin gets 8 Turrets + 25% Damage


6. Golem gets 8 Launchers, no Damage bonus
7. Raven gets 8 Launchers
8. Raven Navy Issue gets 8 Launchers



While excellent points things run deeper than that, the guidance modules, being cheap copy pastes, from their turret counterparts are rather expensive on the CPU front, which ways heavy on the missile shield ships that already need a lot of CPU.


Quote:
Pls add damage bonus to my apoc and apoc NI too. Big smile
And don't forget the rokh :D


No problem, as long as they take the same base damage as missiles, lose critical hits, clip size and reload time.
Shalashaska Adam
Snakes and Lasers
#475 - 2015-12-03 15:50:05 UTC  |  Edited by: Shalashaska Adam
http://imgur.com/a/OU5WU

Missile Disruptors now on sisi.

Quite concerned with how sharply the range is cut for the meta mods, given that half of their purpose is directly tied to it.

Right now we have the Balmer tracking disruptor, with 32 cpu and the full 48km range and power of the T2 disruptor.

In comparison, the only missile disruptor that will fit within 32 cpu, has just 40km range, in addition to its weaker power.

I think 48km for T2, 46km for the Highstroke, 44km for the compact and enduring, and 42km for the T1, would be better.

I assume when the tracking counterparts are tiericided, they will be changed to essentially match these new missile ones.

Currently they all have varying range improvements over the T1 disruptor, 44km being the basic middle ground.

Perhaps also tone down the CPU requirements for these. 48 CPU is an enormous amount for frigates to use.

The enormous 10 second cycle time is also a killer for smaller scale fights, these aren't very frigate friendly.

Thoughts Fozzie? Would be nice to have a little feedback and forth for these before they get released.
Vailen Sere
Infinite Point
Pandemic Horde
#476 - 2015-12-03 17:18:57 UTC
Shalashaska Adam wrote:
http://imgur.com/a/OU5WU

Missile Disruptors now on sisi.

Quite concerned with how sharply the range is cut for the meta mods, given that half of their purpose is directly tied to it.

Right now we have the Balmer tracking disruptor, with 32 cpu and the full 48km range and power of the T2 disruptor.

In comparison, the only missile disruptor that will fit within 32 cpu, has just 40km range, in addition to its weaker power.

I think 48km for T2, 46km for the Highstroke, 44km for the compact and enduring, and 42km for the T1, would be better.

I assume when the tracking counterparts are tiericided, they will be changed to essentially match these new missile ones.

Currently they all have varying range improvements over the T1 disruptor, 44km being the basic middle ground.

Perhaps also tone down the CPU requirements for these. 48 CPU is an enormous amount for frigates to use.

The enormous 10 second cycle time is also a killer for smaller scale fights, these aren't very frigate friendly.

Thoughts Fozzie? Would be nice to have a little feedback and forth for these before they get released.


Cap Warfare was the first ewar to get "touched" by module tiercide. So, without further info brought out, I am guessing this all ties into a full blown e-war rebalance.
Shalashaska Adam
Snakes and Lasers
#477 - 2015-12-03 18:12:30 UTC  |  Edited by: Shalashaska Adam
Vailen Sere wrote:
Cap Warfare was the first ewar to get "touched" by module tiercide. So, without further info brought out, I am guessing this all ties into a full blown e-war rebalance.


Turret disruptors are sure to get tiericided also, but I don't think there's an active intention to nerf their range.

Given the T1 and T2 remain the same, I just think the average range nerf for the meta options is just a minor overlook.
Harvey James
The Sengoku Legacy
#478 - 2015-12-03 19:24:31 UTC
Shalashaska Adam wrote:
Vailen Sere wrote:
Cap Warfare was the first ewar to get "touched" by module tiercide. So, without further info brought out, I am guessing this all ties into a full blown e-war rebalance.


Turret disruptors are sure to get tiericided also, but I don't think there's an active intention to nerf their range.

Given the T1 and T2 remain the same, I just think the average range nerf for the meta options is just a minor overlook.


there should be an active intention too nerf there strength, just another reason why drones are dominant is all the easy ways too nerf turrets and now missiles into uselessness.

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

Shalashaska Adam
Snakes and Lasers
#479 - 2015-12-03 19:36:04 UTC  |  Edited by: Shalashaska Adam
Harvey James wrote:

there should be an active intention too nerf there strength, just another reason why drones are dominant is all the easy ways too nerf turrets and now missiles into uselessness.


I don't think TD's or MD's are overpowered. They take up alot of cpu, and important midslots, for a disruptive effect on only one kind of weapon system. You just don't see them on that many fits, for those reasons alone. If they sucked as well, you just wouldn't see them at all.

Drones having less counter-play I'm sure will get addressed at some point with some anti-drone ewar of some kind. Which would itself be quite easy to balance because once again you have to actually fit the module in the first place for it to be used. The amount of use the TD sees now is no real cause for concern, it's frequency on the most common fits is quite balanced.

Damps, disruptors, paints, are all pretty fine as they are. Neuts are far more common, but are also fine.

ECM itself I think could stand to be changed, not because its too commonplace, just because its effect is chance based.
EvilDoomer
United Mining and Hauling Inc
The Initiative.
#480 - 2015-12-04 16:16:50 UTC
Matthew Dust wrote:
CCP Fozzie wrote:
Hey folks!
If you've followed our development over the past few years you'll know that the idea of tracking disruptors for missiles has been bouncing around for a long time. Defender missiles are a very poor counter (that should be completely repurposed rather than tweaked) and the inability to impact missiles has always been a major problem for Amarrian Weapon Disruption ships.
We think that adding Missile Disruptors will create some interesting new fitting options, especially for ships with bonuses to weapon disruption.

We're now planning on releasing these new modules in our December release, and we're ready to start getting your feedback!
These disruptors would be seperate modules within the same group as Tracking Disruptors.
They will use the same skills and get the same bonuses as Tracking Disurptors (so for example a Pilgrim would automatically get bonuses for these modules).
Pilots will be able to choose what combo of missile and tracking disruptors to fit on their ships, based on what they expect to face.



Sorry Fozzie Bear,

But this needs to be said, of all the EWAR that needs to be completely repurposed it would have been Minmatar EWAR. UNLESS YOU'RE A HARDCORE BELLICOSE/VIGIL FAN, I think everyone would agree that target painters (while useful, specifically in conjunction with caldari fleets) that for Minmatar ships it's next to useless. It's literally the least popular ewar there is in the game, and the ships that get bonuses to it? Just as unpopular. There's a reason no one fits huggins and rapiers with anything but webs, and that's because webs are more effective than target painting when it comes to aiding in damage application.

Let's review, Amarr T1 ships already get bonuses to neuts, tracking disruptors, and now missile guidance disruption?
(Amarr and Caldari are the only ones with dedicated EWAR Battleships.)

I'm not saying don't add the module, but seriously, consider target painters as an all around ship module, and give minmatar the ewar they deserve and need, I'd even settle for the Minmatar roles applied on Serpentis Ships and Blood Raider Ships (WEB STRENGTH/WEB RANGE) this wouldn't break the game since it would only apply to the Bellicose/Vigil (terrible DPS only need the bonus to web range [re work navy ewar frig] ) and the huggin/rapier (already have the bonus to range. so just give them strength so they don't have to triple web one ship)

Seriously I bet there isn't one developer on your team who's like, yeah Minmatar target painters are a decent racial ewar. If NPC's could talk, they would get rid of it and up the webbing technology.


The real problem is that CCP Devs dont play the game everyday. And have no clue on whats good or bad. They listen to noobs that have been playing for 2 months and forget about peeps that have been in game for years. CCP wake up your killing this game with your GAME MECHANIC fixes!!! stop changing stuff to act like real world and precision missiles and fall off and that kind of stuff. YOUR killing this game and not fixing the stuff that really matters instead of add new features and Heck with problems. WAKE UP!

Trol troll trolllll

CCP start making the game fun again! Maybe play the actual game!! You nerfs and new additions are not making the game fun or adding new players. Missiles don't work, POS lasers cannot hit a slow moving bomber, Mines lost, Capitals are useless.