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Player Features and Ideas Discussion

 
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Just an idea about a missile module...

Author
Ager Agemo
Rainbow Ponies Incorporated
#1 - 2012-04-09 21:27:02 UTC  |  Edited by: Ager Agemo
so i was playing around on my CNS and thinking, damn shield ships never use their capacitor for anything and have crappy dps... so i though...

hmm i would gladly exchange some capacitor for better DPS... and it struck me...


a module that makes launchers use capacitor when firing but has the next Stats:

Description:
The launcher overdrive system, works with a concept borrowed from caldari railgun research, in which it basically uses a magnetic field to accelerate the missile during launch this way instead of relying on its own propulsion alone, thus adding more speed and accuracy to the missile, however this comes at the cost that the missile systems will use vast ammounts of power from the ship capacitor in order to fire.


Name: Launcher Overdrive system
T1 Fitting: 45 CPU, 10 PG, Medium slot
affecting Skills:
Required: Missile Upgrades (-5% Missile upgrade modules Penalty per level)
NOT required but affects: Advanced missile upgrades (+3% bonus to missile upgrade modules per level)

Bonuses T1:
+10% Speed to missiles
+15% Explosion Velocity for missiles
+10% ROF for missile launchers.
Penalty:
+40GJ launcher Activation cost (yes that means a raven would have to use 240 GJ for each shoot and a drake 280 GJ)
Activation:
40 gj
Cycle Time: (it autocycles until turned off)
10 seconds


Tech 2 Variant
Name: Launcher Overdrive system
T2 Fitting: 45 CPU, 10 PG, Medium slot
affecting Skills:
Required lvl 4: Missile Upgrades (-5% Missile upgrade modules Penalty per level)
Required Advanced missile upgrades (+3% bonus to missile upgrade modules per level)

Bonuses T2:
+15% Speed to missiles
+15% Explosion Velocity for missiles
+15% ROF for missile launchers.
Penalty:
+50GJ launcher Activation cost (a raven would have to use 300 GJ for each shoot and a drake 350 GJ)
Activation:
40 gj
Cycle Time: (it autocycles until turned off)
15 seconds
Ager Agemo
Rainbow Ponies Incorporated
#2 - 2012-04-10 17:13:42 UTC
ninja bump
Belshazzar Babylon
Doomheim
#3 - 2012-04-10 19:01:03 UTC
Missiles are self contained weapons. All they require is an fire command and targeting data. On board batteries and fuel preclude the need of capacitor. Same reason Projectile Weapons don't need Cap. Hyrbid and Energy Weapons require a huge ammount of energy which is why they need a capacitor. You just want some way to make Missislies better but adding a capacitor module wouldn't actually help a missile.
Ager Agemo
Rainbow Ponies Incorporated
#4 - 2012-04-13 12:00:13 UTC
Belshazzar Babylon wrote:
Missiles are self contained weapons. All they require is an fire command and targeting data. On board batteries and fuel preclude the need of capacitor. Same reason Projectile Weapons don't need Cap. Hyrbid and Energy Weapons require a huge ammount of energy which is why they need a capacitor. You just want some way to make Missislies better but adding a capacitor module wouldn't actually help a missile.



is true they have their own self propulsion system but you are forgetting that dosnt means they cannot use a boost from the ship systems to get better, for example on my case the idea of this module is that it would use the railgun technology to magnetically accelerate the missile further in the launcher thus causing more damage and adding accuracy.
Corina Jarr
en Welle Shipping Inc.
#5 - 2012-04-13 12:10:20 UTC
MIssiles don't have crappy dps. They have ok dps. Crappy dps would be what my fits had when I was a complete noob.

Don't really have an opinion on you suggestion. It doesn't make me cringe, but I don't squeal with joy either.
Gypsio III
State War Academy
Caldari State
#6 - 2012-04-13 12:50:42 UTC
Bad idea. The cap usage means that it's a PVE-only module, and missiles don't need a PVE buff.

The basic philosophy is wrong anyway. Shield PVE ships use their cap for tanking, whether by choice via active tanking, or involuntarily via SPRs in passive tanking.
Ager Agemo
Rainbow Ponies Incorporated
#7 - 2012-04-13 14:48:48 UTC
Gypsio III wrote:
Bad idea. The cap usage means that it's a PVE-only module, and missiles don't need a PVE buff.

The basic philosophy is wrong anyway. Shield PVE ships use their cap for tanking, whether by choice via active tanking, or involuntarily via SPRs in passive tanking.


what you said makes no sense, turrets use capacitor and they are used in PVP, active tanking is for PVE is rarely if never used in PVP, and passive recharge tanking on PVP if you use a fit like that on PVP you are cannon fooder, PVP shield tank ships use EHP fittings that do not use capacitor at all.
Gypsio III
State War Academy
Caldari State
#8 - 2012-04-13 16:17:50 UTC
Ager Agemo wrote:
Gypsio III wrote:
Bad idea. The cap usage means that it's a PVE-only module, and missiles don't need a PVE buff.

The basic philosophy is wrong anyway. Shield PVE ships use their cap for tanking, whether by choice via active tanking, or involuntarily via SPRs in passive tanking.


what you said makes no sense, turrets use capacitor and they are used in PVP, active tanking is for PVE is rarely if never used in PVP, and passive recharge tanking on PVP if you use a fit like that on PVP you are cannon fooder, PVP shield tank ships use EHP fittings that do not use capacitor at all.


Turrets do not usually require 50 cap per shot. Cruiser-scale ones, certainly not.
Active tanks in PVP are rarer but not non-existent. Solo Tengus, and many ships in WHs, for example.
Cap is also used for MWDing.

Cut away the frothy words from your idea and it's just a very cap-heavy missile "tracking computer", with an unnecessary (because BCS already exist) ROF bonus thrown in. This idea gets proposed every week, although normally in a more useful form (one where a frigate or cruiser wouldn't instantly neut itself, for example). Normally it's thought that such a module would need to be balanced by the introduction of something like a TD script for missiles.

But these are all PVP considerations, and it seems that all you're interested in is PVE.
Ager Agemo
Rainbow Ponies Incorporated
#9 - 2012-04-13 19:14:32 UTC
Gypsio III wrote:
Ager Agemo wrote:
Gypsio III wrote:
Bad idea. The cap usage means that it's a PVE-only module, and missiles don't need a PVE buff.

The basic philosophy is wrong anyway. Shield PVE ships use their cap for tanking, whether by choice via active tanking, or involuntarily via SPRs in passive tanking.


what you said makes no sense, turrets use capacitor and they are used in PVP, active tanking is for PVE is rarely if never used in PVP, and passive recharge tanking on PVP if you use a fit like that on PVP you are cannon fooder, PVP shield tank ships use EHP fittings that do not use capacitor at all.


Turrets do not usually require 50 cap per shot. Cruiser-scale ones, certainly not.
Active tanks in PVP are rarer but not non-existent. Solo Tengus, and many ships in WHs, for example.
Cap is also used for MWDing.

Cut away the frothy words from your idea and it's just a very cap-heavy missile "tracking computer", with an unnecessary (because BCS already exist) ROF bonus thrown in. This idea gets proposed every week, although normally in a more useful form (one where a frigate or cruiser wouldn't instantly neut itself, for example). Normally it's thought that such a module would need to be balanced by the introduction of something like a TD script for missiles.

But these are all PVP considerations, and it seems that all you're interested in is PVE.


actually i do was thinking about pvp, but i have never though that 50 cap is too much, specially given that ships like the abaddon which is a mainly pvp ship uses 40 gj cap per gun, and buffer tank shield which are mostly for pvp dont use their capacitor.

however the idea is open to debate if 50 cap is too much it can be reduced i guess, i sorta balanced this looking at laser energy use in a battleship. and i made it use heavy cap because i dont want an overpowered item.
Markus Reese
Deep Core Mining Inc.
Caldari State
#10 - 2012-04-13 19:21:16 UTC
hmm.. I don't know about a module that adds it to the missiles, but I would agree with different launchers that use the same missiles. All sorts of possibilities for this, but I guess the essence of it would be some variant to the missile in echance for cap. Applying an energy field around it to add EM type damage or the like.

To quote Lfod Shi

The ratting itself is PvE. Getting away with it is PvP.

Metal Icarus
Star Frontiers
Brotherhood of Spacers
#11 - 2012-04-17 23:06:17 UTC
Well i got an idea but it is not like the OP's. I searched the forums and got this thread and rather than make a new thread, I thought I'd just throw this out there.

Ballistic Projection Array

10% Missile Velocity
15% Missile Explosion Velocity

The theory behind it is that it is like a tracking enhancer, but for missiles. I was thinking of this while I was considering how useless torps were in PVE. With something like this, it would increase the performance and aptitude of missiles. Mainly it gives torps an upgrade like a tracking enhancer does for large autos.

I think this is a good idea, maybe, it might be worthy of its own thread.
Markus Reese
Deep Core Mining Inc.
Caldari State
#12 - 2012-04-18 00:23:58 UTC
Metal Icarus wrote:
Well i got an idea but it is not like the OP's. I searched the forums and got this thread and rather than make a new thread, I thought I'd just throw this out there.

Ballistic Projection Array

10% Missile Velocity
15% Missile Explosion Velocity

The theory behind it is that it is like a tracking enhancer, but for missiles. I was thinking of this while I was considering how useless torps were in PVE. With something like this, it would increase the performance and aptitude of missiles. Mainly it gives torps an upgrade like a tracking enhancer does for large autos.

I think this is a good idea, maybe, it might be worthy of its own thread.


In this respect, it is a target painter/webber combo to do so. Each having the same effect, if not more than a local buff.

To quote Lfod Shi

The ratting itself is PvE. Getting away with it is PvP.

Metal Icarus
Star Frontiers
Brotherhood of Spacers
#13 - 2012-04-18 00:52:34 UTC  |  Edited by: Metal Icarus
Markus Reese wrote:
Metal Icarus wrote:
Well i got an idea but it is not like the OP's. I searched the forums and got this thread and rather than make a new thread, I thought I'd just throw this out there.

Ballistic Projection Array

10% Missile Velocity
15% Missile Explosion Velocity

The theory behind it is that it is like a tracking enhancer, but for missiles. I was thinking of this while I was considering how useless torps were in PVE. With something like this, it would increase the performance and aptitude of missiles. Mainly it gives torps an upgrade like a tracking enhancer does for large autos.

I think this is a good idea, maybe, it might be worthy of its own thread.


In this respect, it is a target painter/webber combo to do so. Each having the same effect, if not more than a local buff.


The tracking enhancer does the same thing. Where as you can miss with a turret, you can out-run a missile. What this mod does is just provide an equivalent enhancement to the missile itself. Granting the missile with higher speed and ability to hit faster moving targets. The velocity bonus gives it a larger range.

You can do the same with a tracking enhancer. As it stands now, the only way to make missiles fly faster and it explosion radius faster is rigs, implants and drugs. You can do the same to turrets, its just that not only you do get the rigs, implants and drugs, but you get a real nice module that occupies one of your low slots. All missiles have is a damage and ROF bonus module, like a gyrostab, heat sink, magnetic stab. The tracking enhancer benefits them all. Target painters and webs benefit both missiles and turrets +/- the same.

TL;DR: tracking enhancer for missiles

INB4: balance does not EVE make
Ager Agemo
Rainbow Ponies Incorporated
#14 - 2012-04-18 01:00:22 UTC
at least we agree that missiles do need a buff to be more usefull in pvp, and that buff requires them to fly faster and get a better explosion speed