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Tracking disruptor buff v missiles

Author
Lili Lu
#1 - 2012-05-09 22:43:24 UTC  |  Edited by: Lili Lu
On test server now Tracking Disruptors show info says they increase explosion radius. So it looks like they affect missiles now. Still wondering whether this is all they will do to missiles?

Wasn't there talk of having them affect missile range as well? Doesn't look like, at least from the description that they reduce missile speed or flight time.

Sorry I can't log on tonight to test if they do and just don't say so in the description. But just throwing this out there for folks to be aware of for testing, as I see no other thread on the test server forum about this.Smile

edit - also weren't they going to become called "weapon disruptors"?
Tarn Kugisa
Kugisa Dynamics
#2 - 2012-05-10 01:21:51 UTC
My question is how you increase the explosion radius of a missile when its fired. You have to physically tamper with the missile to do it.

Or just smartbomb it.

Be polite. Be efficient. Have a plan to troll everyone you meet - KuroVolt

Frothgar
State War Academy
Caldari State
#3 - 2012-05-11 20:18:30 UTC
The bonus to Missile exp radius doesn't seem to be effected by either script. Any chance we could have either a script for this effect or have it linked to an existing script?

Seems like an oversight.
Mira Lynne
State War Academy
Caldari State
#4 - 2012-05-11 20:46:51 UTC
Any Counter to TDs affecting Missiles? Some sort of Missile TC/TE? Does GMP Affect Unguided Missiles? Do Rigors affect Unguided Missiles? No? Then why in the Holy Hell do TDs affect it! TDs on turrets can be countered by TCs - Tracking Speed is easily increased via mods, rigs, skills and implants. I count 4 ways there to counter the effect of TDs. Now these new TDs on guided missiles, how many ways are there to counter them? Only Rigs, Skills and Implants. Now what about Unguided Missiles?... I got nothing. No Skill, Module, Implant or Rig reduces the Explosion Radius of Unguided Missiles. Am I the only one pissed off by this? Not as if Missilles dont already have Counters... cause defenders (that can now destroy torps, too!), smartbombs and bombs definitely dont blow up missiles...

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Ranger 1
Ranger Corp
Vae. Victis.
#5 - 2012-05-11 20:48:06 UTC
Tarn Kugisa wrote:
My question is how you increase the explosion radius of a missile when its fired. You have to physically tamper with the missile to do it.

Or just smartbomb it.


If this module theoretically messed with the internal or preprogrammed guidance of the missile it would be less accurate (read further away) from the target when it detonated.

Since you visually can't alter the graphic in game easily to reflect this, they just adjust the explosion radius. This also allows Target Painter to mitigate the effect to a degree I believe (I could be very wrong).

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Frothgar
State War Academy
Caldari State
#6 - 2012-05-11 21:23:02 UTC
Mira Lynne wrote:
Any Counter to TDs affecting Missiles? Some sort of Missile TC/TE? Does GMP Affect Unguided Missiles? Do Rigors affect Unguided Missiles? No? Then why in the Holy Hell do TDs affect it! TDs on turrets can be countered by TCs - Tracking Speed is easily increased via mods, rigs, skills and implants. I count 4 ways there to counter the effect of TDs. Now these new TDs on guided missiles, how many ways are there to counter them? Only Rigs, Skills and Implants. Now what about Unguided Missiles?... I got nothing. No Skill, Module, Implant or Rig reduces the Explosion Radius of Unguided Missiles. Am I the only one pissed off by this? Not as if Missilles dont already have Counters... cause defenders (that can now destroy torps, too!), smartbombs and bombs definitely dont blow up missiles...


I guess where to begin.

A well bonused TD vs a turreted ship has a scripted +bonused effectiveness of around 70% reduction in range or tracking speed. This is actually quite massive. Also the way tracking and EWAR is done, is you take the final number of the ship being effected and then you apply the projected multiplier(s) to it. Meaning if your sniper apocalypse has an optimal range of 170 (Nobody has used these in years) with 2 Link bonused TDs applied to it, it will have an optimal range of about 20km.

Sorry, but no amount of stacking penalized tracking computers will ever counter this. The fleet apoc has been effectively removed from the fight.

Now, in comparison the 20% reduction in explosion radius falls into a completely different arena of effects. A single bonused target painter greatly exceeds the effect of a tracking disruptor on missiles. On top of that, the target painter effects the damage of every ship firing on its target, while the TD only effects the damage of a single ship firing at you. On top of that, if the vessel using TDs has a MWD active, there is virtually no amount of TDs that it can shoot at the missile boat that will counteract the effect of its own MWD being active.

So... yeah. You MIGHT see some usage in gangs that do sig tanking armor ships, and they might be used against missile boats should there be no other turreted ships on the field remaining, but their usefullness will likely be limited.

You mention unguided missiles. I agree HAMs and Torpedos are terrible. They've never been a reasonable alternative to blasters or autocannons. Thats a separate issue in and of itself. They're very hampered by range, the penalties on T2 ammo make them unusable in most circumstances.

As far as defender missiles. In 8 years I have never seen a single pilot ever field defenders aside from myself in my first week playing where I had the "Brilliance" to think a Lazer, Railgun, Rocket, Dual civilian shield booster, armor repping merlin was a "Good" ship to fly. ( I will be getting on a killmail with this ship someday. EC-P8R I'm looking at you). The reason for this is simple. They're terrible, and you give up a large portion of your outgoing DPS to "MAYBE" counter 1-2 missiles every several seconds and reduce incoming DPS by a low single didget %. Also unlike outgoing DPS which scales with the size of the missile being fired, defenders get worse when you put them on "Better" launchers.

Also did you know they take 2 defenders to kill a torpedo?
bornaa
GRiD.
#7 - 2012-05-11 23:33:58 UTC
Mira Lynne wrote:
Any Counter to TDs affecting Missiles? Some sort of Missile TC/TE? Does GMP Affect Unguided Missiles? Do Rigors affect Unguided Missiles? No? Then why in the Holy Hell do TDs affect it! TDs on turrets can be countered by TCs - Tracking Speed is easily increased via mods, rigs, skills and implants. I count 4 ways there to counter the effect of TDs. Now these new TDs on guided missiles, how many ways are there to counter them? Only Rigs, Skills and Implants. Now what about Unguided Missiles?... I got nothing. No Skill, Module, Implant or Rig reduces the Explosion Radius of Unguided Missiles. Am I the only one pissed off by this? Not as if Missilles dont already have Counters... cause defenders (that can now destroy torps, too!), smartbombs and bombs definitely dont blow up missiles...


signed!
[Yes, I'm an Amateur](http://www.youtube.com/watch?v=hRa-69uBmIw&feature=relmfu)
Mira Lynne
State War Academy
Caldari State
#8 - 2012-05-12 03:08:20 UTC  |  Edited by: Mira Lynne
Frothgar wrote:

A well bonused TD vs a turreted ship has a scripted +bonused effectiveness of around 70% reduction in range or tracking speed. This is actually quite massive. Also the way tracking and EWAR is done, is you take the final number of the ship being effected and then you apply the projected multiplier(s) to it. Meaning if your sniper apocalypse has an optimal range of 170 (Nobody has used these in years) with 2 Link bonused TDs applied to it, it will have an optimal range of about 20km.

Sorry, but no amount of stacking penalized tracking computers will ever counter this. The fleet apoc has been effectively removed from the fight.


A Valid point - I was more... well... frothing at the mouth, if you will, because of the explosion velocity changes...
To Translate my previous quote: Motion Prediction, implants, and tracking Rigs affect tracking of both Long Range and short range Turrets, yet GMP, Rigs, and Implants only affect long range missiles. On a side note: Gunnery Implants affect both long and short range weapons in any given size and type of weapons (Small Hybrids, for example) while missile implants only affect one, likewise with skills, but thats another discusion best left alone.

Frothgar wrote:
As far as defender missiles. In 8 years I have never seen a single pilot ever field defenders aside from myself in my first week playing where I had the "Brilliance" to think a Lazer, Railgun, Rocket, Dual civilian shield booster, armor repping merlin was a "Good" ship to fly. ( I will be getting on a killmail with this ship someday. EC-P8R I'm looking at you). The reason for this is simple. They're terrible, and you give up a large portion of your outgoing DPS to "MAYBE" counter 1-2 missiles every several seconds and reduce incoming DPS by a low single didget %. Also unlike outgoing DPS which scales with the size of the missile being fired, defenders get worse when you put them on "Better" launchers.

Also did you know they take 2 defenders to kill a torpedo?

Was refering to something i saw in another thread, theres going to be 2 type of defender missiles, light and heavy, and heavy basically just do twice the damage of current ones (lights), will try to find a link.

EDIT: https://forums.eveonline.com/default.aspx?g=posts&m=1237542#post1237542
and https://forums.eveonline.com/default.aspx?g=posts&m=1248390#post1248390

[u]I, too, horse frogs.[/u] Support the Return of Realistic Module Icons! https://forums.eveonline.com/default.aspx?g=posts&t=114818&find=unread

Frothgar
State War Academy
Caldari State
#9 - 2012-05-12 16:08:11 UTC
Can you go into detail about explosion velocity changes? I'm not really seeing/recalling anything aside from the great missile formula change that rendered cruise missiles useless ~2years ago.

As it stands right now its a factor of explosion velocity and sig radius, if the signature of the targeted vessel is massively greater than the explosion radius (Like if you ever have a MWD on with anything bigger than a ceptor) you're going to be taking near full damage regardless of what your velocity is. When I say this I'm thinking HMLs because they're actually, you know, Good.

Long gone is the day where a 9km/sec vagabond can take 5% damage from HMLs.

If the TD caused explosion velocity to decrease as well as sig, then you might start seeing larger emphasis of TDs placed in sat 100mn AB setups (There isn't right now at all)

As it stands, a single target painter is going to be more useful in small gang fights (They're actually pretty good, but webs are more loved due to crowd control despite painters increasing damage by a greater % in many places)

HAMs and Torpedos remain poor due to awful penalties for T2 ammo.
Victor Twenty
The Scorpion Brothers
#10 - 2012-05-15 23:25:50 UTC
How could CCP fail so badly!

My suggestion to CCP would be to have tracking disruptors affect two aspects of missiles.

1. Hit rate, with current game mechanics, missile users have no tracking, if you are in range the missiles will hit their target without mercy. Why not have tracking disruption decrease the hit rate of missiles, similar to how disruptors affect the tracking speed of turrets, which causes them to miss their target. I understand that there is no hit rate mechanic in game for missiles but it can’t be that difficult to add. Maybe a skill or two to help decrease the effects of disruption. Also this would provide great visuals with missile flying past a target instead of hitting him, especially with CCP revamp to missile visual effects :)

2. Range of missiles, ranges of missiles is determined by "Flight Time" and "Velocity" of charges, I think it would be the most realistic if tracking disruptors affected these attributes. This would decrease ranges similar to how they affect turret optimal and fall-off.

Just my two cents :)

Vic20
Ashera Yune
Doomheim
#11 - 2012-05-16 17:58:40 UTC
Missiles have plenty of counters, I don't get why making tracking disruptors affect missiles should be balanced.

Allowing modules (not just rigs and implants) affect missiles or a boost to missile exp radius/velocity should be given before you allow disruption of missiles.

"Yesterday we obeyed kings and bent our necks before emperors. But today we kneel only to truth."

 Kahlil Gibran

Super Chair
Project Cerberus
Templis CALSF
#12 - 2012-05-17 01:53:33 UTC
They need to increase torp range, buff cruise missiles (they're still not used as is, why would anyone use them if they can be TDed?) and allow all skills to affect unguided missiles. They also need to add modules that increase missile range/explosion velocity and reduce explosion radius to compensate. Otherwise this change is pretty **** for missile users. There is no "skill" involved in avoid missile damage as is. So long as you're moving (it doesn't matter what direction) and have your pocket loki booster most missiles do negligible damage as it is. Missile users can't pull range to get better tracking like turret boats, they can't fit modules to increase their explosion velocity or reduce explosion radius like a turret user can increase their damage application by fitting a TC/TE. This is ******** if it goes live without giving missile users other options.
Ager Agemo
Rainbow Ponies Incorporated
#13 - 2012-05-17 04:37:11 UTC  |  Edited by: Ager Agemo
Wait wait WHAT THE ****!? missiles are already the most underpowered weapon in game and you are ******* nerfing them even more? what is this, trying to make disruptors the new must-fit module? are you ******* kidding me?

Do you know what this would do to torps? what the hell I m going to do with 1 kilometer explosion radius torpedos? no amount of target painters will ever counter that.

Also! target painters are per target modules, while tracking computers and alike are local modules way more effective. this is totally broken, I have never complained about CCP decisisions aside from incarna, but this is … seriously... What the hell?
Red zeon
State War Academy
Caldari State
#14 - 2012-05-17 08:06:29 UTC
there is defender missiles to take out missiles, also there is smartbombs that take out missiles,
here is 2counters for missiles, and we have about 1for guns... from this someone got a good idea to troll missiles and put a third counter?

or il give you that missiles have fof versions that does help against ecm, so were at 2-2, and that why missiles should get a third?
please correct me if im wrong, also you can mwd straight towards a missile boat, but try do that to a bs with large guns on.
Gyokerke
Perkone
Caldari State
#15 - 2012-05-17 10:36:41 UTC  |  Edited by: Gyokerke
I don't quite get what is all this whining about this.

Quote:
missiles are already the most underpowered weapon in game


Have you seen how many people actually use missiles for PVP?
Just think of all the Drake fleet doctines or tengu blobs. <- a lot of 'em, time to think out of box!
Cruise missiles won't be affected since noone uses cruise in PVP for a very good reason, and if they do, it's their fault.
Instead of buffing the torps, buff the SBs. Torp is used the most by SBs. Give them invulnerability to tracking disruption and there you have it, SBs are still usable.

Also, by increasing the explo radius of missiles (say heavies which are used by many bloby drakes or tengus) they will still hit very very well against BC sized ships. And it is impossible to actively nerf all the enemy drakes by tracking disruptors. You might loose 20% DPS on 30% of your drakes against 25% of your targets (anything smaller than a BC, mostly tackle). If you take that into account it is: 0.2*0.3*0.25 = 1.5% damage reduction as a hole for a good sized fleet. Ohh noes!

Seriously? That isn't much of a nerf...

Of course solo PVP will be affected... You will see less solo drakes out there, instead people will go for turret ships! Such are hurricanes, vagas, cyna or whatever they fancy. How many do you see soloing nowadays of those? A lot and for a very good reason....

.

Super Chair
Project Cerberus
Templis CALSF
#16 - 2012-05-17 15:15:40 UTC
Gyokerke wrote:
I don't quite get what is all this whining about this.

Quote:
missiles are already the most underpowered weapon in game


Have you seen how many people actually use missiles for PVP?
Just think of all the Drake fleet doctines or tengu blobs. <- a lot of 'em, time to think out of box!
Cruise missiles won't be affected since noone uses cruise in PVP for a very good reason, and if they do, it's their fault.
Instead of buffing the torps, buff the SBs. Torp is used the most by SBs. Give them invulnerability to tracking disruption and there you have it, SBs are still usable.

Also, by increasing the explo radius of missiles (say heavies which are used by many bloby drakes or tengus) they will still hit very very well against BC sized ships. And it is impossible to actively nerf all the enemy drakes by tracking disruptors. You might loose 20% DPS on 30% of your drakes against 25% of your targets (anything smaller than a BC, mostly tackle). If you take that into account it is: 0.2*0.3*0.25 = 1.5% damage reduction as a hole for a good sized fleet. Ohh noes!

Seriously? That isn't much of a nerf...

Of course solo PVP will be affected... You will see less solo drakes out there, instead people will go for turret ships! Such are hurricanes, vagas, cyna or whatever they fancy. How many do you see soloing nowadays of those? A lot and for a very good reason....


Some of us use missiles other than heavies and boats other than the drake. I don't know about the rest of the community but i've always wanted a viable battleship sized missile boat for pvp (I still love my rokh, but variety is the spice of life). Some of us are bored of drakes, because no one wants to fight one without being able to blob or permajam it.
Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#17 - 2012-05-17 16:35:28 UTC  |  Edited by: Gypsio III
Logic time.

If more people fit TDs, then both turret users and missile spammers are affected, as TDs can be used against both.
But since TDs are far more effective against turrets than missiles, then if more TDs are used in PVP, turrets will be worse off.

Therefore, this is more of a turret nerf than a missile nerf. QED.
Mira Lynne
State War Academy
Caldari State
#18 - 2012-05-17 17:54:48 UTC  |  Edited by: Mira Lynne
Gyokerke wrote:
I don't quite get what is all this whining about this.
-(You Would if you Used Missiles)
Quote:
missiles are already the most underpowered weapon in game

-(This is generally agreed upon)
Have you seen how many people actually use missiles for PVP?
Just think of all the Drake fleet doctines or tengu blobs. <- a lot of 'em, time to think out of box!
-(Imagine That! Two Ships that both use the one missile system that DOESNT SUCK!!! Its almost universally agreed that heavy missiles are the EXCEPTION and not the NORM)
Cruise missiles won't be affected since noone uses cruise in PVP for a very good reason, and if they do, it's their fault.
-(Atleast TRY to think of a decent Argument? I mean Come on. And While were arbitrarily stating things like this, let me be the first to propose that Fitting Defender Missiles reduce damage taken from turrets. I mean, nobody should use weapons of any type In PvP Because I said so, and if you do, you deserve to not do any damage, also because i said so).
Instead of buffing the torps, buff the SBs. Torp is used the most by SBs. Give them invulnerability to tracking disruption and there you have it, SBs are still usable.
-(Do you fly Bombers? This sounds a whole lot like "Nerf Everything that I Dont Fly". Also, why Would CCP Fix Torps, thereby fixing all Torp Related Problems, when they can simply only fix bombers, fixing the problems that bombers dont have before they even have them?)
Also, by increasing the explo radius of missiles (say heavies which are used by many bloby drakes or tengus) they will still hit very very well against BC sized ships.
-(Nerfing Small AC Tracking to that of Battleship Arty will Still make them hit well against Capital ships. Your Point?)
And it is impossible to actively nerf all the enemy drakes by tracking disruptors. You might loose 20% DPS on 30% of your drakes against 25% of your targets (anything smaller than a BC, mostly tackle). If you take that into account it is: 0.2*0.3*0.25 = 1.5% damage reduction as a hole for a good sized fleet. Ohh noes!
-(It IS, however, possible to remove an ENTIRE DRAKE FLEETS DPS with some well timed smartbombing. Unless theres an AoE Tracking Disruptor that I dont know about (WH Effects Dont count) then I fail to see your point)
Seriously? That isn't much of a nerf...

Of course solo PVP will be affected... You will see less solo drakes out there, instead people will go for turret ships! Such are hurricanes, vagas, cyna or whatever they fancy. How many do you see soloing nowadays of those? A lot and for a very good reason....
-(And We ALL want to see more Canes, Vagas and Cynas...)


TL;DR: Your Post Is Terrible, and you should feel bad. Try flying a missile ship that isnt a Drake (Or Stealth Bomber).
P.S. Please think more before posting next time. Just because the only time you ever use torps is on bombers, doesnt mean Ravens Dont Exist. Also, just because you dont use Cruise Missiles, donesnt mean nobody else does.
P.P.S. Show me on the Autocannon model where the bad Tengu touched you.

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Tobiaz
Spacerats
#19 - 2012-05-19 11:54:48 UTC  |  Edited by: Tobiaz
Gyokerke wrote:

Have you seen how many people actually use missiles for PVP?
Just think of all the Drake fleet doctines or tengu blobs. <- a lot of 'em, time to think out of box!
Cruise missiles won't be affected since noone uses cruise in PVP for a very good reason, and if they do, it's their fault.
Instead of buffing the torps, buff the SBs. Torp is used the most by SBs. Give them invulnerability to tracking disruption and there you have it, SBs are still usable.


Drakes are used primarily because of their insane buffertank, If players could choose between missiles or hybrids, really not that many outside PvE would still fit missiles, because rails are better at range (even unboosted arties are), blasters are better up close, and missiles still suck against anything going fast in any direction.

Also your whole argumentation about the cruises and the torps is just pure fail. TD influencing cruises is no problem because nobody uses them, so go ahead?! Or how about viewing torps as BATTLESHIP weapons first and then as Stealth Bombers (who already got some huge bonuses to the things). When was the last time you saw a Raven in PvP?

TRACKING DISRUPTORS SHOULD LEAVE MISSILES ALONE

Not only are missiles already struggling to be competitive with turrets, but making one module affecting most weapon systems (which missiles also can't counter with tracking booster, amps or links). It breaks EVE's core rules about the rock-paper-scissors balancing and I can't believe CCP SoniClover is simply going ahead anyway with no communication or feedback. The typical kind of dev-behaviour CCP claimed to have banished after Incarna.

CCP, stop this nonsense!

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Recoil IV
Caldari Provisions
Caldari State
#20 - 2012-05-19 12:46:31 UTC
Tobiaz wrote:
Gyokerke wrote:

Have you seen how many people actually use missiles for PVP?
Just think of all the Drake fleet doctines or tengu blobs. <- a lot of 'em, time to think out of box!
Cruise missiles won't be affected since noone uses cruise in PVP for a very good reason, and if they do, it's their fault.
Instead of buffing the torps, buff the SBs. Torp is used the most by SBs. Give them invulnerability to tracking disruption and there you have it, SBs are still usable.


Drakes are used primarily because of their insane buffertank, If players could choose between missiles or hybrids, really not that many outside PvE would still fit missiles, because rails are better at range (even unboosted arties are), blasters are better up close, and missiles still suck against anything going fast in any direction.

Also your whole argumentation about the cruises and the torps is just pure fail. TD influencing cruises is no problem because nobody uses them, so go ahead?! Or how about viewing torps as BATTLESHIP weapons first and then as Stealth Bombers (who already got some huge bonuses to the things). When was the last time you saw a Raven in PvP?

TRACKING DISRUPTORS SHOULD LEAVE MISSILES ALONE

Not only are missiles already struggling to be competitive with turrets, but making one module affecting most weapon systems (which missiles also can't counter with tracking booster, amps or links). It breaks EVE's core rules about the rock-paper-scissors balancing and I can't believe CCP SoniClover is simply going ahead anyway with no communication or feedback. The typical kind of dev-behaviour CCP claimed to have banished after Incarna.

CCP, stop this nonsense!



the whole point is ccp should seriosly consider balancing missiles if the tracking disruptor will be for use ingame against missiles.my suggestion : remove penalties from precision missiles,increase range and damage.and this is only one of the problems compared to gun turret system.
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