These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Ships & Modules

 
  • Topic is locked indefinitely.
 

Tracking disruptors and missiles

Author
Lili Lu
#61 - 2012-09-15 13:44:59 UTC
Exploited Engineer wrote:
Lili Lu wrote:
Propulsion mods are not weapon specific. If you are getting hit you can burn out of the range of either turrets or missiles. If you want to reduce tracking increase the angular motion such that the turrets can't track.


Which gets harder and harder the farther away from the attacker you get. With missiles, this isn't so.

And easier and easier the closer you get to turret ship but not the missile ship.Blink Yeah there are differences. My point is that a propulsion mod can provide benefits with either system.

Exploited Engineer wrote:
With missiles, having a small sig alone is a counter. Not so for turrets. (without transversal velocity, sig radius becomes irrelevant for turrets).
With missiles, moving fast alone is a counter. Not so for turrets (only the transversal component counts).
With missiles from most Caldari missile boats, tailoring your resist profile to their preferred damage type is a counter.

On your point one - This must be the reason why AHAC fleets don't bother with sig reduction links.What?
On your point two - This must be why the range on the ammo doesn't matter so moving fast out of that range doesn't matter What?
On your point three - This must be why you can tailor your resists against lasers and hybrids that ever only do two specific damage types, and why you can do the same to missiles because they can't just change ammo to some other damage type.What? ANd if you're talking about the Caldari kinetic bonuses, don't worry, it appears CCP is maybe unwisely doing away with them.What?
Noisrevbus
#62 - 2012-09-15 15:04:13 UTC  |  Edited by: Noisrevbus
Lili Lu wrote:

You never mention explosion stats but keep talking about "tranversal" or not having it. Of course missiles don't have this. It is explosion parameters that are the difference in applied damage.
/.../
Regardless, I already addressed your faux concern that buffing TDs and injecting new missile bonusing mods would just end up buffing missiles.


Transversal is the relative distance between two ships (gain and crush).

It is the primary thing that make Missiles and Turrets different (together with the element of chance).

Missiles consider the speed of the defender but not the attacker.

Turrets consider the speed inbetween the defender and the attacker (from there you create radial and angular).

That means a Turret ship have two things that interact with TD: counter-modules and movement.

If you create counter-modules for Missile ships but do not deal with transversal they can not deal with accuracy.

Distance itself, a Missile ship can deal with same as a Turret ship: with modules and movement (move into reach).

This also mean that for a new module you introduce: either TD affect only distance, or you rewrite missile accuracy.

In the interplay of distance: Missiles have alot to gain and little to lose. I prefer not touching it.

If you want to give Missiles transversal: I don't mind the difficulty level rising. I do mind the mechanics streamlining.

Quote:

Or not so much that they are centered on a ship, but that those ship becomes seen so much more than others and why it is seen so much more. If your Deimoses become so dominant on the killboards as Drakes and Tengus I'll be looking for what can be done to stop that.


This is you literally saying you wish to balance the entire game based on popularity and not on performance.

That means you don't care about what is good or bad, powerful or weak. All you care about is what is popular.

If the largest nullsec block decided to fly Deimos, and made them rise to Top20 you would want them nerfed, correct?

Then you don't care about how stats or figures relate, just wether to take and give. Not what makes it popular or how to balance that. In fact you might as well remove the ship and introduce a new one. That would be an easier way to keep things fresh from your perspective. All you want to do is punish what's popular, like whack-a-mole.

No matter how you turn that picture, i will consider it stupid and not the way to design a game.

I belive a game should be balanced around figures and how good they are: what potential they have.

Not wether people are smart or stupid enough to realize that potential What?.

That also mean i am interested in what make ships popular: is it the weapons? is it the bonuses? is it the slots? is it how they scale? is it what they cost? If you only care about popularity, those are irrelevant to you. You could grab any one.

The reason is don't buy into that and "mischaracterize" you is that you keep grabbing ineffective ends (like TD's) and inferring the relation between power and popularity while raising good-bad balance concerns yet root them in popularity (ie., "this is popular, it must be good", it's usually true but not by principle and it doesn't translate to it's "too good" or "this is impopular so it must be bad"). That conflict is what makes me think you need help with perspective Roll.

As always, if you want to deal with the popularity of Drakes - screw with insurance and BC rigs. That's the most effective method with the least workload and collateral. Don't try to drum up issues that aren't there and create new problems.
Lili Lu
#63 - 2012-09-15 16:00:27 UTC  |  Edited by: Lili Lu
Noisrevbus wrote:
. . . That means a Turret ship have two things that interact with TD: counter-modules and movement.

If you create counter-modules for Missile ships but do not deal with transversal they can not deal with accuracy.

Distance itself, a Missile ship can deal with same as a Turret ship: with modules and movement (move into reach).

This also mean that for a new module you introduce: either TD affect only distance, or you rewrite missile accuracy.

In the interplay of distance: Missiles have alot to gain and little to lose. I prefer not touching it.

If you want to give Missiles transversal: I don't mind the difficulty level rising. I do mind the mechanics streamlining.



Who is talking about giving missile "transversal" ? That is absurd. Mechanics are streamlined now because noone can do anything to affect the launchers on the opposing ship. But if you are faced with a turret ship you could have a TD fit and activate it and fubar the turret ship. Do you not understand how base stats could be nerfed for missiles to account for increases from new mods that would bonus explostion stats or range? Then add a TD effect on top if someone(s) fit them.

Noisrevbus wrote:
This is you literally saying you wish to balance the entire game based on popularity and not on performance.

That means you don't care about what is good or bad, powerful or weak. All you care about is what is popular.

If CFC decided to fly Deimos, and made them rise to Top20 you would want them nerfed, correct?

. . . That also mean i am interested in what make ships popular: is it the weapons? is it the bonuses? is it the slots? is it how they scale? is it what they cost? If you only care about popularity, those are irrelevant to you.

You keep mischaracterizing and casting any effort to nerf drakes or missiles as an attack based on hating what's popular. I do not literally say the game should be "balanced on popularity and not performance." That is your spin on my position so that you can seem so learned and correct in opposing it.

You also deny that the ship and weapon systems have advantages (one of which is no dedicated ewar to oppose it) and that that is what accounts for usage. POPULARITY HAS NOTHING TO DO WITH MY ARGUMENT IT ONLY HAS TO DO WITH YOUR MISCHARACTERIZATION. Poeple do not choose Drakes because they are pretty. That would be popularity. They choose Drakes because they do important things other ships in their class can't do and have important resistances to being messed with, and at a price that is advantageous.

As for CFC use you give it too much importance. Eve-kill is looking at as best we have available of a random sample of all pvp activity and usage. The CFC as large as it may be is not weighty enough to account for the majority of Drake usage. If the CFC decided to fly Deimoses I wouldn't give a ****. But if everyone at every level and scale of pvp is flying Deimoses such that they outweigh the second place ship by a multiple then yes I would be looking to expose whatever the imbalanced mechanic is that accounts for that usage. Players would not be so heavily preferring that ship simply because they want to fly a space **** if it didn't have advantages other than appearance.
Meditril
Hoplite Brigade
Ushra'Khan
#64 - 2012-09-17 11:11:56 UTC
Lili Lu wrote:

TDs already screw over turret ships. You apprently have no experience with the new Caldari frig usage of TDs. Cry more if they get altered to have some effects on missiles. Missiles are a weapon system that currently have no direct counter. I doubt CCP would put td effects on missiles in game unless they introduced new mods to partially counter. New mods btw which would compete with easy fitting choices shield missile boats currently enjoy (damage in lows, tank in mids).

You say use damps. Damps are not missile specific it a flawed argument. Damps affect turret use the same.

AB? really? First off don't you mean mwd? ABs are for pve (or oversized tech III idiocy). And propulsion mod usage is not missile specific. It has affects on turrets ability to hit you as well.

Missile use is everywhere. It is not just 0.0 drake blobs. Do you operate in lowsec? Plenty of people show up for small gangs in drakes, caracals, etc.


I do operate in low-sec and yes, missiles are indeed alive in low-sec. Even though I still would say that turret based weapons are still more popular. Otherwise, nobody would bother to bring some TDs with him.

If you take a closer look at the ships which using missiles and TDs you will notice that these ships usually suffer from low DPS. So if you are flying an EFT-warrior DPS-only pimp ship and you die to a low DPS missile boat just because you haven't been able to counter his TD and apply your DPS then you deserve to die. Get rid of some of your stupid DPS and start thinking out of the box. Neutralizers for example work very nicely against ships using TD's. Afterburner works good against missiles in general, especially if you are in a smaller ship. So stop crying and start adapting.
Denuo Secus
#65 - 2012-09-17 11:48:51 UTC
Lili Lu wrote:
...rage and exaggeration about missiles...


Show me how to do these two things with missiles at the same time, using the same fit:

(1) Ownage of ships smaller the missiles are intended for (i.e. HM or HAM vs. Frig)
(2) Beeing competitive against equally sized ships (good tank&gank ratio)


Missiles do average damage under many conditions. And they do optimal damage under one condition - against the target size they are intended for. That's why they are that effective in large scale PvP: in big fleets perfect matching targets are almost always available. This is different in small scale and solo PvP.

Missiles are more or less without hard counter (excluding ECM). In exchange for average or very low damage once the target size doesn't match. Did you try to fight a dual rep Incursus or ASB Merlin with a HM Drake? Or a ASB Cyclone? They'll laugh since with HMs you only tickle them. With HAMs you are a threat to the Cyclone...but now said frigs are even more safe from your damage.

With turrets you can 3-4 volley said frigs while beeing effective against mentioned Cyclone at the same time. In exchange turrets can be countered by TDs.

So what was your problem again?
Mike Whiite
Deep Core Mining Inc.
Caldari State
#66 - 2012-09-17 13:23:23 UTC
on Topic.


- TD or missiles bad
- Reducing missile damage through a mod good (just not the TD)

- I prersonlay would like to see a (mid slot) Goal getter that uses ammo (projectiles would be a good choise)

On statistics.

conclusions on statistics only is asking for trouble, ask the Coca Cola company.

considering the hight number of drakes and Heavy missiles, one need to take with him.

1) unlike turrets you have limited choise, if you look in the statistics and take medium projectile kills, you find the numbers far closer to eachother.

2) The Drake is the only t1 missile BC. in a game where t1 BC's dominate as a whole, that has 4 main weapon platforms only 1/12th of the available t1 BC's fires missiles as it's main weapon, so when you use missiles you can't go arround the Drake even is you wanted to.

None of which I claim to make a particulair conclusion, but it should be considered before one makes one.



Lili Lu
#67 - 2012-09-17 16:22:17 UTC  |  Edited by: Lili Lu
Denuo Secus wrote:


Show me how to do these two things with missiles at the same time, using the same fit:

(1) Ownage of ships smaller the missiles are intended for (i.e. HM or HAM vs. Frig)
(2) Beeing competitive against equally sized ships (good tank&gank ratio)


Missiles do average damage under many conditions. And they do optimal damage under one condition - against the target size they are intended for. That's why they are that effective in large scale PvP: in big fleets perfect matching targets are almost always available. This is different in small scale and solo PvP.

Missiles are more or less without hard counter (excluding ECM). In exchange for average or very low damage once the target size doesn't match. Did you try to fight a dual rep Incursus or ASB Merlin with a HM Drake? Or a ASB Cyclone? They'll laugh since with HMs you only tickle them. With HAMs you are a threat to the Cyclone...but now said frigs are even more safe from your damage.

With turrets you can 3-4 volley said frigs while beeing effective against mentioned Cyclone at the same time. In exchange turrets can be countered by TDs.

No. You can blap that frigate if he's at range. But the same situation will occur if he gets under you guns. And you won't even be tickling him then. You'll just be providing a light show as your guns fire off into deep space missing every time. But this is sorta the way it should be anyway. Load some precisions and accept the reduced dps or release some light drones or fit a neut. Small ships have to have some viablitiy.

Also, an equal sized target can fubar a turret ship with an unbonused td. He has a fitting option to mitigate incoming damage and not simply be all about tank and gank. But the turret ship has no ewar counter to the missiles on a missile boat. His only option is to tank sufficiently and pumps out enough dps to take the missile boat down before he himself goes down.

And neuts, damps, ecm are not missile specific. Smarties are actually dumb and really more an anti- drone strategy anyway. Only TDs are weapon specific. That this situation could change, will be an omprovement. Of course it's all about the details of that change. But isn't it always.
Denuo Secus
#68 - 2012-09-17 17:20:22 UTC
Lili Lu wrote:
Denuo Secus wrote:


Show me how to do these two things with missiles at the same time, using the same fit:

(1) Ownage of ships smaller the missiles are intended for (i.e. HM or HAM vs. Frig)
(2) Beeing competitive against equally sized ships (good tank&gank ratio)


Missiles do average damage under many conditions. And they do optimal damage under one condition - against the target size they are intended for. That's why they are that effective in large scale PvP: in big fleets perfect matching targets are almost always available. This is different in small scale and solo PvP.

Missiles are more or less without hard counter (excluding ECM). In exchange for average or very low damage once the target size doesn't match. Did you try to fight a dual rep Incursus or ASB Merlin with a HM Drake? Or a ASB Cyclone? They'll laugh since with HMs you only tickle them. With HAMs you are a threat to the Cyclone...but now said frigs are even more safe from your damage.

With turrets you can 3-4 volley said frigs while beeing effective against mentioned Cyclone at the same time. In exchange turrets can be countered by TDs.

No. You can blap that frigate if he's at range. But the same situation will occur if he gets under you guns. And you won't even be tickling him then. You'll just be providing a light show as your guns fire off into deep space missing every time. But this is sorta the way it should be anyway. Load some precisions and accept the reduced dps or release some light drones or fit a neut. Small ships have to have some viablitiy.


That was my point: with turrets you can blap a frig. You'll never do that with missiles. Precisions are a joke atm. Did you really try them in PvP? To kill a frig fast you need a specialized fitting against frigs. Getting rid of hard tackling frigs very fast is the issue here. Really important when fighting outnumbered. Seeing that it's only fair that it's possible for frigs to avoid getting *blapped*. After all it's about piloting skill then.

Lili Lu wrote:
Also, an equal sized target can fubar a turret ship with an unbonused td. He has a fitting option to mitigate incoming damage and not simply be all about tank and gank. But the turret ship has no ewar counter to the missiles on a missile boat. His only option is to tank sufficiently and pumps out enough dps to take the missile boat down before he himself goes down.


While the turret ship is vulnerable to TDs, it can do alot more damage compared to a HM Drake. This is one counter to missiles. Depending on luck, situational awareness and piloting skill a turret pilot can absolutely rampage a missile ship. Hint: to fit a TD a Drake loses tank. Now the turret ship only needs to be faster or in a good position to mitigate or eliminate the TD effect. Which is possible.

A pulse Harbinger with INMF deals twice the damage compared to a HM Drake. A HAM Drake deals the same damage like said Harb but only against other BCs and up. Against smaller targets it needs webbing and painting support. It's all situational at the end. Which is cool, isn't it?

I don't claim missiles are bad compared to turrets. They deliver consistent, reliable damage which can't be countered that hard a turret can. In certain situations this is way to go. Fleet fights are an example. If you, however, need flexible but still maximal damage in different situations then turrets have the edge imho. At the risk of beeing countered.
Jorma Morkkis
State War Academy
Caldari State
#69 - 2012-09-17 18:53:13 UTC
Denuo Secus wrote:
A pulse Harbinger with INMF deals twice the damage compared to a HM Drake.


Yeah, at 8 km. 0 dps @ 20+ km.
Onictus
Federal Navy Academy
Gallente Federation
#70 - 2012-09-17 19:48:18 UTC
Noisrevbus wrote:

A) Apply TD to Missiles without concern to the difference of systems, and small-medium scale Missiles will be affected alot more than Turrets. They can't counter TD with MWD, AB, ammunition or tracking enhancers (as they have no transversal). Large scale will be unaffected since EW-application mean little there.


Tracking enhancers really do little for TDs, they are going to be there anyway, its a very binary situation. Am I faster than the guy disrupting me? Yes, no problem. if no, problem. I've never looked and been like "Man I'm getting tracking disrupted, good thing I have three tracking enhancers" You are flying manually to hit anything at that point, and if he's faster and in an orbit , you are likely screwed.

As it applies to missiles, that is easy, the guided missiles you understand that guided missiles are often controlled by the firing vehicle, thus "lore" aside, if it screws up the computer driving the turrets it should also screw up the missile. Make a TD on a missile platform jack the explosion velocity down. The missile still hits damage is still done FULL damage is not done.

... and don't give me that AB crap, even in Low no one uses AB's on anything but frigates and those frigates damn sure aren't running in gangs, because they would get destroyed by anything they didn't land on.

Noisrevbus wrote:

B) Apply TD to Missiles with a concern to the difference of systems and you will have a balanced result in small-medium scales, but you will actually make missiles stronger in the large scale (since the TD are not effective at that scale, while any buffs to the missiles are likely to be - such as guided missile tracking enhancers).


Missiles don't need a large scale buff in any way, you could argue the opposite, easily

...and in that regaurd, missiles HAVE a tracking enhancer, its called a target painter.

Noisrevbus wrote:

Both scenarios are more imbalanced than what we have today. Thus they are bad. Transversal go in two directions so it balances itself, in a sense. If you don't have transversal you go in no direction, that's what make Missiles equally "dumb" regardless if you apply it offensively or defensively. It also balances itself. You need to understand both directions though.


Transversal only gets you so far. Sig radius counts as much or more depending on range, this is why you can speed tank titans at 50km, with a MWD'd Vagabound (and yes I've done it, more then once) but a maelstrom with 1400mm arties that have WORSE tracking then an XL Mega pulse with an officer fit will clean your clock.
Denuo Secus
#71 - 2012-09-17 21:59:30 UTC  |  Edited by: Denuo Secus
Jorma Morkkis wrote:
Denuo Secus wrote:
A pulse Harbinger with INMF deals twice the damage compared to a HM Drake.


Yeah, at 8 km. 0 dps @ 20+ km.


Insta switch to Scorch then and do more or less the same damage like the HM Drake?
Onictus
Federal Navy Academy
Gallente Federation
#72 - 2012-09-18 02:02:02 UTC  |  Edited by: Onictus
Denuo Secus wrote:
Jorma Morkkis wrote:
Denuo Secus wrote:
A pulse Harbinger with INMF deals twice the damage compared to a HM Drake.


Yeah, at 8 km. 0 dps @ 20+ km.


Insta switch to Scorch then and do more or less the same damage like the HM Drake?


Yeah for a third of the range, medium pulses with scorch only hit for something like 25km, unless you start stacking on tracking computers, and even then40(sih) is as far as you are pushing that if I remember right.

I have a Drake that does 400(ish) DPS at 110km, do that with a medium pulse (you can't)

You can get large pulses to go that far, but you need an Apoc to do it.
Meditril
Hoplite Brigade
Ushra'Khan
#73 - 2012-09-18 11:43:02 UTC
Onictus wrote:

Yeah for a third of the range, medium pulses with scorch only hit for something like 25km, unless you start stacking on tracking computers, and even then40(sih) is as far as you are pushing that if I remember right.

I have a Drake that does 400(ish) DPS at 110km, do that with a medium pulse (you can't)

You can get large pulses to go that far, but you need an Apoc to do it.


First, you are comparing a long range Heavy Missile Drake with an Short Range Weapon System (Pulse Laser). This is naturally crap, if you want to compare then compare it with Beams.

Second, both Pulse Laser and Beam Laser can pop a Frigate which is approaching your ship easily with one or two shots because full damage is applied. A missiles, especially the unguided ones will do significantly less damage and it will take you ages to do the same. If you have bad luck the frigate will even be able to perma-tank you damage.

So yes, turrets and missiles are different and this is good so. Each of them have pros and cons and this is how it should be. They are currently balanced. Please don't make them the same.
Jorma Morkkis
State War Academy
Caldari State
#74 - 2012-09-18 12:43:29 UTC
Meditril wrote:
Second, both Pulse Laser and Beam Laser can pop a Frigate which is approaching your ship easily with one or two shots because full damage is applied. A missiles, especially the unguided ones will do significantly less damage and it will take you ages to do the same. If you have bad luck the frigate will even be able to perma-tank you damage.


If you're comparing lasers and heavy missiles, use at least large turrets.

And yes, there's way to get under Apoc's guns. If ship uses large beams and you can't get under his guns with frigate you're doing something wrong.
Roime
Mea Culpa.
Shadow Cartel
#75 - 2012-09-18 13:40:40 UTC
I'd link to the thread, but these forums are brokken, so check it out yourself in F&I

tj,dr; TEs and TDs will affect missiles, because CCP isn't dumb like some.

.

Noisrevbus
#76 - 2012-09-18 15:19:38 UTC  |  Edited by: Noisrevbus
Onictus wrote:

1. I've never looked and been like "Man I'm getting tracking disrupted, good thing I have three tracking enhancers".

What you have done is selective quoting though. The remark about TE was apart of a sentence that contained several other factors, most notably transversal. No one argued that TE cancel out the effect of TD, merely that they were a modifer in the interplay between TD and several other factors. Let us get back to that, and how, after the next quote:

Quote:
2. As it applies to missiles, that is easy, the guided missiles you understand that guided missiles are often controlled by the firing vehicle, thus "lore" aside, if it screws up the computer driving the turrets it should also screw up the missile. Make a TD on a missile platform jack the explosion velocity down. The missile still hits damage is still done FULL damage is not done.

4. Transversal only gets you so far. Sig radius counts as much or more depending on range.


So, how do the Missile user "jack the explosion velocity" up, or use a mitigating modifier to make sure the TD doesn't jack the velocity down as much? More importantly, how do he do that through piloting his ship?

This is extra important when you look at your own comments in the first quote. If a missile have no transversal and we introduce a "weapon specific" TE to do deal with the event of TD, how will the Missile differ from the Turret?

I've said it several times over now, Missiles have no transversal so you can't just shoehorn on a TD (or TE-) effect without understanding how it would impact an equation that have no transversal modifier.

Why is that so hard for you and Lili to understand? It answers why an AB impact Turrets and Missiles differently, while other things like MWD, Webs and Painters affect them more levelled.

Let me try it again:

Missiles can't deal with a TD-effect's accuracy-component through piloting. They can only deal with the range-component through piloting. That means a TD-effect for Missiles either can't include accuracy components, or the missile equation have to contain a transversal modifier (or other ways to balance that out). Else, you get exactly the situation you describe in the first quote with how TE don't "cancel out" TD. What TE do though, is interact with transversal giving you the potential to cancel out the TD through effective piloting. A TD do not effect the "gun resolution" component of Turrets, that you refer to in the last quote (4). It's not the best comparison: but TD on Missiles would be more similar to TD on gun resolution. If someone said to let TD affect gun resolution i would equally be against that, because it's arbitrary and bad.

I'll give you a simple overview:

My turret ship is faster than my opponent: regardless of propulsion, i can nullify transversal.
My turret ship is slower than my opponent: regardless of propulsion, i can mitigate transversal.
My turret ship kite a 100mn setup at 2km/s: both ships go the same speed, transversal is null.
My missile ship is faster than my opponent: in the event of an AB, he can still mitigate damage.
My missile ship applies a web to my opponent: in the event of an AB, he will still mitigate damage.
My missile ship applies 3 webs to my opponent: in the event of 100mn, he will still mitigate damage.

If the second line there feel complicated for you, look up Hatsumi Kobayashi's comment on BS alignment from another recent thread. Sadly, i can't remember the name of it so i can't link it, but find his profile and list his recent posts and i'm sure you'd be able to find it within a reasonable timeframe.

Quote:
3. ...and don't give me that AB crap, even in Low no one uses AB's on anything but frigates and those frigates damn sure aren't running in gangs, because they would get destroyed by anything they didn't land on.


Let's see: 10mn Tengus (mostly null), 100mn Tengus (low and null), 100mn Loki/Proteus (and DP, low and null), 10mn Loki (your alliance?), AHAC Zealots (pulse and beam, low and null), AHAC Ishtars (10mn and DP, low and null), AHAC Legions (low and null), 100mn Gilas (low and null), 10mn Bombers (mostly null), DP Deimos (low and null), DP frigates of various kinds from Dram to AF to Tech I (low and null) etc.

That's alot of no-one's, making movies and ending up on BR's.

Quote:
Missiles don't need a large scale buff in any way, you could argue the opposite, easily

No one said they needed a buff. I said giving Missiles a TE equivalent would be a big a buff. I don't want them to have that. A TE for Missiles is even more stupid than a TD against them. It's a Drake-buff, and i would like the Drake "nerfed". I just want to see the actual problems with them adressed, and not something inaccurate that will only make things worse. Drakes are not popular because they are "good" (performance), or because TD don't counter HML: Drakes are popular because they are "cheap" (cost-effect) and because their bonuses translate well into big fleet scenarios of "projection-buffer" (large scale).

Letting TD affect missiles do not deal with the cost-effect of BC or the hegemony of projection-buffer at large scale.

Attention to eg., insurance systems and rigging deal with the cost-effect of BC.

Looking at options to reinvigorate the solo-small-medium scales (by introducing more ship-ship interaction and other solo-small-medium targets) deal with the hegemony of projection-buffer.

On a solo-medium scale there is no problem with the Drake, and people (like Lili Lu) who belive there is have yet argue that specific point. They still simply refer to popularity, which have nothing to do with Drake performance in solo-medium scales. Nore their popularity there as we don't have a metric for that.
Ashera Yune
Doomheim
#77 - 2012-09-18 17:01:45 UTC
What I dislike is that TD will affect all, it will be a module that everyone and their grandmother will use.

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

 Kahlil Gibran

Lili Lu
#78 - 2012-09-18 19:31:39 UTC  |  Edited by: Lili Lu
Welcome back Nosrevibus. What do you think of the proposed missile changes? I envision another set of dissertation posts from you. At least I doubt they will be the garden variety why you take my candy away that others are posting. Seems it is as I predicted, sorry for you, missiles will have something to overcome soon, just like turrets and drones.

I'm currently laughing at all the qq posting in that thread. People can't even recognize some of the buffs they are getting (like faster missiles, better lights, better tech II performance) and they're all focusing on the nerf stats. CCP is steering the Drake toward closer range and possibly HAMs. It's just that now I won't be the only one wishing they could get to rebalancing BCs and tech II ships faster.

Ah the sweet smell of change in internet spaceships.Smile

oh and https://forums.eveonline.com/default.aspx?g=posts&m=1936782#post1936782

second edit - btw I answered your specious argument that my position is simply against popularity, again, read up. Seems CCP does not see Drake usage as popularity driven either.
Zyella Stormborn
Green Seekers
#79 - 2012-09-18 21:59:26 UTC
Meditril wrote:
*snip*
First, you are comparing a long range Heavy Missile Drake with an Short Range Weapon System (Pulse Laser). This is naturally crap, if you want to compare then compare it with Beams.
.


He isn't the one that threw Harbinger into the equation for comparison. He was simply responding to it. Smile

There is a special Hell for people like that, Right next to child molestors, and people that talk in the theater. ~Firefly

Zyella Stormborn
Green Seekers
#80 - 2012-09-18 22:02:49 UTC
I just see a (sad) day when 90% of ships all fly around with

a) Nos / Neut
b) TD's / TE's
and in the case of shielders c) ASB's


boo hiss down with cookie cutter items. o.0

There is a special Hell for people like that, Right next to child molestors, and people that talk in the theater. ~Firefly