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Player Features and Ideas Discussion

 
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New module(s) to make missile PvP more viable

Author
Viktoria Von Doom
Oceania Endeavors Incorporated
#1 - 2013-01-22 21:57:37 UTC
As it stands, there are more gun modifying modules than there are mods for missiles.
A common reason missiles are touted as being less than ideal for pvp is travel time.

I think a simple solution to both of these issues would be a mid slot module (akin to a tracking computer) that increases missile velocity at the expense of flight time. This would allow missiles to get to their targets quicker, but not give a significant increase in range because of it.

Because all missile types have different stats, it would likely not end up affecting all missiles equally, but I don't think this is necessarily a bad thing.

Alternatively, the module could affect both flight time and velocity slightly, but be scripted for one or the other - much like current tracking computers.

Discuss!
Sean Parisi
Blackrise Vanguard
#2 - 2013-01-22 21:59:04 UTC
Viktoria Von Doom wrote:
As it stands, there are more gun modifying modules than there are mods for missiles.
A common reason missiles are touted as being less than ideal for pvp is travel time.

I think a simple solution to both of these issues would be a mid slot module (akin to a tracking computer) that increases missile velocity at the expense of flight time. This would allow missiles to get to their targets quicker, but not give a significant increase in range because of it.

Because all missile types have different stats, it would likely not end up affecting all missiles equally, but I don't think this is necessarily a bad thing.

Alternatively, the module could affect both flight time and velocity slightly, but be scripted for one or the other - much like current tracking computers.

Discuss!


CCP was going to make tracking computers / enhancers / disruptors effect missiles. Whether that is still planned or not; I do not know.
Astroniomix
School of Applied Knowledge
Caldari State
#3 - 2013-01-23 01:06:56 UTC
Sean Parisi wrote:
Viktoria Von Doom wrote:
As it stands, there are more gun modifying modules than there are mods for missiles.
A common reason missiles are touted as being less than ideal for pvp is travel time.

I think a simple solution to both of these issues would be a mid slot module (akin to a tracking computer) that increases missile velocity at the expense of flight time. This would allow missiles to get to their targets quicker, but not give a significant increase in range because of it.

Because all missile types have different stats, it would likely not end up affecting all missiles equally, but I don't think this is necessarily a bad thing.

Alternatively, the module could affect both flight time and velocity slightly, but be scripted for one or the other - much like current tracking computers.

Discuss!


CCP was going to make tracking computers / enhancers / disruptors effect missiles. Whether that is still planned or not; I do not know.

I think they might be trying to make sure that tracking disruptors don't suddenly become too powerful.
Zan Shiro
Doomheim
#4 - 2013-01-23 01:46:24 UTC
There would have to be some balance in regards to damage output to go with this. Get targets close to the missile damage calc sweet spot and its getting ugly if say ham ships are jsut pounding away. Especially with missile velocity getting boosted, its a major factor towards damage output.

Even sans TD's assuming the target does not go deer in the headlights when attacked there are lots of things they can do to throw monkey wrenches to a gun based attack. Transversal games, get range control to fly in fall off, or in the case of LR guns charge in to see their tracking crap out more often, etc.

If you are going max speed as the attacked and well in range....once the missile salvo's start hittng at the max xyz damage the calc is giving, pretty much every hit there after is more of the same. Its not like with say arty where they hurt bad at optimal but start to suffer once you float like a butterfly right in front of their face.
Alx Warlord
The Scope
Gallente Federation
#5 - 2013-01-23 02:01:02 UTC
There is a fixed posts up the feature and Ideas page, there CCP devs collect idea for modules.... go there...
Viktoria Von Doom
Oceania Endeavors Incorporated
#6 - 2013-01-23 16:06:55 UTC
Sean Parisi wrote:


CCP was going to make tracking computers / enhancers / disruptors effect missiles. Whether that is still planned or not; I do not know.


The proposed TC/TE changes for missiles were to affect explosion velocity iirc, not projectile speed. This would function differently.


@ Zan Shiro:
I'm honestly not sure what you just said. Perhaps its just because I haven't had my coffee yet, but could you rephrase? Not trying to be a jerk, I just didn't understand your point.
Exterminatus Illexis
Unmarked Discrete Packaging.
#7 - 2013-01-23 17:49:47 UTC
Missiles are perfectly viable for PVP.
I direct you to:
Caracal
Sacrilege
HAM Legion
Tengu
Drake
Kestrel
Hawk
everyothershipthatfiresmissilesinthegame

All of these are perfectly fine as they are, any more flight time and you'd just make the HAM caracal a sniper boat. Same goes for the HAM tengu, actually all of these things could arguably be called OP because they're generally tanky as hell.

Point being, missiles are honestly rather good for PVP as it is save for Torps(Unless it's a golem) and cruise missiles(which are useless for anything but structure bashes and missions right now.)

With love,

Your favorite idiot.

elitatwo
Zansha Expansion
#8 - 2013-01-23 19:34:57 UTC
Exterminatus Illexis wrote:
Missiles are perfectly viable for PVP.
I direct you to:
Caracal
Sacrilege
HAM Legion
Tengu
Drake
Kestrel
Hawk
everyothershipthatfiresmissilesinthegame

All of these are perfectly fine as they are, any more flight time and you'd just make the HAM caracal a sniper boat. Same goes for the HAM tengu, actually all of these things could arguably be called OP because they're generally tanky as hell.

Point being, missiles are honestly rather good for PVP as it is save for Torps(Unless it's a golem) and cruise missiles(which are useless for anything but structure bashes and missions right now.)


You have never used a single torpedo in a pve situation after they got range nerfed, have you?

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Hakan MacTrew
Science and Trade Institute
Caldari State
#9 - 2013-01-23 19:40:14 UTC  |  Edited by: Hakan MacTrew
Viktoria Von Doom wrote:
Sean Parisi wrote:


CCP was going to make tracking computers / enhancers / disruptors effect missiles. Whether that is still planned or not; I do not know.


The proposed TC/TE changes for missiles were to affect explosion velocity iirc, not projectile speed. This would function differently.

Why would a module that enhances turret range and tracking only affect explosion velocity and not missile speed, flight time or even explosion radius?

Given how different the damage calculations are for turrets and missiles, my guess is that there is no happy balance that can simply allow TE/TC/TD to affect missiles without drastically buffing or needing some critical factors.

Given time, I expect this will be resolved. Even if it means new mods that work on the Weapon Disruption skill and new missile specific mods. Perhaps scripts could be the way forward.