These forums have been archived and are now read-only.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.
12Next page
 

So what Anti-Missile/Rocket defenses will be provided by CCP?

Author
Meditril
Hoplite Brigade
Ushra'Khan
#1 - 2013-02-13 10:55:24 UTC
Hi All,

I remember that CCP discussed some time ago to make Tracking Disruptors also work on missiles. However, since this has the potential to completely break missiles they decided to wait a bit and rework their ideas. Current status is that Defender Missiles are still broken and I haven't heard anything about Anti-Missile defenses recently. Did I miss something or is this topic already burried?

Regards.
Med
HazeInADaze
Safari Hunt Club
#2 - 2013-02-13 17:28:51 UTC
Go faster, have a smaller sig. Missiles already have a lot going against them, range is pretty much their only trump and they can't be disrupted.
Seraph IX Basarab
Outer Path
Seraphim Division
#3 - 2013-02-13 17:50:11 UTC
I had always recommended that the sensor damp with sig res script making your signature size smaller to the ship you target.
Belthazor4011
Battle BV Redux
#4 - 2013-02-13 17:52:26 UTC
Seraph IX Basarab wrote:
I had always recommended that the sensor damp with sig res script making your signature size smaller to the ship you target.


Dafuq? Don't think you quite understand that module Shocked
Katran Luftschreck
Royal Ammatar Engineering Corps
#5 - 2013-02-13 21:29:26 UTC
I have little faith that Caldari Corporate Profits will be doing anything to make missiles any weaker than they have already.

http://youtu.be/t0q2F8NsYQ0

chris elliot
Treasury Department
Plug N Play
#6 - 2013-02-13 21:49:45 UTC
Anti missile defenses already exist.


They are called smartbombs.
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#7 - 2013-02-13 21:53:33 UTC
chris elliot wrote:
Anti missile defenses already exist.


They are called smartbombs.

Smartbombs fall very short in being a comparable disruption mechanism in both effectiveness and versatility when compared with TD's.
Paikis
Vapour Holdings
#8 - 2013-02-13 22:09:26 UTC
Anti missile defenses already exist. They are called (in no particular order):

Afterburners
Micro Warp Drives
Armour tanks (i.e NOT shield extenders/rigs)
Smartbombs
Defender missiles (LOL, but still, they exist)
Skirmish Warfare Link - Rapid Deployment I and II
Skirmish Warfare Link - Evasive Maneuvers I and II
Low and High grade Halo implants
Low and High grade Snake implants
'Rogue' Navigation implants
sabre906
The Scope
Gallente Federation
#9 - 2013-02-13 22:42:45 UTC
Any missile larger than rockets suffer from downright suckage, the bigger they get, the worse, there's the lol-cruise and uber-lol-citidel-cruise.

The real reason nobody use defenders is that missiles suck so much it's not worth a utility high to defend against. Think about that. Buff missiles first, then implement a counter and ppl will use it.
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#10 - 2013-02-13 23:18:59 UTC
sabre906 wrote:
Any missile larger than rockets suffer from downright suckage, the bigger they get, the worse, there's the lol-cruise and uber-lol-citidel-cruise.

The real reason nobody use defenders is that missiles suck so much it's not worth a utility high to defend against. Think about that. Buff missiles first, then implement a counter and ppl will use it.

Use of defenders is also hampered by their ineffectiveness and situational application. Missiles would need to be overbuffed to the point of being FOTM and see higher use than other weapons to the point that other uses of utility highs such as neuts would be considered an inferior use of a slot.

Even then the limitations and overall effectiveness of defenders would still likely not see them into prominence in ship fittings as they would still be relatively ineffective as compared to a TD vs a turret ship or a neut vs anything with cap dependance. Not to mention they scale horribly with engagement size and can only provide benefit to a single ship whereas ewar reduces combat effectiveness of an opponent regardless of who they are aggressing.
sabre906
The Scope
Gallente Federation
#11 - 2013-02-13 23:35:16 UTC
Tyberius Franklin wrote:
sabre906 wrote:
Any missile larger than rockets suffer from downright suckage, the bigger they get, the worse, there's the lol-cruise and uber-lol-citidel-cruise.

The real reason nobody use defenders is that missiles suck so much it's not worth a utility high to defend against. Think about that. Buff missiles first, then implement a counter and ppl will use it.

Use of defenders is also hampered by their ineffectiveness and situational application. Missiles would need to be overbuffed to the point of being FOTM and see higher use than other weapons to the point that other uses of utility highs such as neuts would be considered an inferior use of a slot.

Even then the limitations and overall effectiveness of defenders would still likely not see them into prominence in ship fittings as they would still be relatively ineffective as compared to a TD vs a turret ship or a neut vs anything with cap dependance. Not to mention they scale horribly with engagement size and can only provide benefit to a single ship whereas ewar reduces combat effectiveness of an opponent regardless of who they are aggressing.


Ask yourself this: If defenders were moved from utility high to mid just like td, will ppl use them? Oh wait, mid is often considered more valuable than utility high.Roll

That one slot defender negates much more dps than 1 slot of missile, as its rof is far higher. It all works on paper, but not in practice, because missiles, unlike guns, aren't worth defending against in practice.

You mentioned scaling and engagement size's effect on defenders. So how about missiles and scaling? In blob fights, missiles are even less worth defending against, that's your real reason for scaling issues of defenders...
Nalha Saldana
Aliastra
Gallente Federation
#12 - 2013-02-13 23:44:57 UTC
Defenders are horrible, they cant see who is a enemy until they shoot you, you cant protect your friends with em.
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#13 - 2013-02-14 00:00:54 UTC  |  Edited by: Tyberius Franklin
sabre906 wrote:

Ask yourself this: If defenders were moved from utility high to mid just like td, will ppl use them? Oh wait, mid is often considered more valuable than utility high.Roll

That one slot defender negates much more dps than 1 slot of missile, as its rof is far higher. It all works on paper, but not in practice, because missiles, unlike guns, aren't worth defending against in practice.

You mentioned scaling and engagement size's effect on defenders. So how about missiles and scaling? In blob fights, missiles are even less worth defending against, that's your real reason for scaling issues of defenders...

The fact remains that so long as other weapon systems have their advantages and drawbacks, aka proper balance, we won't see the proliferation of missiles needed to have a highslot "me only" counter be worthwhile.

Some point of why this would still be an issue unless missiles became OP:

- If your opponents aren't using missiles, and when properly balanced they won't all be, your fitting choice be completely rendered useless. Something which will be much less likely with a neut.

- Can be bypassed in group combat by targetting allies who don't have the module, compare this to a TD, the turret counter module, which reduces combat effectiveness in a way which benefits all allies (which leads into the scaling issue. I can reduce combat effect or lock ships out of combat with mids full of ewar, but can only mount a small personal defense with defenders hence they don't scale, this has nothing to do with blobs but rather smaller scale combat were ewar is a far greater force multiplier)

- Unlike most ewar mods requires a launcher which requires a launcher hardpont, which means not every ship can fit it

- Requires a utility high which means not every ship that can fit it to begin with can do so without potentially reducing their outgoing dps. This and the preceding combine to make an especially bad penalty for missile users themselves.
sabre906
The Scope
Gallente Federation
#14 - 2013-02-14 00:23:31 UTC
If I fit B to counter A, and opponent don't use A, then my fitting choice would be useless. That's fitting choice working as intended.

If A sucks so much few people bother to use it, B becomes increasingly useless. This can be balanced by unsucking A.
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#15 - 2013-02-14 00:46:25 UTC  |  Edited by: Tyberius Franklin
sabre906 wrote:
If I fit B to counter A, and opponent don't use A, then my fitting choice would be useless. That's fitting choice working as intended.

If A sucks so much few people bother to use it, B becomes increasingly useless. This can be balanced by unsucking A.

Your first statement has addressed 1 point in an incomplete fashion. The rest you haven't even begun to address. I have already informed you that I believe your second statement to be partially false considering the other factors involved. You haven't addressed any of that.

To be blunt, missile limitations are only a part of the issue with defenders, the bigger issues are the problems with defenders themselves.
Seraph IX Basarab
Outer Path
Seraphim Division
#16 - 2013-02-14 01:02:28 UTC
Belthazor4011 wrote:
Seraph IX Basarab wrote:
I had always recommended that the sensor damp with sig res script making your signature size smaller to the ship you target.


Dafuq? Don't think you quite understand that module Shocked



No I actually do....I don't think you read what I wrote correctly.
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#17 - 2013-02-14 01:24:15 UTC
Seraph IX Basarab wrote:
Belthazor4011 wrote:
Seraph IX Basarab wrote:
I had always recommended that the sensor damp with sig res script making your signature size smaller to the ship you target.


Dafuq? Don't think you quite understand that module Shocked



No I actually do....I don't think you read what I wrote correctly.

Tried rereading it, still think your interpretation of that mods effects is wrong. Sensor damps have mo effect on the missiles explosion radius or your own sig radius.
Valea Silpha
Sebiestor Tribe
Minmatar Republic
#18 - 2013-02-14 02:32:09 UTC
Tyberius Franklin wrote:
Seraph IX Basarab wrote:
Belthazor4011 wrote:
Seraph IX Basarab wrote:
I had always recommended that the sensor damp with sig res script making your signature size smaller to the ship you target.


Dafuq? Don't think you quite understand that module Shocked



No I actually do....I don't think you read what I wrote correctly.

Tried rereading it, still think your interpretation of that mods effects is wrong. Sensor damps have mo effect on the missiles explosion radius or your own sig radius.


*sigh*

You really didn't read very hard did you ?

He said he has recommended changing damps so that they work the way he said.

He understands exactly how they work now, you just can't read.
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#19 - 2013-02-14 02:36:05 UTC  |  Edited by: Tyberius Franklin
Valea Silpha wrote:

*sigh*

You really didn't read very hard did you ?

He said he has recommended changing damps so that they work the way he said.

He understands exactly how they work now, you just can't read.

Sensor damps with res scripts lower scan res which makes locking take longer. Once locked they cause no change in the way modules and weapons perform. His sig is the same for the missiles I fired. It never went down. My explosion radius never went up. It just took me longer to lock before beginning to fire. So what am I missing here?

Edit: Really, I have to ask, is sensor damping not a well understood mechanic? Do people understand that there is no relationship between scan res (which isn't sig rad) and missile damage potential?
Tul Breetai
Impromptu Asset Requisition
#20 - 2013-02-14 02:46:54 UTC
Tyberius Franklin wrote:
Valea Silpha wrote:

*sigh*

You really didn't read very hard did you ?

He said he has recommended changing damps so that they work the way he said.

He understands exactly how they work now, you just can't read.

Sensor damps with res scripts lower scan res which makes locking take longer. Once locked they cause no change in the way modules and weapons perform. His sig is the same for the missiles I fired, It never went down. My explosion radius never went up. It just took me longer to lock before beginning to fire. So what am I missing here?

Edit: Really, I have to ask, is sensor damping not a well understood mechanic? Do people understand that there is no relationship between scan res (which isn't sig rad) and missile damage potential?



Dude, he said he wants to change the way they work. CHANGE THE WAY THEY WORK. CHANGE.

There's nothing worse than an EVE player, generally considered to be top of the food chain in the MMO world, that cannot smacktalk with wit and coherency.

12Next page