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Ballistic Enhancer

First post
Author
Zvaarian the Red
Evil Leprechaun Brigade
#21 - 2013-12-19 09:08:50 UTC
Clansworth wrote:
Aren't webs and TP's already mid-slot modules?


Yes, and?
Zvaarian the Red
Evil Leprechaun Brigade
#22 - 2013-12-19 09:10:37 UTC
Electrique Wizard wrote:
IMHO if this were to get implemented it'd have to be a midslot module.
Most missileboats are shield-based, so it makes sense that a buff to damage application would have to come with the cost of tanking/propulsion/cap.

Also if this exists, TD's will have to effect missile users.
No buff without nerf.


Words fail me...
Dav Varan
State Protectorate
Caldari State
#23 - 2013-12-19 09:51:05 UTC  |  Edited by: Dav Varan
Edora Madullier wrote:
As long as there is a "Ballistic Disruptor", why not ?


No wrong
Enhancers are there own counters taking the slot of a damage mod

Balistic disruptors would only be needed to counter ballistic computers.

Also you already have missile counters there called defender missiles.
Not everything has to be the same this includes counters
Santorium Mabata
Masterderizando
#24 - 2013-12-19 09:52:22 UTC  |  Edited by: Santorium Mabata
Arthur Aihaken wrote:
Omnathious Deninard wrote:
Not all ships do fit tracking computers/disruptor. And yet they are still effected by tracking disruptors.

Not all turrets have issues with damage application; all missiles do (even with Target Painters). If we're going to level the playing field, then missiles also need a medium-slot scripted Ballistic Computer. And Drones also need to be affected by tracking disruptors as well. Since I suspect this would be akin to opening Pandora's Box, I'm just advocating for the low-slot module and to leave everything else as is.


I think here is where Balance enter to the field.

Drones can be drestroy "easly". Destroy them and you win.

Now compare all EWAR modules and how they apply:

- Webbers -> Slow down enemy. Doing this and oribting it you will gain a lot of transversal, so turrets will have a lot of problems against good pilots. No effect on Missiles, they still can hit, but you know how they work agains low sig high speed targets.

- ECM -> Jam the target. The target cant target anything, you know. Missiles still have FoF, but... low dps and random target.

- Dampener -> Disrupt the ability of targeting something, so cant target anything near his nose or need 2 minutes to target a Station. Same as ECM, Missiles and turrets cant do anything.

- Tracking Disruptors -> Make turrets almost useless, but is useless againts missiles.

Now think of a gang and what they are going to bring.
- Webbers is not as powerfull as the rest, but very important to slow down those dam enemys, so you will bring a Web Ewar ship or have few members with Webers.
- If you have pilots with ECM and/or Dampeners Ewar ships, you will bring 1 or 2 of them, so you will have support.
- Tracking Disruptor is powerfull, but... why bring this? With ECM and Dampener is enough and if we encounter missiles ships is useless, so is pure optional.

So, Web, ECM and Dampener are "mandatory" and Tracking Disruptor "optional"

And now buff Missiles application, Speed tanking will not be an option, they will hit better, so only ECM and Dampeners are usefull against them and Painters will become more usefull, so if you go with missile you will bring Painters too.

But Tracking is relegated to a "situational" fight with turret ships.

Maybe a script with the same bonuses as Tracking and Range will be too much, so reduce that bonus on Missiles Scripts, like 60-75% instead of 100%. The same can be done with Tracking Computer Scripts.

Now you will have TD almost at the same level as ECM and Dampener. Guns may hit, but is going to be more usefull.

Here an example of Script than can be use:

Max Velocity *Disruption* Script:

"Insert lore here" Modify the Optimal Range Bonus of the Module so it can affect missiles, but with a reduce bonus because it need to use some power to perform this modification.

Modification of Tracking Speed Bonus -100%
Modification of Optimal Range Bonus -100%
Modification of Max Velocity from Optimal Range Bonus 60%

Explosion Velocity *Disruption* Script:

"Insert lore here" Modify the Tracking Speed Bonus of the Module so it can affect missiles, but with a reduce bonus because it need to use some power to perform this modification.

Modification of Tracking Speed Bonus -100%
Modification of Optimal Range Bonus -100%
Modification of Explosion Velocity from Tracking Speed Bonus 60%
Arya Regnar
Darwins Right Hand
#25 - 2013-12-19 10:00:29 UTC
Needs more CPU use. Missile ships aren't gunships.

EvE-Mail me if you need anything.

ISD Tyrozan
ISD Community Communications Liaisons
ISD Alliance
#26 - 2013-12-19 20:22:38 UTC
A personal attack post has been removed.

Forum rule 4. Personal attacks are prohibited.

ISD Tyrozan

Captain

Community Communication Liaisons (CCLs)

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Batelle
Federal Navy Academy
#27 - 2013-12-19 20:37:23 UTC
seems okay as long as the cpu usage is upped to 30Tf for t2 and 25 for faction. Also, not sure how useful the faction version would be if it only means slightly longer range. Perhaps also give it another 2.5% to ONE of the application attributes.

"**CCP is changing policy, and has asked that we discontinue the bonus credit program after November 7th. So until then, enjoy a super-bonus of 1B Blink Credit for each 60-day GTC you buy!"**

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Arthur Aihaken
CODE.d
#28 - 2013-12-19 20:50:54 UTC  |  Edited by: Arthur Aihaken
Electrique Wizard wrote:
IMHO if this were to get implemented it'd have to be a midslot module.
Most missileboats are shield-based, so it makes sense that a buff to damage application would have to come with the cost of tanking/propulsion/cap.

Also if this exists, TD's will have to effect missile users.
No buff without nerf.

As a passive module, it's relegated to a low slot - and we already have an active mid module in the form of Target Painters. Missiles don't utilize tracking, so they wouldn't be affected by Tracking Disruptors. This isn't a negotiation or opportunity for turret players to expand on their existing capabilities as Sensor Dampeners and ECM already exist to deal with missiles. Missiles are already the red-headed stepchild of EVE, so if you want to talk about toning down damage application perhaps you should redirect your focus to Sentry Drones and Drone Assist.

Batelle wrote:
seems okay as long as the cpu usage is upped to 30Tf for t2 and 25 for faction. Also, not sure how useful the faction version would be if it only means slightly longer range. Perhaps also give it another 2.5% to ONE of the application attributes.

I don't have a problem with that.

I am currently away, traveling through time and will be returning last week.

Electrique Wizard
Mutually Lucrative Business Proposals
#29 - 2013-12-19 21:02:18 UTC
Arthur Aihaken wrote:
Electrique Wizard wrote:
IMHO if this were to get implemented it'd have to be a midslot module.
Most missileboats are shield-based, so it makes sense that a buff to damage application would have to come with the cost of tanking/propulsion/cap.

Also if this exists, TD's will have to effect missile users.
No buff without nerf.

As a passive module, it's relegated to a low slot - and we already have an active mid module in the form of Target Painters. Missiles don't utilize tracking, so they wouldn't be affected by Tracking Disruptors. This isn't a negotiation or opportunity for turret players to expand on their existing capabilities as Sensor Dampeners and ECM already exist to deal with missiles. .


Damps and ECM affect gun users aswel. You're talking about being able to increase missile damage application but want them to be safe from counters.

Tracking disruptors counter tracking computers (and enhancers!)
??????? counter Ballistic Enhancers.

I am the Zodiac, I am the stars, You are the sorceress, my priestess of Mars, Queen of the night, swathed in satin black, Your ivory flesh upon my torture rack.

Arthur Aihaken
CODE.d
#30 - 2013-12-19 22:11:52 UTC
Electrique Wizard wrote:
??????? counter Ballistic Enhancers.

Unless you're prepared to entertain an overall improvement to missile damage application and the possibility for critical strikes, no.

I am currently away, traveling through time and will be returning last week.

Drake Doe
88Th Tax Haven
#31 - 2013-12-19 22:14:46 UTC
Dav Varan wrote:
Edora Madullier wrote:
As long as there is a "Ballistic Disruptor", why not ?


No wrong
Enhancers are there own counters taking the slot of a damage mod

Balistic disruptors would only be needed to counter ballistic computers.

Also you already have missile counters there called defender missiles.
Not everything has to be the same this includes counters

You've obviously never used defender missiles, nor understand how balancing works.

"The homogenization of EVE began when Gallente and Caldari started sharing a weapon system."---Vermaak Doe-- "Ohh squabbles ohh I love my dust trolls like watching an episode of Maury with less " Is he my Dad " but more of " My Neighbor took a dump on my lawn " good episode! pops more corn" ---Evernub--

Arthur Aihaken
CODE.d
#32 - 2013-12-19 22:52:05 UTC  |  Edited by: Arthur Aihaken
Drake Doe wrote:
You've obviously never used defender missiles, nor understand how balancing works.

You've obviously never used missiles if you think they're currently balanced. I'm not going to disagree on your point about Defender Missiles; even missile players can't figure out where they're supposed to fit in. However, just look at the top 20 ships and top 20 weapons in kill mails. Almost no one uses missiles in PvP, and even less since Rubicon.

I am currently away, traveling through time and will be returning last week.

Nevyn Auscent
Broke Sauce
#33 - 2013-12-19 22:53:21 UTC
Arthur Aihaken wrote:
Electrique Wizard wrote:
IMHO if this were to get implemented it'd have to be a midslot module.
Most missileboats are shield-based, so it makes sense that a buff to damage application would have to come with the cost of tanking/propulsion/cap.

Also if this exists, TD's will have to effect missile users.
No buff without nerf.

As a passive module, it's relegated to a low slot - and we already have an active mid module in the form of Target Painters. Missiles don't utilize tracking, so they wouldn't be affected by Tracking Disruptors. This isn't a negotiation or opportunity for turret players to expand on their existing capabilities as Sensor Dampeners and ECM already exist to deal with missiles. Missiles are already the red-headed stepchild of EVE, so if you want to talk about toning down damage application perhaps you should redirect your focus to Sentry Drones and Drone Assist.

Batelle wrote:
seems okay as long as the cpu usage is upped to 30Tf for t2 and 25 for faction. Also, not sure how useful the faction version would be if it only means slightly longer range. Perhaps also give it another 2.5% to ONE of the application attributes.

I don't have a problem with that.

Except missiles do use the host ships tracking capability. Hence why you need a lock.
And if they get enhancers, there should be a fair way to disrupt that. Currently Tracking Disruption is the only EWar that is affected by the weapon system your opponent uses as well.
That said.... I wouldn't be against a buff to the base application on most missiles. They should hit the same size target without prop mod for perfect damage with T1 BC links involved. The Close range ones might be a little better than the long range ones.
Then the enhancements should make them apply damage vs AB targets of the same size fairly well.
But smaller sized targets should do well against them.

Then the enhancers can be fairly balanced by disruptor.
Arthur Aihaken
CODE.d
#34 - 2013-12-19 23:02:16 UTC  |  Edited by: Arthur Aihaken
Nevyn Auscent wrote:
Except missiles do use the host ships tracking capability. Hence why you need a lock.
And if they get enhancers, there should be a fair way to disrupt that. Currently Tracking Disruption is the only EWar that is affected by the weapon system your opponent uses as well.
That said.... I wouldn't be against a buff to the base application on most missiles. They should hit the same size target without prop mod for perfect damage with T1 BC links involved. The Close range ones might be a little better than the long range ones.
Then the enhancements should make them apply damage vs AB targets of the same size fairly well.
But smaller sized targets should do well against them.

Then the enhancers can be fairly balanced by disruptor.

No - missiles use the host ships sensor strength, and there's already a counter for that (sensor dampeners).
No - there shouldn't be a way to disrupt missiles. Not unless you're also willing to give missiles a scripted mid-slot Ballistic Computer and allow missiles to have critical strike capability.

Regardless of speed, with turrets if you hit you can still do full damage. This is not the case with missiles, when speed will always offset damage to some extent. Most Caldari hulls only have 2-4 low slots, which doesn't leave a lot of options once you place two ballistic control modules - so a low-slot ballistic enhancer will almost always come at the expense of a damage control, third ballistic control, nanofiber module, etc.

I could go on and on about the differences between guns and missiles, but this really isn't the point.

I am currently away, traveling through time and will be returning last week.

Drake Doe
88Th Tax Haven
#35 - 2013-12-20 04:24:08 UTC  |  Edited by: Drake Doe
Arthur Aihaken wrote:
Drake Doe wrote:
You've obviously never used defender missiles, nor understand how balancing works.

You've obviously never used missiles if you think they're currently balanced. I'm not going to disagree on your point about Defender Missiles; even missile players can't figure out where they're supposed to fit in. However, just look at the top 20 ships and top 20 weapons in kill mails. Almost no one uses missiles in PvP, and even less since Rubicon.

Last time I checked, all stealth bombers are in the top 20 ships, but correct me if I'm wrong. Also yes, I have dumped enough sp in missiles to realize that only 1 missile type needs a major change with the only other partially gimped launcher only being in need of range.

Edit: I only considered sub cap missiles when mentioning their problems

"The homogenization of EVE began when Gallente and Caldari started sharing a weapon system."---Vermaak Doe-- "Ohh squabbles ohh I love my dust trolls like watching an episode of Maury with less " Is he my Dad " but more of " My Neighbor took a dump on my lawn " good episode! pops more corn" ---Evernub--

Daenika
Chambers of Shaolin
#36 - 2013-12-20 05:13:05 UTC
Quote:
People have been asking for something like this for a long time, personally I would like to see it. Your vision of this module is close to what I would expect as an implementation from CCP, though, I worry that as a trade off, turret destabilizers will be applied to missiles. We'll see, I feel like missiles as a whole need to be looked at, and the slot layout of a few caldari ships need to be looked at too. CCP has a lot of work ahead of them and I think that they need to review the ramifications of some of their recent changes/additions to the game.


Honestly, if they made TDs affect missiles, they'd have to either make TCs affect missiles as well, or make a missile-exclusive version of the TC that affected it as above.

And if they are going to do that, they'd probably just make TDs, TCs, and TEs all affect missiles directly (tracking bonus = explosive velocity bonus, and optimal/falloff bonus = missile velocity bonus).

Since increasing explosion velocity is identical to decreasing explosion radius (they are directly multiplied terms), you wouldn't need to do bonuses to each, hence why the optimal could translate to missile velocity instead of explosion radius.

This honestly isn't a bad system. It would make TDs more powerful, and give TCs, TEs, and remote TCs more versatile, but I'm not sure that's necessarily a bad thing. It would remove one of the primary blindspots of TD ships (they have two, missile boats and drone boats), but I'm not sure I regard that as a bad thing either, given how red-headed-step-child TD boats currently are. If it weren't for the neut bonuses, I'm not sure Amarr Recons/EAFs would still be flown. Then again, I live in WH, maybe it's different in blob fights.
Fourteen Maken
Karma and Causality
#37 - 2013-12-20 14:49:57 UTC
Drake Doe wrote:
Dav Varan wrote:
Edora Madullier wrote:
As long as there is a "Ballistic Disruptor", why not ?


No wrong
Enhancers are there own counters taking the slot of a damage mod

Balistic disruptors would only be needed to counter ballistic computers.

Also you already have missile counters there called defender missiles.
Not everything has to be the same this includes counters

You've obviously never used defender missiles, nor understand how balancing works.


Your working under the illusion that missiles are currently balanced, which they are not. One step forward one step back will not bring missiles up to where they need to be, and this change alone won't be enough to sort out HML's.
Drake Doe
88Th Tax Haven
#38 - 2013-12-20 14:54:49 UTC
Fourteen Maken wrote:
Drake Doe wrote:
Dav Varan wrote:
Edora Madullier wrote:
As long as there is a "Ballistic Disruptor", why not ?


No wrong
Enhancers are there own counters taking the slot of a damage mod

Balistic disruptors would only be needed to counter ballistic computers.

Also you already have missile counters there called defender missiles.
Not everything has to be the same this includes counters

You've obviously never used defender missiles, nor understand how balancing works.


Your working under the illusion that missiles are currently balanced, which they are not. One step forward one step back will not bring missiles up to where they need to be, and this change alone won't be enough to sort out HML's.


You're ignoring the fact that there are plenty of missiles that work fine as is and that a mod that increases application will most likely make them op, this isn't the way to fix the broken launchers.

"The homogenization of EVE began when Gallente and Caldari started sharing a weapon system."---Vermaak Doe-- "Ohh squabbles ohh I love my dust trolls like watching an episode of Maury with less " Is he my Dad " but more of " My Neighbor took a dump on my lawn " good episode! pops more corn" ---Evernub--

Daichi Yamato
Jabbersnarks and Wonderglass
#39 - 2013-12-20 15:54:50 UTC
CCP have thought about having a mod like this for a while, and they are also thinking about having tracking disruptors affect missiles in some way.

i expect once we have one, we will get the other.

to have this mod, without some way to disrupt missiles would be terrible. It would be a great mod to have with torps or HML's, but HAMs and light missiles with this mod would be way OP.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Kagura Nikon
Native Freshfood
Minmatar Republic
#40 - 2013-12-20 16:37:32 UTC
Arthur Aihaken wrote:
Ballistic Enhancer
This would function similar to the Tracking Enhancer for turrets, allowing missile-based ships to better apply damage without having to utilize rig slots - which frees up more options for PvP fits. This would be a passive low-slot module, and since low slots are a premium on most missile-based hulls - these would be a tradeoff for raw DPS, speed, damage control (etc.)

Ballistic Enhancer II (+variants)
• 10% missile velocity, 7.5% explosion radius and 7.5% explosion velocity (I)
• 12.5% missile velocity, 10% explosion radius and 10% explosion velocity (II)
• 15% missile velocity, 12.5% explosion radius and 12.5% explosion velocity (Faction)
• Passive module, low-slot; non-scripted; 15 tf CPU (I), 30 tf CPU (II), 25 tf CPU (Faction), 1 MW power grid (all)
• Weapon Upgrades IV (II) and Missile Operation II skill requirements
• Stacking penalized with other modules and rigs



I dont think you need to give this idea. CCP already stated that they have that idea in their pipeline to ananlyse. But they need to balance it carefully alongside making TD affect msisile ssomehow.

"If brute force does not solve your problem....  then you are  surely not using enough!"