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TE/TC for missiles?

Author
Cassuriel
School of Applied Knowledge
Caldari State
#1 - 2011-11-24 02:24:06 UTC
Just thinking, and unsure if its ever come up, but why no TC/TE's for missiles.

Just throwing it out there - should we have one?

i.e. a module that gives bonus' to missile explosion velocity/radius/missile speed?
Alara IonStorm
#2 - 2011-11-24 02:28:03 UTC
I would love it.
Smabs
State War Academy
Caldari State
#3 - 2011-11-24 02:28:29 UTC
Not range increasing, because drakes with 100km HMLs or 30km HAMs would make them stupidly powerful.

Although maybe a lowslot item that helps explosion radius would be okay, since you'd have to sacrifice speed or damage to fit it on.
Aamrr
#4 - 2011-11-24 02:33:34 UTC
There are rigs that increase missile flight time and velocity, as well as reducing explosion radius and increasing explosion velocity.

I think they basically serve the role of TE/TC for missiles.
Alara IonStorm
#5 - 2011-11-24 02:40:27 UTC
Aamrr wrote:
There are rigs that increase missile flight time and velocity, as well as reducing explosion radius and increasing explosion velocity.

I think they basically serve the role of TE/TC for missiles.

Not really because you loose the Triple Tank Rigs ships need to be competitive in PvP.

God those things are stupidly OP compared to the rest =/
Cassuriel
School of Applied Knowledge
Caldari State
#6 - 2011-11-24 02:44:21 UTC
Your implying by that comment that there are not rigs for turret based weapons which do the equivalent.

Thats not the case. There are rigs which boost optimal range etc for turrets.
Aamrr
#7 - 2011-11-24 02:51:37 UTC
Alara IonStorm wrote:
Aamrr wrote:
There are rigs that increase missile flight time and velocity, as well as reducing explosion radius and increasing explosion velocity.

I think they basically serve the role of TE/TC for missiles.

Not really because you loose the Triple Tank Rigs ships need to be competitive in PvP.

God those things are stupidly OP compared to the rest =/

No argument here. I've been arguing that they should have a stacking penalty for ages.
Arthur Frayn
V.O.F.L IRON CORE
#8 - 2011-11-24 02:53:56 UTC
Aamrr wrote:
There are rigs that increase missile flight time and velocity, as well as reducing explosion radius and increasing explosion velocity.

I think they basically serve the role of TE/TC for missiles.


And that's a bad thing. Turret boats can use TE/TC or rigs to boost turret range and tracking. Missile boats are limited to rigs only for missile range and explosion velocity/radius. Missile boats require low and midslot modules that boost these values.
Lili Lu
#9 - 2011-11-24 03:40:37 UTC
Basically they aren't in game because they aren't needed. Missiles already have way more range than turrets. In order for a Hurricane or Harbinger to approach the range of a HML Drake it sacrifices multiple mid or low slots which compete with tank or damage mods, and these ships could never sport as robust a tank as a Drake to begin with. Additionally, they need tech II ammo to do it, and while it is good, it is still a dps drop whereas that Drake is putting out it's max dps at the entire range of the missiles (less about 3km, nbd).

Pretty much the same for any other long range missile type and its comparable turret types.

If any such mods were to be introduced they would have to coincide with a flight time nerf of missiles in general. This actually is something that CCP hinted at when it was displaying concern with the Drakes predominance in numbers on the battlefields and the relative lack of tradeoff decisions about range v tank mods. Whether such is still there I rather expect CCP knows it would be in for incredible temper tantrums from the multitude of Drake addicts. Maybe the devs have become less concerned since goons are fielding welp canes accounting for its increase of numbers of late.

Basically the Drake is and always has been crack. Easy to score as a noob and makes you think you're superman in internet spaceships. No need to make decisions about damage over range, how to fly against your target, all the normal things a turret user has to consider. Any introduction of mods that you describe without a countervailing flight time nerf on heavy missiles would be making those Drakes supercrack.

This post will receive flaming, so I'll get one thing out there, yes I have a character that compromised and flies Drakes (two in fact) and have experience with cruise missiles. I know full well how easy missiles and Drakes are compared to turrets and other BCs.
Feyrin
Viziam
Amarr Empire
#10 - 2011-11-24 09:45:24 UTC
I think you are looking for a module called a target painter.
ShahFluffers
Ice Fire Warriors
#11 - 2011-11-24 10:18:50 UTC  |  Edited by: ShahFluffers
1. Tracking Enhancers do what their name implies... they enhance tracking. But missiles never miss (unless you are faster than a missile).

2. Missiles in general have stupidly long ranges for their respective class and type. Torpedos can lay on some blaster-style hurt at longer ranges than blasters are capable of.

Now granted... each class of missiles does fairly crap damage against ship sizes smaller than its class ("unguided" missiles in particular)... but that's what specialty ammo is for (which I believe is getting a buff with all the other T2 ammos in the next expansion. I think. Do correct me if I'm wrong though) along with rigor and flare rigs (which, I guess, could be comparable to "tracking"... but it still isn't as it affects actual applied DPS and not range and/or ability to hit the target).

If you propose that a "Flare" or "Rigor" mod for the low-slots be made, I MIGHT be inclined to support (pilots would be forced to choose between rate of fire for quality of shots and vice versa).
Naomi Knight
Ministry of War
Amarr Empire
#12 - 2011-11-24 10:54:14 UTC
Smabs wrote:
Not range increasing, because drakes with 100km HMLs or 30km HAMs would make them stupidly powerful.

Although maybe a lowslot item that helps explosion radius would be okay, since you'd have to sacrifice speed or damage to fit it on.

yeah cause matar ac shooting at 100km is not already stupidly powerful
btw missiles dont need this imho , just fix them , hml is fine maybe rockets too , but the others are nearly useless
Naomi Knight
Ministry of War
Amarr Empire
#13 - 2011-11-24 11:06:56 UTC  |  Edited by: Naomi Knight
ShahFluffers wrote:
1. Tracking Enhancers do what their name implies... they enhance tracking. But missiles never miss (unless you are faster than a missile).

2. Missiles in general have stupidly long ranges for their respective class and type. Torpedos can lay on some blaster-style hurt at longer ranges than blasters are capable of.

Now granted... each class of missiles does fairly crap damage against ship sizes smaller than its class ("unguided" missiles in particular)... but that's what specialty ammo is for (which I believe is getting a buff with all the other T2 ammos in the next expansion. I think. Do correct me if I'm wrong though) along with rigor and flare rigs (which, I guess, could be comparable to "tracking"... but it still isn't as it affects actual applied DPS and not range and/or ability to hit the target).

If you propose that a "Flare" or "Rigor" mod for the low-slots be made, I MIGHT be inclined to support (pilots would be forced to choose between rate of fire for quality of shots and vice versa).

1. and increase range a lot , like a lot lot +10% opt +20% falloff ,yeah if somebody as ignorant as you would say only tracking

2. loool just lool , missiles dont have any better range than guns ,
siege missile max range 20km
800mm ac 3+24km
neutron b 4.5+13km
mega pulse 15+10km
I cant see where torps outrange the guns at all , maybe it is in your dreams only
and those guns can increase their range a lot

what special ammo are you talking about? that navy missiles are better vs smaller targets than precisions

you are wrong you want to compare rigs vs modules total fail

oh and missile sniping we all know how usefull is that...
Arthur Frayn
V.O.F.L IRON CORE
#14 - 2011-11-24 11:14:00 UTC
Naomi Knight wrote:

2. loool just lool , missiles dont have any better range than guns ,
siege missile max range 20km


Standard Raven with missile range rigs can get javelin torps out to 78km, at absolute maximum. Navy torps will go out to 51km.
Mfume Apocal
Brutor Tribe
Minmatar Republic
#15 - 2011-11-24 11:20:11 UTC
Unnecessary.
Naomi Knight
Ministry of War
Amarr Empire
#16 - 2011-11-24 11:28:11 UTC  |  Edited by: Naomi Knight
Arthur Frayn wrote:
Naomi Knight wrote:

2. loool just lool , missiles dont have any better range than guns ,
siege missile max range 20km


Standard Raven with missile range rigs can get javelin torps out to 78km, at absolute maximum. Navy torps will go out to 51km.

range bonused ship with rigs + long range ammo
lets see what an apoc can do
hmm with only 2 te/tc cheap as hell vs missile rigs
80+16km hmm I cant see where missile outrange guns at all
or falloff bonused matar ships
800mm large ac with 2 te+ barrage
8+90km falloff hmm not bad at all
+blasters yeah those are crap

btw you are lieing pls show me the fit as i cant get my missiles to go that far , pls no t2 rigs
Naomi Knight
Ministry of War
Amarr Empire
#17 - 2011-11-24 11:29:53 UTC
Mfume Apocal wrote:
Unnecessary.

yep , you cant defend your opinion , so you just hide and cover or blob :P typical matar style
so go hide until liang +buddies arrive
Onictus
Federal Navy Academy
Gallente Federation
#18 - 2011-11-24 12:11:21 UTC
Naomi Knight wrote:
Smabs wrote:
Not range increasing, because drakes with 100km HMLs or 30km HAMs would make them stupidly powerful.

Although maybe a lowslot item that helps explosion radius would be okay, since you'd have to sacrifice speed or damage to fit it on.

yeah cause matar ac shooting at 100km is not already stupidly powerful
btw missiles dont need this imho , just fix them , hml is fine maybe rockets too , but the others are nearly useless



100km AC's only happen on a Machariel. You can't hold the entire line up over a pirate ship.
Mfume Apocal
Brutor Tribe
Minmatar Republic
#19 - 2011-11-24 12:51:27 UTC  |  Edited by: Mfume Apocal
Naomi Knight wrote:

yep , you cant defend your opinion , so you just hide and cover or blob :P typical matar style
so go hide until liang +buddies arrive


HMLs already reach further than my Drake can lock. I figured that much was obvious by anyone who's ever actually flown or fit a Drake, but OK, since you've done neither, I guess explaining it is cool too.
Elindreal
Planetary Interactors
#20 - 2011-11-24 16:07:16 UTC
missile range enhancing modules are unnecessary, those should be restricted to rigs.

missile explosion radius/velocity low slot modules would be interesting as most missile (caldari) ships have limited lows and they'd be forced to choose between ballistic control systems or their ability to hit smaller targets.

that said, the poster who claimed vanilla ravens getting huge torp range is only true because the raven is a bonus'd hull.
base torp range is ridiculously small.
any weapon bonus'd hull can get ridiculous range with their chosen weapon system. that's like saying cerberus' are overpowered because they can lob missiles 170km+

and the t2 ammo drawbacks that are supposedly being removed this coming patch has nothing to do with the explosion radius/velocity drawbacks of t2 missile ammo, but rather they are losing their sig radius penalty / velocity gimp

with the coming patch where t2 turret ammo is losing their tracking penalty, this will mean that t2 ammo is comparable to navy ammo, which will not be the case with missiles.
CN missiles are almost always better than t2 missiles

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