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missiles countermeasures

Author
Aglais
Ice-Storm
#21 - 2014-01-21 03:56:14 UTC
The counter to missiles is that most of them above the frigate level aren't very good, and pale in comparison to guns.

Guns work very well with stasis webifiers because often, the short range ones coincide with web range. Long range guns immediately apply damage and can have tracking enhancers applied to them to make things easier. Optimal range or tracking speed, the choice is yours, giving you three ways here, in addition to doing things like managing transversal and etc. for maximizing your damage output.

Missiles? You've got two choices.
A- Target painter. Anemic module. The only upside to it really is that it can help your gang lock things faster, and it causes sig bloom (which does not affect the damage application math at max skills and with T2 quite as much as a fresh pilot, with no skills other than what's required for a -50% webifier).
B- Webifier. Oh, damn. There goes your range advantage over guns. Well fug. Those guns have you outclassed in terms of raw damage that may actually be coming at you. Cripes. There goes your ship.

Now, if we throw in a hard counter to missiles, nobody's going to ever use them, I think. Might as well just scrape them from the database.
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