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Player Features and Ideas Discussion

 
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Defender Missiles - Q&A

Author
Sarah Stallman
Pen2 Logistics
#1 - 2014-01-20 03:03:52 UTC
Can anyone explain to me what Defender missiles actually do? I know they're supposedly horribly broken, but I haven't heard anything about what they're actually capable of.
Felsusguy
Panopticon Engineering
#2 - 2014-01-20 03:32:21 UTC
Sarah Stallman wrote:
Can anyone explain to me what Defender missiles actually do?

They make pretty lights and waste your time. That's pretty much it.

The Caldari put business before pleasure. The Gallente put business in pleasure.

Endovior
PFU Consortium
#3 - 2014-01-20 04:02:41 UTC
Apparently, if you trigger them active to launch the moment before a missile hits you, they may destroy that incoming missile.

They need to be manually triggered in a fairly precise way, though, and do nothing otherwise.

Auto-repeating defender missiles that fire only when needed would be a must for them to actually function at all, but they haven't considered worthwhile enough to fix yet.
Arthur Aihaken
CODE.d
#4 - 2014-01-20 04:28:30 UTC
They'll usually destroy it. The further away they are, the more effective. You can't activate them until a missile is launched or inbound, and they only destroy missiles targeted at you - so they're not useful as an anti-missile battery in a fleet (which is unfortunate).

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

Hasikan Miallok
Republic University
Minmatar Republic
#5 - 2014-01-20 05:29:06 UTC
They may have some limited use in PvE for example a sniping fit in the WC Gurista room.

Problem is a better way of limiting incoming is probably fit more cruise and kill whatever is shooting at you.
Sobaan Tali
Caldari Quick Reaction Force
#6 - 2014-01-20 06:40:10 UTC
It's meant to merely annoy the holy **** out of mission runners who use missile weapons (like me), but are pretty much useless outside that arena from what I gather. I have never seen anyone praise them for anything related to PVP, so I can't think of any other environment where they hold any real importance. It's usually better to just load any non-defender missiles and kill the one shooting at you. They should just remove them in all honesty. Replace them with a ballistic antimissile module that takes up a high but needs no hardpoint, turns on like a hardener and uses a little cap, is automatic and short ranged. Basically an Eve CWIS.

"Tomahawks?"

"----in' A, right?"

"Trouble is, those things cost like a million and a half each."

"----, you pay me half that and I'll hump in some c4 and blow the ---- out of it my own damn self."

Sarah Stallman
Pen2 Logistics
#7 - 2014-01-20 10:00:25 UTC
I do think it strange that only missile boats have anything vaguely like an active anti-missile defense. A turret-based CIWS would be nice, especially combined with an improvement over existing defender missiles.

Hell, a cruiser with a dedicated role in fleet defense, where each race gets one optimized for use against whoever they're at war with. Gallente get CIWS, Caldari get magnetic destabilizers, Minmatar get reflective chaff launchers, Amarr get... something.
Hasikan Miallok
Republic University
Minmatar Republic
#8 - 2014-01-20 23:42:35 UTC
If the currently broken RLML and RHML get fixed AND the load-outs on the rapid launchers are changed to allow loading defenders, they may be of some use as a rapid load-out.

However currently the RLML cannot use defenders.
Draekas Darkwater
Frank Exchange of Views
#9 - 2014-01-21 00:07:01 UTC
I heard a suggestion to change them to instead target and destroy bombs. They might be useful then.
Gawain Edmond
Khanid Bureau of Industry
#10 - 2014-01-21 00:17:25 UTC
i remember when ccp used to change defenders from time to time when they did missile changes so that they wouldn't be any worse off against the missile improvements they did. They were still totally worthless and only a crazy man would ever fit them. The idea of them is simply to reduce incoming dps by making it explode, but like people say you have to time turning them on each time you want to launch one and if you have missile effects turned off you can't use them at all. IF you fly a raven into a mission with lots of rats shooting missiles at you and load up on defenders it might reduce incoming dps until you run out/get bored but then you still have to kill the rats.

What would be nice is if they changed defenders to first go after missiles that are being shot by whatever you're shooting at and then go to shoot the ship if there are no more missiles in space.
Shaera Taam
Khanid Prime Free Irregulars
#11 - 2014-01-21 00:39:50 UTC  |  Edited by: Shaera Taam
Sarah Stallman wrote:
Hell, a cruiser with a dedicated role in fleet defense, where each race gets one optimized for use against whoever they're at war with. Gallente get CIWS, Caldari get magnetic destabilizers, Minmatar get reflective chaff launchers, Amarr get... something.


I like your thinking! Here's my take on the idea...

Gallente - theyre the ones with the "magnetic hydrodynamics" science skill or some such... Give them the Warhead Magnetic Destabilizer, a mid-slot shield mod that catastrophically destabilizes warhead containment on incoming missiles so that they splash harmlessly against the ship's shields.

Minmatar - as the projectile-using folks, it seems like they'd be the most likely to use the wall-of-lead approach to neutralizing incoming missile fire. Their Close In Weapons System would use a hi-slot missile hardpoint, pleasing those Minmatar pilots who are constantly complaining about that "useless utility hi" on their ships.

Caldari - would utilize a Point-Defense Railgun, a hi-slot turret mod that is essentially a CIWS by another technological route.

Amarr - as the hard-core armor tankers, they would use an Reactive Armor Impact System. The New Eden analogy of the active armor systems of today's main battle tanks' explosive reactive armor systems. As a low-slot Armor Mod, this would allow an Amarran ship's armor to detonate -um- something ( similar to a miniature pulse weapon, or smartbomb system ) that negates the explosive impact of any missile damage.

All of these systems would not even require a new visual effect since the current explosion effect could easily be written off as the destruction of the incoming missile close to the targeted ship. They would also require activation in order to be effective, at which time they would utilize cap, regardless of whether or not they were doing their job or not.

Skill levels would be written to allow for a percentage of damage reduction capping at 80% with perfect skills ( no system is perfect, after all ). Higher damage reduction would be achieved with multiple mods, subject to diminshing returns by existing rules, of course.

While the Damage reduction would apply only to missiles targeting the ship with the appropriate mod installed, I could see a ship type being bonused to allow for multiple mods and fleet defense, probably utilizing an area of effect mechanic. I can also see this system affecting any and all missiles within it's active area, friendly or not, necessitating any missile boats to actively remain at an appropriate distance from the screening ships.

What do you think?

Thus Spake the Frigate Goddess!

Joe Boirele
The Scope
Gallente Federation
#12 - 2014-01-21 02:35:52 UTC  |  Edited by: Joe Boirele
Another problem with defender missiles is that they all target the closest missile heading to you. Thus, if you fire 5 defenders at a volley of 5 incoming missiles, all of the defenders will target the closest missile, meaning you now have wasted 3-4 defender missiles on destroying one incoming missile. Most of the PVP community views defenders as a waste of a launcher, and rightly so. They need a lot of work to be useful.

Enemies are just friends who stab you in the front.

"We will not go quietly into the night! We will not vanish without a fight!"

Sarah Stallman
Pen2 Logistics
#13 - 2014-01-21 02:40:45 UTC
The important thing to remember is that CIWS is not the last line of defense, it is the first line of damage control. So it's just an active tank, rather than damage avoidance.
Shaera Taam
Khanid Prime Free Irregulars
#14 - 2014-01-21 04:47:25 UTC
Sarah Stallman wrote:
The important thing to remember is that CIWS is not the last line of defense, it is the first line of damage control. So it's just an active tank, rather than damage avoidance.


Interesting way to explain it. I like it. I would have not thought to describe it as such, but still describes the basic idea behind my earlier explanation... And is why my idea does not mitigate all damage from an incoming missile and acts as part of an 'active tank' idea, even if it takes up a hi-turret-slot.

Additionally, it does not "target" only one of a volley. It is useful against all missiles incoming. And it does not use ammo (tho that could be changed for balance purposes and might be a really good idea).

Thus Spake the Frigate Goddess!

Sarah Stallman
Pen2 Logistics
#15 - 2014-01-21 04:50:57 UTC
If you think about how CIWS works in real life, even after you put a number of fist-sized shells through it, you still have an anti-ship missile exploding a few hundred yards away from a ship, sending flaming bits of shrapnel and other not-niceties.
Shaera Taam
Khanid Prime Free Irregulars
#16 - 2014-03-15 23:15:08 UTC
very true!

but still, flaming shrapnel and other non-niceties hitting your ship are still better than a whole and completely functional anti-ship missile doing so.

as i said above, an Eve-CIWS should be a damage mitigator, not another buff to shields / armor / hullforthemanlytanker.

...meh, never gonna happen, so not sure why i keep bumping this post... o well...

fly safe all

-st

Thus Spake the Frigate Goddess!