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2nd Class Weapon System--Missiles!

Author
Goose99
#21 - 2011-12-04 06:20:02 UTC
Mina Sebiestar wrote:
Skinae wrote:
The worst weapon system to use in the game (missiles), deserve buff, Winmatar and projectiles deserves nerf.



^Fixed that for you.Cool
Seigfried Hakaari
Dark Gaia Corporation
#22 - 2011-12-04 06:32:20 UTC
Heavies are generally fine with the exception of Precision. Precision are actually useless. Faction are far and away better.

One thing i would like to see for Missiles though is a High Velocity variant; Damage somewhere between Standard Tech 1 and Fury, Half the regular Flight time at double Velocity, or at least that's the idea.
Basically, something to make Missiles better in fleets, so the damage can be applied in equal numbers without such a massive delay.
Unfortunately i think it might be a bit at odds with Flight time and Velocity modifying skills/Bonuses, so it's pretty much a pipe dream.

Cruise and Torps are horrible outside of very specific ship setups, and it doesn't help that every ship that is bonused for them looks like it was beat in the face with a Frying Pan.
FlameGlow
Perkone
Caldari State
#23 - 2011-12-04 09:24:28 UTC
Seigfried Hakaari wrote:
Heavies are generally fine with the exception of Precision. Precision are actually useless. Faction are far and away better.

Not that precision was bad idea in itself, bad idea was slashing their base damage, range and putting a speed penalty on top.
Those could be useful if they were exactly the same as T1 but with better explosion radius&velocity
Dare Devel
State War Academy
Caldari State
#24 - 2011-12-04 10:48:59 UTC
Dare Devel wrote:
Missile is not all about R.O.F and damage bonus, they also depend heavily on Explosion Radius and Explosion Velocity.
Missiles should also have weapon upgrade modules that buff Explosion Radius and Explosion Velocity.



This will help Torps and Citadel ammo greatly, in getting their damage applied to their moving targets.
While using these type of ammo (which are high damage per volley) the application of the damage is more important
rather than increasing the ROF.
For instance a sieged phoenix can be speed tanked by another capital ship (moving at 50+ m/s) easily.
In such cases modules like BCS can be swapped for mods giving bonus to explosion velocity and decreasing Explosion radius.
Smaller ships like Stealth Bombers might use this but T3, Battlecruisers, HACs or Frigates may not use it since small
and medium missiles have enough explosion velocity.
SMT008
Deep Core Mining Inc.
Caldari State
#25 - 2011-12-04 12:27:12 UTC
Missiles themselves don't need a real boost.

Except for cruise missiles. They do need a boost though.

Torps could use some help. Skills should apply to those, it won't REALLY enhance them anyway, so no risk of unbalance. Blink

Standards should have reduced fitting requirements, Nighthawk should have a PWG boost.

Defenders need a complete rework. I don't know what kind of rework, but a BIG rework. Something that makes them worth to fit.

And T2 defenders, while you're at it. Cool

F.O.F missiles could use some changes maybe. They should do -20% DPS, still have the same range, and it should work like this, for exemple :

Either shoot the last target you were aggressing.

Or shoot the most efficient EW platform that was aggressing you.

That way, you either have the possibility to take down the last bits of structure that are holding your enemy's ship together, or the ability to remove the jamming/damping nuisance from the field.

And it looks fair to me, I guess Smile
Sadayiel
Caldari Provisions
Caldari State
#26 - 2011-12-04 13:50:59 UTC
SMT008 wrote:
Missiles themselves don't need a real boost.

Except for cruise missiles. They do need a boost though.

Torps could use some help. Skills should apply to those, it won't REALLY enhance them anyway, so no risk of unbalance. Blink

Standards should have reduced fitting requirements, Nighthawk should have a PWG boost.

Defenders need a complete rework. I don't know what kind of rework, but a BIG rework. Something that makes them worth to fit.

And T2 defenders, while you're at it. Cool

F.O.F missiles could use some changes maybe. They should do -20% DPS, still have the same range, and it should work like this, for exemple :

Either shoot the last target you were aggressing.

Or shoot the most efficient EW platform that was aggressing you.

That way, you either have the possibility to take down the last bits of structure that are holding your enemy's ship together, or the ability to remove the jamming/damping nuisance from the field.

And it looks fair to me, I guess Smile



Or CCP may revert the missiles to the original effects and be granted AoE dmg back again...

Plz oh PLZ!! do such thing just for the LULZ!!!
DeepfriedTator
Moo Cow Moo
#27 - 2011-12-04 16:36:15 UTC
I agree lets give missles a buff. We can add the following as well to make them more like turrets

1. Under a certain range. Infact lets just say they didnt have time to arm the warhead.

2. Anything traveling faster than 1km will not be hit as long as it is orbiting the said ship.

3. Move BCU's to mid slots so shield ships have to sacrifice their shields for a damage bonus

4. We can add some cap usage to the firing of missles.

I'm sorry for the lack of helpfull suggestions. Currently at work so I'm not at home with my list of helpfull ideas for the game.

Thanks all
Goose99
#28 - 2011-12-04 16:49:57 UTC
DeepfriedTator wrote:
I agree lets give missles a buff. We can add the following as well to make them more like turrets

1. Under a certain range. Infact lets just say they didnt have time to arm the warhead.

2. Anything traveling faster than 1km will not be hit as long as it is orbiting the said ship.

3. Move BCU's to mid slots so shield ships have to sacrifice their shields for a damage bonus

4. We can add some cap usage to the firing of missles.

I'm sorry for the lack of helpfull suggestions. Currently at work so I'm not at home with my list of helpfull ideas for the game.

Thanks all


1. Yes, turrets other than blasters should not activate under certain range. Don't be sorry, in fact, this is absolutely brilliant.Big smile

2. Missiles already can't hit anything traveling faster than 1km, at any range.

3. Yes, Winmatar gyros should be moved to mids, so that they may get TEs in lows for extra kiting winnage. I'd support same for missiles, but I guess they don't have TEs.Sad On the bright side, Khanid will be less fail, and nanodrakes ftw.Big smile

4. Yes, Winmatar should use cap.
Patri Andari
Thukker Tribe Antiquities Importer
#29 - 2011-12-04 19:44:13 UTC
Can we just get the bloody ship penalties removed from T2 missiles already?

How the hell can my Merlin or Hawk ever equip range bonused javelin rockets when they slow me to a crawl? Meanwhile everyone zips around blowing **** up!

Did someone forget Caldari are already the slowest race with the largest sig radius? Now we are the only ones left with punishing T2 ammo that makes our ship.....Even Slower AND Fatter!

Please fix this.



Be careful what you think, for your thoughts become your words. Be careful what you say, for your words become your actions. Be careful what you do, for your actions become your character. And character is everything. - author unknown

Jayrendo Karr
Caldari Provisions
Caldari State
#30 - 2011-12-05 01:07:05 UTC
I just want another passive tank/missile combo that isn't insane to train for. Cruiser or Battleship I don't care.
Tanya Powers
Doomheim
#31 - 2011-12-05 01:21:03 UTC
Khrage wrote:
Arthur Frayn wrote:
Torpedoes need to benefit from all the explosion radius modifiers from skills, rigs and implants.


they don't already?



They don't and most probably shouldn't, such has HAM's they should be buffed for explosion radius and some dps but that's it, if you want implants and skills to affect those you'll see torps everywhere OS'in cruisers.
Skinae
University of Caille
Gallente Federation
#32 - 2011-12-05 01:34:53 UTC
Goose99 wrote:
Mina Sebiestar wrote:
Skinae wrote:
The worst weapon system to use in the game (missiles), deserve buff, Winmatar and projectiles deserves nerf.



^Fixed that for you.Cool


The weapon system that never misses, hits at 70k and can apply every damage type?

Bonafide Film House a Bozeman Video Production Company and Montana Wedding Video Company

Demon Azrakel
Garoun Investment Bank
Gallente Federation
#33 - 2011-12-05 02:38:49 UTC  |  Edited by: Demon Azrakel
One big thing is damage projection, compare the range and damage of HMLs with LR ammo to Rails, Artillary, or Beams. HMLS will do more damage at longer range. Compare the damage and range of HAMS to the close range weapons. The whole gimmick of missiles is that, with the possible exception of superfallof macharials and mega pulses against torps they will do more dps at longer range. That is made up for by the fact that they can only increase their dps by using t2 missiles, and then the increase is relatively minor.

TL;DR, I made a (super simplified) DPS graph because if I make an EFT graph, no one will look at the link. That, and such a graph will not take into account important things like the fact that turreted weapons have more than one choice of range.

|--\
|....\ <--Turret DPS
|......\
|------\-------------- <--Missile DPS
|..........\................|
|............\..............|
|..............\............|
|................\..........|
|..................\........|
|....................\......|
|......................\....|

Y axis - DPS
X axis - Range

Side note:
- Missiles get to choose 100% damage type to affect target's lowest resist.
- Missiles always hit, even if they don't hit well
- Missiles do not get wrecking hits (1% of all shots fired iirc, as long as the guns have at least a 1% chance to hit)
- Missile damage is not debuffed by the actions of the ship firing the shots (then again it cannot be buffed by trying to make target's angular velocity zero), much dps is lost on turret ships moving in a direction that messes with transversal and angular; the fact that this is not the case with missiles is what makes 100mn tengus are so amazing.
- The long range ends up hurting the larger ships in the way that long range hurts rail boats. The fix to this is to make warp range 300 km and change max locking range to 300 km. It is pointless to be able to shoot at a range further than the minimum range required to warp, as current probing mechanics make it too easy to probe out that fleet and warp right on top of it. I am not saying that if the changes happen, Cruise ravens will become the be-all, end-all of fleet fighting, or that they will be used at all for that matter. But they might be for at least a little bit.
LacLongQuan
Doomheim
#34 - 2011-12-05 10:55:07 UTC
bears can whine just about almost anything
Filan Fyretracker
Emminent Terraforming
#35 - 2011-12-05 14:41:07 UTC
The buff that Missiles need... Visible launchers rather than them just spawning outside the ship and going down range.
Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#36 - 2011-12-05 14:56:01 UTC
Filan Fyretracker wrote:
The buff that Missiles need... Visible launchers rather than them just spawning outside the ship and going down range.


I don't want my enemies to know what missiles I'm using before the engagement begins, thanks. Roll

I appreciate that L4 rats don't care though.
Goose99
#37 - 2011-12-06 01:31:58 UTC
Gypsio III wrote:
Filan Fyretracker wrote:
The buff that Missiles need... Visible launchers rather than them just spawning outside the ship and going down range.


I don't want my enemies to know what missiles I'm using before the engagement begins, thanks. Roll

I appreciate that L4 rats don't care though.


Confirming you get the leisure to check opponent's turrets and decipher the new models before they fire.Cool
Mfume Apocal
Brutor Tribe
Minmatar Republic
#38 - 2011-12-06 02:42:34 UTC
Goose99 wrote:
Confirming you get the leisure to check opponent's turrets and decipher the new models before they fire.Cool


Uh, yeah, you usually do. At least I do, and I'm pretty far from cautious when solo/small gang PvPing.
Federigo Mondial
Science and Trade Institute
Caldari State
#39 - 2011-12-06 03:13:08 UTC
I think missiles are kinda fine. Removing penalties on T2 ammo will be sufficient.
Aggressive Nutmeg
#40 - 2011-12-06 04:40:12 UTC
Swap damage types mid-battle?

FOF's if you're jammed?

Your launchers are invulnerable to NEUTs?

I think missiles are just fine the way they are. Lower DPS is the trade-off for the above elements which can be extremely useful in the right circumstances. No need for a buff.

Never make eye contact with someone while eating a banana.

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