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Player Features and Ideas Discussion

 
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Kil2 buddy ol pal of mine.... Its time to take a look at ...........

First post
Author
DHB WildCat
Out of Focus
Odin's Call
#1 - 2014-07-17 03:18:05 UTC  |  Edited by: DHB WildCat
Missiles.... and Missile disruptors.

So missiles are in a really weird place right now.

These topics are for the ammo only. Not the launchers!


FIRST THINGS FIRST! GET RID OF THE STUPID KINETIC ONLY BONUS TO SHIPS AND GIVE THEM A 5% ALL DAMAGE TYPES LIKE TURRET SHIPS GET!


Now on to missiles


Light missiles..... are awesome. hit everything and do decent damage. Maybe reduce their damage a little. However overall they are in a good place.

Rockets - Again very good, do there job and hit most targets well.

Heavy Missiles - OMG super nerf bat destroyed these things. You need to give them their range back at expense of hitting small targets. They are afterall the long range missile type for cruiser hulls.

HAMS - I like hams, I think they are okay. 5% to all damge types would really fix any holes they have.

Cruise Missiles - In a very good place they are fine!

Torps - OMFG what a joke! These suck. My suggestion ..... reduce the range of them to say.... 10-15km, but also let them hit smaller targets. They are supposed to have a big boom that rocks the world around them, let the smaller ships that get too close feel the PAIN!






Now for something that I cannot honestly believe doesnt already exist! Missile Disruption Modules.

They would act the same as Tracking Disruptors but differently at the same time....

So it would make no sense to have the mod reduce flight time. Whats it doing sucking fuel out of the missile? No I dont think so.... This is what I propose. Make it chance based like ECM. It would have a 15 second activation time... All missiles in flight in that time from the ship firing at the ship with with the Missile Disruptor would be subject to a RNG game. If the Missile disruptor loses the missiles continue nothing happening as they slam into your ship. Now however if the Missile Disruptor wins then those missiles in flight would have a "hacked" computer guidence and hilariously and recklessly fly off in random directions (just like fireworks... which their program could be used to help with this) not hitting their intended target.

Some skills that could affect the disrputors could be..... a disruptor specific skill to fit and use module (new skill). Hacking - would increase strength of module. Advanced Hacking (new skill) as a secondary power boost to the module.


Even if you dont like the RNG idea..... we really need a missile disruption module.


Wild
Anhenka
The New Federation
Sigma Grindset
#2 - 2014-07-17 03:39:56 UTC  |  Edited by: Anhenka
DHB WildCat wrote:
Missiles.... and Missile disruptors.

FIRST THINGS FIRST! GET RID OF THE STUPID KINETIC ONLY BONUS TO SHIPS AND GIVE THEM A 5% ALL DAMAGE TYPES LIKE TURRET SHIPS GET!

Wild

And... everything past this point can be safely ignored.

Why exactly do you think you deserve selectable damage types AND the same level of bonuses as guns?

Because 5% of limited damage types -> 5% all damage types is a flat up buff. Why exactly do you think they need this? And if you don't intend it as a flat up operational buff, what do you intend to remove in compensation.

FFS people, seen this a hundred times. Just because you don't like something or it's restrictive does NOT mean it's not factored into the overall power of the ship, you don't just get to remove restrictive parts of it without resulting in a ship that is more powerful.
MagicToes
Dr Pepper Sales Team
#3 - 2014-07-17 04:25:51 UTC
Not a fan of the missile disruption idea personally. Simply because like most things eve it's swings and roundabouts, they can't be disrupted like you point out but have other drawbacks, such as the delay in hitting a target including having to wait for the deeps to apply before being able to warp off.

The thing about omni damage bonus I agree with and that torps need fixing. Seriously faction torps being able to do more damage than rage (in a phoon) against a target painted battleship is stupid.
Nevyn Auscent
Broke Sauce
#4 - 2014-07-17 04:29:52 UTC
Missiles actually need their application looked at more than anything.
There are base hulls that are capable of mitigating 30-40% of the same size missiles damage before any modules or boosts are added.
If you came to me and told me you had designed a system designed to shoot at cruisers but some of them would dodge 30-40% of the damage without any fittings at all, I'd laugh, and tell you to go back to the drawing board and make a better system.
Nariya Kentaya
Ministry of War
Amarr Empire
#5 - 2014-07-17 05:19:58 UTC
MagicToes wrote:
Not a fan of the missile disruption idea personally. Simply because like most things eve it's swings and roundabouts, they can't be disrupted like you point out but have other drawbacks, such as the delay in hitting a target including having to wait for the deeps to apply before being able to warp off.

The thing about omni damage bonus I agree with and that torps need fixing. Seriously faction torps being able to do more damage than rage (in a phoon) against a target painted battleship is stupid.

This, Missiles are a counter to tracking disruptors/neuts, like smartbombs are a counter to missiles/drones. Missiles should not receive benefits from tracking computers, nor penalties from tracking disruptors, since they are a different weapon type with different strengths and weaknesses as guns or drones.
Syrias Bizniz
some random local shitlords
#6 - 2014-07-17 07:25:38 UTC
Nariya Kentaya wrote:
MagicToes wrote:
Not a fan of the missile disruption idea personally. Simply because like most things eve it's swings and roundabouts, they can't be disrupted like you point out but have other drawbacks, such as the delay in hitting a target including having to wait for the deeps to apply before being able to warp off.

The thing about omni damage bonus I agree with and that torps need fixing. Seriously faction torps being able to do more damage than rage (in a phoon) against a target painted battleship is stupid.

This, Missiles are a counter to tracking disruptors/neuts, like smartbombs are a counter to missiles/drones. Missiles should not receive benefits from tracking computers, nor penalties from tracking disruptors, since they are a different weapon type with different strengths and weaknesses as guns or drones.




Claiming that smartbombs are a counter to missiles would mean that i can fit a smartbomb into my utility high and just through fitting this mod i'd suddenly be way more efficient when encountering a missile ship.
Note how i used singular. And how it's not true.

Right now, as Wildcat pointed out, if you fit Heavy Missile Launchers or Torp Launchers, you're most likely doing something wrong.

Also, without the possibility to disrupt missile damage, you end up with a situation where a frigate can bring quite some sweat to a turret-BS, turret-BC and turret-cruiser, while basically comitting suicide whenever it goes up against the same sizes of a BS. Where engaging a Missile BS is probably still the smartest thing.


I'd be proposing a targeted module that will manipulate the explosion velocity / -radius / damage reduction factor of the target ship's missiles.
Cause ECM like random-faggotry in an AoE radius around people will sure as hell not totally void any missile-ships in bigger fleet engagements.
afkalt
Republic Military School
Minmatar Republic
#7 - 2014-07-17 07:53:33 UTC  |  Edited by: afkalt
Anhenka wrote:
DHB WildCat wrote:
Missiles.... and Missile disruptors.

FIRST THINGS FIRST! GET RID OF THE STUPID KINETIC ONLY BONUS TO SHIPS AND GIVE THEM A 5% ALL DAMAGE TYPES LIKE TURRET SHIPS GET!

Wild

And... everything past this point can be safely ignored.

Why exactly do you think you deserve selectable damage types AND the same level of bonuses as guns?

Because 5% of limited damage types -> 5% all damage types is a flat up buff. Why exactly do you think they need this? And if you don't intend it as a flat up operational buff, what do you intend to remove in compensation.

FFS people, seen this a hundred times. Just because you don't like something or it's restrictive does NOT mean it's not factored into the overall power of the ship, you don't just get to remove restrictive parts of it without resulting in a ship that is more powerful.


You realise a MAX skilled pilot firing faction HML at a STATIONARY cruiser won't hit for full damage?

You think turrets have that kind of problem?

I've had ONE pilot shoot a heavy missile at me in the last 3 months. And that was an Orth pilot who I guess was testing stuff.

Why do you think a missile user shouldn't be able to hit a stationary target in the same size class for its full (weak) damage?



Edit - I also get more damage from an AC rupture or a rail thorax than a HAM caracal......
Fer'isam K'ahn
SAS Veterinarians
#8 - 2014-07-17 08:11:09 UTC
Hmm, I would be more interested adding my observations and arguments if the OP would be more consistent and less ranty. It would also help if he would include links to the already existing discussions or at least acknowledge them. Here is the chance to edit it.

I will drop by later again ... if the thread still exists. It has some good chances of being locked (hint at edit).

Cheers
ISD Ezwal
ISD Community Communications Liaisons
ISD Alliance
#9 - 2014-07-17 09:03:50 UTC  |  Edited by: ISD Ezwal
If you want to address a proposed change at a CCP Dev, please feel free to do so.
Addressing it at a character whose player became a CCP Dev, is however not the way to go.

Thread locked.

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