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[Feature] Ballistic Enhancer

Author
Arthur Aihaken
CODE.d
#1 - 2014-08-30 18:14:47 UTC  |  Edited by: Arthur Aihaken
It is long overdue for a Ballistic Enhancer for missiles.
Even drones now have low-slot enhancements, yet missile ships are continually relegated to utilizing rigs for improving missile ballistic damage application. I'm not advocating this because every other weapon system has two types of damage application modules - but because none of them require rigs to apply any kind of substantial damage. Based on feedback and discussion in the thread, I've adjusted the proposed variant as follows.

• First and foremost, this is a low-slot module (only). Most missile-based hulls have fewer low slots, so the idea is to trade raw damage for improved damage application. Similarly, most missile-based hulls also have an insane number of mid slots - so I didn't want to see this overpowered or abused, either.
• This module is stacking-penalized with other modules as well as any applicable rigs. I left the values for explosion radius/velocity at 10% respectively, as with the upcoming module tiercide we're probably going to see some changes.
• Finally, in lieu of the missile velocity increase there's an accompanying flight time penalty reduction such that overall range drops but time to impact increases. I think this is an acceptable trade-off and avoids the bizarre range scenarios. Comments welcome.

Ballistic Enhancer II
Explosion radius: 10%
Explosion velocity: 10%
Missile Velocity: 20% (-25% reduction in flight time)

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

Stitch Kaneland
The Tuskers
The Tuskers Co.
#2 - 2014-08-30 19:00:36 UTC
Arthur Aihaken wrote:
It is long overdue for a Ballistic Enhancer for missiles.
Even drones now have low-slot enhancements, yet missile ships are continually relegated to utilizing rigs for improving missile ballistic damage application.

Ballistic Enhancer II (low slot)
Explosion radius: 10%
Explosion velocity: 10%
Missile Velocity: 20%


20% bonus to velocity? Wat. Thats rig territory. How bout 5% velocity bonus. That would be manageable.
NEONOVUS
Mindstar Technology
Goonswarm Federation
#3 - 2014-08-30 19:24:33 UTC
Stitch Kaneland wrote:
Arthur Aihaken wrote:
It is long overdue for a Ballistic Enhancer for missiles.
Even drones now have low-slot enhancements, yet missile ships are continually relegated to utilizing rigs for improving missile ballistic damage application.

Ballistic Enhancer II (low slot)
Explosion radius: 10%
Explosion velocity: 10%
Missile Velocity: 20%


20% bonus to velocity? Wat. Thats rig territory. How bout 5% velocity bonus. That would be manageable.

Turret rigs are a straight 15% while TE2s are 20 falloff 10 optimal, 9.5 tracking

So given that we could just match them it would be explosion velocity 10 radius 9.5 Missile Velocity 20

So his numbers are good enough. THis doesnt count for things like tracking computers.

Now drone stuff follows the same as turrets now, so it stands that a missile mod would as well.
Lugh Crow-Slave
#4 - 2014-08-30 19:41:54 UTC
"the other systems have it so this one should too"
is never a good idea for adding something and i don't think they need a velocity bonus with it missiles already have an insane 40+km for frigs.


letting me decide if i want a BCU for more damage or a mod for better application would be great and giving more choice to the pilot is a good reason to add something(for the most part)


+1 for a mod that adds exp velocity/exp radios
Arla Sarain
#5 - 2014-08-30 19:45:23 UTC
150km coraxs.
Harvey James
The Sengoku Legacy
#6 - 2014-08-30 20:17:35 UTC  |  Edited by: Harvey James
Lowslot
Ballistic Enhancer I
Explosion radius: 10%
Explosion velocity: 10%
Missile Velocity: 7.5%,
flight time increase 7.5%

Ballistic Enhancer II
Explosion radius: 12.5%
Explosion velocity: 12.5%
Missile Velocity: 10%,
bonus to flight time10%

midslot - can be scripted
Ballistic Computer I
Explosion radius: 12.5%
Explosion velocity: 12.5%
Missile Velocity: 5%,
5% bonus to flight time

Ballistic Computer II
Explosion radius: 15%
Explosion velocity: 15%
Missile Velocity: 7.5%,
7.5%bonus to flight time

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

Lugh Crow-Slave
#7 - 2014-08-30 20:23:55 UTC
again missile velocity would cause problems but if you couple it with a reduction in flight time then it could be useful and i think balanceable but i haven't given that much though
Arthur Aihaken
CODE.d
#8 - 2014-08-30 20:40:29 UTC
Lugh Crow-Slave wrote:
again missile velocity would cause problems but if you couple it with a reduction in flight time then it could be useful and i think balanceable but i haven't given that much though

That's reasonable.

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

Ix Method
Doomheim
#9 - 2014-08-30 20:49:50 UTC
It is slightly odd that this idea (and a corresponding ewar) has been around forever, everyone seems to broadly agree its a good and blindingly obvious thing and yet its never been implemented.

Without knowing why its hard to do anything but wildly throw numbers at the wall and see what sticks (see above).

Travelling at the speed of love.

NEONOVUS
Mindstar Technology
Goonswarm Federation
#10 - 2014-08-30 20:50:10 UTC
+20% velocity -10% flight time means it goes 10% farther
This also makes happy servers as faster missiles are less load and get to be instant below a certain point
Arthur Aihaken
CODE.d
#11 - 2014-08-30 21:03:20 UTC  |  Edited by: Arthur Aihaken
NEONOVUS wrote:
This also makes happy servers as faster missiles are less load and get to be instant below a certain point

Semi-related, but missiles could benefit from an overall velocity bonus and corresponding flight time reduction aside from any ballistic enhancements.

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

ApolloF117 HUN
The All-Seeing Eye
GaNg BaNg TeAm
#12 - 2014-08-30 21:20:25 UTC
Arla Sarain wrote:
150km coraxs.

sounds about right, 100km rail harpys :3
Mike Voidstar
Voidstar Free Flight Foundation
#13 - 2014-08-30 21:22:48 UTC
In general, missiles are dealing with an entirely separate set of circumstances for application from turrets. I don't know that they need to have the same sort of application enhancements that turrets need.

They already have excellent projection range, and don't need a lot of help in that area. I can see allowing a trade off of range for veleocity. Fuel burns hotter, but less efficiently.

The application stats don't need enhancing in the absence of ewar to bring it down. As a total package it's probably fine, but not in pieces.
Lugh Crow-Slave
#14 - 2014-08-30 21:23:08 UTC
ApolloF117 HUN wrote:
Arla Sarain wrote:
150km coraxs.

sounds about right, 100km rail harpys :3


But harpys lose damage to get that with this the corax gains range and damage application
NEONOVUS
Mindstar Technology
Goonswarm Federation
#15 - 2014-08-30 21:36:14 UTC
Lugh Crow-Slave wrote:
ApolloF117 HUN wrote:
Arla Sarain wrote:
150km coraxs.

sounds about right, 100km rail harpys :3


But harpys lose damage to get that with this the corax gains range and damage application

Turret versus launcher, also destroyer versus assault frigate
Try the hawk, it can do better
So its actually turret versus launcher at different roles
Eve isnt a multimodal game
Lugh Crow-Slave
#16 - 2014-08-30 22:13:40 UTC
NEONOVUS wrote:
Lugh Crow-Slave wrote:
ApolloF117 HUN wrote:
Arla Sarain wrote:
150km coraxs.

sounds about right, 100km rail harpys :3


But harpys lose damage to get that with this the corax gains range and damage application

Turret versus launcher, also destroyer versus assault frigate
Try the hawk, it can do better
So its actually turret versus launcher at different roles
Eve isnt a multimodal game



I was pointing out that they are different and that's why a mod that affects it the same way wouldn't be balanced
Celthric Kanerian
Viziam
Amarr Empire
#17 - 2014-08-30 22:55:05 UTC
NEONOVUS wrote:
Stitch Kaneland wrote:
Arthur Aihaken wrote:
It is long overdue for a Ballistic Enhancer for missiles.
Even drones now have low-slot enhancements, yet missile ships are continually relegated to utilizing rigs for improving missile ballistic damage application.

Ballistic Enhancer II (low slot)
Explosion radius: 10%
Explosion velocity: 10%
Missile Velocity: 20%


20% bonus to velocity? Wat. Thats rig territory. How bout 5% velocity bonus. That would be manageable.

Turret rigs are a straight 15% while TE2s are 20 falloff 10 optimal, 9.5 tracking

So given that we could just match them it would be explosion velocity 10 radius 9.5 Missile Velocity 20

So his numbers are good enough. THis doesnt count for things like tracking computers.

Now drone stuff follows the same as turrets now, so it stands that a missile mod would as well.


Turrets and missiles are not the same thing, they work entirely different.
Alvatore DiMarco
Capricious Endeavours Ltd
#18 - 2014-08-30 23:23:48 UTC  |  Edited by: Alvatore DiMarco
Ix Method wrote:
It is slightly odd that this idea (and a corresponding ewar) has been around forever, everyone seems to broadly agree its a good and blindingly obvious thing and yet its never been implemented.

Without knowing why its hard to do anything but wildly throw numbers at the wall and see what sticks (see above).


CCP Rise promises there are some missile things being worked on that he can't tell us about before Rubicon ships.

Oh wait.

Does anyone know what they were?
Arthur Aihaken
CODE.d
#19 - 2014-08-31 00:07:53 UTC
Alvatore DiMarco wrote:
Does anyone know what they were?

A work-around for the 35-second ammunition swap on rapid launchers…?

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

Caleb Seremshur
Bloodhorn
Patchwork Freelancers
#20 - 2014-08-31 00:26:54 UTC
Velocity is normally the killer for damage application. Even a battleship can speed tank heavy missiles.
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