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CSM9 Summer Summit Minutes: Defender Missiles

Author
Kesthely
Mestana
#1 - 2014-11-01 16:29:22 UTC  |  Edited by: Kesthely
Goal: Improve Defender Missiles
Tags: Defender Missiles, Missiles, Electronic Warfare

In the CSM9 Summer Summit Minutes, there were statements: (Page 25)
Quote:

CCP Fozzie - We've considered this but there aren't many plans for this so far. We klnow there is bad faction ammo and good faction ammo. We'll probably look into it in the future. We've considered giving the lesser faction stuff more hp to overcome firewalling, so we have to think about this.

progodlegend - Nerf firewall?

CCP Fozzie - Yup. As part of a general balance of missile HP. One of the ideas we have bounced around is making the bad faction ammo have more hit points. It is just an idea not a short term going to happen now.

Mike Azariah- Defender missiles?

CCP Fozzie - We'll probably find a different use for these, or just remove them from the game at some point. However, we may still say that ten years from now.


Beeing a missile fan myself i thought of the defender missiles and what its problems are for me and how to solve them.

Current Situation:

Currently defender missiles exist in two variants, Light and Heavy defender missiles. Wich can be fired from a variaty of Light and Heavy Missile launchers. They intercept missiles that are fired at you.

This leads to several undesired situations:
*You lose a valuable high slot in either dps or utility
*It only protects against missiles fired at you
*It does not allow you to select wich sort of missiles are countered.

Situation; If your fielding Defender missiles in pvp and your faceing a Rifter and Typhoon, if there shooting there missiles at eg your logistic buddy, your defender missiles can't protect him. If there shooting at you, and the rifter is for instance also shooting rockets at you, theres a high chance that the defender missiles actually try to take out the rockets instead of the far more dangerous Cruise missiles or Torpedo's.

Proposal:

What i'm proposing is changeing a lot of the defender missile situation. First i want to introduce a new Midslot item that fires them. I'll call it the Missile point defense system.

The Missile Point Defense System T1: (Mid Slot, Electronic Warfare)
CPU 40
PW 1
Capacity 0.72
Volume 20 m3
Structure HP 40
Reload Time 10 Seconds
Rate of Fire 6.48 Seconds
Activation cost 9 GJ
Charges per Cycle 1
Used with Charge Group Light defender missiles
Used with Charge Group Heavy defender missiles
Tech level 1
Overload rate of fire bonus -15%
Heat damage 2.40 HP

The idea is that you select your target and then activate the missile point defense system on that target. Then when it fires one or more missiles it will counter that by fireing defender missiles. The module itself is a mixture of statistics of the tracking disruptor, and the (rapid) heavy missile launcher. As a midslot and electronic warfare module, it has the CPU, PW, and Activation cost as a T1 Tracking Disruptor. It Mimics the Rapid heavy missile launcher in capacity, rate of fire, and overload bonus. It also has the reload time of a heavy launcher.

New Situation:

In the new situation you have an electonic warfare system designed to counter missiles in rougly the same effectiveness as a tracking disruptor

The improvements are as followed
*You keep a valuable high slot in either dps or utility
*It protects against missiles fired from a specific ship
*It allows protection from missiles for other people.

FAQ:

Why have both the Light defender and Heavy defender missile for this module as charges?

I envision that the light defender missiles will fullfill a slightly different role then the heavy defender missile. To me the light defender missiles should prioritize light missiles, rockets and defender missiles, while the heavy defender missile will prioritize heavy assault, heavy, cruise, citadel cruise missiles, Torpedos and citadel torpedo's. With Missile hp beeing looked at, i envision that the light defender missile should be able to destroy a rocket, light missile or defender missile (both light and heavy) at Lvl 1 and destroy Faction / T2 variants of them at Lvl 3 (high damage faction) and 5 (high hitpoint faction)

The heavy defender missile would be somewhat similar be able to kill heavy and heavy assault missiles at lvl 1, cruise and torpedo's at lvl 3, and citadel cruise and torpedo's at lvl 5 Faction / T2 variants ofcourse harder to be destroyed.

The Phoenix is already in a bad shape, and now you want people to easily destroy there missiles?

With the proposed changes, the ability to fire defender missiles at a target will be considered electronic warfare. This means that Phoenix in siege mode, and the Leviathan will be immune to defender missiles.

Every other electronic warfare system has specialized hulls, what about the defender missile?

Defender missiles are still missiles. That means that they benefit from some of the bonuses of other ship hulls already (Flight time, Flight duration, damage) as long as these bonuses don't specificly say a type of missile. You already have a good selection specialized hulls this way. Since its a new module however, rate of fire bonuses in this draft aren't transfered.
Kesthely
Mestana
#2 - 2014-11-01 16:31:16 UTC  |  Edited by: Kesthely
FAQ

With a couple of these modules on me, my missile boat won't be able to do anything.

Its actually not that bad. Since your own missiles have a flight speed as well, the defender missiles need to reach them. Positioning will become more important for a missile boat if theres defender missiles on the field, but theoreticly an infinate number of defender missiles will still not prevent you to damage your opponent if your right on top of it, or if your missiles are faster then the defender missiles and you possition yourself in between your target, and the one fireing defender missiles.

Why try to fix Defender missiles if we already have firewalling.

Fire walling is a great defense against missiles in large scale battles. In small skirmish setups you often don't have the time, or the ship to setup a firewall. These modules will aid in the small skirmish pvp the most.

The combination of defender missiles and firewalling will make missiles obsolete

Defender missiles are still missiles. A firewall will destroy friendly defender missiles as well, reducing the effectiveness of the combination exponentially.

Missiles already cause a high server load. These missiles will dramaticly increase this load.

While i think in large scale battles, the load will indeed slightly increase, you have to remember that the defender missiles are designed to take out the missiles. This means that a lot of missiles are destroyed, wich should minimize the extra load.

Some ships like the corax will become extremely powerfull, acting as both a combat ship and a disruption ship

I don't think that most ships will become more powerfull. It is true that some of the bonuses will be transfered to these missiles, but overall the effectiveness will not be significantly better then if you would fit tracking disruptors. It would just provide roughly the same protection against a different variety of ships
Harvey James
The Sengoku Legacy
#3 - 2014-11-01 16:43:01 UTC
there are many options with defender missiles .. but they don't seem too care or listen too any suggestions that they have so far indicated anyway..

as a midslot
options
- anti drones
- anti bombs
- e-war warheads
- improve them as anti missile

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

Ix Method
Doomheim
#4 - 2014-11-01 17:45:43 UTC  |  Edited by: Ix Method
Harvey James wrote:
- anti drones
- anti bombs
- e-war warheads
- improve them as anti missile

Not sure it'd be a huge reach to be able to tell your FOFs to target the nearest of a specific group - drones, missiles, ships, whatever - balance them around that facility, remove now obsolete Defenders and call it quits.

They stop shooting randomly shooting LCOs, we all get the drone/missile defence we want and everything is sunshine and rainbows.

Travelling at the speed of love.

Phaade
Know-Nothings
Negative Feedback
#5 - 2014-11-01 19:09:18 UTC
I agree with the need for missile defense modules. However using missiles to counter missiles makes little sense while lasers exist. Point defense modules should use lasers as light hits damn near instantly, and tracking would be easy.

Hilariously, lasers have worse tracking than projectiles in eve. Go figure.
Kesthely
Mestana
#6 - 2014-11-02 23:45:04 UTC
Thing is that instant missile destroy abilities would be a lot worse for missile users. Missiles already have a drawback in there flight time and speed themselves, beeing able to instantly destroy them, would mean that slower moveing missiles would be destroyed a lot more often, and the difference between ships with flight speed bonuses would be the only surviving missile boat.

elitatwo
Zansha Expansion
#7 - 2014-11-03 01:43:52 UTC  |  Edited by: elitatwo
Kesthely wrote:
Thing is that instant missile destroy abilities would be a lot worse for missile users. Missiles already have a drawback in there flight time and speed themselves, beeing able to instantly destroy them, would mean that slower moveing missiles would be destroyed a lot more often, and the difference between ships with flight speed bonuses would be the only surviving missile boat.



Which you can guess right was spot on the best thing to do when missiles didn't have bad tracking. Now that they do, we have no real use for them since you can only hurt a ship with light missiles anyway.

So instead of fixing nullsec they could, you know, ditch missile tracking and we would have a merry christmas.

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Galphii
Caldari Provisions
Caldari State
#8 - 2014-11-03 02:56:31 UTC  |  Edited by: Galphii
Replace defender missiles with a midslot anti-missile point defence laser ewar system. Cycles automatically every 5 seconds and shoots a hostile incoming missile automatically if within 25km. Bigger missiles like torps and citadels would survive 1 or more shots. Badda-bing, done.

"Wow, that internet argument completely changed my fundamental belief system," said no one, ever.

Azazel The Misanthrope
Oblivion's Pendulum
Top Tier
#9 - 2014-11-03 04:18:09 UTC
I love the idea of replacing them as mid slot weapons, and I think that their should be micro sized auto-targeting auto cannons, and auto targeting lasers that fit into mid slots as well.
Azazel The Misanthrope
Oblivion's Pendulum
Top Tier
#10 - 2014-11-03 04:29:48 UTC
Kesthely wrote:
Thing is that instant missile destroy abilities would be a lot worse for missile users. Missiles already have a drawback in there flight time and speed themselves, being able to instantly destroy them, would mean that slower moveing missiles would be destroyed a lot more often, and the difference between ships with flight speed bonuses would be the only surviving missile boat.



I think if you gave the defender missiles an improved range over point defense guns of the laser or auto cannon type it would be more effective at balancing. The missiles can attempt to intercept opposing missiles from 20+ KMs away, while the other two variants can only do it from a comparably short range of 7-4 KMs and have shorter rate of fire, and less consistency of success respectively.
Kesthely
Mestana
#11 - 2014-11-03 13:54:38 UTC
even if you wanted to incorporate autocanon / laser / hybrid versions of it, i wonder Why? you'll be makeing 3 or 4 (if your counting the missile variant as well) ways to solve the same problem, wich means a lot more work programming, balancing, and training skilsl for. Defender missiles skills, especially with these modifications, only needs one module to be programmed and balanced, subsequent ship bonuses and skills should already balance them out.
Bagrat Skalski
Koinuun Kotei
#12 - 2014-11-03 14:01:08 UTC
Harvey James wrote:
there are many options with defender missiles .. but they don't seem too care or listen too any suggestions that they have so far indicated anyway..

as a midslot
options
- anti drones
- anti bombs
- e-war warheads
- improve them as anti missile


So anti everything it should stay high slot.
Reaver Glitterstim
The Scope
Gallente Federation
#13 - 2014-11-03 14:11:12 UTC  |  Edited by: Reaver Glitterstim
I think they should also require a launcher hardpoint. They'll be better used on ships with an extra launcher hardpoint or two. Missile ships may struggle more to mount these but they will potentially also be gaining bonuses to these.

Ships that have extra launcher hardpoints:
Armageddon
Abaddon
Scorpion
Rokh
Hyperion
Typhoon
Tempest
Vindicator
Prophecy
Cyclone
Hurricane
Gnosis

and plenty more...

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Kesthely
Mestana
#14 - 2014-11-03 15:21:46 UTC
Reaver Glitterstim wrote:
I think they should also require a launcher hardpoint. They'll be better used on ships with an extra launcher hardpoint or two. Missile ships may struggle more to mount these but they will potentially also be gaining bonuses to these.


Hmmm i haven't thought about that yet, although i suppose it could use up a launcher hardpoint even if it goes to mid slot. Could be extremely potent for eg a command ship like the damnation
Robert Caldera
Caldera Trading and Investment
#15 - 2014-11-03 17:19:23 UTC
remove them from the game than to desperately try to find any use for them.
Reaver Glitterstim
The Scope
Gallente Federation
#16 - 2014-11-03 18:50:03 UTC  |  Edited by: Reaver Glitterstim
Change Griffin to use defender missiles instead of ECM jammers. Give it 7 launcher hardpoints.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Kesthely
Mestana
#17 - 2014-11-04 12:33:03 UTC
Robert Caldera wrote:
remove them from the game than to desperately try to find any use for them.


I think the concept of defender missiles is salvageble, just not in its current form
Major Trant
Brutor Tribe
Minmatar Republic
#18 - 2014-11-04 13:10:42 UTC  |  Edited by: Major Trant
Galphii wrote:
Replace defender missiles with a midslot anti-missile point defence laser ewar system. Cycles automatically every 5 seconds and shoots a hostile incoming missile automatically if within 25km. Bigger missiles like torps and citadels would survive 1 or more shots. Badda-bing, done.

You're not getting it! Define 'hostile incoming missile' We already have the problem with drone assist not working when the assisted user targets someone neutral to you.

The OP pointed out the problem, read the OP! You cannot defend against missile fired at friendlies. You cannot select to take down the more dangerous missile fired from say a Cerberus rather than a Kestrel. Would the system correctly identify neutral missiles, fired at both you and your fleet mates, or what about friendly missiles fired in accident? Would you get flagged with a limited engagement, criminal or suspect timer when a random missile fired at a fleet mate was taken down by your system.
scorchlikeshiswhiskey
Totally Abstract
O X I D E
#19 - 2014-11-04 13:27:40 UTC
Phaade wrote:
I agree with the need for missile defense modules. However using missiles to counter missiles makes little sense while lasers exist. Point defense modules should use lasers as light hits damn near instantly, and tracking would be easy.

Hilariously, lasers have worse tracking than projectiles in eve. Go figure.

Don't forget, this is Eve where artillery is also a light-speed weapon along with railguns. Missiles and non-sentry drones are the only weapons that are still burdened by such mundane things as "travel time" or "velocity". As it stands, I believe that cruise missiles from a Raven are about as fast as it gets, topping out around 12.5km/s which causes all sorts of fun when you're trying to compete with artillery boats at 150km+. Why wait better than 10sec for damage when your VW sized artillery shell crosses the distance instantly.

As for OP, I'm not sure I love the idea but it's far from bad. +1 for proposing a decent solution other than "throw it away, more tiericide"
Kesthely
Mestana
#20 - 2014-11-04 21:17:08 UTC
Major Trant wrote:
Would the system correctly identify neutral missiles, fired at both you and your fleet mates, or what about friendly missiles fired in accident? Would you get flagged with a limited engagement, criminal or suspect timer when a random missile fired at a fleet mate was taken down by your system.


Haven't tried the current situation, but the new situation would be the same engagements as if activating a hostile module on someone.

Keep in mind that Curently the defender missile works as a pure defensive mechanism like a shield booster. With my proposed changes it works as electronic warfare, just like a tracking disruptor
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