These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

Short and sweet Missile revamp Thread

Author
Goose99
#41 - 2011-12-17 16:43:11 UTC
Balance = pvp, not pve. Winmatar wins both pvp and pve, but that's something else.Roll
Joe Risalo
State War Academy
Caldari State
#42 - 2011-12-17 18:14:52 UTC
Spork Witch wrote:
Again, we can talk about speeding missiles up, when they make Defenders work at all. As it stands, for all intents and purposes, they don't, and speeding missiles up will make them go from "nearly worthless" to "completely nonfunctional."

if missiles were good in PvP, I would use them. I don't, because their benefits are better suited to PvE, whereas turrets are better suited to PvP.

I guess you didn't read my comment where I quoted myself from another thread about defendor missiles. It's Easy, either make them turrets so they engage the missiles instantly, or make them flares so they bend the missiles away from their target. However, I don't see why you're complaining about defendor missiles anyway. You're talking like everyone and their brother uses defendors, but I have yet to see a player controlled ship use defendors. So your consideration for faster missiles breaking defendors is already null without even commenting.

Quote:
The fact that you can switch to whatever damage type you want is a disadvantage? Really? Last I checked, the ability to pick the ammo that works the best is a pretty big advantage over than firing hybrids or lasers at a target with 90% kin/therm or em/therm resistances, respectively. Sure, they're doing two types, but if someone knows they're fighting against gallente, they know to tank kin/therm. If I'm fighting against caldari, I can't do that (and I probably want an extra ECCM, since they have the best EWAR ships in the game).

No, actually being able to pick different damage types in pvp is mute. See, you have a turret that does two different damage types. I have a missile that does one damage type. Your turrets hit and it doesn't matter how much damage you're doing, just keep firing. Me on the other hand, I must fire a volley, then reload another ammo, fire, reload, fire, reload, and fire again. Then I must decide which ammo type is best to use. Wait? What did you say??? No one ever does that in pvp because it's idiotic? Oh, well I guess they just use the kinetic missiles since the only pvp viable missile boats have kinetic bonuses...Wait, wouldn't that mean that missiles really only have one damage type in pvp? Well, I guess you're correct, but if you think you can pull off 4 reloads in pvp in order to pick your damage type, You're gutsy.
Oh, and to get into a pvp fight knowing which race of ships you're going to be fighting(which is a ******** statement unless you're in an alliance tournament) isn't going to help you to know what damage type to use. Just because I'm Caldari and I'll be fighting minmatar ships, so i'm fitting explosive doesn't mean I'll fair well. You seem to forget there's a little something called tank that is entirely dependent on the pilot. So I'll fit exp so I can kill him, and coincidently, he has 95% exp resistance.
So see, there's no point is swapping damage types because the type of ship you're fighting isn't the only variable, there's bonuses from your ship, and tank on his ship. So in pvp, missiles are pretty much limited to one damage type per battle.

Quote:
That torp will do the same damage to that frigate whether it's approaching or orbiting. Absolute velocity of the target, compared to the missile's explosion velocity, is the only thing that matters here. We're not talking about tracking, where radial velocity affects damage, and angular velocity affects accuracy. In the case of a turret, while yes, I have a better chance to hit while it's approaching than while orbiting, I'm still stuck comparing the weapon's scan resolution to the target's signature radius, which further affects accuracy and damage. Again, a lot more goes into turrets than missiles. It's both an advantage and a disadvantage, on both sides
.

WRONG!!!!! This right here allows me to know that you are NOT a missile pilot and have less understanding and/or knowledge on missiles than myself.
I will 100% guarantee you that torps are more effective against approaching frigs and cruisers than they are against orbitting frigs and cruisers. I fly a t2 torp fitted golem in lvl 4 missions almost every day. I do it constantly. Oddly though, it's the opposite with bs's. It's better if they're orbitting you than approaching you.
The reason why torps are more effective against approaching cruisers and frigs is because the torp will explode slightly before it reaches the ship, but since the ship is flying towards you, it flys directly through the explosion causing it to take more damage than if it were orbitting your ship.

People still seem to be having difficulty with the simple concept that balance != just as good at everything. In spite of their disadvantages in PvP, the Drake is still one of the most-flown (and most lost) ships in the game, including in PvP. Why? Because it takes virtually no skill as a player to make use of it (thanks to the advantages of missiles), it's dirt cheap, and it has ridiculously low SP needs to make effective use of it. The fact of the matter is that missiles _are_ balanced, they're just not how you want them. Fortunately, CCP cares more about actual balance, than making everything homogenous and stripping out all aspects of finding counters and strategies. Just because you started your character Caldari doesn't mean you're limited to their stuff. Nothing is stopping you from adapting yourself to use the right tools for the job. Use all the tools at your disposal, get creative, or stop trying to turn every problem into a nail so you don't have to try something other than your hammer.[/quote]

Again, the drake is only effective due to its tank. the fact that it uses missiles has nothing to do with pvp. Prime example, take away it's tank and give it more damage. Guess what. The drake is not longer one of the most commonly used ships because the missiles aren't what make the drake effective.
Joe Risalo
State War Academy
Caldari State
#43 - 2011-12-17 18:20:17 UTC
Velicitia wrote:
Joe Risalo wrote:
...even heavy missiles need at least one target painter to get full potential against a large bs.



Funny, looks like heavies have a smaller explosion radius than the sig radius of a BS

Scourge Heavy Missile
Explosion Radius -- 125 m

Dominix
Signature Radius -- 420 m


Thus, they hit for 100% damage no matter what (well, except if the BS is outrunning the explosion velocity, which is only 80 m/sec ... but we're not looking at that, now are we?).


exp velocity is a major factor is missile damage, so yes, it is included. 80m/s exp radius against a ship that's going over 100 m/s is a factor that would reduce your dps. However, use a tp and make the target bigger, now there's more area for them to try to get out of the exposion, which mean, I do more dps.

Quote:
tankus2 wrote:

how is a sped-up missile 'non-functional'?


Spork Witch was referring to defenders being made completely worthless.


Again, to say that speeding up missiles would break defendor missiles would require us saying that defendor missiles are at least somewhat used in Eve. However, this is not the case. They're pretty much never used. Expecially in pvp, and expecially considering you're much less likely to have missiles hitting you in pvp, but also because defendor missiles are broken as are. Changing missiles to be faster won't make defendors obsolete, because mechanics themselves have already made defendor missiles obsolete.
Joe Risalo
State War Academy
Caldari State
#44 - 2011-12-17 18:31:01 UTC
Spork Witch wrote:
Bearilian wrote:
you just wrote three full paragraphs without giving one single effective argument. your afraid that defender missiles would become less usefull?? really? thats why you want to keep missiles at their current velocity? truth be told, you are scared. you are afraid that if missiles were increased in speed people would use them far more frequently than they had before.

every other sentence you wrote was just a justification on how you are used to the way things are currently, and you dont like change. I am sorry you dont like change, but this world is defined by it.

I am by no means trying to get missiles to compare with bullets as far as travel time. but at the current rate, I feel if they were to fly faster and for a shorter duration eves ballance and use of missiles would be more interesting.

I want to tell you to think about the propulsion systems available in eve, and how you can warp your ship at 3 AU/s as a comparison to how simple it should be to increase the speed of missiles by a little. but I dont know all of the reasons that they make warp at that speed possible and if it would work on something missile size. (thats just me pondering aimlessly though)

What if an advanced missile skill were introduced?
(+10% max velocity and -10% flight time of missiles per level.)

No, i want to not break balance in the name of "balancing" something that already is, especially when it will make things that _are_ broken, even worse. As to the propulsion systems available in EVE, I don't bloody care. You think ships fly faster than light, jump instantly between solar systems, and behave as if they're moving in a liquid, when they're in space? Of course they don't. So don't try to say "oh well it's the future and the propulsion..." blah blah blah. It has no bearing here. Lore comes after mechanics, to explain the mechanics that are in place for reasons of balance.

The existing mechanics are balanced, just not in a way you like. You don't like that the advantages and disadvantages provide an edge in PvE to missiles, and PvP to turrets. This is not mine or CCPs problem. This is not even a balance issue. It's a you don't want to use the right tool for the job issue. Stop trying to change the tire on your car with a jackhammer, go figure, the wrong tool isn't going to work so well.

tankus2 wrote:
thanks Velicitia for that clarifacation, though I still don't understand how increasing the defender's velocity would make it 'non-functional'. Not like anyone is using them.

Bear, I'd think it would be better to have that +50% max velocity/ -50% fight time already strapped onto the missile than having some skill that nullifies the missile bombardment skill.

You're still not understanding. If you speed up MISSILES, then DEFENDERS go from almost-worthless, to completely nonfunctional, thanks to the behavior and mechanics of defenders, and the fact that it would be virtually impossible to code them in such a way as to correct the issue.

And again, your proposed change is not only unnecessary, but would break balance throughout. Fortunately, this is CCP and not SOE or Actiblizzion, so we shouldn't have to worry about them breaking things because of some noobs that don't understand the game mechanics or balance.


Part of your problem is you seem to think that missiles being effective in pve means they should be less effective in pvp. this is not balance. Anything directly oriented towards pve does not require balance because it does not effect other players. There is one ship in Eve that is a prime example of this. The Noctis. While it does require skills to be highly effective with it, the noctis' ability to do it's job would be like having a ship with the tank of a rattlesnake, and the dps of a nightmare all in one fit. that's how powerful the noctis is at it's job, but can only be that way because it does not effect other players. Now, saying that missiles should be weaker in pvp because they are more effective in pve is ignorant. It is a weapon system, and a primary weapon system at that, so it should be balanced the same as any other primary weapon system in Eve which means it should be just as effective and viable in pvp as any other weapon system. Missiles have enough draw backs in pvp without including their slow velocity. Even if you increased velocity from 5km/s to 30km/s, they would still not hit instantly, thus turrets would still have a slight advantage in pvp, but not the overwelming advantage that they have now. In a game revolving around pvp, anything that effects another player should be balanced in a way that give each player a fair chance based off skill and knowledge. What you're attempting to stop is the fair shake missile pilots should be given that turret pilots have. Of course, your'e a turret pilot, so I'm willing to assume you just don't wanna see missile boats on the battlefield since you already have enough to deal with.
Joe Risalo
State War Academy
Caldari State
#45 - 2011-12-17 18:33:07 UTC
Gypsio III wrote:
Joe Risalo wrote:
even heavy missiles need at least one target painter to get full potential against a large bs.


I would advise that you learn about missile mechanics before proposing changes to them.


Read two comments up. yes, heavy missiles still need a tp against a moving bs. At least fury do.
FlinchingNinja Kishunuba
Crunchy Crunchy
#46 - 2011-12-17 20:34:38 UTC
Aren't missiles balanced against turrets because they don't require any maneuvering on the aggressors part to have high damage? (leaving out the range issue)

I just want area of effect on the explosion for all missiles and torps. (have them explode when ship leaves grid)

At least now you have the chance of a face off between fleets, missile guys come in let off a group of missiles turret guys need to lock and fire then spread apart to avoid group damage.

Didn't torps used to have AoE damage?

Gypsio III
State War Academy
Caldari State
#47 - 2011-12-17 22:52:56 UTC
Joe Risalo wrote:
Gypsio III wrote:
Joe Risalo wrote:
even heavy missiles need at least one target painter to get full potential against a large bs.


I would advise that you learn about missile mechanics before proposing changes to them.


Read two comments up. yes, heavy missiles still need a tp against a moving bs. At least fury do.


No, they do not.

I realise that you will ignore anything that does not meet your (mis)conceptions, but facts are facts.
Joe Risalo
State War Academy
Caldari State
#48 - 2011-12-17 23:05:59 UTC
FlinchingNinja Kishunuba wrote:
Aren't missiles balanced against turrets because they don't require any maneuvering on the aggressors part to have high damage? (leaving out the range issue)


Actually, while it may not require maneuvering on your part to sustain better dps, you still require maneuvering to negate some incoming dps from your target, so the point is generally mute.(no offense)


FlinchingNinja Kishunuba wrote:
I just want area of effect on the explosion for all missiles and torps. (have them explode when ship leaves grid)


I think the removal of AoE from missiles may fall partly in line with why aoe was removed from super weapons. Supers cause massive lag on the server(even if that isn't all the reasons why it was removed), but if you've seen the lag from an aoe super weapon, then just imagine the lag from several different missiles performing aoe all at once, plus, I think they might have had tendancy to destroy each other, which would have been yet another flaw of missiles.

FlinchingNinja Kishunuba wrote:
At least now you have the chance of a face off between fleets, missile guys come in let off a group of missiles turret guys need to lock and fire then spread apart to avoid group damage.

Didn't torps used to have AoE damage?



The way balancing should work is that any type of weapon has it's own aspects that effect its target, but have the same outcome against the target. Now, you can argue that missiles are having the same outcome as turrets, which is true, but the outcome takes more time to achieve the greater away the target gets. While missiles aren't limited to a minimal range, they are supposed to be just as effective against a target reguardless of range(other than max), however, like I said, they are less and less effective the further away the target gets. Even though turrets are limited to optimal range, anything within that optimal range is effected instantly with the same outcome. I'm not suggesting that missiles should be instant, because then they really would be OP, however, if they engage a target at 60km in 2 seconds as compaired to engaging a target at 60km in 12 seconds(example), they will not contain any more dps since dps is determined rate of fire, exp radius, and exp velocity. However, they will have a much faster time in order to engage the target, yet turrets would still engage faster, and still have a stronger alpha.

I feel that giving missiles this boost would not only make pvp more viable with missiles, but would also make pvp more abundant because missile pilots will be able to get into the fight and be more effective without as much risk, because they'll be able to use t1 missile boats besides the drake to effectively engage in pvp, and we all know that risk vs reward is a huge factor. Also, if would add more to pvp and fleets would have to adapt or die.

Adding missile effectiveness to pvp would make things more challenging and entertaining, while also bringing in more pilots that don't wish to cross train turrets. So I'd say it's a win win across the board.
Joe Risalo
State War Academy
Caldari State
#49 - 2011-12-17 23:12:00 UTC
Gypsio III wrote:
Joe Risalo wrote:
Gypsio III wrote:
Joe Risalo wrote:
even heavy missiles need at least one target painter to get full potential against a large bs.


I would advise that you learn about missile mechanics before proposing changes to them.


Read two comments up. yes, heavy missiles still need a tp against a moving bs. At least fury do.


No, they do not.

I realise that you will ignore anything that does not meet your (mis)conceptions, but facts are facts.


I've flown with a drake, a raven, a scorpion navy, a caracal, and currently a golem in pve. Without max support skills one target painter has assisted with dps against all target types with at least the heavy damage missiles, and in the case of cruise and torps, even with precision.

Now, as far as maxed out support skills, you may be correct, but for me with most of my support skills to lvl 4, except those effecting range which are at 5, then 1 target painter still helps my dps with heavies against a "PVE" Battleship. HOWEVER, the dps amount is only slightly, so I don't fit a tp because the added dps isn't worth the reduced functionality of tank, ship velocity, or whatever else I would want to use that mid slot for.

Again though, I'm not disagreeing with you in all aspects, because I don't have all the related support skills to 5, but I do know at my level in support skills it does help, even though only very slightly.
Emperor Salazar
Remote Soviet Industries
Insidious Empire
#50 - 2011-12-17 23:20:45 UTC
lol TP for furies against a BS? if that's true for your PvE, tough; game is balanced around Pvp

Otherwise, lol get better skills and actually put this theorycrafting to practice. Furies do need a TP against BS.
Joe Risalo
State War Academy
Caldari State
#51 - 2011-12-17 23:22:03 UTC
Emperor Salazar wrote:
lol TP for furies against a BS? if that's true for your PvE, tough; game is balanced around Pvp

Otherwise, lol get better skills and actually put this theorycrafting to practice. Furies do need a TP against BS.


DUH...
Gypsio III
State War Academy
Caldari State
#52 - 2011-12-17 23:26:32 UTC
Joe Risalo wrote:
I've flown with a drake, a raven, a scorpion navy, a caracal, and currently a golem in pve. Without max support skills one target painter has assisted with dps against all target types with at least the heavy damage missiles, and in the case of cruise and torps, even with precision.

Now, as far as maxed out support skills, you may be correct, but for me with most of my support skills to lvl 4, except those effecting range which are at 5, then 1 target painter still helps my dps with heavies against a "PVE" Battleship. HOWEVER, the dps amount is only slightly, so I don't fit a tp because the added dps isn't worth the reduced functionality of tank, ship velocity, or whatever else I would want to use that mid slot for.


PVE is not the subject of this thread. The fastest T1 BS with the smallest sig is the Typhoon, at 163 m/s and 320 m unfitted. Fury HMs will do full damage to a flat-out Typhoon with GMP and TNP at I-II ish. MWD actication will raise this slightly, but with any respectable level of skills you do not have any difficulty applying HM damage to PVP BS.

Joe Risalo
State War Academy
Caldari State
#53 - 2011-12-18 00:14:02 UTC
Gypsio III wrote:
Joe Risalo wrote:
I've flown with a drake, a raven, a scorpion navy, a caracal, and currently a golem in pve. Without max support skills one target painter has assisted with dps against all target types with at least the heavy damage missiles, and in the case of cruise and torps, even with precision.

Now, as far as maxed out support skills, you may be correct, but for me with most of my support skills to lvl 4, except those effecting range which are at 5, then 1 target painter still helps my dps with heavies against a "PVE" Battleship. HOWEVER, the dps amount is only slightly, so I don't fit a tp because the added dps isn't worth the reduced functionality of tank, ship velocity, or whatever else I would want to use that mid slot for.


PVE is not the subject of this thread. The fastest T1 BS with the smallest sig is the Typhoon, at 163 m/s and 320 m unfitted. Fury HMs will do full damage to a flat-out Typhoon with GMP and TNP at I-II ish. MWD actication will raise this slightly, but with any respectable level of skills you do not have any difficulty applying HM damage to PVP BS.



OK, so in pvp, agreed, heavies can do full dps against a bs.
Gypsio III
State War Academy
Caldari State
#54 - 2011-12-18 11:12:24 UTC
Good. Now, I've tried to follow this thread but the proposals being put forward are somewhat incoherent. At the start you just want faster missiles. Why? What do you think this will achieve?

For unguided missiles, it won't really change anything. Rockets, HAMs and torps do not suffer from significant speed problems. Rockets are basically fine; HAMs are rather unpopular these days because everyone prefers HMs, but HAMs still compare well against close-range counterparts such as blasters - 677 DPS HAM Drake is a very competitive close-range BC, the problem is that people don't want to go to close range, so they choose HMs instead. The other main HAM platform, the Sacrilege, suffers not because of HAMs but because of Deimos Syndrome. Torps are an odd one - they're a very powerful weapon but suffer from the host platform and the metagame. The main torp BS, the Raven, lacks surviviability (lowslot to medslot would be nice), small-scale BS combat is rare and large-scale BS combat is dominated by artillery and Scorch. Still, in the small-scale combat that does exist (e.g. WHs), torps are very effective against other BS and hardly bad against BCs.

For guided missiles, LMs have 7.5 s ToF max, that's not a big issue. Neither is it for HMs, as the popularity of HMs and Drakes indicates. It only is a real problem with Cruise - 30 s max. But the problem of Cruise is really one of role, not strictly one of flight time. Traditionally, in a small gang, a long-range missile boat such as a Cerb or HBT-rigged Drake can be used to apply DPS to range-tanking hostile ewar or logistics boats, to remove them from the field. But this role does not scale up to the BS size - the only BS-scale ewar/logi is the Scorpion, and you can hit that perfectly well with HMs, you don't need a Cruise boat.

Skimming your posts, and away from nonsense such as a Proteus beating two Tengus - it's more likely the other way round, in fact I think in an Alliance Tournament it was - you just seem to be using missiles in the wrong ways in the wrong environments because you don't understand PVP and your FC isn't interested in teaching you. Well, we were all newbies once, but not all of us were smart enough to recognise our ignorance and ask for help, instead of complaining. Someone was once told "Always with you it cannot be done!", but he later got the hang of missiles. P
Spork Witch
The Scope
Gallente Federation
#55 - 2011-12-18 11:51:44 UTC
Gypsio III wrote:
Good. Now, I've tried to follow this thread but the proposals being put forward are somewhat incoherent. At the start you just want faster missiles. Why? What do you think this will achieve?

For unguided missiles, it won't really change anything. Rockets, HAMs and torps do not suffer from significant speed problems. Rockets are basically fine; HAMs are rather unpopular these days because everyone prefers HMs, but HAMs still compare well against close-range counterparts such as blasters - 677 DPS HAM Drake is a very competitive close-range BC, the problem is that people don't want to go to close range, so they choose HMs instead. The other main HAM platform, the Sacrilege, suffers not because of HAMs but because of Deimos Syndrome. Torps are an odd one - they're a very powerful weapon but suffer from the host platform and the metagame. The main torp BS, the Raven, lacks surviviability (lowslot to medslot would be nice), small-scale BS combat is rare and large-scale BS combat is dominated by artillery and Scorch. Still, in the small-scale combat that does exist (e.g. WHs), torps are very effective against other BS and hardly bad against BCs.

For guided missiles, LMs have 7.5 s ToF max, that's not a big issue. Neither is it for HMs, as the popularity of HMs and Drakes indicates. It only is a real problem with Cruise - 30 s max. But the problem of Cruise is really one of role, not strictly one of flight time. Traditionally, in a small gang, a long-range missile boat such as a Cerb or HBT-rigged Drake can be used to apply DPS to range-tanking hostile ewar or logistics boats, to remove them from the field. But this role does not scale up to the BS size - the only BS-scale ewar/logi is the Scorpion, and you can hit that perfectly well with HMs, you don't need a Cruise boat.

Skimming your posts, and away from nonsense such as a Proteus beating two Tengus - it's more likely the other way round, in fact I think in an Alliance Tournament it was - you just seem to be using missiles in the wrong ways in the wrong environments because you don't understand PVP and your FC isn't interested in teaching you. Well, we were all newbies once, but not all of us were smart enough to recognise our ignorance and ask for help, instead of complaining. Someone was once told "Always with you it cannot be done!", but he later got the hang of missiles. P

I think those were proton torpedoes, not missiles :P
Joe Risalo
State War Academy
Caldari State
#56 - 2011-12-18 18:05:04 UTC
Gypsio III wrote:
Good. Now, I've tried to follow this thread but the proposals being put forward are somewhat incoherent. At the start you just want faster missiles. Why? What do you think this will achieve?

For unguided missiles, it won't really change anything. Rockets, HAMs and torps do not suffer from significant speed problems. Rockets are basically fine; HAMs are rather unpopular these days because everyone prefers HMs, but HAMs still compare well against close-range counterparts such as blasters - 677 DPS HAM Drake is a very competitive close-range BC, the problem is that people don't want to go to close range, so they choose HMs instead. The other main HAM platform, the Sacrilege, suffers not because of HAMs but because of Deimos Syndrome. Torps are an odd one - they're a very powerful weapon but suffer from the host platform and the metagame. The main torp BS, the Raven, lacks surviviability (lowslot to medslot would be nice), small-scale BS combat is rare and large-scale BS combat is dominated by artillery and Scorch. Still, in the small-scale combat that does exist (e.g. WHs), torps are very effective against other BS and hardly bad against BCs.

For guided missiles, LMs have 7.5 s ToF max, that's not a big issue. Neither is it for HMs, as the popularity of HMs and Drakes indicates. It only is a real problem with Cruise - 30 s max. But the problem of Cruise is really one of role, not strictly one of flight time. Traditionally, in a small gang, a long-range missile boat such as a Cerb or HBT-rigged Drake can be used to apply DPS to range-tanking hostile ewar or logistics boats, to remove them from the field. But this role does not scale up to the BS size - the only BS-scale ewar/logi is the Scorpion, and you can hit that perfectly well with HMs, you don't need a Cruise boat.

Skimming your posts, and away from nonsense such as a Proteus beating two Tengus - it's more likely the other way round, in fact I think in an Alliance Tournament it was - you just seem to be using missiles in the wrong ways in the wrong environments because you don't understand PVP and your FC isn't interested in teaching you. Well, we were all newbies once, but not all of us were smart enough to recognise our ignorance and ask for help, instead of complaining. Someone was once told "Always with you it cannot be done!", but he later got the hang of missiles. P


I have no idea who made the comment of proteus beating two tengus but it surely wasn't me.

Now, In a perfect world, sure missiles are just fine in pvp. I guess that perfect world would generally be the alliance tournament where a missile fleet can either attempt to turtle tank their opponent or ewar and kite. However, we all know that what happens in the alliance tournaments is a fluke and rarely turns out that way in server.

Now, I am not trying to give missiles a range boost at all. Missile ranges are perfectly fine for pretty much all missile types. However, i'm simply wanting to exchange higher velocity for flight time. (example) Instead of a missile having a 5km/s velocity and 10 second flight time, it would have a 25km/s and a 2 second flight.
NOTHING would be different on the target including dps. The only thing that would change is the amount of time it takes to initiate dps.
Emperor Salazar
Remote Soviet Industries
Insidious Empire
#57 - 2011-12-18 18:12:13 UTC
Joe Risalo wrote:
Emperor Salazar wrote:
lol TP for furies against a BS? if that's true for your PvE, tough; game is balanced around Pvp

Otherwise, lol get better skills and actually put this theorycrafting to practice. Furies do need a TP against BS.


DUH...



then what are you complaining about? are you really this confused?
Emperor Salazar
Remote Soviet Industries
Insidious Empire
#58 - 2011-12-18 18:13:25 UTC
Youre essentially trying to make missiles more like turrets, in that their alpha would matter a bit more (faster damage to target). However, the fact that they are different currently forces FCs to prepare differently and use different tactics. Diversity in combat is good. This is working as intended.
Goose99
#59 - 2011-12-18 18:22:40 UTC
Emperor Salazar wrote:
Youre essentially trying to make missiles more like turrets, in that their alpha would matter a bit more (faster damage to target). However, the fact that they are different currently forces FCs to prepare differently and use different tactics. Diversity in combat is good. This is working as intended.


The way to make missiles less fail is making them more like turrets? Interesting.Big smile

Diversity! Winmatar must win and Caldari/Gallante shall fail, it is thus "diverse." If everyone wins, it's not diverse. FOTM should be permanent and balancing shouldn't exist, because of "diversity."Cool
Joe Risalo
State War Academy
Caldari State
#60 - 2011-12-18 18:24:37 UTC
Emperor Salazar wrote:
Youre essentially trying to make missiles more like turrets, in that their alpha would matter a bit more (faster damage to target). However, the fact that they are different currently forces FCs to prepare differently and use different tactics. Diversity in combat is good. This is working as intended.


You're correct. It is forcing FCs to use different tactics. However, those tactics are either bring a solid missile fleet, or don't bring missile boats.
You are correct though that I am trying to make missiles a little more like turrets in that they'll have more effective alpha, but also that they'll fit better into mixed fleets.
I think we can both agree that missiles are effective in some slight situations, and that a solid missile fleet is also quite effect. However, we both also know that finding a corp/alliance that is pure missiles is quite unlikely, so finding a solid missile fleet is also quite difficult. So instead of keeping missiles behind the curve in mixed fleets, I would like to see them have a fast alpha (though still not instant) so that they'll better fit into both mixed pve and pvp fleets.

The way missiles are now, they're only effective when solo or when in a solid missile fleet.
So again, it's a matter of making them more effective in mixed fleets.