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Missile assistance modules

Author
Ion Kirst
KIRSTONE ALLIANCE
#21 - 2015-01-29 21:40:55 UTC  |  Edited by: Ion Kirst
One thing that may help us thinking about turrets and launchers . . .

I haven't seen it mentioned (maybe because it's obvious).

When a turret fires, after the computers and modules compensate for distance, your speed and the target's speed, their path is a straight line.

When a launcher fires, the missile "chases" it's target.

Two different dynamics and physics involved for each.



But, yes, I would like to see new modules that helps missiles in any way.

We have implants and rigs that can effect the explosion radius of a missile, and some compensate for the target's speed, and some for the missile speed too. I know like in a turret module, there's a trade off.

For turrets, IE, there's the Tracking Computer for the mids, and there's the tracking enhancer for the lows. Both help in range and tracking for turrets. Lets say on a Ferox then, a tracking enhancer can be used, but then a mid slot is used up that could be used for shields, or ?. If the enhancer is used then in a low slot, then a damage module could be eliminated.

So, for launchers, what do we want? We want damage, we want range, we want missile velocity, we want explosive radius, and we want something that will help negate the target's velocity.

There could be specific modules that cover different things. Something in the mids, something in the lows.

Again, yes, I would like to see some missile modules.


-Kirst

Always remember Tovil-Toba, and what was done there.

Ion Kirst
KIRSTONE ALLIANCE
#22 - 2015-01-29 23:34:17 UTC  |  Edited by: Ion Kirst
Nakovi Kitsune wrote:
Forgot to mention implants. My point is that every gun system has implants and rigs as well, in addition to specific modules.

Long story short, I'm disappointed with the tengu and nighthawk's ability to apply damage to fast cruisers outside web range. Heavy missiles suffer badly from explosion velocity.

And yes, I'm aware that the answer i'll generally get here is "well just use another ship." I can, and have, but wondered about the lack of missile modules in the process.



The answer is not to get another ship!


Some ships do have special traits, the over all problem is with the heavy missile nerf itself.

Heavies presently get these ship bonuses:

Caracal gets a 10% velocity bonus.
Navy Caracal - 5% exp. rad.
Navy Osprey - 10% velocity
Navy Drake - 10% velocity, 5% exp. rad.
Cerberus get 10% flight time
Rook - 10% velocity
Nighthawk - 5% exp. rad.
Raven - 10% velocity
CNR - 10% velocity, 5% exp. rad. (cruise only)
Golem - 10% velocity, 5% exp. velocity (cruise only)

(-stats may not be 100%)

A lot of the turret ships also get ship bonuses, but they have turret modules.


It would be nice to have some new launcher modules, as I mentioned before. They could even have special scripts for certain circumstances.


-Kirst

Always remember Tovil-Toba, and what was done there.

Cephelange du'Krevviq
Aegis Reforged
Already Replaced.
#23 - 2015-01-29 23:46:43 UTC
Something else that I didn't see mentioned is that missiles have the benefit of applying the same amount of damage to their target whether at max flight range or close up. That's a trade-off between turrets and missiles.

"I am a leaf on the...ah, frak it!"

Lloyd Roses
Artificial Memories
#24 - 2015-01-30 12:03:52 UTC
Honestly, if you see a 5 low missile ship, that's 3 BCS, a nano/sensor backup and a DCU. If you see 5 lows on a gun ship, you feel skrewed.
Gregor Parud
Imperial Academy
#25 - 2015-01-30 13:27:48 UTC
OP forgets two things:

- if they would be introduced the missile base stats would have to be lowered to compensate. So as with other support modules like that you don't really get a massive increase in stats, but you get 2 nerfed stats of which you can get one back to slightly above old base level.

- they would also introduce an EWAR against missiles, similar to the tracking disruptor.



Be careful what you wish for.
Nakovi Kitsune
No Pressure.
#26 - 2015-01-30 17:02:52 UTC
Gregor Parud wrote:
OP forgets two things:

- if they would be introduced the missile base stats would have to be lowered to compensate. So as with other support modules like that you don't really get a massive increase in stats, but you get 2 nerfed stats of which you can get one back to slightly above old base level.

- they would also introduce an EWAR against missiles, similar to the tracking disruptor.



Be careful what you wish for.


I would welcome EWAR on missiles. Frankly, I think how missiles work in general is absurd in the first place, and would love an overhaul. I would like to see an Eve Dev sit down with the USAF and explain how, by their very nature, missiles can never miss Lol
Tsukino Stareine
Garoun Investment Bank
Gallente Federation
#27 - 2015-01-30 17:23:55 UTC
well they never miss because it's an explosion rather than a projectile or laser hitting the target.

That's why explosion radius and velocity are a factor, they might hit but only a small portion of the explosion is actually effective.
Arthur Aihaken
CODE.d
#28 - 2015-02-01 05:45:52 UTC
An across-the-board 25% bump to explosion velocity on all missiles would probably suffice.

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

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