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Missile Guidance Enhancer?

Author
stoicfaux
#61 - 2015-06-05 20:41:40 UTC
unidenify wrote:
stoicfaux wrote:
Also, for the sake of completeness, there are Missile Precision Scripts and Missile Range Scripts on sisi. No stats.



Missile Precision make me think as if it will affect explosive radius

if so, question would be that, what is ideal combo between Target Painting and said Modules when use on Golem.

2x TP 2x MGE?

Depends on the MGC/MGE bonus, and whether the Golem's TP bonus will be extended to include the MGC/MGE.


Pon Farr Memorial: once every 7 years, all the carebears in high-sec must PvP or they will be temp-banned.

unidenify
Deaf Armada
#62 - 2015-06-05 20:52:10 UTC
stoicfaux wrote:
unidenify wrote:
stoicfaux wrote:
Also, for the sake of completeness, there are Missile Precision Scripts and Missile Range Scripts on sisi. No stats.



Missile Precision make me think as if it will affect explosive radius

if so, question would be that, what is ideal combo between Target Painting and said Modules when use on Golem.

2x TP 2x MGE?

Depends on the MGC/MGE bonus, and whether the Golem's TP bonus will be extended to include the MGC/MGE.




Not see what you mean?

TP affect target's signature radius, and MGC affect missile explosive radius (that is IF). Not see where it would have conflict as both affect 2 seperate variable in formula.
Takeshi Kumamato
Blaze Orange Expeditions
#63 - 2015-06-05 21:06:19 UTC
The addition of missile TC/TE will probably mean all current ships relying on rigs for damage application will decrease in effectiveness. Why? To make up for the lack of TC/TE for missiles, CCP has made rigs that affect explosion velocity and explosion radius non-stacking penalized. In order for CCP to introduce midslot/lowslot modules, they will need to change the two stats to be stacking penalized or else certain missile ships will be hilariously overpowered.

Currently, two t2 rigors give a 36% reduction in explosion radius. If they were to be stacking penalized, then they would give a 34% reduction instead.
afkalt
Republic Military School
Minmatar Republic
#64 - 2015-06-05 22:05:56 UTC
unidenify wrote:
stoicfaux wrote:
unidenify wrote:
stoicfaux wrote:
Also, for the sake of completeness, there are Missile Precision Scripts and Missile Range Scripts on sisi. No stats.



Missile Precision make me think as if it will affect explosive radius

if so, question would be that, what is ideal combo between Target Painting and said Modules when use on Golem.

2x TP 2x MGE?

Depends on the MGC/MGE bonus, and whether the Golem's TP bonus will be extended to include the MGC/MGE.




Not see what you mean?

TP affect target's signature radius, and MGC affect missile explosive radius (that is IF). Not see where it would have conflict as both affect 2 seperate variable in formula.


Reducing explosion radius is functionally the same as increasing target sig.


By rights, any reduction to Explo radius should be significantly and I mean SIGNIFICANTLY better than TP because the former only benefits one ship, the latter - everyone.
stoicfaux
#65 - 2015-06-05 22:27:20 UTC  |  Edited by: stoicfaux
unidenify wrote:
Not see what you mean?

TP affect target's signature radius, and MGC affect missile explosive radius (that is IF). Not see where it would have conflict as both affect 2 seperate variable in formula.

A T2/PWNAGE TP with Skills V provides a 37.5% bonus. If a sig scripted MCG provides less than that, then you'll use TPs over MCGs until the stacking penalty makes an MCG better.

For example: if a TP provides a 37.5% bonus to target sig and a scripted MCG provides a 30% bonus to missile sig then here is the actual stacking penalized bonus value for each module type:
                    TP       MGC
1    100.00%    37.50%    30.00%
2     86.91%    32.59%    26.07%
3     57.06%    21.40%    17.12%
4     28.30%    10.61%     8.49%
5     10.60%     3.97%     3.18%
6      3.00%     1.12%     0.90%
7      0.64%     0.24%     0.19%
8      0.10%     0.04%     0.03%
9      0.01%     0.00%     0.00%
10      0.00%     0.00%     0.00%

So you would use TP (37.5%), TP (32.59%), MGC (30%), MGC (26.07%), TP (21.4%), MGC (17.12%), TP (10.61%), MGC (8.49%) to maximize your missiles against a target.

The only real variables are whether you are fighting in the TP's falloff and whether you'll need to take advantage of the MGC's range buff.

However, (to actually answer your question) the Golem gets a TP bonus which makes the MGC much less appealing (hence why I would be curious if the Golem also received a buff to MGC,) giving us:
                    TP       MGC
1    100.00%    56.25%    30.00%
2     86.91%    48.89%    26.07%
3     57.06%    32.10%    17.12%
4     28.30%    15.92%     8.49%
5     10.60%     5.96%     3.18%
6      3.00%     1.69%     0.90%
7      0.64%     0.36%     0.19%
8      0.10%     0.06%     0.03%
9      0.01%     0.01%     0.00%
10      0.00%     0.00%     0.00%

So you would use TP (56.25%), TP (48.89%), TP (32.1%), MGC (30%), MGC (26.07%), MGC (17.12%), TP(15.92%), MCG (8.49%).

If you're the kind of person who currently runs a mission Golem with 4+ TPs (and I do,) then the MGC is very useful by allowing us to swap a 15.92% stacking penalized TP with a 30% MGC (and "very useful" == a tad imbalanced.) If you're intimidated by level 4 NPCs and run with 3 TPs or less, then the MGC isn't useful to you. (And it might actually be harmful if Rigor rigors become stacking penalized.)

Pon Farr Memorial: once every 7 years, all the carebears in high-sec must PvP or they will be temp-banned.

Lugh Crow-Slave
#66 - 2015-06-05 22:56:31 UTC
stoicfaux wrote:
. (And it might actually be harmful if Rigor rigors become stacking penalized.)


or you know....


if missiles get their default expl rad/vel neffed
unidenify
Deaf Armada
#67 - 2015-06-05 22:57:37 UTC  |  Edited by: unidenify
2 situations I can see where MGC have advantage over TP for golem. Boost Torpedo range, or operate in 120+km range with cruise

2 scripted MGC would push Rage Torp into 70km, assume that Golem also have 2 flight time rig (also if CCP decide to left flight time rig alone with no stack penalty)

Then, for cruise fit Golem can easily reach beyond 200km with fury, 250+ with faction. It is at this point where you said, TP perform poor due to operate in fall off.

however, question is whatever Golem get bonus to MGE/MGC. I somehow doubt it.
Arla Sarain
#68 - 2015-06-06 00:03:20 UTC
Celthric Kanerian wrote:
I hope they'll be midslot equipment inorder to make shield tankers sacrifice dps for tank, as we armor tankers got to.

I too would like tackle and propmods to go into low slots.
Caldari 5
D.I.L.L.I.G.A.F. S.A.S
Affirmative.
#69 - 2015-06-06 00:15:20 UTC
stoicfaux wrote:
Guys, there are missile modules in both the TE and TC sections, so there will be a mid-slot item:
TC - Missile Guidance Computer (Compact, T1, and T2.)
TE - Missile Guidance Enhancer (Compact, T1, and T2.)

Also here's the description for the Missile TC:
"By predicting the trajectory of targets, it helps to boost the precision and range of missiles. This module can be loaded with scripts to increase its effectiveness in certain areas.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."

and for the Missile TE:
"Enhances the range and improves the precision of missiles.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized"


Again, none of them have stats yet.



edit: Picture

Nice, the MGCs weren't up yet on SiSi when I created the thread(it was one of the things that I went looking for when we found the other)
Arla Sarain
#70 - 2015-06-06 00:17:27 UTC
Sooo...

140km LML Coraxs?
stoicfaux
#71 - 2015-06-06 01:09:13 UTC
Okay, if we assume a 30% scripted MGC, then a 4TP Golem would go from 356% effective TP to 399% effective TP, which would make it a little easier to pop NPC cruisers with Fury ammo.

More interesting, any non-Golem missile hull that can fit 5 TP/MGCs (362.74% in first column, row 5) would match the effectiveness of the current 4 TP Golem (356.21% in the last column, row 4.) (e.g. Typhoon, Navy Typhoon, Raven, Navy Raven, etc. disregarding any hull bonuses.)


Cumulative Effect                 Golem Cumulative Effect   
TP=37.5%  MGC=30%                 TP=56.25%  MGC=30%
TP+MGC      Just TP    Just MGC   TP+MGC     Just TP
1 137.50%    137.50%    130.00%    156.25%    156.25%
2 182.31%    182.31%    163.90%    232.64%    232.64%
3 237.01%    221.32%    191.95%    307.30%    307.30%
4 298.80%    244.81%    208.24%    399.49%    356.21%
5 362.74%    254.54%    214.87%    503.66%    377.45%
6 424.83%    257.40%    216.80%    589.87%    383.82%
7 469.91%    258.02%    217.22%    683.76%    385.20%
8 509.80%    258.12%    217.28%    741.80%    385.43%

TP+MGC is if you mix the optimal number of TPs and MGCs to minimize stacking penalties.

/spreadsheets, why'd it have to be spreadsheets...?

Pon Farr Memorial: once every 7 years, all the carebears in high-sec must PvP or they will be temp-banned.

Iroquoiss Pliskin
9B30FF Labs
#72 - 2015-06-06 11:41:29 UTC
This will be good.

CCP shall no doubt promptly delete the Rapid L/H Missile launchers any minute now. Smile

Any minute now.
Lugh Crow-Slave
#73 - 2015-06-06 11:59:50 UTC
Iroquoiss Pliskin wrote:
This will be good.

CCP shall no doubt promptly delete the Rapid L/H Missile launchers any minute now. Smile

Any minute now.


q.q it's all missiles have
Arla Sarain
#74 - 2015-06-06 13:12:26 UTC  |  Edited by: Arla Sarain
I'll jump on the paranoia train.

Rocket and Missile ships will become obsolete unless they are Jackdaws.

With the upcoming Missile TEs/TCs, missiles of all kinds will get application nerfs the same way ACs did. You will need 1-2 of the new modules to bring them back to the previous levels. And in the same manner as TCs, none of the small ships will have any goddamn space to fit them, unless they arbitrarily have 6 mid slots.

For the time being drones will remain being the better missiles. If CCP doesn't nerf missiles, ABs will be even more s***; as if the 44% damage reduction gained from running on ABs against missiles actually mattered.

These modules aren't needed TBH. It seems like they are added solely because someone at CCP caved into the crowd that mindlessly wanted Missile TE/TCs cos turrets have them. Roll It's like they were begging to have mids/low removed or wasted on compulsory modules.

Inb4 "you have choice". Like, lose because you have a gimp fit or lose because you apply 30% of your paper DPS.
afkalt
Republic Military School
Minmatar Republic
#75 - 2015-06-06 14:38:15 UTC  |  Edited by: afkalt
And the paper dps is already weaksauce.

My money is on major range nerfs, than application to the long
range systems and vice versa for short.

Of course this doesn't change the fact there's few ships with slots to use these.
Lugh Crow-Slave
#76 - 2015-06-06 14:44:06 UTC
Well all we can do now is voice our concerns and wait until the People at CCP are able to tell us more about them.



who knows maybe they have a great idea.... maybe

just hope this will be one of the times they listen this has become at least a little more common now Ugh
Alexis Nightwish
#77 - 2015-06-06 14:51:58 UTC
unidenify wrote:
Lugh Crow-Slave wrote:
unidenify wrote:
stoicfaux wrote:
Guys, there are missile modules in both the TE and TC sections, so there will be a mid-slot item:
TC - Missile Guidance Computer (Compact, T1, and T2.)
TE - Missile Guidance Enhancer (Compact, T1, and T2.)

Also here's the description for the Missile TC:
"By predicting the trajectory of targets, it helps to boost the precision and range of missiles. This module can be loaded with scripts to increase its effectiveness in certain areas.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."

and for the Missile TE:
"Enhances the range and improves the precision of missiles.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized"


Again, none of them have stats yet.





I guess we can expect nerf on missiles then


at this point we just have to hope its not to bad :/

best scenarios is heavy and torpedoes left alone while other 4 class get nerf. However, given that rhml exist, I will bet they nerf heavy further

Well Fozzie's MO is such: Hear a bunch of people complaining that a ship is OP because of valid reasons. Nerf the weapon system said ship uses so that said ship is the only one that can really make use of it, and all other ships suffer for it.

References: Drake and medium missiles*, Tengu and medium rails, Ishtar and Sentries, and now Orthrus/Garmur (and to a lesser extent Caracal) and LMLs/RLMLs.

*Not sure if Fozzie did this one actually, and this nerf was so hard that even the Drake no longer uses them effectively.

CCP approaches problems in one of two ways: nudge or cludge

EVE Online's "I win!" Button

Fixing bombs, not the bombers

Lugh Crow-Slave
#78 - 2015-06-06 15:04:34 UTC
Alexis Nightwish wrote:

Well Fozzie's MO is such: Hear a bunch of people complaining that a ship is OP because of valid reasons. Nerf the weapon system said ship uses so that said ship is the only one that can really make use of it, and all other ships suffer for it.

References: Drake and medium missiles*, Tengu and medium rails, Ishtar and Sentries, and now Orthrus/Garmur (and to a lesser extent Caracal) and LMLs/RLMLs.

*Not sure if Fozzie did this one actually, and this nerf was so hard that even the Drake no longer uses them effectively.



the tengu was not the only reason med rails were the problem as they were broken on almost any ship that used them moa/eagle/tengu/prot


this nerf is more likely coming from the amount of people that were wining that "turrets get application mods so missiles need them to"

rather than just because of light missiles being op, and it is the missiles because again just like med rails they tend to be a bit on the powerful side no matter what missile ship you fit them to
Stitch Kaneland
The Tuskers
The Tuskers Co.
#79 - 2015-06-06 16:24:24 UTC
Lugh Crow-Slave wrote:
Alexis Nightwish wrote:

Well Fozzie's MO is such: Hear a bunch of people complaining that a ship is OP because of valid reasons. Nerf the weapon system said ship uses so that said ship is the only one that can really make use of it, and all other ships suffer for it.

References: Drake and medium missiles*, Tengu and medium rails, Ishtar and Sentries, and now Orthrus/Garmur (and to a lesser extent Caracal) and LMLs/RLMLs.

*Not sure if Fozzie did this one actually, and this nerf was so hard that even the Drake no longer uses them effectively.



the tengu was not the only reason med rails were the problem as they were broken on almost any ship that used them moa/eagle/tengu/prot


this nerf is more likely coming from the amount of people that were wining that "turrets get application mods so missiles need them to"

rather than just because of light missiles being op, and it is the missiles because again just like med rails they tend to be a bit on the powerful side no matter what missile ship you fit them to


yea medium rails were pretty powerful. Putting them on a stabber netted you more dps than bonused artillery. Course artillery is not really dps related, but was still amusing, and easier to fit. Plus i heard 250's had close to blaster dps, but way more range.
stoicfaux
#80 - 2015-06-07 01:04:57 UTC
Whoops, the missile formulas have the missile explosion radius in the bottom, which means that a 30% MGC, would be the equivalent of a 43% target painter., i.e. 1 / (1 - .3) = 1.43. Meaning, a 30% reduction when looking at the (S/ E) part of the formula is : S / ((1-.3)E) = S / .7E = 1/.7 * S/E = 1.43 * S/E

By comparision, a PWNAGE TP provides 37.25% bonus (1.3725).

A 25% MGC would be a 33% TP, and a 20% MGC would be a 25% TP.

Hrm...

Pon Farr Memorial: once every 7 years, all the carebears in high-sec must PvP or they will be temp-banned.