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Missile Guidance Enhancer?

Author
Nafensoriel
Brutor Tribe
Minmatar Republic
#81 - 2015-06-07 01:14:40 UTC  |  Edited by: Nafensoriel
I sit here wondering if the meta would be so drastically changed if these were introduced with no nerfs whatsoever.
A strong voice in the back of my head says no. We'd still be drones online but it MIGHT just make missiles more viable in pvp... Especially if they added a health script sufficient enough to break firewalls.

/edit
By balance I refer to larger weapons. Lights are still rather healthy.
Nasar Vyron
S0utherN Comfort
#82 - 2015-06-07 01:48:07 UTC
Nafensoriel wrote:
I sit here wondering if the meta would be so drastically changed if these were introduced with no nerfs whatsoever.
A strong voice in the back of my head says no. We'd still be drones online but it MIGHT just make missiles more viable in pvp... Especially if they added a health script sufficient enough to break firewalls.

/edit
By balance I refer to larger weapons. Lights are still rather healthy.


Firewalls just simply need to go. Offensive systems should never have been allowed to work in a defensive manner.
Defender missiles also need to be reworked to effectively mimic flares to reduce incoming damage from missiles by altering incoming missile explosion velocity/radius for a duration after each cycle against you.
Lugh Crow-Slave
#83 - 2015-06-07 01:55:38 UTC
Nasar Vyron wrote:


Firewalls just simply need to go. Offensive systems should never have been allowed to work in a defensive manner.
Defender missiles also need to be reworked to effectively mimic flares to reduce incoming damage from missiles by altering incoming missile explosion velocity/radius for a duration after each cycle against you.


fire walls are fine missiles just need to be more resistant to them so that you need more than 8 or so that a missile has 99 resists in all but one type (so opposite of bombs)
Nasar Vyron
S0utherN Comfort
#84 - 2015-06-07 04:33:22 UTC
Lugh Crow-Slave wrote:
fire walls are fine missiles just need to be more resistant to them so that you need more than 8 or so that a missile has 99 resists in all but one type (so opposite of bombs)


That's pretty easily bypassed by having your command ships or specific doctrine ship fly between you and the hostiles equip with different smartbomb types. Not exactly hard to do since most command ships already do such a thing to handle l/m/h drones on fleet or annoying ecm bursting ceptors...

You can give them larger buffers requiring larger numbers of smartbombs to kill them, but that creates an issue of fleets taking more damage from friendly fire than the missiles themselves. So it begs the question, why should the ability of one offensive weapon be allowed to completely counter another even remain?


I'd rather smartbombs be relegated to their original design as (anti)close combat weapon systems and defender missiles given a reliable use/purpose in defending against incoming waves of missiles. Not asking for a buff to missiles here, just defense against them given to the module specifically designed to do so.
Lugh Crow-Slave
#85 - 2015-06-07 09:17:04 UTC
Nasar Vyron wrote:



I'd rather smartbombs be relegated to their original design as (anti)close combat weapon systems and defender missiles given a reliable use/purpose in defending against incoming waves of missiles. Not asking for a buff to missiles here, just defense against them given to the module specifically designed to do so.


pretty sure smart bombs original design was to be anti drone witch is a weapon system
Arla Sarain
#86 - 2015-06-07 10:03:07 UTC
stoicfaux wrote:
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...

It will only end up being a 43% boost if the ratio ends up being the smallest of the 3 terms. The function looks for the minimum.
Arya Regnar
Darwins Right Hand
#87 - 2015-06-07 17:50:12 UTC
Haatakan Reppola wrote:

Yout talkin deadspace fit slaved armor freighters can get same EHP and cargo? What about the natural shield tankers that have most of their EHP in shield or structure? A Charon need 3 Cargo Extenders to reach the same cargo space it had before (3 extenders = 200k more cargo, 2 extenders = 40k less)


You have the ability to select what they do and freighters are way safer than they were before because of it.

EvE-Mail me if you need anything.

stoicfaux
#88 - 2015-06-07 18:18:41 UTC
Fyi, posted a thread for a googledocs spreadsheet with speculative values for the MGC/MGE and their effect on applied missile damage:
https://forums.eveonline.com/default.aspx?g=posts&t=428613&find=unread

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

Haatakan Reppola
Science and Trade Institute
Caldari State
#89 - 2015-06-07 20:50:48 UTC
Arya Regnar wrote:
Haatakan Reppola wrote:

Yout talkin deadspace fit slaved armor freighters can get same EHP and cargo? What about the natural shield tankers that have most of their EHP in shield or structure? A Charon need 3 Cargo Extenders to reach the same cargo space it had before (3 extenders = 200k more cargo, 2 extenders = 40k less)


You have the ability to select what they do and freighters are way safer than they were before because of it.


I agree it was a boost to armor freighters and jump freighters. The Caldari line got screwed by those changes, Charon with Bulkheads get less than 50% of the cargo space it used to have, with meta 13 (best deadspace) armor tank it have around same tank as a Providence that use no modules.

Have not undocked with my Charon since the changes, there is very little reason to ever use a freighter and even less reason to use a Caldari freighter. Before the changes all the freighters had something going for them, cargo/speed/align/ehp that changed for the worse and i suspect the "choice" we get from missile application modules would do the same
Arthur Aihaken
CODE.d
#90 - 2015-06-08 02:26:51 UTC  |  Edited by: Arthur Aihaken
Officer Missile Guidance modules for the win!
I for one welcome our new Missile Overlords. Oh wait, that's me! Twisted

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

Arthur Aihaken
CODE.d
#91 - 2015-06-08 02:33:20 UTC
Instead of guidance and missile range, I'd rather see guidance and missile reload time. Hydraulic and rocket fuel rigs are already more than sufficient to fill this role (the former being stacking penalized). Now a 25-40% scripted reload time with a mid-slot module? Yeah, I'm all over that.

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

unidenify
Deaf Armada
#92 - 2015-06-08 03:31:53 UTC
Arthur Aihaken wrote:
Instead of guidance and missile range, I'd rather see guidance and missile reload time. Hydraulic and rocket fuel rigs are already more than sufficient to fill this role (the former being stacking penalized). Now a 25-40% scripted reload time with a mid-slot module? Yeah, I'm all over that.


that would make Rapid Launcher too powerful, only way to avoid it is nerf Rapid launcher really hard that it is mandatory to have 1 scripted mid slot to return to old stats
scorchlikeshiswhiskey
Totally Abstract
O X I D E
#93 - 2015-06-08 03:53:20 UTC  |  Edited by: scorchlikeshiswhiskey
Unless there's a general buff to missiles, the nerf that will accompany these mods will only further the CCP goal of reducing Caldari ships to the craphole. Requiring a mid-slot to achieve the current level of meh will wreck most workable fits. Hopefully there's more going on behind the scenes....

Edit: To be clear, I mean that currently a good missile fit tends to use at least 1 rig slot for application as well as a mid, in the form of a TP or web, in addition to Ballistics. If missiles are nerfed such that the placeholder mods will be requried to achieve the current level of performance, that will sap another mid slot from a shield tanked ship. This would be similar to making TC's a mid slot, at least as it impacts armor ships.
Arthur Aihaken
CODE.d
#94 - 2015-06-08 06:06:53 UTC  |  Edited by: Arthur Aihaken
unidenify wrote:
that would make Rapid Launcher too powerful, only way to avoid it is nerf Rapid launcher really hard that it is mandatory to have 1 scripted mid slot to return to old stats

That would totally break my heart...

scorchlikeshiswhiskey wrote:
Unless there's a general buff to missiles, the nerf that will accompany these mods will only further the CCP goal of reducing Caldari ships to the craphole. Requiring a mid-slot to achieve the current level of meh will wreck most workable fits. Hopefully there's more going on behind the scenes....

And here I was under the impression heavy missiles were getting a buff... Well, it's not like Caldari ships really have a lot of low slots to play with (or mids for that matter)... Guess we'll have to wait on the details.

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

Jeremiah Saken
The Fall of Leviathan
#95 - 2015-06-08 06:27:29 UTC
Obvious nerf incoming. As always when they introducing "new fitting oportunities". We will have to sacrifice one stat to buff another, to reach prenerf value. Caldari hulls have no enough lowslots (if those modules will be lows). Midslots? TPs and "new modules" = weaker tank. Cluster**** for all missiles caldari.

"I am tormented with an everlasting itch for things remote. I love to sail forbidden seas..." - Herman Melville

Stitch Kaneland
The Tuskers
The Tuskers Co.
#96 - 2015-06-08 14:33:02 UTC
Simple way to balance RHML and buffing HML. If Heavy missiles get a dmg/application buff, just drop a few missiles from clip of RHML. Overall clip damage remains the same and application is alittle better (which it should be tbh).

I will be very sad if CCP screws up the few missile ships i use by nerfing base stats to the point of NEEDING a missile TE/TC. I already fly a dual webbed, rigor fitted, crash boosted, TP wielding typhoon just to make heavies apply decently. If i gotta slap on a MTE/MTC too.. then im going to be running out of tank/dps real fast.
Jeremiah Saken
The Fall of Leviathan
#97 - 2015-06-08 20:55:56 UTC
MGEs are in trackng enhancers so low slots.
MGCs are in tracking computers so mid slots.
Low slots means lower dps for caldari. Both modules gaves range and application so for kitters fitting. Meh. Suddenly, I vote for 1 per year skill remap, I don't want to be missiles user anymore...I hope it's a joke just like new icons.

"I am tormented with an everlasting itch for things remote. I love to sail forbidden seas..." - Herman Melville

Zan Shiro
Doomheim
#98 - 2015-06-09 02:26:04 UTC
Jeremiah Saken wrote:
MGEs are in trackng enhancers so low slots.
MGCs are in tracking computers so mid slots.
Low slots means lower dps for caldari. Both modules gaves range and application so for kitters fitting. Meh. Suddenly, I vote for 1 per year skill remap, I don't want to be missiles user anymore...I hope it's a joke just like new icons.



We would have to see them in action imo. Lost dps can be made up for by decent application. High paper damage that hits less not always a good thing. Why for example we can have really good arguments over missile rigs current day eve. The ROF or damage boost ones could be nice. But....some flare and rigor could be just as good.

But that's me...I have always been more into application. To the point I have on turrets downsized the guns (as this tends to give tracking boosts). Or if its damage mod or te.....I liked te. Way I see it's like fighting/martial arts. you can have power out the ass in your strikes....they have to hit to actually do you any good.
Hopelesshobo
Hoboland
#99 - 2015-06-09 02:45:55 UTC
Lugh Crow-Slave wrote:
Nasar Vyron wrote:


Firewalls just simply need to go. Offensive systems should never have been allowed to work in a defensive manner.
Defender missiles also need to be reworked to effectively mimic flares to reduce incoming damage from missiles by altering incoming missile explosion velocity/radius for a duration after each cycle against you.


fire walls are fine missiles just need to be more resistant to them so that you need more than 8 or so that a missile has 99 resists in all but one type (so opposite of bombs)


The only issue I have with this design is that most ships have 1 damage type to their hulls, which most of them are kinetic. Which means just by having the threat of kinetic smartbombs, you force a fleet to nerf itself by 25% just so it can apply some form of damage. Meanwhile the firewallers can still stack up kinetic resistances so they don't kill each other. Now if the ships that had only bonuses to kinetic missiles also received a bonus to another damage type, that would be fairer as it still restricts the missile boat to certain damage profile for maximum efficiency while making the firewall fit 2 damage profile smartbombs. This would also effectively double the required size of a firewall to remain effective.

Lowering the average to make you look better since 2012.

Jeremiah Saken
The Fall of Leviathan
#100 - 2015-06-09 06:15:13 UTC
Zan Shiro wrote:
We would have to see them in action imo. Lost dps can be made up for by decent application.

Sure. Missiles are all about application, but buffing it and reducing the dps we will get same value with less tank. So without those mods overall dps will be worse (not to mention tank). I don't see we get torps golem with above and not overall dps reduction. This is how Fozz made changes. Like with freighters. I can see hull that will benefit, like said golem or jack, but overall lots of ships will be worse. Missiles already have, or should have worse dps beacuse of selected damage. Funny sentence when looking on caldari kinetic lock.

"I am tormented with an everlasting itch for things remote. I love to sail forbidden seas..." - Herman Melville