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[AEGIS] Missile Hitpoints

First post First post
Author
ugly inside
Imperial Academy
Amarr Empire
#81 - 2015-06-24 13:08:50 UTC
how to kill missiles and other pesky little things.. these things are proven successful:

CWIS

CWIS fails
afkalt
Republic Military School
Minmatar Republic
#82 - 2015-06-24 17:08:43 UTC
Why do dedicated missile ships not get a bonus to these values?
islador
Antigen.
#83 - 2015-06-24 17:21:30 UTC
Generic Marketting Character wrote:
stoicfaux wrote:
Has anyone tried an Orthrus or Barghest with its 19-20km/s heavy/cruise missiles against a firewall?



It's entirely possible for missiles of this speed to go from out of smart bomb range -> on the target, in less than 1 server tick, rendering them immune to fire wall.


Yup, though an Initiative style firewall may still be able to damage such a missile depending on target selection. So there is still a scenario where firewall can effect those missiles, albeit minimally. I think at velocities like that we make firewalling less worthwhile than is needed for it to be a useful tactic. I'd hate to see firewalling fall out of favor because it is an interesting adaptation with lots of play and counter-play.
Generic Marketting Character
Doomheim
#84 - 2015-06-25 10:48:38 UTC
islador wrote:
Generic Marketting Character wrote:
stoicfaux wrote:
Has anyone tried an Orthrus or Barghest with its 19-20km/s heavy/cruise missiles against a firewall?



It's entirely possible for missiles of this speed to go from out of smart bomb range -> on the target, in less than 1 server tick, rendering them immune to fire wall.


Yup, though an Initiative style firewall may still be able to damage such a missile depending on target selection. So there is still a scenario where firewall can effect those missiles, albeit minimally. I think at velocities like that we make firewalling less worthwhile than is needed for it to be a useful tactic. I'd hate to see firewalling fall out of favor because it is an interesting adaptation with lots of play and counter-play.

yes if the fleet is spread over a large area, firing at those in the center of the pack allows the outer smart bombs an opportunity a chance to hit the missile.

I think this draws attention to the fact speed, and not HP (okay a bit of hp) is the interesting factor. When facing a missile blob, the smart bombing fleet now has to maintain incredibly tight order in order for the firewalling to be effective. And from the perspective of the missile blob FC he has to make informed choices to target those on the edge of the blob to reduce chance of firewalling. But also makes your fleet an easy target for a well place bombing run. (i.e not directly into the blob, land the bomb outside of SB range but inside damage range of the bomb)

Whereas at the moment missiles move so slowly, and with such low hp, that the fleet can spread and rely on just a couple of smart bombs lucking out and hitting the missile.
Spugg Galdon
Federal Navy Academy
Gallente Federation
#85 - 2015-06-25 11:27:47 UTC
ugly inside wrote:
how to kill missiles and other pesky little things.. these things are proven successful:

CWIS

CWIS fails



Essentially what I have suggested on the previous page but with racial "flair"
Mario Putzo
#86 - 2015-06-25 13:44:49 UTC
If you going to add resistances to the missiles, then they do not need higher HP. That is the trade off, you should not have both. The ability to reload to any damage type puts the onus on the players shooting them to protect themselves vs firewalling, it also allows players firewalling to push missile chuckers into a certain damage type through smartbomb use, then reinforcing their resistances against that damage type.

One or the other, not both.
Bad Bobby
Bring Me Sunshine
In Tea We Trust
#87 - 2015-06-25 16:25:24 UTC
A good start.
Gyges Skyeye
Caldari Provisions
Caldari State
#88 - 2015-06-25 21:42:02 UTC
First - remember to scale defender missiles damage and hp values as well in this change. Even if they are more or less functionally useless at the moment until recoded it's nice to keep them from being even more useless.

Second - Firewalling is definitely and interesting tactic born of emergent gameplay. Firewalling is counterplay to missile doctrines. This is true. However there isn't much counterplay to firewalling itself. It's a very binary mechanic. Either you have enough smartbomb and you win, or you don't have critical mass and lose. This change is a step in the right direction to account for increased player proficiency at firewalling. I would like to see at the very least, multiple intermediate paths for gameplay to progress when firewalling occurs.

Right now
if you have enough smartboms, firewall wins, no damage.
if you have enough missile velocity to travel more than smartbomb distance in 1 server tick, missile wins, full damage.

Could we consider having intermediate results?
For instance a possible change might be to have destroyed missiles deal their damage to the smartbomb operator's ship.

Now instead of just having damage go poof into the nether, we can introduce all of the regular gameplay mechanics surrounding dealing and surviving damage into the firewall process. By having firewallers intercept rather than outright negate damage we can force them to make interesting choices about when they chose to firewall and what other ships will be required to support them. This also has the added benefit of reserving the strategic niche of outright damage negation for a recoded defender missile.
Ncc 1709
Fusion Enterprises Ltd
Pandemic Horde
#89 - 2015-06-26 09:03:26 UTC
this just made defender missiles even more useless. buff defenders

they also need more hp's....
Arla Sarain
#90 - 2015-06-26 10:38:31 UTC
Buff defenders to compensate for the HP boost.

Won't take you long.
Atomeon
Federal Navy Academy
Gallente Federation
#91 - 2015-06-27 00:11:12 UTC
Since smartbombs are became too powerful they need a "stop sign" on how they damaging things.

You can change these numbers on what you thing normal or balanced.

a. Small smartbomb i: Deals 50dmg and maximum 2500dmg total on surrounded targets per cycle (hits 50 targets and then does not apply more damage if target in radius are more than 50).
b. medium smartbomb i: Deals 100dmg and maximum 5000dmg total on surrounded targets per cycle (hits 50 targets and then does not apply more damage if target in radius are more than 50).
c. Large smartbomb i: Deals 250dmg and maximum 12500dmg total on surrounded targets per cycle (hits 50 targets and then does not apply more damage if target in radius are more than 50).

So it gonna take more than 2 abbadon to clear an entire fleets missiles with just 16 Large smartbombs.
Alavaria Fera
GoonWaffe
#92 - 2015-06-27 03:31:23 UTC
Atomeon wrote:
Since smartbombs are became too powerful they need a "stop sign" on how they damaging things.

You can change these numbers on what you thing normal or balanced.

a. Small smartbomb i: Deals 50dmg and maximum 2500dmg total on surrounded targets per cycle (hits 50 targets and then does not apply more damage if target in radius are more than 50).
b. medium smartbomb i: Deals 100dmg and maximum 5000dmg total on surrounded targets per cycle (hits 50 targets and then does not apply more damage if target in radius are more than 50).
c. Large smartbomb i: Deals 250dmg and maximum 12500dmg total on surrounded targets per cycle (hits 50 targets and then does not apply more damage if target in radius are more than 50).

So it gonna take more than 2 abbadon to clear an entire fleets missiles with just 16 Large smartbombs.

Hilariously a fleet would be too busy damaging itsemf by hitting everyone around to even damage the missiles, heh

Triggered by: Wars of Sovless Agression, Bending the Knee, Twisting the Knife, Eating Sov Wheaties, Bombless Bombers, Fizzlesov, Interceptor Fleets, Running Away, GhostTime Vuln, Renters, Bombs, Bubbles ?

Spugg Galdon
Federal Navy Academy
Gallente Federation
#93 - 2015-06-29 14:49:57 UTC
Firewalling is pretty stupid when you think about it.

I'm wondering, can a missile based fleet, say a fleet of Ravens, firewall against a fleet of Typhoons (and vice versa) or do they end up just blowing up all of their own missiles as they leave the tubes.



CCP. You really need to fix defenders. Defenders ARE the missile disruption system. Not some funky EWAR in the form of a tracking disruptor.

Atomeon
Federal Navy Academy
Gallente Federation
#94 - 2015-06-29 23:57:50 UTC
Spugg Galdon wrote:
CCP. You really need to fix defenders. Defenders ARE the missile disruption system. Not some funky EWAR in the form of a tracking disruptor.



IF defenders are missile ewar then each ship must have at least 1 or 2 missile slots, the ones having 7 or 8 turret slots then they cant have a missile defence.


Pretty stupid.
FT Diomedes
The Graduates
#95 - 2015-06-30 02:25:40 UTC
Atomeon wrote:
Spugg Galdon wrote:
CCP. You really need to fix defenders. Defenders ARE the missile disruption system. Not some funky EWAR in the form of a tracking disruptor.



IF defenders are missile ewar then each ship must have at least 1 or 2 missile slots, the ones having 7 or 8 turret slots then they cant have a missile defence.


Pretty stupid.


No, those ships just have to make "meaningful choices."

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

Reaver Glitterstim
The Scope
Gallente Federation
#96 - 2015-06-30 04:07:19 UTC  |  Edited by: Reaver Glitterstim
CCP Fozzie wrote:
This would mean that for instance two T2 small smartbombs or one medium T2 would be required to take down a Heavy Missile

So my non-ECM-fit Blackbird with cap rechargers and no tank can solo a Drake, using only one smartbomb?

Multiply the HP of missiles by five and I'll consider it.






And while you're at it, multiply citadel missile HP by about 25.



Atomeon wrote:
Spugg Galdon wrote:
CCP. You really need to fix defenders. Defenders ARE the missile disruption system. Not some funky EWAR in the form of a tracking disruptor.



IF defenders are missile ewar then each ship must have at least 1 or 2 missile slots, the ones having 7 or 8 turret slots then they cant have a missile defence.


Pretty stupid.

Plenty of ships have extra launcher hardpoints. Let them load defender launchers in mid slots, then we can work on the specific attributes of defender missiles from there.

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."

Spugg Galdon
Federal Navy Academy
Gallente Federation
#97 - 2015-06-30 07:18:35 UTC  |  Edited by: Spugg Galdon
Atomeon wrote:
Spugg Galdon wrote:
CCP. You really need to fix defenders. Defenders ARE the missile disruption system. Not some funky EWAR in the form of a tracking disruptor.



IF defenders are missile ewar then each ship must have at least 1 or 2 missile slots, the ones having 7 or 8 turret slots then they cant have a missile defence.


Pretty stupid.



or the other option "B" which is to completely rework defender missiles simply into a point defense module not a launcher slot.

from my earlier post:

The racial Point Defense System (PDS) would then have three different ammo types:
Anti Missile
Anti Drone
Anti Bomb

These ammo types would all deal a "special" type of damage. For arguments sake, we'll call it "Snowflake". Snowflake is a special damage type that is "invisible" to the player. All items other than missiles, drones and bombs have a 100% resistance to it.

This will prevent PDS being used as an offensive weapon.

Now, the PDS is activated on a target ship, just like defender missiles work now. If you are using anti missile ammo, that ship will require to be launching missiles for it to activate. Same for drones. The PDS will then shoot down missiles or drones effectively. If Anti Bomb ammo is loaded, it will work exactly how FoF/Auto Targeting missiles work now with the caveat that their only valid target are bombs. This will allow the ship to effectively defend against bombers without having to target the bombs/bombers themselves.


Ammo reload takes 30 seconds which can give windows of opportunity.

TL;DR

A simple high slot module that is loaded with "special to type" ammo to shoot down either missiles, drones or bombs.

It is activated on a ship like defender missiles are currently.

Can't damage ships, only missiles/bombs/drones.
Reaver Glitterstim
The Scope
Gallente Federation
#98 - 2015-06-30 14:16:15 UTC
Spugg Galdon wrote:
These ammo types would all deal a "special" type of damage. For arguments sake, we'll call it "Snowflake". Snowflake is a special damage type that is "invisible" to the player. All items other than missiles, drones and bombs have a 100% resistance to it.

The whole post is a good idea and I support it.

Also, in before "we don't want a weapon that deals ice damage, this isn't WoW".

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."

afkalt
Republic Military School
Minmatar Republic
#99 - 2015-06-30 14:20:32 UTC
Only if it gets "special" faction ammo.
Grath Telkin
Amok.
Goonswarm Federation
#100 - 2015-06-30 21:59:34 UTC  |  Edited by: Grath Telkin
Man look at all these people talking about firewalls without the first idea of how and if they work.

Seriously you should be proud, there's more wrong in the first 5 pages of this thread than I've ever seen in an EVE discussion not held on TEST forums.

Malcanis - Without drone assign, the slowcat doctrine will wither and die.