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[December] Missile Disruptors and Tweaks to Missile Guidance Mods

First post First post
Author
violtr
Center for Advanced Studies
Gallente Federation
#81 - 2015-10-02 19:48:31 UTC
So, missiles are the only weapon type that people can reduce players dps with smart bombs and cut any incoming missiles dps, where as auto cannons, energy beams and hybrids turrets people cannont reduce their dmg out put so why mess with missiles more when they are already at a disadvantage over other weapons. Not to mention the sacrifice of not having a fall off range and instant dps ie blaping. Also missile users also have to battle explosion radius ontop of that as well.
Kaarous Aldurald
Black Hydra Consortium.
#82 - 2015-10-02 19:53:58 UTC
Don't some of those numbers seems rather... harsh? Especially when velocity and flight time are both being cut down by the module.

Combined with application debuffs as well? It just seems pretty harsh on the old missile user.

Granted, an anti missile module is extremely specialized since the majority of the ships in the game use turrets, but even then, having it act as such a hard counter is unwarranted in my opinion, particularly since projection is one of the few strengths of the missile weapon class as it is.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

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Zappity
New Eden Tank Testing Services
#83 - 2015-10-02 19:54:35 UTC
Yadaryon Vondawn wrote:
Question, why not have one module? The current Disruptors, but with this added functionality. Or a missile script. Especially if you are going for solo PVP I imagine this is a bit weird. You fit one module for all turrets, except for missiles. Now you have to choose which disruptor module to fit. All other EWAR is 'across the board', why is this designed for missiles only?

I see how it creates fitting options and more choices but I am genuinely interested in the thought proces behind creating a new module for this :)

A single scripted module capable of mitigating both turret and missile damage would be practically compulsory and make drones even stronger. I like the idea of separate ewar modules even though it will be more difficult to use this way.

Zappity's Adventures for a taste of lowsec and nullsec.

Chainsaw Plankton
FaDoyToy
#84 - 2015-10-02 19:55:11 UTC
Clare Cooke wrote:
adding another mod because the other missile mods you introduced are now making it able for a titan to kill a bunch of frig sized ships....



ooops i broke it again!

considering ewar doesn't work on titans P

also if you dedicate a bunch of slots to damage and application you are less effective else where. Although there are interesting interactions between webs, painters, rigors, flares, MGC, MGE, and crash booster, that do make things apply much better, it seems like a lot of effort where a gunship can just say haha transversal ka pow!

@ChainsawPlankto on twitter

Nevyn Auscent
Broke Sauce
#85 - 2015-10-02 19:57:26 UTC  |  Edited by: Nevyn Auscent
My vote is for a weakening of the anti missile effect, especially the explosion speed & radius part, but having them as one module with TD.

Not only do I feel that it is unreasonable that all the other races get 1 Ewar that works against everyone, but also PvE
If you have it as one module then a single TD in PvE affects all ships equally.
Separate modules means you then have to create new missile disruptor ships in PvE.
And I feel it is important that weapon systems be mostly equal in PvE and how NPC's disrupt them also.

A single module would be no more compulsory than it is already, people just use ewar these days.

P.S. Fix the application of missiles also so they apply 100% to an unfitted hull of the correct target class and this will be better also, the fact certain missiles only apply 60% damage to an unfitted hull of the same class is silly.
Arec Bardwin
#86 - 2015-10-02 19:57:29 UTC
Yadaryon Vondawn wrote:
Question, why not have one module? The current Disruptors, but with this added functionality. Or a missile script. Especially if you are going for solo PVP I imagine this is a bit weird. You fit one module for all turrets, except for missiles. Now you have to choose which disruptor module to fit. All other EWAR is 'across the board', why is this designed for missiles only?

I see how it creates fitting options and more choices but I am genuinely interested in the thought proces behind creating a new module for this :)
Guess which module would be mandatory to fit if you added missile disruption to the existing modules.
Harvey James
The Sengoku Legacy
#87 - 2015-10-02 19:57:50 UTC  |  Edited by: Harvey James
if webs weren't so powerful that would make tracking mods more required especially for missile ships.

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

Jeremiah Saken
The Fall of Leviathan
#88 - 2015-10-02 20:01:49 UTC
Hahaahhhaha
I fell sorry for all of you missile pvpers. First they introduce new "mods". Now they nerf missiles without proper balance them. Just to use new mods they introduced lately. "Circle of life and death" - Mr. Zorg.
It's like - CCP guys, ceptors won't work with new FOZZIESOV.

Ps. my resonable and calm feadback, Fozzman: you forget to buff galls at the same time.

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

Soldarius
Dreddit
Test Alliance Please Ignore
#89 - 2015-10-02 20:15:25 UTC
CCP Fozzie wrote:
At the same time, we're planning on making a slight buff pass on the Missile Guidance modules that were introduced in Aegis. Their range bonuses don't need any more improvements, but we are currently planning on buffing their explosion radius and explosion velocity bonuses by ~10%. We'd then observe how that change is received on TQ and decide if we want to go farther or not.


What CCP Rise taketh, CCP Fozzie giveth right back.

http://youtu.be/YVkUvmDQ3HY

Chainsaw Plankton
FaDoyToy
#90 - 2015-10-02 20:16:08 UTC
TrouserDeagle wrote:
Chainsaw Plankton wrote:
general buffs to missiles also incoming to balance this out? Outside of frigate sized missiles, missiles just don't seem like a great weapon type. that said I don't have the math wizardry or usage stats to really check, but it seems HML lose out on damage to MWDing cruisers to RLML even after reloads. add links and bleh. maybe just always fly with a rapier?



do people actually believe that rapid launchers aren't massively overpowered?

at this point I doubt it. but I'm still going to question the effectiveness of other launchers

@ChainsawPlankto on twitter

Aisha Shimaya
Hedion University
Amarr Empire
#91 - 2015-10-02 20:22:39 UTC  |  Edited by: Aisha Shimaya
Zappity wrote:

A single scripted module capable of mitigating both turret and missile damage would be practically compulsory and make drones even stronger. I like the idea of separate ewar modules even though it will be more difficult to use this way.

Maybe lower the disruptor effect a bit and make it work on drones too ?

A single "Weapon Disruptor" to rule them all.
Soldarius
Dreddit
Test Alliance Please Ignore
#92 - 2015-10-02 20:23:06 UTC
Ransu Asanari wrote:
I've expected to see these for a while, and generally I'm in favor of them.

I do wonder why you've chosen to give this new EWAR ability to Amarr however - yes it fits alongside Tracking Disruptors, but Amarr already get Tracking Disruption and Energy Neutralizers as a primary and secondary EWAR on their class ships. So now they're going to have Missile Disruption as well?

Caldari ships only get ECM and... ECM. That's it - they have no secondary EWAR capability on their Electronic Attack Ships, or Recon Ships.

Unless you are also planning on introducing a drone counter EWAR system, would it not make more sense to give this ability to Caldari ships? I understand that may take more work to revamp all of the ships, but if an ECM rebalance is in the works anyway, logically it would make sense to give drone and missile EWAR to Caldari ships.

I've outlined a bit more detail on this here, and I believe Corbexx may have sent it your way:

https://www.reddit.com/r/Eve/comments/3itkns/rogue_drone_battleship_grasping_robot_arms_have/cuke0v4


The short answer is that "tracking disruption" is Amarr EWAR. However, your argument is very persuasive.

Thoughts, CCP Fozzie?

http://youtu.be/YVkUvmDQ3HY

W0lf Crendraven
The Tuskers
The Tuskers Co.
#93 - 2015-10-02 20:36:39 UTC
Ripard Teg wrote:
If they're going to use the same skills/bonuses as Tracking Disruptors, why not just use missile disruption scripts for the existing Tracking Disruptors instead of a new module?

As always ( Blink ), my thinking here is geared toward small gang, who while roaming are not going to know if they're going to be facing turret ships or missile ships until they're facing them.


cause that would make them op as hell and the got to mod for every spare mid
Arthur Aihaken
CODE.d
#94 - 2015-10-02 20:40:47 UTC
Well, this is quite possibly the biggest missile nerf in EVE history. You might as well just eliminate all missile systems other than rapid light and heavy launchers, because after this you won't be able to even hit a battleship with heavy assault or heavy missiles - let alone torpedoes or cruise missiles.

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

unidenify
Deaf Armada
#95 - 2015-10-02 20:42:46 UTC
unidenify wrote:
I have big concern that I would like to see to be addressed.

current missile has issue where any change on missile range during in flight cause it to disappear

it is common knowledge among Golem pilot that once missile get in flight and bastion either go online or offline after launch, Missile simple disappear.


need to quote this again because this is important issue if we were to bring disruptor into missile
Solarus Explorer
The Veterans' Lounge
#96 - 2015-10-02 20:55:33 UTC
This mod single-handedly kills all missile fits using medium and large missiles, and quite handsomely nerfs the small missiles as well.
While this would be appreciated by people who fight garmurs and orhtrus's in low-sec (they wont hit anything now with a single sentinel on field)...... it also makes all the larger missiles totally useless, as they were pretty close to being useless already frankly.

Well.......... adapt and live....... Sentinels is the new low-sec meta !
Nix Pardus
Mischief and Gloom
Khimi Harar
#97 - 2015-10-02 21:02:37 UTC
Has CCP found a fix for the bug where missiles with partial seconds of flight time loose their last tick of flight?

https://www.reddit.com/r/Eve/comments/3f38ok/major_bug_with_missile_volleys_completely/

If it isn't fixed this will compound with the effects of missile disruptors and make them more powerful than intended.
elitatwo
Zansha Expansion
#98 - 2015-10-02 21:07:48 UTC
Harvey James wrote:
Bienator II wrote:
something tells me there will be a HAM, torp, cruise buff in conjunction with this mod. Because things like torp ravens will hate those new mods.


HAM's and rockets need a range nerf .. they are both a class up atm from what they should be.


Please stop!

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Altrue
Exploration Frontier inc
Tactical-Retreat
#99 - 2015-10-02 21:21:28 UTC
1- Thank you for not making an omni module that works on both turrets and missiles, leave more depth of choice and reason to have good intel.

2- I assume that the reduction of flight time and flight speed will apply on the same script? If so that's completely not okay! Reducing flight time and flight speed by 50% equals a 75% reduction in range, you should rebalance those values so that the TOTAL is 50%, instead of 50% on each stat.

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Zappity
New Eden Tank Testing Services
#100 - 2015-10-02 21:33:32 UTC
I'm a bit worried that drones will become even more powerful now. An AoE TD smartbomb would be nice. Or just have a TD affect a ship's drones as well as turrets.

Zappity's Adventures for a taste of lowsec and nullsec.