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Missile change suggestion

First post
Author
smokebaca murchada
Freedom Express
#21 - 2016-02-05 23:23:08 UTC

So missiles are quite viable in incursions from a PvE point of view, and targeting missiles would cause significant issues in PvP missile balance.[/quote]

you can alrady target missiles in pvp but in eve it is much better to play offensive and dictate the playing field than to play defensive in most cases
Nevyn Auscent
Broke Sauce
#22 - 2016-02-05 23:39:54 UTC  |  Edited by: Nevyn Auscent
Retargeting missiles. Please try and learn context for when spell check has changed something.

Additionally QoL changes do not affect game balance and are usually UI related. This is not a QoL change, this is a balance change.
Joe Risalo
State War Academy
Caldari State
#23 - 2016-02-06 03:59:36 UTC
My personal opinion;

The change that needs to be made is that missile flight time and velocity need to be rebalanced based off their respective launchers and ships that use them.

What do I mean by this?

Well, missile ranges should remain the same, however, their should never be more than one volley in space when shooting max range, based on the ship with the highest rof using said missiles.

Basically, you would never have more than one volley in space, unless using rapid launchers.
This does not effect application, as this is determined by exp radius and velocity.
While a battleship class missile may now be able to actually catch a small, fast moving target, they still wouldn't be able to apply effectively without extreme assistance from modules, skills, and perhaps support.

This would also help to make HML, cruise, and torp launchers more viable outside of PVE.
Nevyn Auscent
Broke Sauce
#24 - 2016-02-06 05:37:34 UTC
Volley management is meant to be part of missiles. And trying to change RoF in the way you are suggesting Joe would either cause missiles to be far too fast and thus introduce other significant bugs, or have far too much alpha.
I.E. Cruise can easily go out to 200km on some ships. Trying to make it so you only have one volley in the air while maintaining current DPS would cause massive issues. Either missile velocity would have to be something like 40k/s in which case you could lose up to 40k range in some cases depending on server tick, or volley damage would have to massively go up in order to support a RoF of 20s or slower.

I'm not against a higher velocity on most missiles. They should be able to easily overtake a ship of their intended class using a MWD. So double the normal velocity you would expect for the fastest ship of their target class with a normal T2 MWD is about the point I'd be expecting as a bare minimum. But you can't go too far.
Reaver Glitterstim
The Scope
Gallente Federation
#25 - 2016-02-06 08:13:32 UTC
smokebaca murchada wrote:
As a fair balance change they could make this target anything other than the original, i mean friend or foe.

People will have to set security to red in order to use them in empire space.

They need to reliably not ever shoot friendlies.

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."

MIKE Commander
Setenta Corp
Scumlords
#26 - 2016-02-06 14:19:23 UTC
I like this idea and i believe it should be done. But there are some things that must be considered.
For example someone said to be able not to hit the trigger in a mission or not to hit a friendly ship by accident, this could be controlled by setting the following mechanic in place. Missiles that end up in space without a target as their last target has been destroyed by the previous missile volley should try to hit the nearest next target which the pilot has already targeted. So in this way your missiles will be hitting only stuff you wish, as you have already targeted and if you haven`t targeted anything at all then the missile won`t hit anything at all.
Also to introduce a balancing factor to the game CCP could introduce a new skill that you could train to master this new mechanic. For example a skill that gives a CHANCE to your missiles to hit another ship upon destruction of the last one that has been fired upon. This way not every missile that ends up without a valid target could change path and shoot another ship, it could be a chance related, dictate by skills. Also the missile should have enough velocity and fuel to reach the next nearest targeted by the pilot target, otherwise it should just poof in space.
smokebaca murchada
Freedom Express
#27 - 2016-02-06 17:30:20 UTC
MIKE Commander wrote:
I like this idea and i believe it should be done. But there are some things that must be considered.
For example someone said to be able not to hit the trigger in a mission or not to hit a friendly ship by accident, this could be controlled by setting the following mechanic in place. Missiles that end up in space without a target as their last target has been destroyed by the previous missile volley should try to hit the nearest next target which the pilot has already targeted. So in this way your missiles will be hitting only stuff you wish, as you have already targeted and if you haven`t targeted anything at all then the missile won`t hit anything at all.
Also to introduce a balancing factor to the game CCP could introduce a new skill that you could train to master this new mechanic. For example a skill that gives a CHANCE to your missiles to hit another ship upon destruction of the last one that has been fired upon. This way not every missile that ends up without a valid target could change path and shoot another ship, it could be a chance related, dictate by skills. Also the missile should have enough velocity and fuel to reach the next nearest targeted by the pilot target, otherwise it should just poof in space.


this person said it perfectly

also having only one missile in space would most like not be achievable simply because of travel rates, unless missiles were completely revamped to operate closer to gunships
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