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Player Features and Ideas Discussion

 
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Change "tracking disruptors" to "weapon disruptors"

Author
Aphoxema G
Khushakor Clan
#1 - 2012-01-24 16:25:02 UTC
There is a pretty frustrating hole in foiling people using missiles. Turrets can have their range and tracking speed effected by third parties, forcing a change in strategy. There's no analog for missiles, and defenders are not only ineffective but also require having a missile slot and giving that slot up.

The only fair solution would be to expand tracking disruptors to cover missile range (probably flight time instead of velocity) and explosion velocity. This would put a fair ramp that turret users face in the same situations and force missile users to change their tactics similarly.

This came to mind after a discussion of how the Hookbill is not only impervious to weapon disruption but it has the substantial benefit of mid slots so that it can easily carry a tracking disruptor and force any other faction frigate to remain in rocket range, giving it an unfair advantage in dictating a duel. Modifying the Hookbill itself seems to miss the root of the problem and requiring a separate module to specifically target missiles is an imbalance since it can only cover one class of weapons while tracking disruptors affect three.
King Rothgar
Deadly Solutions
#2 - 2012-01-24 16:31:59 UTC
Seems reasonable to me, supported.

[u]Fireworks and snowballs are great, but what I really want is a corpse launcher.[/u]

Kalaratiri
Full Broadside
Deepwater Hooligans
#3 - 2012-01-24 16:43:18 UTC
Yep, sounds good to me. Supported.

She's mad but she's magic, there's no lie in her fire.

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tankus2
HeartVenom Inc.
#4 - 2012-01-24 16:45:14 UTC
even as a missile-fanatic (the 'w' word being a no-no here), I support this idea. now, to figure a way to get signal suppressors back into the game...

Oh, and yes, I am a fan of ideas to bring other forms of electronic warfare into relevancy without sacrificing existing forms, like jamming, energy vamp and target painting.

Where the science gets done

Gypsio III
State War Academy
Caldari State
#5 - 2012-01-24 16:54:19 UTC
Reasonable if done in conjunction with the introduction of a lowslot missile "tracking" enhancer, increasing missile velocity and precision.
XXSketchxx
Sniggerdly
Pandemic Legion
#6 - 2012-01-24 17:03:56 UTC
Gypsio III wrote:
Reasonable if done in conjunction with the introduction of a lowslot missile "tracking" enhancer, increasing missile velocity and precision.


Came here to say this. Only way it'd be balanced IMO really.
Aphoxema G
Khushakor Clan
#7 - 2012-01-24 17:04:33 UTC
Also, I do have in mind that this does not solve the "Hookbill versus Slicer" problem and actually serves the Hookbill a greater benefit in also being able to control standard missile users. This is a separate issue but it did bring to mind that tracking disruption is a great mechanism but missiles are curiously out of step in a world where they are used so often by every race.

Gypsio III wrote:
Reasonable if done in conjunction with the introduction of a lowslot missile "tracking" enhancer, increasing missile velocity and precision.


Absolutely, otherwise this would be directly harmful instead of remaining in the spirit of "balance". I do see the concern that people would have for instantly being able to make any missile ship sniper-capable, so I think it would be more practical that if missiles were to be included in tracking enhancers, it would be their flight time that was affected rather than their base velocity as they do not suffer a falloff penalty the same way turrets to. This would allow ships to still practically speed-tank.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#8 - 2012-01-24 17:55:02 UTC

There is a fundamental difference between the mechanics of missiles and turrets.


Missile Mechanics

Missiles typically do less but consistent DPS, have a constant range, can use FoF's, can be partially mitigated with defenders and smartbombs, can select their damage type, don't apply damage instantaneously, and are vulnerable to fast ships and low-sized targets.

Turret Mechanics

Turrets apply damage instantaneously, but randomly. They typically do more DoT, Moreless do fixed damage types, have vulnerabilities to fast orbiting ships, and can be mitigated with tracking disruptors.

They are purposely different, with different pro's and con's. Just because the hookbill can use a tracking disruptors and range to take advantage of a turret ship's limitations doesn't signify a problem. Hookbills die just fine against properly fit opponents. Its part of the rock/paper/scissors game.

Additionally, tracking disruptors are already powerful forms of EWAR (second only to ECM). I seriously wonder about the repercussions of expanding their area of effect to include missiles. Turrets can counter TD's with tracking computers and enhancers, while missiles have NO such modules. I'm sure we could create missile equivalents, but is homogenizing the weapon system's worth CCP's time and effort to implement this?
Aphoxema G
Khushakor Clan
#9 - 2012-01-24 18:24:02 UTC
Gizznitt Malikite wrote:
I'm sure we could create missile equivalents, but is homogenizing the weapon system's worth CCP's time and effort to implement this?


It has the potential to make balancing ships easier later for a little frustration now, even though it might not seem like it by adding another variable to the process.

It's not how missiles act that's the problem, it's defending against them that is painful. Defenders and smartbombs must use a "DPS slot" while tracking disruptors are free to use a "utility slot". For example, a transport ship can use tracking disruptors for defense, but risk criminal aggression from smartbombs (and hurting allies) and can not use defender missiles. Against rockets, defenders are useless. Also, missiles can't be stopped from hurting allies except by ECM (We'll leave FOFs out for now).

I agree, it's okay for something to do better than something else and mixed strategies are beneficial, and what's great about this is it offers more strategic opportunities for situations that already have become stale and predictable.
Morgan North
Dark-Rising
Wrecking Machine.
#10 - 2012-01-24 19:03:59 UTC
Duh!

Have the Tracking Disruptor fire anti-missile missiles! With Ammutioning and everything! Problem solved!
Aphoxema G
Khushakor Clan
#11 - 2012-01-24 19:11:19 UTC
Morgan North wrote:
Duh!

Have the Tracking Disruptor fire anti-missile missiles! With Ammutioning and everything! Problem solved!


Certainly, and have it changed to a hi-slot that does AoE damage and prefers to target the flurry of rockets coming after you instead of the cruise missiles that are doing the real damage.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#12 - 2012-01-24 19:28:11 UTC
Aphoxema G wrote:
Gizznitt Malikite wrote:
I'm sure we could create missile equivalents, but is homogenizing the weapon system's worth CCP's time and effort to implement this?


It has the potential to make balancing ships easier later for a little frustration now, even though it might not seem like it by adding another variable to the process.

It's not how missiles act that's the problem, it's defending against them that is painful. Defenders and smartbombs must use a "DPS slot" while tracking disruptors are free to use a "utility slot". For example, a transport ship can use tracking disruptors for defense, but risk criminal aggression from smartbombs (and hurting allies) and can not use defender missiles. Against rockets, defenders are useless. Also, missiles can't be stopped from hurting allies except by ECM (We'll leave FOFs out for now).

I agree, it's okay for something to do better than something else and mixed strategies are beneficial, and what's great about this is it offers more strategic opportunities for situations that already have become stale and predictable.


1.) I don't see what is "stale and predictable" about the current environment, even before the new assault ship changes!! I play mostly in solo and small gang nullsec PvP, but I do occassional sov crap too. Outside of ganks, rarely are my fights stale and predictable.

2.) I really don't think the TD needs the boost your suggesting. Given the underwhelming state of sensor dampeners and lack of counter to TP's, I would think allying this mechanic with minmatar or gallente is more appropriate. We don't need a 1-module to disrupt all weapons... The mechanics of how missiles and turrets function are very different, why should one module affect the very different attributes of all these weapon systems? Think about the effect his would have on your Hookbill example... Now, the hookbill can use its TD against Kestrels and Crows as well as turret ships. While preparing for the alliance tournaments, deciding between turret boats vs Missile ships was an important decision. When I fit a TD on my jag, I know there are certain classes of ships that such a module provides no benefit... and that is a good thing! It keeps the Rochambeau balance! I'm not so much against a new counter mechanic to missiles (assuming its properly balanced with available modules). However, I really do NOT think it should be merged into the TD.
Morgan North
Dark-Rising
Wrecking Machine.
#13 - 2012-01-24 19:28:48 UTC
Think about it. The question is, why not? Supposedly defender missiles don't really shoot at people so the're purely defensive.
Aphoxema G
Khushakor Clan
#14 - 2012-01-24 19:46:00 UTC
Gizznitt Malikite wrote:
Outside of ganks, rarely are my fights stale and predictable.


I should probably provide the context that I am thinking of Complexes in FW for most of this, this is an awfully overreaching "solution" but it's what I came up with. It's good that we're having this inspection so we could find a real problem instead, not that I think treating missiles more like turrets is a bad thing.

Gizznitt Malikite wrote:
I'm not so much against a new counter mechanic to missiles (assuming its properly balanced with available modules). However, I really do NOT think it should be merged into the TD.


I agree, but here is my rationale for this and why I feel turrets and missiles should not be treated separately...

The sources of damage are drones, missiles, turrets, and smartbombs.

Most ships can use drones and smartbombs, they are on probably equal grounds.

The biggest and most universal threats are turrets and missiles. Most ships have one or the other to maximize damage mods.

Turrets and missiles can be similarly tanked or outrun.

Turrets can be disrupted and even defeated with a single midslot.

The only defense against missiles is better tank or speed, as the others sacrifice damage output with no real benefit in application.

Tracking disruptors often reduce the effectiveness to Gallente, Minmatar and Amarr ships, popular Caldari ships are often unaffected.

If a mid-slot module were to be provided against missiles specifically, it would probably see rarer use, particularly in 1v1 frigate combat where a tracking disruptor really can make all the difference and it's just a battle of mid-slots and range control.

Again, a lot is sacrificed to defend against missiles, while defending against turrets is relatively cheap.
Aphoxema G
Khushakor Clan
#15 - 2012-01-24 20:40:56 UTC
Oh, yes, meant to say before...

The tthree biggest natural factors that missiles and turrets share, regardless of their exact mechanics is:

1. Distance between attacker and target

2. The speed of the target versus the weapon's ability to meet that speed

3. The size of the target versus the rating of the charge

The parameters that dictates these for each weapon type...

1.
Turrets: Optimal plus Falloff
Missiles: Missile travel velocity plus lifetime

2.
Turrets: Tracking speed
Missiles: Explosion velocity

3.
Turrets: Signature accuracy
Missiles: Explosion size

Tracking disruptors foil turrets by modifying their optimal range and tracking speed. The equivalent would be a similar modification to the missiles explosion velocity (fair to all sizes, speed wins) and I think it would be more appropriate to alter a missiles lifetime rather than velocity. I presume this because it would be safer, mechanically, to improve a missile's lifetime with a tracking enhancer equivalent than giving it better speed, I think.

I feel this is a fair power to have because the results are equal to that of what a turret would face without having to change their design, assuming tracking enhancers (I guess "accuracy enhancers" then) would also have positive effects on missile performance.
Rek Jaiga
Teraa Matar
#16 - 2012-01-30 17:06:23 UTC
I support this 100%. It is not at all hard to imagine a sort of missile-disrupting midslot thing.

They have chaff and flares in real life. It is incredibly difficult to imagine why a futuristic society wouldn't have something similar.
Velicitia
XS Tech
#17 - 2012-01-30 17:19:35 UTC
Rek Jaiga wrote:
I support this 100%. It is not at all hard to imagine a sort of missile-disrupting midslot thing.

They have chaff and flares in real life. It is incredibly difficult to imagine why a futuristic society wouldn't have something similar.



because we have shields/armour and can take more than one hit from a missile?

Not that the idea is bad or anything ... though I do agree that homogenizing the weapons could potentially be detrimental...

One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia