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Player Features and Ideas Discussion

 
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missile balancing

Author
Ghazbaran
Republic Military School
Minmatar Republic
#1 - 2012-03-24 06:40:34 UTC
Hello

Isn't it weird That Long range guns have trouble hitting smaller targets that are close to them but Long range missiles don't. And the If short range guns have less trouble with smaller ships why do short range missiles Have More trouble with smaller ships. Why do long range missiles get the bonuses to eliminate the the radius factor of small ships instead of short range missiles when explosion radius of long range missiles is already smaller than the radius of short range missiles. Why do all turret skills affect long and short range turrets, but missile have a skill to help out Long range missiles more


Please don't rage and try to give positive feedback on how to change this

Idea - Missile balancing so that They have equal benefits and cons.

Idea - Missiles only have 1 launcher type of each small, medium or large; for either long range missiles or short range missiles, while guns have more variety and they can switch based on the situation. Make different Launchers so that the radius, explosion, velocity, and cycle can be played with just as you can with GUNS.

Idea - Ammo selection - as we all know the ammo selection with projectile, hybrid, and lasers all let you choose from a variety of choices whether it be more range and less power or less range and more power , less cap use, etc. Why not have different types of ammo for missiles that have a variety of different payloads and thruster setups that modify explosion velocity and radius just as other types of ammo have for their specific need.
James Amril-Kesh
Viziam
Amarr Empire
#2 - 2012-03-24 06:45:35 UTC
Missiles aren't turrets.

Enjoying the rain today? ;)

Laechyd Eldgorn
Avanto
Hole Control
#3 - 2012-03-24 08:51:52 UTC
James Amril-Kesh wrote:
Missiles aren't turrets.



Gypsio III
State War Academy
Caldari State
#4 - 2012-03-24 11:15:04 UTC
Turrets aren't missiles.
Voxinian
#5 - 2012-03-24 14:59:16 UTC
Missile range has no relevance to damage
Ghazbaran
Republic Military School
Minmatar Republic
#6 - 2012-03-24 15:00:06 UTC
I understand that missiles are not guns but think about it. Only 2 missile launcher types per size? There is no variety. No fitting alternatives. It's either assault or heavy, siege or cruise. No fitting options are given to missile happy people. People who want long range turrets have a variety of options that go from not so fitting intensive to really fitting intensive. With missile you either can fit it or drop a missile launcher or another MOD.


LOL missiles are not turrets, State the obvious... I'm just saying they need a bit of love
Voxinian
#7 - 2012-03-24 15:10:31 UTC
Ghazbaran wrote:
I understand that missiles are not guns but think about it. Only 2 missile launcher types per size? There is no variety. No fitting alternatives. It's either assault or heavy, siege or cruise. No fitting options are given to missile happy people. People who want long range turrets have a variety of options that go from not so fitting intensive to really fitting intensive. With missile you either can fit it or drop a missile launcher or another MOD.


LOL missiles are not turrets, State the obvious... I'm just saying they need a bit of love


It's the missiles them selfs that contains the variety, not the missile bay. I would love to see more specialized missiles types though.
Ghazbaran
Republic Military School
Minmatar Republic
#8 - 2012-03-24 15:19:55 UTC
Voxinian wrote:


It's the missiles them selfs that contains the variety, not the missile bay. I would love to see more specialized missiles types though.




Well if you think about it there is no variety in missiles either. Cruise or Torps, Heavy or assault. Ammo types for turrets have major differences in range, damage and any other things they need for that specific ship type. Explosion velocity and Explosion radius are not changed at all as it should be in different types of missiles. Different payload should yield different results as is with the variety of ammo other races have.


So maybe the launchers don't need so much love but I agree that wee need more missile types to play with.

Thank you for posting something productive and not some troll answer. We need balancing too.
Voxinian
#9 - 2012-03-24 15:51:57 UTC
Well you have already :
Faction missiles
T1 missiles - light-assault-heavy-cruise-torp
T2 High damage
T2 high precision
f.o.f missiles / auto targeting
rockets
defenders
anti ship & long range

But more is better of course :>
Zombo Brian
Doomheim
#10 - 2012-03-24 16:01:24 UTC
well, turrets have the advantage of choosing what range they want to operate at, that is right

but at the same time, turrets have the tracking issue, targets close to a turret ship wont be hit if the ship keeps orbiting fast enough

missiles dont have a tracking issue, they only have the issue if a target is too fast

missiles:
advantage: 100% damage at any range from 0m to 75km (cruise or anything)
disadvantage: you cant choose range on-the-fly

turrets:
advantage: direct damage, range choices to a limited amount
disadvantage: tracking

i dont see why missiles are underwhelming in anything