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Player Features and Ideas Discussion

 
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Strategic Missile Launchers

Author
Nikk Narrel
Moonlit Bonsai
#81 - 2012-06-12 14:32:56 UTC
Simi Kusoni wrote:
I'd just like to know a point at which this proposal would be useful? In fleet fights the enemy fleet would know you were there, and just warp around until the scout gives them a warp in.

The only situations I can see it being useful are the aforementioned exploit situations. Sitting at a deep safe aligned to station, drop tackle in a bubble and siege when a target is on its way. Presuming its a hot drop, they'd have to black ops in recons to scan you down, or bridge in a cov ops.

So the only counter for a gate camp is now a black ops or titan bridge, large missiles are still useless for fleet fights and low sec pirates get to engage without gate guns.

It just seems like an idea that doesn't add anything, doesn't fix anything and relies on a massive number of arbitrary limitations to become even remotely "balanced". I think I described it perfectly earlier: this is the kind of thing you'd find in homebrew software.

Ok, point one, you cannot align a launcher ship and fire it. A proper align has the ship moving at least better than 75% speed, not allowing it to also be completely unmoving to fire.

Any time you have unmoving targets, because structures are always unmoving, or cap ships in siege mode, or any reason they aren't moving. Gate camps where you have stationary ships waiting to jump someone coming in through their side are great targets, yes.

Accept this detail, you won't kill a smart pilot. They warp around, and avoid trouble, and never put themselves into a bad situation. You kill pilots who make mistakes. They might be rare mistakes, or frequent, but every kill mail can be traced back to a bad decision on some level.

I would suggest the spotter be able to bookmark that spot, put it into fleet as the target, and have the launching crew fire on it.

This is not designed to be the only activity on field, but in support of other activity.

And Giz, your examples of HotDrops gone south are inspiring tales indeed. They are, unfortunately, uncommon to the point of being best classified as 'exceptions to the rule', as the phrase goes.
Simi Kusoni
HelloKittyFanclub
#82 - 2012-06-12 18:21:28 UTC
Nikk Narrel wrote:
Ok, point one, you cannot align a launcher ship and fire it. A proper align has the ship moving at least better than 75% speed, not allowing it to also be completely unmoving to fire.

Any time you have unmoving targets, because structures are always unmoving, or cap ships in siege mode, or any reason they aren't moving. Gate camps where you have stationary ships waiting to jump someone coming in through their side are great targets, yes.

Because it takes years to hit ctrl+space and stop aligning. Ok, you really aren't understanding this, so I'm going to explain it long hand.

How this would work:

Target comes, you see target coming and see he's alone so stop aligning and siege. He warps to out gate and lands in bubble, spotter tells you which bubble and you fire. Can probably stick a few guys in rapiers or arazus to keep him pointed and target paint him if you feel like it.

Worst comes to worst, he lands and pops cyno. Some recons with combat probes come through, all of the bombers are insta-popped by missile fire leaving a bunch of recons to try and scan down, warp to and kill battleships in the minute or so they have left before the BS can just warp off.

Or in a fleet situation:

You: "sure bro, I'll take a wing of cruise missile ships and bombard them from range while you fight them with the main force".
FC: Shut the hell up and get in an abaddon like the rest of us.

[center]"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings"  -MXZF[/center]

Gizznitt Malikite
Agony Unleashed
Agony Empire
#83 - 2012-06-12 19:51:18 UTC
Point 1.) HOTDROP ships commit themselves to battle the moment they portal into a system. The bait commits himself to battle the moment he chooses to engage. In short, a hotdropped force, while typically overwhelming, is vulnerable to counter attack the moment they engage. Believe it or not, hotdrops go south fairly often... there have been several cases where titans accidentally jump instead of portal, resulting in their destruction. There have been many cases of hotdrops being counter hotdropped. There have been several cases where hotdrops were completely obliterated by a "hotdrop" prepared gang. IMO, if you are shooting an enemy, then you need to be at moderate risk of the enemy attacking you back!!!

I reglanced this thread, and re-read your updated OP post... I still see mention of things that are very unclear to me. For clarification, let's define your exact proposal. This is my current understanding, please update it!

Participant 1.) A barrage launching ship. This ship sits somewhere in system and launches a barrage of "cruise" missiles that enter warp, and exit warp and detonate at a point designated by a spotter ship.

-- I see no seige requirement for the barrage ship, although people are suggesting now that it must be at near zero velocity. Either way, the ship can launch it's missiles, and easily warp away or cloak soon after firing (within 30-120 seconds).

-- There is no limit to the range of the "cruise" missiles, meaning they can be anywhere in system (100+ au away from the target).

-- The incoming barrage explodes similar to a bomb, giving damage to all ships and structures within a certain radius of the designated target (which is a bookmark).

-- I heard some mention of restrictions on where a launch can be performed from, like not next to an outpost or POS... but this is really unclear!!!

-- Essentially, I see NO DANGER to shooting people from a barrage ship. You will almost always fire from a difficult to scan down, relatively safe location!

2.) A Spotter ship. The spotter ship performs it's function while cloaked... and hence is essentially invulnerable.

-- The spotters job is to get a bookmark of the target location, and designate the bookmark as the target.

-- It is unclear how the spotter acquires the bookmark. I assume you would have the spotter either fly to the location and bookmark the target area, or they would use combat probes to scan for a target and bookmark it. If you give the spotter another method to bookmark a target from distance, you open up a huge alternative use to spotter modules. Namely, the spotter could bookmark enemy ship locations and warp a fleet on top of the enemy. The enemy would have no IDEA that their position was compromised until the tackler lands on top of them. IMO, this makes spotters too OP.

-- Repeat... The spotter is invulnerable.

3.) The attacked:

-- Nothing forces the attacked to stay put, and a single volley from a single ship should not be enough to destroy most ships. If they are moving, they are hard to hit.

-- They have no warning of an incoming attack. There was some mention of changing local to show ships in space, thereby giving the attacked a potential warning that since there is a missile BS in system they might be the target of an incoming barrage.

-- The only way the attacked can fight back is to decloak the spotter (laughable at best), or have a prober ready with probes that can scan down the barrage launching ship. Assuming the barrage launching ships are launching from an off-scan safe spot, I personally think it's unrealistic to scan down the barrage launching ship before it gets safe.

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Improvements that will make this much, much more feasible:

1.) The maximum range of your cruise missiles are 10 au. Reduce their warp speed accordingly. Now barrage ships will be within scan range when firing.
2.) A barrage ship is unable to move or cloak for 60 seconds after firing a barrage.
3.) The R.O.F. on the barrage launchers is ~20 seconds. (adjust damage accordingly)
4.) To get a bookmark on a target, the spotter must use current bookmarking methods (i.e. probes or flying their ship to the location).
5.) The barrage launcher does reduced damage to structures (this will nerf their use in structure bashing!).
6.) Don't **** with local for the sake of this mechanic.
7.) This is NOT a replacement for cruise missile launchers, but an ENTIRELY NEW WEAPON SYSTEM.

With these changes, we can discuss whether this is a reasonable new weapons system to bring to the game. As you originally presented it, it is not.
Nikk Narrel
Moonlit Bonsai
#84 - 2012-06-12 19:53:09 UTC
Simi Kusoni wrote:
Nikk Narrel wrote:
Ok, point one, you cannot align a launcher ship and fire it. A proper align has the ship moving at least better than 75% speed, not allowing it to also be completely unmoving to fire.

Any time you have unmoving targets, because structures are always unmoving, or cap ships in siege mode, or any reason they aren't moving. Gate camps where you have stationary ships waiting to jump someone coming in through their side are great targets, yes.

Because it takes years to hit ctrl+space and stop aligning. Ok, you really aren't understanding this, so I'm going to explain it long hand.

How this would work:

Target comes, you see target coming and see he's alone so stop aligning and siege. He warps to out gate and lands in bubble, spotter tells you which bubble and you fire. Can probably stick a few guys in rapiers or arazus to keep him pointed and target paint him if you feel like it.

I get what you are trying to say, I just don't agree with it being something people will bother doing. It just doesn't give the best return on the level of effort.

Ok, first of all, you have the target in a bubble, possibly pointed and target painted.
This makes whoever it is a great target for almost anyone.
They can be hot dropped.
They can be targeted by missile launching ships on grid, which CAN be aligned for immediate warp the whole time.
(Also will deliver the DPS much faster than the distant launchers)
A sniper group can be great here too. (Low transverse at distance = good shooting environment)
You can take a group of SBs at range, and use them to deliver torpedoes, or bombs, followed by immediate warp out if needed.

I can see where you feel this could be an effective weapon in this scenario, but it is unlikely to be the best choice. This makes it a novelty occurrence at best, most likely.

Simi Kusoni wrote:
Worst comes to worst, he lands and pops cyno. Some recons with combat probes come through, all of the bombers are insta-popped by missile fire leaving a bunch of recons to try and scan down, warp to and kill battleships in the minute or so they have left before the BS can just warp off.

Or in a fleet situation:

You: "sure bro, I'll take a wing of cruise missile ships and bombard them from range while you fight them with the main force".
FC: Shut the hell up and get in an abaddon like the rest of us.

Yeah, that cyno ship, not to mention the whole concept we are dealing with all small ships here, makes the blast radius a limiting factor to the damage.
A flight of SBs would probably do the damage more akin to what you seem to expect here.

As for the fleet situation, if the target was a structure like a POS, the launchers would be more useful for DPS. If it was more of a mobile enemy fleet, not so much.
Nikk Narrel
Moonlit Bonsai
#85 - 2012-06-12 20:03:24 UTC
Gizznitt Malikite wrote:
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Improvements that will make this much, much more feasible:

1.) The maximum range of your cruise missiles are 10 au. Reduce their warp speed accordingly. Now barrage ships will be within scan range when firing.
2.) A barrage ship is unable to move or cloak for 60 seconds after firing a barrage.
3.) The R.O.F. on the barrage launchers is ~20 seconds. (adjust damage accordingly)
4.) To get a bookmark on a target, the spotter must use current bookmarking methods (i.e. probes or flying their ship to the location).
5.) The barrage launcher does reduced damage to structures (this will nerf their use in structure bashing!).
6.) Don't **** with local for the sake of this mechanic.
7.) This is NOT a replacement for cruise missile launchers, but an ENTIRELY NEW WEAPON SYSTEM.

With these changes, we can discuss whether this is a reasonable new weapons system to bring to the game. As you originally presented it, it is not.

I can accept your ideas, as for the most part what I am suggesting is being misapplied to be used against ships in the sub-cap class at all.

Part 1 might bear adjusting, since part 5 is flipped. Unless they have structures or cap ships in system, these won't be much of a worry.
Part 5, I feel, is totally backwards. The blast radius is something that should be so large only structures and cap ships should be concerned at all.
Part 6: I mistakenly used ship interchangeably with pilot. Keep in mind at the context where I was considering how local gave away cloaked ships; not that at actually displayed the ship itself directly

I can see now this was conveyed badly in some ways, which I apologize for. It was confusing at points trying to explain that which seemed obvious to me, but I see now as being unclear.

Simi Kusoni
HelloKittyFanclub
#86 - 2012-06-12 21:42:23 UTC
Nikk Narrel wrote:
I get what you are trying to say, I just don't agree with it being something people will bother doing. It just doesn't give the best return on the level of effort.

Ok, first of all, you have the target in a bubble, possibly pointed and target painted.
This makes whoever it is a great target for almost anyone.
They can be hot dropped.
They can be targeted by missile launching ships on grid, which CAN be aligned for immediate warp the whole time.
(Also will deliver the DPS much faster than the distant launchers)
A sniper group can be great here too. (Low transverse at distance = good shooting environment)
You can take a group of SBs at range, and use them to deliver torpedoes, or bombs, followed by immediate warp out if needed.

I can see where you feel this could be an effective weapon in this scenario, but it is unlikely to be the best choice. This makes it a novelty occurrence at best, most likely.

Fleets of snipers sitting around a bubble can be hot dropped by a lone over-tanked nano drake. You just land in bubble, then burn at them at a slight angle and pop the bubble as late as possible. When your tackle comes through you have the tackle burn at the enemy fleet. It's also possible to bait them down away from the bubble, by messing around warping to a safe above the gate etc. It's not possible to bait your hypothetical cruise fleet because they aren't even on grid.

And a bunch of SBs at range will get insta-popped depending on what jumps through.

And why the hell would you hot drop the person in the bubble? It's a gate camp! You don't hot drop a lone drake or w/e just wandered into it, it's the gate camp that gets hot dropped, not the other way round.

(Ok, that's a slight lie, I've hot dropped a drake before. But I really ******* hate drakes.)

Nikk Narrel wrote:
A flight of SBs would probably do the damage more akin to what you seem to expect here.

As for the fleet situation, if the target was a structure like a POS, the launchers would be more useful for DPS. If it was more of a mobile enemy fleet, not so much.

Well, you latched on to a single point, that I said the bombers would be insta-popped. And they would, a strong wind can insta a flight of bombers.

Anything AOE going on around the cyno ship is going to result in bombers dying in a ball of flame and embarrassment.

[center]"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings"  -MXZF[/center]