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Tracking disruptors and missiles

Author
Meditril
Hoplite Brigade
Ushra'Khan
#41 - 2012-09-14 13:41:54 UTC
Paikis wrote:
1 drake kills 1 Harbinger = +1 to drake kills per month (also the harby pilot needs some L2P)
10 drakes kill 1 Harbinger = +10 to drake kills per month. (but only 1 ship died)
100 drakes kill 100 harbingers = +10,000 to drake kills per month. (yet only 100 ships died)

Do you see now why your 'ship kills per month' statistics are rubbish?

Drake is easy to use with crap skills, and heavy missiles provide mediocre damage right out to lock range. Neither the ship nor the weapon system is particularly good.


That is exactly what I wanted to say!
Paikis
Vapour Holdings
#42 - 2012-09-14 13:56:09 UTC
Roime wrote:
Paikis wrote:
1 drake kills 1 Harbinger = +1 to drake kills per month (also the harby pilot needs some L2P)
10 drakes kill 1 Harbinger = +10 to drake kills per month. (but only 1 ship died)
100 drakes kill 100 harbingers = +10,000 to drake kills per month. (yet only 100 ships died)

Do you see now why your 'ship kills per month' statistics are rubbish?

Drake is easy to use with crap skills, and heavy missiles provide mediocre damage right out to lock range. Neither the ship nor the weapon system is particularly good.


Do you see where your brain farted?

I'll help:

100 Harbingers kill 100 Drakes = +10000 Harbi kills per month

Same mechanic applies to every single ship and weapon system in game, yet the Drake has 122551 kills, and the Harbi is not even in the top 20. Meaning it has less than 8695 kills.

You say it's because of the low skills needed and the damage projection, well, those are just two of the things that make the Drake popular.

Popular !== good, but I think we can agree that the crappiest, hardest to use weapon system and weakest ship has less chances of totally dominating the statistics, than something with ridiculous damage projection against ships of the same size and value, that is easy to train for, uses no cap to fire, has no fitting issues, has superb tank and comparatively good mobility that it can fully exploit without affecting it's applied damage.


How many of those other ships (that would benefit the same from this mechanic) are mainstays of large alliance fleets? Whats that you say? None of them? Drake's the only one?

Well then...
Roime
Mea Culpa.
Shadow Cartel
#43 - 2012-09-14 14:23:20 UTC
And your point is?

Oh, I get it, they've chosen Drakes because it does 20 times as little dps as lazors, and not because it performs better than the Harbi! Yeah I totally get you now dude.

.

Jorma Morkkis
State War Academy
Caldari State
#44 - 2012-09-14 15:31:23 UTC
Drake is going to get buffed at some point anyways so it will remain as The Ship big alliances use as backbone of their fleets.
Muad 'dib
State War Academy
Caldari State
#45 - 2012-09-14 15:54:11 UTC
its got to be separate mods to affect missiles, it just makes no sense compared with damps their scripts and ecm.

By all means give the TD bonus ships a bonus to missile targeting over loaders also, but dont combine them its silly from a balance and eve lore perspective.

tracking disrupter's mess with the ships ability to aim the guns through disruption, a fired missile is its own 'thing', and no we dont want targetable missiles back lol

Cosmic signature detected. . . . http://i.imgur.com/Z7NfIS6.jpg I got 99 likes, and this post aint one.

OT Smithers
A Farewell To Kings...
Dock Workers
#46 - 2012-09-14 18:06:13 UTC
Nestara Aldent wrote:
Riot Girl wrote:
Nestara Aldent wrote:
It can affect guidance system of the missile, or their proximity sensors.

But tracking disruptors affect turrets, not ammo.
Quote:


And about your statement above that psot: delayed damage is bad. Missiles will either be very like guns or very sub-par because of that. And if they get instant damage application, making them always hit to would be too much.

Much can be retained of their unique abilities even with variable chance to hit: great damage projection, selectable damage and being hard to evade ("get under the guns").

I was kind of being sarcastic because the changes you suggested would make the missile launchers too similar to turrets. What would be the point of having missiles if you are just going to turn them so similar to turrets for the sake of 'balance'?

Sorry if it comes across as being rude but I'm not really a fan of the balance thing... I prefer things to make sense for the sake of immersion and keeping things believable. It makes sense that ships should be balanced because the navies would design ships to be competitive with the other empires and for those ships to be effective in various situations and operations. It doesn't make sense that missiles should be balanced with guns because missiles are not guns.


Theres much less wrong with it, than having two Guardians create extra energy (capacitor) from nowhere.

Well from the point of view of believability, why FFS Caldari Navy would waste funds designing long range sniping missile ships when enemy can just warp off? How that adds to the immersion and is believable?


From the point of view of the Navy, having the enemy disengage with damage is a victory. Unlike us, the Navy is not fighting to pad their kill board, they are fighting for territory. The last one on the field wins.

Klymer
Hedion University
Amarr Empire
#47 - 2012-09-14 18:22:44 UTC
So what happens when the Drake change goes through and it likely gets bonuses that are more favorable to HAM's? Since they are unguided "dumb" missiles, they'll be immune to a disruption mechanic that effects missile guidance systems as they don't have a guidance system. The same can be said for torpedos, but as it stands they are their own best deterrent as they suck.

/insert witty ham drake overlord remark

Honestly, I doubt any form of ewar that effects missiles will have any real effect on pvp. The ships that attempt to use it in the big fleets will get called primary and be destroyed quickly. Suppose it ends up being a mid slot module, how many of you who engage in solo and small gang pvp will change your current pvp fits to be able to use the module? What will you sacrifice to be able to use it, will you drop your point, web or mwd? Will it even be worth using on a ship that doesn't have a bonus to it's effectiveness? Suppose they introduce a missile jamming ship, which race will get it, what will be the reason and what, if anything, will they have to sacrifice with regard to the current racial ewar ships.

I fly missile boats a lot and I can't really see a missile disruption as being a game changer. I would say it might make ganking mission running missile boats easier, but that isn't difficult now so why bother. I suppose adding a module that fills that ewar hole will make the spread sheet look good, "see we have ewar that effects all weapon systems" but other than balance for the sake of balance I think it's a non issue.
Noisrevbus
#48 - 2012-09-14 18:54:53 UTC  |  Edited by: Noisrevbus
Ugh, not this topic ... again.

  • Why are Missiles easy to use? - They have no transversal component.
  • Is transversal only a negative modifier for Turrets? - No. It apply both ways, and can let you hit things you shouldn't.
  • How do Turrets deal with TD's accuracy component? - They apply transversal.
  • How would Missiles deal with TD's accuracy component? - They won't.
  • How do you deal with the accuracy of Missiles? - Fit an AB, move your ship.
  • How do you deal with the reach of any weapons? - Fit a Damp. It's what it's there for. TD is not.
  • Where do the percieved problem with missiles stem from: Solo, small, medium or large? - Large
  • Where do statistics draw the brunt of their volumes from? - Large.
  • How do any EW system scale? Is it more powerful in solo, small, medium or large? - Solo/small
  • Would TD be effective on a large scale grid? - No.
  • Would TD deal with the event of Drakeblobs? - No.
  • Would TD completely screw over missile use in solo, small and medium? - Yes.

/discussion.
Lili Lu
#49 - 2012-09-14 19:58:37 UTC  |  Edited by: Lili Lu
Noisrevbus wrote:
Ugh, not this topic ... again.

  • Why are Missiles easy to use? - They have no transversal component.
  • Is transversal only a negative modifier for Turrets? - No. It apply both ways, and can let you hit things you shouldn't.
  • How do Turrets deal with TD's accuracy component? - They apply transversal.
  • How would Missiles deal with TD's accuracy component? - They won't.
  • How do you deal with the accuracy of Missiles? - Fit an AB, move your ship.
  • How do you deal with the reach of any weapons? - Fit a Damp. It's what it's there for. TD is not.
  • Where do the percieved problem with missiles stem from: Solo, small, medium or large? - Large
  • Where do statistics draw the brunt of their volumes from? - Large.
  • How do any EW system scale? Is it more powerful in solo, small, medium or large? - Solo/small
  • Would TD be effective on a large scale grid? - No.
  • Would TD deal with the event of Drakeblobs? - No.
  • Would TD completely screw over missile use in solo, small and medium? - Yes.

/discussion.

What a crap post nos.

TDs already screw over turret ships. You apprently have no experience with the new Caldari frig usage of TDs. Cry more if they get altered to have some effects on missiles. Missiles are a weapon system that currently have no direct counter. I doubt CCP would put td effects on missiles in game unless they introduced new mods to partially counter. New mods btw which would compete with easy fitting choices shield missile boats currently enjoy (damage in lows, tank in mids).

You say use damps. Damps are not missile specific it a flawed argument. Damps affect turret use the same.

AB? really? First off don't you mean mwd? ABs are for pve (or oversized tech III idiocy). And propulsion mod usage is not missile specific. It has affects on turrets ability to hit you as well.

Missile use is everywhere. It is not just 0.0 drake blobs. Do you operate in lowsec? Plenty of people show up for small gangs in drakes, caracals, etc.

And gues what - They often are tops on killmails if the battle is not at 0km. Know why? Because the blaster, ac and pulse boats are often trying to get in range. The rail, arty, and beam boats are doing less dps at range than the missiles. And the drone boats are two busy messing with the slow interface and drone travel time to target.

There is no specific ewar counter to missiles. There is a specific ewar counter to turrets. Drones can be killed or simply lost if the host ship is forced to warp away. Contrary to your wordy long posts, scale is not the source of the Drake problem. You are more correct when you talk about cost factoring. And that's the whole point with Drakes. No other BCs are doing (or can do) what they do.

As for missiles specifically. This game should no longer give them a pass. If any old joe can fit a td to screw turret use, any old joe should be able to switch scripts and do the same to missiles. Then we'll see a new group of players calling for some changes (i.e. missile users that currently love the td mechanics in their own extra midslot) and finally some reconsideration of the strength on the unbonused use of that ewar module and the game will be better for it.
Cearain
Plus 10 NV
#50 - 2012-09-14 20:42:36 UTC
Td frigates are powerful enough.

They don't need to effect missiles.

Nor do we need to dumb the game down and make missiles and turrets the same.

Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815

Noisrevbus
#51 - 2012-09-14 22:09:45 UTC  |  Edited by: Noisrevbus
Lili Lu wrote:

You say use damps. Damps are not missile specific it a flawed argument. Damps affect turret use the same.

Which is why you generally don't use TD to cut the range of LR weapons. Damps are better for that regardless of weapon system. It doesn't affect "the same" it affect both systems better, as it should.

If you buff TD, then the TD will obscure the role of Damps. The flexibility in Damps and TD could be argued both ways (turret-missile, or LR-SR). The odd man out is Missile accuracy, which have no transversal modifiers. In order to let TD affect missile "transversal" (accuracy) it needs to have transversal, otherwise you create an inapproachable imbalance.

I guess you could introduce a TD script that only affect the range of guided missiles and a guided missile tracking enhancer. It would be "balanced" as in "corresponding". What purpose would that serve though, beyond placating whimpering and making it easier for Drakeblobs to fire further? The result is bad for you and me but good for Drakeblobs.

Drakeblobs would love 2xBCS / 2xTE setups that fire 120km by giving up two peripheral slots. Slots they have.

If you want to include the accuracy component you have to completely rewrite missiles, so their SR systems actually are affected by accuracy skills, have transversal modifiers, are chance-based, have variation in ammunition ranges and so forth, since those are the variables the TD interplay with. Then we might as well not have different systems at all. They could use the same equation.

It's a world of difference between you not knowing (or not considering) these things and them not existing.

Get it?

Lili Lu wrote:


Noisrevbus wrote:
  • Why are Missiles easy to use? - They have no transversal component.
  • Is transversal only a negative modifier for Turrets? - No. It apply both ways, and can let you hit things you shouldn't.
  • How do Turrets deal with TD's accuracy component? - They apply transversal.


  • AB? really? First off don't you mean mwd? ABs are for pve (or oversized tech III idiocy). And propulsion mod usage is not missile specific. It has affects on turrets ability to hit you as well.

    Transversal, learn it.

    You are raising questions that the citation you comment from is already answering. It affect the systems differently, which in turn make the propulsion mod missile-specific. You just don't understand how, learn.

    Quote:

    Missile use is everywhere. It is not just 0.0 drake blobs. Do you operate in lowsec? Plenty of people show up for small gangs in drakes, caracals, etc.

    They are indeed everywhere. There is no problem with them outside cost-effective ships in large gangs though.

    I think it's perfectly fair for you to make an argument, but keep your eyes on what you are actually saying. If you see a problem with missiles (or Drakes) in solo, small or medium scale: then talk about that.

    I would enjoy that discussion, but you are not making that argument.

    Your arguments so far have been: that they exist outside sovfleets and Top20 popularity.

    Those arguments are met by "compensate-punish" and "cost-effect". You will never get new answers to those questions.

    Large scale have the select problem that all weapon systems volley all sub-capital buffers (outside of some notable exceptions, of which the Drake is not one), and that masks that HML is worst at it because it's good enough in a scale that isn't balanced to the ships in the game. That is the imbalance (scale, to every ship).

    Quote:

    And gues what - They often are tops on killmails if the battle is not at 0km. Know why? Because the blaster, ac and pulse boats are often trying to get in range.

    Are you running your SR ships in mix-gangs with LR ships? I'm sorry Roll.

    You are essentially flying the ships with tactics adapted to other ships.
    Clobbering balance will not make poor gang composition or bad FC's good. Period.

    You should fly a blaster ship, in a blaster gang with blaster tactics. That's what make the good groups good. It's not divine favour or rocket science. Outside of large scale, it's not necessary for you to adopt projection-buffer tactics as the environment do not assume buffers being volleyed. That's why Deimos can kill Drake until Drake is in fleet-scale and volley their 70x2=140k relative buffers. At which point of course they volley all 140k buffers. Up until that point any fight is about tactical disposition and controlling hostile lynchpins, where the outcome is uncertain: those fights are generally regarded "good" fights. Most people would also regard them "balanced", and would prefer you didn't screw with that.

    Look at any RnK movie and you will see that this is the reason they are "interesting" to people. It has more tactical layers than alpha.

    You realize the reason Deimos fell out of small-medium popularity was because something like a Tornado would match their transversal so their relative EHP was only 70k, so you only needed 10 odd Tornados to volley the Deimos, right?

    That's 10 Tornados (small) doing the job of 70 Drakes (large). See the difference? Learn transversal.

    Quote:
    Contrary to your wordy long posts, scale is not the source of the Drake problem.

    There is no "Drake problem" outside of large gangs.

    There's no problem to HAC, there's no problem to BS and there's no problem to other BC (barring Tier 3).

    Provide a motive and an argument as to why you belive there is one. Root that argument in mechanics. Then we can talk. Preferrably start a new thread for it and label it something like "Drake balance outside large scale". I'm sure it will catch my attention sooner or later, as i find the topic intriguing.
    Hrett
    The Scope
    Gallente Federation
    #52 - 2012-09-15 02:26:05 UTC
    Denuo Secus wrote:
    Turrets have an advantage over missiles since they can switch to short range, high damage ammo and do alot more damage without changing the fitting. A missile ship cannot do this. They do equal damage over all ranges. Which can be good and bad at the same time.

    So turrets have a more flexibility here. In addition they can *blap* smaller ships just by maneuvering. To make missile ships really effective against smaller ships (not wearing them down slowly) they need to be fitted especially for that job.

    In exchange missiles are more or less ewar immune. It's all good imho. TDs affecting missiles would lead to imbalance. Especially if all this could be done by one module. TDs are omnipresent already. If they would affect missiles as well they would become a mandatory module.


    As much as I want to disagree with this (because I hate drakes), I cant. It will mean TDs are even more ubiquitous than they are now.

    Honestly - its just Heavy Missiles that could use a nerf. Range probably, or ROF or damage. Right now, they shoot too far, do too much damage, and always hit. I don't see people fussing about lights, rockets, assaults, cruises or torps. It's HMLs that need rebalancing.

    spaceship, Spaceship, SPACESHIP!

    Lili Lu
    #53 - 2012-09-15 03:43:12 UTC  |  Edited by: Lili Lu
    First of all how do fit all those words in your posts :S

    Noisrevbus wrote:
    Which is why you generally don't use TD to cut the range of LR weapons. Damps are better for that regardless of weapon system. It doesn't affect "the same" it affect both systems better, as it should.

    If you buff TD, then the TD will obscure the role of Damps. The flexibility in Damps and TD could be argued both ways (turret-missile, or LR-SR). The odd man out is Missile accuracy, which have no transversal modifiers. In order to let TD affect missile "transversal" (accuracy) it needs to have transversal, otherwise you create an inapproachable imbalance.

    I guess you could introduce a TD script that only affect the range of guided missiles and a guided missile tracking enhancer. It would be "balanced" as in "corresponding". What purpose would that serve though, beyond placating whimpering and making it easier for Drakeblobs to fire further? The result is bad for you and me but good for Drakeblobs.

    Drakeblobs would love 2xBCS / 2xTE setups that fire 120km by giving up two peripheral slots. Slots they have.

    If you want to include the accuracy component you have to completely rewrite missiles, so their SR systems actually are affected by accuracy skills, have transversal modifiers, are chance-based, have variation in ammunition ranges and so forth, since those are the variables the TD interplay with. Then we might as well not have different systems at all. They could use the same equation.

    It's a world of difference between you not knowing (or not considering) these things and them not existing.

    Get it?

    Who said buff TDs? I have been asking for all the non-ecm ewar mods to get a nerf. Then the speicalized ships should get buffed to overcompensate for that nerf.

    The buff on TDs would be that they affect missile explosion parameters (as CCP already floated on SISI for a couple weeks) and to affect flight time or missile speed. It would have nothing to do with guided or unguided. And if the mods are prenerfed for use on unbonused ships then nbd. What are you talking about accuracy/tracking for missiles? There are rigs which bonus missile explosion parameters (and painters), yet there are no mods which harm it. Meanwhile there are mods and rigs which bonus turret tracking, and there are the same which harm it. There's your present imbalance.

    It wouldn't hurt damps. Damps affect lock range or speed. One could use damps to force ships closer or TDs. The two systems do not fight each other. They just operate differently. And they each have a script that is not range based and does not do anything near the same thing. You seem to think people only use damps for lock range reduction and TDs for optimal reduciton.

    As for 120km Drakes, any introduction of range mods for missiles would I'm sure come with a base range reduction on missiles. Sure if one were to rig and fit a missile ship for range and slight damage potential then so what if that drake could hit 120km. It wouldn't be doing 400dps at 120km because it would not be fitting bcus.

    Yeesh if I can stay up, I'll get to the rest of your post. Straight
    Lilianna Star
    Vagrant Empress
    #54 - 2012-09-15 04:01:45 UTC
    Martin0 wrote:
    About pvpers don't using missiles: are you kidding? Drake Blobs souds familiar to you?
    If you check the new kestrel in F&I forum you will see that it get a damage bonus for ALL missiles.

    Also missiles ALWAYS hit. Turrets don't, that's why turrets gets all those mods to increase tracking.

    I would really like a counter to missiles, currently we have fail-defender that can only be fitted on missile boat.


    What about smart bomb blobs? That counters them well.
    Lili Lu
    #55 - 2012-09-15 04:11:35 UTC  |  Edited by: Lili Lu
    Noisrevbus wrote:

    Transversal, learn it.

    You are raising questions that the citation you comment from is already answering. It affect the systems differently, which in turn make the propulsion mod missile-specific. You just don't understand how, learn.


    Propulsion mods are not weapon specific. If you are getting hit you can burn out of the range of either turrets or missiles. If you want to reduce tracking increase the angular motion such that the turrets can't track. If you want to reduce missile damage move faster. Propulsion mods can be used to mitigate damage from either system. All you mentioned was ABs. Unless you're flying an AHAC or 100mn Tech III most people are fitting mwds, yet you did not mention them.

    Noisrevbus wrote:

    They are indeed everywhere. There is no problem with them outside cost-effective ships in large gangs though.

    I think it's perfectly fair for you to make an argument, but keep your eyes on what you are actually saying. If you see a problem with missiles (or Drakes) in solo, small or medium scale: then talk about that.

    I would enjoy that discussion, but you are not making that argument.

    Your arguments so far have been: that they exist outside sovfleets and Top20 popularity.

    Those arguments are met by "compensate-punish" and "cost-effect". You will never get new answers to those questions.

    Large scale have the select problem that all weapon systems volley all sub-capital buffers (outside of some notable exceptions, of which the Drake is not one), and that masks that HML is worst at it because it's good enough in a scale that isn't balanced to the ships in the game. That is the imbalance (scale, to every ship).



    Ok so you just declaring there is no Drake advantage outside of Drake blobs makes it true? Sorry no. Drakes get use everywhere and they do out damage or equal damage to other ships. Meanwhile they are doing that sporting a better tank than their fleet mates.

    Noisrevbus wrote:

    Are you running your SR ships in mix-gangs with LR ships? I'm sorry Roll.

    You are essentially flying the ships with tactics adapted to other ships.
    Clobbering balance will not make poor gang composition or bad FC's good. Period.

    You should fly a blaster ship, in a blaster gang with blaster tactics. That's what make the good groups good. It's not divine favour or rocket science. Outside of large scale, it's not necessary for you to adopt projection-buffer tactics as the environment do not assume buffers being volleyed. That's why Deimos can kill Drake until Drake is in fleet-scale and volley their 70x2=140k relative buffers. At which point of course they volley all 140k buffers. Up until that point any fight is about tactical disposition and controlling hostile lynchpins, where the outcome is uncertain: those fights are generally regarded "good" fights. Most people would also regard them "balanced", and would prefer you didn't screw with that.

    Look at any RnK movie and you will see that this is the reason they are "interesting" to people. It has more tactical layers than alpha.

    You realize the reason Deimos fell out of small-medium popularity was because something like a Tornado would match their transversal so their relative EHP was only 70k, so you only needed 10 odd Tornados to volley the Deimos, right?

    That's 10 Tornados (small) doing the job of 70 Drakes (large). See the difference? Learn transversal.


    And yeah, I'm presently flying in mixed small gangs with a noobish fw alt with other non-elite folks and against other non-elite folks. You want the game to just be monoculture fleets or gtfo? How boring. But you apparently want the game to stay with no specific anti-missile platform. God forbid anyone should cut down the range on a missile or fubar it's ability to inflict damage. Meanwhile have at it with anyone and everyone fitting a TD and screwing the idiot that is still using turrets.

    Besides this is not relevant to whether TDs could use some missile scripts.

    Try looking at the issue from the perspsective of a noob who is sorta stuck training one race. Now if he trains Caldari, Gallente, or Minmatar he can train an ewar that is not weapon specific. He will have an ewar that can do something against whatever he encounters. It may not be the best ewar for that situation but it will do something to help his gang. But if he trains Amarr and TD he will be a fifth wheel if he encounters a drake gang. Seems pretty imbalanced to me.
    Lili Lu
    #56 - 2012-09-15 04:17:59 UTC
    Hrett wrote:
    As much as I want to disagree with this (because I hate drakes), I cant. It will mean TDs are even more ubiquitous than they are now.

    Only if the base stats stay the way they are now and gain a similarly strong effect against missiles.Blink This is why I'm saying TDs need some level of nerf. So that they don't become another old style multispec. It worked for ecm to nerf the modules and buff the specialized ships back up and over. Wouldn't it be great if a gang leader said sure bring your arby with equal gusto as saying bring a blackbird.
    Lili Lu
    #57 - 2012-09-15 04:20:55 UTC
    Lilianna Star wrote:
    What about smart bomb blobs? That counters them well.

    No, it doesn't. Smarties are really better as anti-drone than anti-missile. Poeple just resort to smarties (and you need some skilled pilots and piloting to hope to make it work) because it's the only thing possibly kill missile spam. It is a less than ideal solution to a gap in the mechanics of the game.
    Exploited Engineer
    Creatively Applied Violence Inc.
    #58 - 2012-09-15 07:49:29 UTC
    Lili Lu wrote:
    Propulsion mods are not weapon specific. If you are getting hit you can burn out of the range of either turrets or missiles. If you want to reduce tracking increase the angular motion such that the turrets can't track.


    Which gets harder and harder the farther away from the attacker you get. With missiles, this isn't so.

    Lili Lu wrote:
    If you want to reduce missile damage move faster. Propulsion mods can be used to mitigate damage from either system. All you mentioned was ABs. Unless you're flying an AHAC or 100mn Tech III most people are fitting mwds, yet you did not mention them.


    ... because MWDs only reduce missile damage if used with a hull that has a MWD sig bloom reduction bonus. With all other hulls, MWDs at best will not affect missile damage at all, while at worst they'll actually increase missile damage.

    With missiles, having a small sig alone is a counter. Not so for turrets. (without transversal velocity, sig radius becomes irrelevant for turrets).
    With missiles, moving fast alone is a counter. Not so for turrets (only the transversal component counts).
    With missiles from most Caldari missile boats, tailoring your resist profile to their preferred damage type is a counter.
    Noisrevbus
    #59 - 2012-09-15 11:23:01 UTC  |  Edited by: Noisrevbus
    Lili Lu wrote:

    Propulsion mods are not weapon specific. If you are getting hit you can burn out of the range of either turrets or missiles. If you want to reduce tracking increase the angular motion such that the turrets can't track. If you want to reduce missile damage move faster. Propulsion mods can be used to mitigate damage from either system.

    Only one system enable you to use propulsion mods to re-mitigate damage.

    That makes how they are affected by both AB and TD different.

    Read Hrett's and Deuno's posts, they are also giving you examples.

    My last post was aimed at trying to get you to understand that how things operating in two directions also can give you two different results. Look at it like this:

    A) Apply TD to Missiles without concern to the difference of systems, and small-medium scale Missiles will be affected alot more than Turrets. They can't counter TD with MWD, AB, ammunition or tracking enhancers (as they have no transversal). Large scale will be unaffected since EW-application mean little there.

    B) Apply TD to Missiles with a concern to the difference of systems and you will have a balanced result in small-medium scales, but you will actually make missiles stronger in the large scale (since the TD are not effective at that scale, while any buffs to the missiles are likely to be - such as guided missile tracking enhancers).

    Both scenarios are more imbalanced than what we have today. Thus they are bad. Transversal go in two directions so it balances itself, in a sense. If you don't have transversal you go in no direction, that's what make Missiles equally "dumb" regardless if you apply it offensively or defensively. It also balances itself. You need to understand both directions though.

    If you don't understand how the game works (1), then you don't see the differences in the weapon systems (most notably, the drawbacks in the missile systems) (2), because you only fly a limited amount of tactics based around HML (3). That results in you percieving an imbalance with missiles that you want to punish (4). Hence you'd prefer (A).

    Quote:
    And yeah, I'm presently flying in mixed small gangs with a noobish fw alt with other non-elite folks and against other non-elite folks. You want the game to just be monoculture fleets or gtfo? How boring. But you apparently want the game to stay with no specific anti-missile platform. God forbid anyone should cut down the range on a missile or fubar it's ability to inflict damage.

    You say "monoculture fleets are boring" yet you don't seem to understand that uniform fleets containing different ships (such as building a fleet concept around blasters) enable different families of tactics. That's what make those ships worth using. You don't see that because you don't fly those tactics.

    To me, the game will be alot more boring if every tactic is the same (projection-buffer). That's why i don't really like large fleets because there is not enough tactical variation. The tactical element lie elsewhere at that scale, in resource-management and the like.

    That's also why i hate things like Tier 3 BC, because that took a whole family of tactics (mobile-sniping), used on essentially all sizes in the game (frigates, cruisers, battlecruisers and battleships), over all races with many different classes - and created a "master class". From a perspective of diversity and experiencing different tactics, it's so god damned stupid. All those mobile snipers were good against Drakes - they were just never popular, experienced by many.

    If a player's experience in EVE is limited to large-scale or mix-gang, he only have the tactical understanding of projection-buffer. To gain experience with other systems you need to do what the "elite folks" do: fly other ships in other gangs that use other tactics.

    The experience they gain from that is what make them "elite" in EVE. How they approach that knowledge is what make them "elitist" or not.


    Since you're still not getting it, let me quote a single line from the first citation again, and give it a new angle:
    Quote:
    If you want to reduce tracking increase the angular motion such that the turrets can't track

    How do you reduce tracking and increase angular motion of a ship that is faster than you?

    You need to understand that Turrets are a double-edged sword, but it's still a sword and has edges.

    Missiles are a blunt weapon. Wether Turrets are better or worse largely depend on you.
    Lili Lu
    #60 - 2012-09-15 13:32:25 UTC  |  Edited by: Lili Lu
    Noisrevbus wrote:
    Read Hrett's and Deuno's posts, they are also giving you examples.

    . . .
    A) Apply TD to Missiles without concern to the difference of systems, and small-medium scale Missiles will be affected alot more than Turrets. They can't counter TD with MWD, AB, ammunition or tracking enhancers (as they have no transversal). Large scale will be unaffected since EW-application mean little there.

    B) Apply TD to Missiles with a concern to the difference of systems and you will have a balanced result in small-medium scales, but you will actually make missiles stronger in the large scale (since the TD are not effective at that scale, while any buffs to the missiles are likely to be - such as guided missile tracking enhancers).

    Both scenarios are more imbalanced than what we have today. Thus they are bad. Transversal go in two directions so it balances itself, in a sense. If you don't have transversal you go in no direction, that's what make Missiles equally "dumb" regardless if you apply it offensively or defensively. It also balances itself. You need to understand both directions though.

    If you don't understand how the game works (1), then you don't see the differences in the weapon systems (most notably, the drawbacks in the missile systems) (2), because you only fly a limited amount of tactics based around HML (3). That results in you percieving an imbalance with missiles that you want to punish (4). Hence you'd prefer (A).

    I replied to Hrett's post. But I think you are so into your own dissertations that you missed it.

    Where have I not expressed a concern for bare application of TDs to missiles. Any such change would have to be in conjunction with new mods (while btw the rigs to counter are already in game). This is probably why CCP pulled the TD changes off of SISI. Introduction of new mods that might alter explosion stats and/or range would need some serious thinking in order to get the %s right v any reduction in the base range or alterations to the base explosion stats. You never mention explosion stats but keep talking about "tranversal" or not having it. Of course missiles don't have this. It is explosion parameters that are the difference in applied damage. I don't know why you keep talking about transversal. I'm not because the weapons are different. Maybe you're still stuck on the name of the module - "tracking" disruptors? CCP mentioned changing the name to weapon disruptors.

    Noisrevbus wrote:
    You say "monoculture fleets are boring" yet you don't seem to understand that uniform fleets containing different ships (such as building a fleet concept around blasters) enable different families of tactics. That's what make those ships worth using. You don't see that because you don't fly those tactics.

    To me, the game will be alot more boring if every tactic is the same (projection-buffer). . . That's also why i hate things like Tier 3 BC, because that took a whole family of tactics (mobile-sniping), used on essentially all sizes in the game (frigates, cruisers, battlecruisers and battleships), over all races with many different classes - and created a "master class". From a perspective of diversity and experiencing different tactics, it's so god damned stupid. All those mobile snipers were good against Drakes - they were just never popular, experienced by many.

    If a player's experience in EVE is limited to large-scale or mix-gang, he only have the tactical understanding of projection-buffer. To gain experience with other systems you need to do what the "elite folks" do: fly other ships in other gangs that use other tactics.

    The experience they gain from that is what make them "elite" in EVE. How they approach that knowledge is what make them "elitist" or not.

    This all comes down to you not understanding what I'm saying and mischaracterizing it so you can ridicule it. I do not and have not ever been viewing this game as simply buffer and projection. But go ahaead and not understand what I'm saying and mischaracterizing it and my experience in this game. Roll

    Buffer and projection actually that would be the Drake blob view. Fleets can center around a theme, that's great. What I object to in this game are fleets or gangs centered around a ship. Whether it's Drakes, or Tengus, or Maels, or Abaddons, or Zealots, or your example, Deimoses. Or not so much that they are centered on a ship, but that those ship becomes seen so much more than others and why it is seen so much more. If your Deimoses become so dominant on the killboards as Drakes and Tengus I'll be looking for what can be done to stop that. If it becomes apparent that all the other HACs are not similarly seen at the top it means there must be something out of whack with the weapon system or the ship bonuses and stats for Deimoses. Similarly if all and only HACs are seen at the top (and no BSs, or BCs, etc) that needs looking into as to why. Could it be that the vast majority of pvp is of a type that so favors HACs, or is it that all other ships pale in comparison in some critical regard, or some mix of the two.

    As for large scale application of TDs of course it is difficult. It is that way for all of the ewars. It doesn't mean it couldn't be done. It just necessitates a lot of communication and a plan going in. There is a simple way to distribute ewar against an enemy fleet. And with rebalancing it may emerge. Regardless, I already addressed your faux concern that buffing TDs and injecting new missile bonusing mods would just end up buffing missiles.