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Missile Guidance Enhancer?

Author
Rivr Luzade
Coreli Corporation
Pandemic Legion
#101 - 2015-06-09 08:46:24 UTC
If these modules come, missiles will be nerfed further to compensate for the bonuses of these modules. Fitting them will be mandatory to get back close to previous stats. Whoever wants these modules in the game, either hasn't been around with the last buff/nerf round or has and just blanks this fact out of the mind.

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Kitty Bear
Deep Core Mining Inc.
Caldari State
#102 - 2015-06-09 17:12:26 UTC
Jeremiah Saken wrote:
MGEs are in trackng enhancers so low slots.
MGCs are in tracking computers so mid slots.
Low slots means lower dps for caldari. Both modules gaves range and application so for kitters fitting. Meh. Suddenly, I vote for 1 per year skill remap, I don't want to be missiles user anymore...I hope it's a joke just like new icons.


if your shooting a hull 1 size or more smaller than your ammo size ...
damage application outweighs raw dps, and range is largely irrelevant


there's still not going to be a situation where a BS firing CM's will alpha a frigate
that will remain the province of turret users

and like a lot of people, im expecting a major nerf to land at the same time as this .... 'buff'
Lugh Crow-Slave
#103 - 2015-06-10 02:58:37 UTC
Zan Shiro wrote:



We would have to see them in action imo. Lost dps can be made up for by decent application. High paper damage that hits less not always a good thing. Why for example we can have really good arguments over missile rigs current day eve. The ROF or damage boost ones could be nice. But....some flare and rigor could be just as good.

But that's me...I have always been more into application. To the point I have on turrets downsized the guns (as this tends to give tracking boosts). Or if its damage mod or te.....I liked te. Way I see it's like fighting/martial arts. you can have power out the ass in your strikes....they have to hit to actually do you any good.



except the current missile fits are anemic even with their current paper DPS after you dedicate all of the lows to BCU. I would like to say they make up for that by being able to select the damage type but to many of them are stuck with only one. this just makes it worse as it is much easier to tank against one damage type rather than 2
afkalt
Republic Military School
Minmatar Republic
#104 - 2015-06-10 06:49:49 UTC  |  Edited by: afkalt
Lugh Crow-Slave wrote:
Zan Shiro wrote:



We would have to see them in action imo. Lost dps can be made up for by decent application. High paper damage that hits less not always a good thing. Why for example we can have really good arguments over missile rigs current day eve. The ROF or damage boost ones could be nice. But....some flare and rigor could be just as good.

But that's me...I have always been more into application. To the point I have on turrets downsized the guns (as this tends to give tracking boosts). Or if its damage mod or te.....I liked te. Way I see it's like fighting/martial arts. you can have power out the ass in your strikes....they have to hit to actually do you any good.



except the current missile fits are anemic even with their current paper DPS after you dedicate all of the lows to BCU. I would like to say they make up for that by being able to select the damage type but to many of them are stuck with only one. this just makes it worse as it is much easier to tank against one damage type rather than 2


This.

Even at selectable damage....caracal navy, 3 BCU and HML is a mighty....341 PAPER DPS

So even with it's inbuilt application bonus it's a massive, staggering....246 DPS shooting a MWDing aug navy (the ship I had open in the tool at the time)

Dropping a BCU to fit one of these mods means it drops to 301 paper, 219 applied (so these mods would need a sizeable boost to make up for that). I suppose I could use a mid, I mean if I want to lose the EM ward thus screwing my resists up and leaving a hole.

Of course that assumes it even has the CPU on that particular failboat, but that's another story Lol
Caldari 5
D.I.L.L.I.G.A.F. S.A.S
Affirmative.
#105 - 2015-06-12 03:26:56 UTC
A Buff coming to missiles? 5% to HM? on 07 Show.
Jeremiah Saken
The Fall of Leviathan
#106 - 2015-06-12 06:49:38 UTC
Caldari 5 wrote:
A Buff coming to missiles? 5% to HM? on 07 Show.

Any word about new modules? Can't find o7 on tube.

"I am tormented with an everlasting itch for things remote. I love to sail forbidden seas..." - Herman Melville

Reaper of Dreams
Reaper Industries and Science Inc
#107 - 2015-06-12 07:01:44 UTC
Jeremiah Saken wrote:
Caldari 5 wrote:
A Buff coming to missiles? 5% to HM? on 07 Show.

Any word about new modules? Can't find o7 on tube.


There will be a low and med slot Version, will be scriptable aswell. Also no nerf to missiles in this update.
unidenify
Deaf Armada
#108 - 2015-06-12 07:12:15 UTC
Reaper of Dreams wrote:
Jeremiah Saken wrote:
Caldari 5 wrote:
A Buff coming to missiles? 5% to HM? on 07 Show.

Any word about new modules? Can't find o7 on tube.


There will be a low and med slot Version, will be scriptable aswell. Also no nerf to missiles in this update.


wait, they will add those modules with no nerf to missile? (my guess is that they will nerf next patch after this patch based which perform too well)
Caldari 5
D.I.L.L.I.G.A.F. S.A.S
Affirmative.
#109 - 2015-06-12 07:16:13 UTC
Jeremiah Saken wrote:
Caldari 5 wrote:
A Buff coming to missiles? 5% to HM? on 07 Show.

Any word about new modules? Can't find o7 on tube.

Not on Youtube yet to my knowledge, but the twitch replay is at http://www.twitch.tv/ccp/v/6066211
Jeremiah Saken
The Fall of Leviathan
#110 - 2015-06-12 09:03:54 UTC
Reaper of Dreams wrote:
There will be a low and med slot Version, will be scriptable aswell. Also no nerf to missiles in this update.

Woot? No missile nerf? Xmas in june?

"I am tormented with an everlasting itch for things remote. I love to sail forbidden seas..." - Herman Melville

Arla Sarain
#111 - 2015-06-12 10:33:57 UTC
Nope. The nerf is too ABs. Their 44% damage reduction against missiles only made the victim die slower.
Nasar Vyron
S0utherN Comfort
#112 - 2015-06-12 16:43:21 UTC  |  Edited by: Nasar Vyron
Arla Sarain wrote:
Nope. The nerf is too ABs. Their 44% damage reduction against missiles only made the victim die slower.


I can't avoid 50% of the damage done to me by simply moving fast in any direction before resistances are even taken into effect! Oh god!

At least with guns it took a small amount of skill to watch your transversal, avoiding missile damage has always been as brainless as strapping on a prop mode and not holding still. You will never get pity from me with this whole "missiles always do damage" shtick when avoiding the majority of missile damage is determined by hull size, how fast you are, and then finally your resist profile. Meanwhile even large guns with proper positioning will blap small targets, something missiles will simply never do.


Anyway I called it - no missile nerfs until after they see how this actually effects game play. We can all guess which hulls are going to see nerfs and which will finally see some love. I'm going to predict an end to kinetic locks on all remaining hulls in time.

As for the end to firewalls, kinda of called that one too, but I like the direction they are looking. Would rather it be inverse tho, I don't like the idea of an enemy fleet being able to dictate my damage choice in such a way. Better to force me to use 3 out of the 4 remaining damage types if I see EM smartbombs going off rather than being forced to fire into what is likely to be their highest resist profile or do literally no damage as my missiles hit the firewall.
Deacon Abox
Black Eagle5
#113 - 2015-06-12 18:34:35 UTC  |  Edited by: Deacon Abox
Sorry to interrupt this - forlorn missile circle jerk Caldari persecution complex Fozzie hating - indulgence session, but yeah it appears from the last o7 show that changes are coming in many ways. We will have to wait to see the whole set of the changes.

But to engage also in speculation is fun. Here is mine.

Since missile TC and TEs are on Sisi, and scripts for them. Most likely these will as some have already said result/necessitate some nerfing of base missile or rapid launcher stats. Light missiles will probably have to lose a little range. Otherwise we could some truly ridiculous range on some small hulls with specialized fits.

And even though just about all of you itt are commenting from a Caldari centered view point, ironically it may be a Minmatar missile boat, the Typhoon, that becomes a balancing terror. It already has an application bonus baked into the hull. Adding mods to it to exaggerate the power of its missiles may become a giggle inducing popular pursuit.

Almost no one has commented on some of the other missile changes mentioned. HMs are getting a 5% damage rebuff. This may be compensation for some measure of lost damage when people swap out a BCS for a missile tracking enhancer. Also it could just be a reevaluation of the HM damage stats.

Missiles of all kinds are apparently getting hp buffs. This may be an attempt to dissuade the use of firewalling. Why would CCP do this? While firewalling was a creative answer to no working dedicated ewar against the former ubiquitous Drake missile spam, it has never been elegant or involved an intended game mechanic. Smarties have always been in the game really as an anti drone module.

To introduce missile TC and TE means missile TDs must be coming as a combative ewar to buffed missiles. Has anyone itt looked at TD scripts on Sisi? Or looked at ewar modules on Sisi to see if there is something like this in the database? Because it surely is coming. This will bring a needed balance to an otherwise perilous outright missile buff without much in the way of base stat nerfing to missiles. It is a better way to counter an outright missile buff also since it involves more player actions and tactics. It simultaneously would buff a class of ships that don't get much use, the TD boats.

BTW, you all probably love to complain about Ishtars. The same o7 show said more is coming to the Ishtar. So show some appreciation to Fozzie et al. Hopefully whatever nerf is coming wont kill it. It has nowhere near the reign that the Drake had. And if somehow all this resurrects the Drake hegemony, rest assured it wont last very long.Smile

edit - I do like the one guys suggestion that defender missiles act like flares, and reduce damage application from missiles. Unfortunately it doesn't overcome what appears to be heavy coding issues or the necessity for a launcher slot on the target hull. Better to have the necessary cooperative play of dedicated ewar TD boats imo. Better just to delete defenders from the game. They've never worked well and apparently never will.

As for the kinetic lock, deal with it. Lasers are locked to em therm. Blasters are locked to kinetic therm. Even tech II projectile damage has an explo kinetic lock. The highest damage drones are therm drones. Caldari tech II resists are set to counter that. If Gallente can still deal other damage types with lesser dps drones that is no different from Caldari being able to shoot other damage type missiles at lesser dps against Gallente tech II kinetic resists.

If the kinetic bonuses are to go altogether it would require an entire reworking of damage types in the game in order to be fair to all the other races of ships.

CCP, there are off buttons for ship explosions, missile effects, turret effects, etc. "Immersion" does not seem to be harmed by those. So, [u]please[/u] give us a persisting off button for the jump gate and autoscan visuals.

Cleanse Serce
Lonesome Capsuleer
#114 - 2015-06-12 18:53:56 UTC  |  Edited by: Cleanse Serce
Question to CCP guys : Are you planning to implement a "Guidance Disruptor" eWar module ?

I'm sure you are.
Buffing missiles by their bonuses, by those new modules, by the Battlecruiser buff, and the Hit point to prevent Firewall need some kind of counter right ?

Also about the Ishtar.

I know this not the place to talk about Ishtars in a Guidance Enhancer dedicated thread.
Anyway, i got to make a disclaimer : I am not an Ishtar pilot at ALL, i've always hated drones in Eve Online, specially Sentries, not cause i concider them OverPowered, but because people kept telling me that drones were OP and that i had to train for those, L4 Dominix easy, Ishtars easy, etc, etc.... And thank god i never did. :D

Whatever, i was just thinking about the Ishtar, and I realised that Ishtars were not only popular for the Sentries bonuses, but for the fact they are the only HAC combining multiple advantages.
- Agility / Speed
- Projection
- T2 bonuses
- Usefull and fleet-oriented bonuses.

What if Sentries were not the only reason Ishtars are so popular ?
I mean, look at the Zealot, he has good tank, good projection, but no agility, no speed.
Loot ak the Vagabon, Fast, agile, but projection is still the shortest of all HACs, unless you go 750mm but you'll have sacrifice some tank and have to use Tremor... PLUS he has a useless Bonus for fleet purposes : Shield Boost Bonus (suits well for solo/small gang though).
There's only the Eagle that can stands aside the Ishtar.

So stop nerf Ishtar, and rebuild/balance HACS as a whole maybe ?
Kitty Bear
Deep Core Mining Inc.
Caldari State
#115 - 2015-06-12 20:14:48 UTC
Deacon Abox wrote:


But to engage also in speculation is fun. .


Here is mine


TD's to affect missiles as originally planned many patches ago.

In-game effect you can hit for 0 damage with missiles against smaller targets
imo ... it's a miss
so a weapon system that ALWAYS only ever 'hit' it's target can now miss, but still does not get to do critical hits
Deacon Abox
Black Eagle5
#116 - 2015-06-12 20:38:41 UTC
Kitty Bear wrote:
TD's to affect missiles as originally planned many patches ago.

In-game effect you can hit for 0 damage with missiles against smaller targets
imo ... it's a miss
so a weapon system that ALWAYS only ever 'hit' it's target can now miss, but still does not get to do critical hits

So, the new TC TE mean it wont be for 0 damage.

But just as a turret user if the opposition brings enough TD or TD boats, and one of those lands on you, from a lucky falloff role of the dice, you are ******. What is wrong with that?

A few years ago they attempted to buff missiles. On the test server the op of missiles was so ermagherd apparent in that everything big and small, fast and tall, was dying so quickly to missiles that the whole effort was scrapped. The missile formula it appears has a very low range of tolerance between bad for a lots of pvp and so op it is ridiculous. Maybe they have found the tiny sweet spot since they appear to be determined to introduce this stuff now. Lets hope so.

CCP, there are off buttons for ship explosions, missile effects, turret effects, etc. "Immersion" does not seem to be harmed by those. So, [u]please[/u] give us a persisting off button for the jump gate and autoscan visuals.

Lugh Crow-Slave
#117 - 2015-06-12 22:09:43 UTC
Kitty Bear wrote:
Deacon Abox wrote:


But to engage also in speculation is fun. .


Here is mine


TD's to affect missiles as originally planned many patches ago.

In-game effect you can hit for 0 damage with missiles against smaller targets
imo ... it's a miss
so a weapon system that ALWAYS only ever 'hit' it's target can now miss, but still does not get to do critical hits



when i hit a ship moving 0ms for 60 using a heavy missile or larger i call that a miss
Lugh Crow-Slave
#118 - 2015-06-12 22:17:08 UTC
Deacon Abox wrote:
Maybe they have found the tiny sweet spot since they appear to be determined to introduce this stuff now. Lets hope so.



odds are they are taking advantage of the faster releases and have not found the "sweet spot" but are going to gauge and adjust based on how they are used after these mods are released.


tbh i just hope all the missile types become competitive in some aspect of the game again.


but in the brief time that missiles get this buff along with the BC changes through back drake fleets anyone?
Nasar Vyron
S0utherN Comfort
#119 - 2015-06-12 22:39:37 UTC  |  Edited by: Nasar Vyron
Deacon Abox wrote:

edit - I do like the one guys suggestion that defender missiles act like flares, and reduce damage application from missiles. Unfortunately it doesn't overcome what appears to be heavy coding issues or the necessity for a launcher slot on the target hull. Better to have the necessary cooperative play of dedicated ewar TD boats imo. Better just to delete defenders from the game. They've never worked well and apparently never will.


That was my idea. Glad you agree with it, missiles have needed an overhaul for a while as far as how they are coded. So this would simply be a part of that much needed patch. Getting jammed/losing lock should never cause a missile to do no damage, one would assume once fired all the stats it was fired with are now a part of that missile which includes the target lock.
So missiles would get calculated twice
1) When fired they are set with target, speed, duration of burn, hull bonused damage, exp velocity, and exp radius.
2) When they reach the target the target's sig radius, speed, and external factors are calleded and damage is calculated.

Think of the new defender missile as a point blank defense weapon that create a bubble like field as far as the code is concerned. Basically when the missile reaches it's intended target a check is made similar to a current warp disruption bubble. And likewise stacking multiple defender missile flares would just gives you more coverage, not a stronger disruption. And since this form of defense would be charge based and the defense points static would make this defensive module as unique as the weapon system it is meant to counter.

Consider the gameplay that can develop around this: a few ships are fit with these and fly slightly ahead of the fleet creating a chain of flares for their fleet to fly through for protection. Since it is a non-direct defense system it has the potential to be far more powerful than a directed TD could be against larger fleets. It gives it near infinite scaling! Yet the trade off is that it cannot near-perfectly cancel out a ship like a well placed TD can accomplish. Add to this reload times, so the ships launching these would need to communicate to insure coverage and fleet movement.
Iroquoiss Pliskin
9B30FF Labs
#120 - 2015-06-13 00:36:28 UTC  |  Edited by: Iroquoiss Pliskin
Rivr Luzade wrote:
If these modules come, missiles will be nerfed further to compensate for the bonuses of these modules. Fitting them will be mandatory to get back close to previous stats. Whoever wants these modules in the game, either hasn't been around with the last buff/nerf round or has and just blanks this fact out of the mind.


Excellent.

Make the new "TCs" midslots. Big smile

Hit them with the freighter one-two sneak trick.