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[AEGIS] Missile Hitpoints

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Author
Spugg Galdon
Federal Navy Academy
Gallente Federation
#61 - 2015-06-22 20:31:30 UTC  |  Edited by: Spugg Galdon
Soldarius wrote:
Spugg Galdon wrote:
words


I have advocated for a defender reword multiple times, as some sort of a bomb screening module. Bring Heretics, or other missile destroyer. Jackdaw anyone? Fit multiple launchers. lol at bombs as you shoot them down en masse.



Thing is, it could work easily and really well.

Take it like this:

A Point Defense Destroyer would have 8 high slots and a mix of mid and lows like they do now.

The racial Point Defense System (PDS) would then have three different ammo types:
Anti Missile
Anti Drone
Anti Bomb

These ammo types would all deal a "special" type of damage. For arguments sake, we'll call it "Snowflake". Snowflake is a special damage type that is "invisible" to the player. All items other than missiles, drones and bombs have a 100% resistance to it.

This will prevent PDS being used as an offensive weapon.

Now, the PDS is activated on a target ship, just like defender missiles work now. If you are using anti missile ammo, that ship will require to be launching missiles for it to activate. Same for drones. The PDS will then shoot down missiles or drones effectively. If Anti Bomb ammo is loaded, it will work exactly how FoF/Auto Targeting missiles work now with the caveat that their only valid target are bombs. This will allow the ship to effectively defend against bombers without having to target the bombs/bombers themselves.

Que fleet commanders screaming "POINT DEFENSE! POINT DEFENSE!" when they see bombers decloaking.

Ammo reload takes 30 seconds which can give windows of opportunity.

Slap, Bang, Wallop. Bombers fixed. Firewalling fixed. A new role for a "newbro" fleet member to carry out which is obscenely important.

If you're the newbro who saves the fleet of battleships from the bombing run you will be sat there with a massive erection smile.
Nasar Vyron
S0utherN Comfort
#62 - 2015-06-22 20:49:53 UTC  |  Edited by: Nasar Vyron
CCP... I get that you seem to have a hardon for the ability of this particular weapon system to have the power to completely negate the missile weapon system. What I don't get is how you don't see the imbalance in this. We do not have massive repulsion bombs that magically deflect incoming rounds from turret weapon systems.

To mitigate damage from turret based systems you can:
-Keep an eye on your range and transversal based on the weapon system you're facing
-Bring ECM
-Bring TD to lower the range/transversal requirements of your fleet
-Bring damps to force the enemy fleet in closer to acquire locks

To mitigate damage from missile based systems you can:
-Fly a ship with a small sig
-Fly fast in any direction and watch range
-Bring ECM
-Bring damps to force the enemy fleet in closer to acquire locks
-Bring *chuckle cough* Defender missiles *laugh*


Notice two major problems here?
First, missile damage is much easier to mitigate through non-directional movement and size. If you take a missile to the face you're going to feel it, even if it exploded at the edge of the sig you are flying into the explosion.
Second, TD are a viable counter to turret based systems while as defender missiles are currently an utter joke.

THIS needs to be CCP's focus. I've suggested it before and I'll say it again here in hopes that a dev notices.

Defender missiles now:
-No longer requires missile hardpoint
-Remains a high slot utility module (due to the power I'd give them and to replace the same slot as firewalling does currently)
-No longer "fires" at a target ship or requires a target lock
-New module variants added which come with larger capacities
-New size variants of DMs added with larger radius effects
-Should hold ~6-12 rounds with a minute reload

Now what is the actual idea behind those initial changes you may wonder? They are to act as flares, or as far as code is concerned - warp disruption probes. When the DM module is activated static flares are launched at current location creating a explosion velocity/radius disruption field in that area. The effective radius around 3km for T1 and 5km T2. When a missile makes contact with their target ship a check is made system side to see if they were within this sphere, if they are the penalty is applied. Multiple overlapping flares have no added effect. It's a "simple" check similar to when we a player goes to enter warp, while I realize it's added server load, there will be no solution to this that does not add server load. But removing the ability for smartbombs to effect missiles at all reduces server load especially since it's not having to do additional calculates for every missile hit at each pulse.

I'd suggest a 30% reduction to radius and velocity with T1, and the T2 variants to be increased to around 40%. As these are creating static "bubbles" a fleet will be required to create a path to maintain disruption coverage meaning even the defending fleet will require additional coordination and planning and not simply be used by any and all doctrines.
EX: Faster kite doctrines will see far less use in the use of DMs as they will have trouble maintaining coverage. While slower moving doctrines who suffer the most to missile doctrines will have an effective counter as they cannot rely on simply outrunning the missile damage.



In short, I want a unique counter to missiles that does not completely negate it. A counter that is specialized to defend those who lack a defense to this particular weapon system (size and movement), not one that can be used effectively by those already naturally resilient.
I do not want a bomb knockoff to reduce effectiveness of firewalling as that simply gives the defender the ability to dictate damage types. CCP's presented idea doesn't even go far enough to accomplish their own goals and it completely ignores capital missile systems.

I highly suggest CCP look into reworking the DM system rather than trying to balance missiles around another offensive weapon system which should play no part in it's damage application.
Deacon Abox
Black Eagle5
#63 - 2015-06-22 20:52:21 UTC
Ok, death to firewalling.

However, you need to get cracking on the missile TD introduction. Otherwise you may kill off Ishtars Online, but just be bouncing back to HMs or RHML or RLMLs Online like the Drake days of old.

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.

Sizeof Void
Ninja Suicide Squadron
#64 - 2015-06-23 03:45:49 UTC
Nefring firewalling should not be an issue, since it is a niche tactic, specifically for use against missiles, and non-sentry drones. There is a significant compromise in DPS when fitting your ship/fleet for firewalling, and it is 100% useless against guns and sentry drones.

How about fixing smart bombs, and defender missiles, instead? Both of these systems are long, long overdue for fixes.
Hemmo Paskiainen
#65 - 2015-06-23 09:40:56 UTC  |  Edited by: Hemmo Paskiainen
CCP Fozzie wrote:
Hello folks!
Firewalling is an example of very clever use of game mechanics and can involve a ton of player skill. We really like the tactic in general


Smartbomb buff!!!!!

Think about it, smartbombs are the only damage platfrom that adds that extra dimension to certain situations that is called: the sandbox of EVE.

If relativity equals time plus momentum, what equals relativity, if the momentum is minus to the time?

Anthar Thebess
#66 - 2015-06-23 09:45:12 UTC
Hemmo Paskiainen wrote:
Smartbomb buff!!!!!

If at the same CCP make them less viable in PVE - for example triple the cap usage.

I don't think that smartbombs need much in case of the rebalanced , just lets be sure that changes to this weapon system will not again force changes in tons of already rebalanced items.

For sure i would like to see smartbombs killing wrecks , including those NPC ones.
Generic Marketting Character
Doomheim
#67 - 2015-06-23 14:12:27 UTC
Sizeof Void wrote:
Nefring firewalling should not be an issue, since it is a niche tactic, specifically for use against missiles, and non-sentry drones. There is a significant compromise in DPS when fitting your ship/fleet for firewalling, and it is 100% useless against guns and sentry drones.

How about fixing smart bombs, and defender missiles, instead? Both of these systems are long, long overdue for fixes.


Compromise in DPS when fitting your fleet.

Oh noes I have to fit 5 battleships to negate an potentially infinite number of missile ships.
Lucas Quaan
DEMONS OF THE HIDDEN MIST
TRUTH. HONOUR. LIGHT.
#68 - 2015-06-23 14:29:40 UTC
unidenify wrote:
What about Golem and its 4 Launcher?

is it possible for Golem to get role bonus to boost its missile hp to comparable to other missile BS's group of missile?

This is actually a good point. The 100% role bonus should probably include hp too, just like the drone bonus on Guristas ships.
Dr Cedric
Science and Trade Institute
Caldari State
#69 - 2015-06-23 15:55:13 UTC
Lucas Quaan wrote:
unidenify wrote:
What about Golem and its 4 Launcher?

is it possible for Golem to get role bonus to boost its missile hp to comparable to other missile BS's group of missile?

This is actually a good point. The 100% role bonus should probably include hp too, just like the drone bonus on Guristas ships.


Probably not because its only firing 4 missiles, not 8 like CNR. I don't know if its possible to take the 4 missiles double the damage then 7/8ths it.

I say keep it the same, and count it as a risk of running a fleet of Golems Ugh (srsly... do people do that?)

Cedric

stoicfaux
#70 - 2015-06-23 16:22:23 UTC
Has anyone tried an Orthrus or Barghest with its 19-20km/s heavy/cruise missiles against a firewall?

Pon Farr Memorial: once every 7 years, all the carebears in high-sec must PvP or they will be temp-banned.

ugly inside
Imperial Academy
Amarr Empire
#71 - 2015-06-23 16:37:02 UTC
CCP Fozzie wrote:
Hello folks!

We hope that these changes will provide more interesting gameplay for pilots flying in fleets with or against missile ships.

Let us know what you think!


missiles were at the near bottom if not rock bottom.. gratz ccp.. you closed the coffin lid and started tossing dirt on it.

why dont lazers have a chance for emp kick back? -2x cap required to be fired?
guns jam?
planetary gravity pull at the bullets/slugs?

im going to take an ishtar with sentry drones and missiles and fight someone with the CCP tag.
stoicfaux
#72 - 2015-06-23 17:05:19 UTC
ugly inside wrote:

im going to take an ishtar with sentry drones and missiles and fight someone with the CCP tag.

Dude, do you really want to go up against Jovian sentry drones?

Pon Farr Memorial: once every 7 years, all the carebears in high-sec must PvP or they will be temp-banned.

ugly inside
Imperial Academy
Amarr Empire
#73 - 2015-06-23 17:46:39 UTC
stoicfaux wrote:
ugly inside wrote:

im going to take an ishtar with sentry drones and missiles and fight someone with the CCP tag.

Dude, do you really want to go up against Jovian sentry drones?



i can name mytholical creatures too.. the jewbecabra and its 5 earthling friends. everyone knows those 2 things are myths
Alexis Nightwish
#74 - 2015-06-23 18:24:22 UTC
Could I please please have my Defender Missiles skill SP refunded now? Straight

CCP approaches problems in one of two ways: nudge or cludge

EVE Online's "I win!" Button

Fixing bombs, not the bombers

Swiftstrike1
Swiftstrike Incorporated
#75 - 2015-06-23 18:38:08 UTC
CCP Fozzie wrote:
That mechanic isn't changing. The combined entity that flies through space has 8x the HP of one missile, but whenever it loses 1/8 of its HP it loses 1/8 of its damage. Missile grouping was implemented quite well back in the day.


I had no idea this particular game mechanic worked this way. I don't even know how I could have known! There are very many other game mechanics that don't work intuitively (e.g. the difference between when shield and armor reps land during the module cycle) and aren't explained anywhere in-game.

Has CCP ever considered writing an in-game glossary of game mechanic oddities?

Casual Incursion runner & Faction Warfare grunt, ex-Wormholer, ex-Nullbear.

Rivr Luzade
Coreli Corporation
Pandemic Legion
#76 - 2015-06-23 19:05:37 UTC
Swiftstrike1 wrote:
I had no idea this particular game mechanic worked this way. I don't even know how I could have known! There are very many other game mechanics that don't work intuitively (e.g. the difference between when shield and armor reps land during the module cycle) and aren't explained anywhere in-game.

What's not intuitive about reps? Shield Boosters are energy transfer units that push Energy from the cap into the Shield. Immediate effect. Armor reps are Nanite Distribution units, the Nanites need to get to the place of damage before they can rep: Delayed effect.

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.

islador
Antigen.
#77 - 2015-06-23 19:16:51 UTC
I feel this is approaching the firewall problem from the wrong angle.

The goal appears to be making missiles less easily countered by 'firewalling'. To do this, we need to first determine what 'firewalling' means.

Back in 2010 The Initiative alliance coined the phrase by deploying (and filming) a BS fleet fighting Drakes. These BS used their utility slots to fit smartbombs and then clustered together to ensure all incoming missiles took sufficient damage despite the smartbombs cycle times.

Another popular tactic has been to deploy a fast moving battleship as a kind of guard around your slowly moving battleship fleet. The pilot will then position his ship such that all incoming missiles fly through his smartbomb's field of effect. Unfortunately I lack a video for this tactic,

You'll note these two tactics have drastically different implementations, trade offs and counter-play. They're also not mutually exclusive. Though it is worth mentioning that fleets rarely implement both due to the fitting trade offs required for The Initiative's variant.

The Initiative's strategy illuminates a potential means of diminishing firewalling; cycle time.

Further considering the mechanics at work we can identify another means of adjusting firewalling's effectiveness. To kill a missile, the missile must fly through the smartbombs area of effect, and must be in that area of effect when the smartbomb goes off. This means we can directly adjust smartbomb's effect on missiles by increasing missile velocity.

A change to missile velocity will make The Initiative's strategy more appealing because you have more chances to hit the incoming missile with sufficient damage. Meanwhile a change to cycle time will make both strategies less effective overall.

Let's take a moment to talk about the counter-play involved in these strategies. In order for a missile fleet to score kills against a fleet fielding an Initiative style firewall, they need to pick at the edges of the battleship fleet. In this fashion their incoming missiles take far less damage and as such they will apply more damage and potentially kill the target. Due to the timing requirements of the smartbomb and assuming the target has a single bomb fitted, the missile fleet could do as little as half their damage, or as much as all of their damage. Should the target have two medium smarties fitted, the missile fleet could do anywhere from all to none of their damage.

To counter a single firewall BS guarding the fleet, a missile fleet must have their missiles out-maneuver the guard. This can be achieved by splitting the fleet and firing missiles from two different positions (or more) at a single target. Other tactics include maneuvering the missile fleet such that the guard is going full speed one way, then shooting a target on the opposite side of his momentum, effectively 'slingshotting' the guard away from the missiles.

While discussing counter-play, it's important to note that the battleship fleets involved are fairly static making them ideal escalation targets. In fact, Initiative style BS fleets are almost immobile when under sufficient attack. Blap dreads obliterate battleships, as do bombers. It's also important to note that most anti-missile-ship BS doctrines fit mid to long range weaponry, making it possible to counter them with a brawler doctrine of T3 Cruisers or even other Battleships. Any change that is done should not result in a change of potential escalations or other non-missile-based counter tactics.

It is worth noting that in larger fights, perhaps the role of the missile fleet shouldn't be to kill the target? But to busy and corral them for other fleets/combat teams to engage them more favorably.

At the end of the day, if we want to improve counter-play while diminishing the all out effectiveness of smartbombs I believe we should look at increasing missile velocity. Missile health is fine and dandy, and quite frankly, likely needed, but velocity has far more effect on both types of firewalls. Velocity also allows for better counter-play on the part of the missile fleet, allowing them to telegraph their moves for less time and respond more rapidly to their oppositions moves.

TL;DR - Increased Missile Velocity provides more interesting tactics & effective nerfs to firewalls than missile health alone.
Alexis Nightwish
#78 - 2015-06-23 19:47:42 UTC
Numbers for people who like numbers.




GURISTAS TORPEDOES (480HP)
Smartbomb                 Damage     Num2kill

Lrg Faction SB:            375          2
Lrg Smartbomb II:          300          2
Lrg Fctn (same dmg type):  300          2
Lrg SBII (same dmg type):  240          2

Med Faction SB:            150          4
Med Smartbomb II:          140          4
Med Fctn (same dmg type):  120          4
Med SBII (same dmg type):  112          5

Sm Faction SB:              75          7
Sm Smartbomb II:            70          7
Sm Fctn (same dmg type):    60          8
Sm SBII (same dmg type):    56          9

TORPEDOES (360HP)
Smartbomb                 Damage     Num2kill

Lrg Faction SB:            375          1
Lrg Smartbomb II:          300          2
Lrg Fctn (same dmg type):  300          2
Lrg SBII (same dmg type):  240          2

Med Faction SB:            150          3
Med Smartbomb II:          140          3
Med Fctn (same dmg type):  120          3
Med SBII (same dmg type):  112          4

Sm Faction SB:              75          5
Sm Smartbomb II:            70          6
Sm Fctn (same dmg type):    60          6
Sm SBII (same dmg type):    56          7

GURISTAS CRUISE MISSILES (320HP)
Smartbomb                 Damage     Num2kill

Lrg Faction SB:            375          1
Lrg Smartbomb II:          300          2
Lrg Fctn (same dmg type):  300          2
Lrg SBII (same dmg type):  240          2

Med Faction SB:            150          3
Med Smartbomb II:          140          3
Med Fctn (same dmg type):  120          3
Med SBII (same dmg type):  112          3

Sm Faction SB:              75          5
Sm Smartbomb II:            70          5
Sm Fctn (same dmg type):    60          6
Sm SBII (same dmg type):    56          6

CRUISE MISSILES (240HP)
Smartbomb                 Damage     Num2kill

Lrg Faction SB:            375          1
Lrg Smartbomb II:          300          1
Lrg Fctn (same dmg type):  300          1
Lrg SBII (same dmg type):  240          1

Med Faction SB:            150          2
Med Smartbomb II:          140          2
Med Fctn (same dmg type):  120          2
Med SBII (same dmg type):  112          3

Sm Faction SB:              75          4
Sm Smartbomb II:            70          4
Sm Fctn (same dmg type):    60          4
Sm SBII (same dmg type):    56          5

GURISTAS HEAVY ASSAULT MISSILES (240HP)
Smartbomb                 Damage     Num2kill

Lrg Faction SB:            375          1
Lrg Smartbomb II:          300          1
Lrg Fctn (same dmg type):  300          1
Lrg SBII (same dmg type):  240          1

Med Faction SB:            150          2
Med Smartbomb II:          140          2
Med Fctn (same dmg type):  120          2
Med SBII (same dmg type):  112          3

Sm Faction SB:              75          4
Sm Smartbomb II:            70          4
Sm Fctn (same dmg type):    60          4
Sm SBII (same dmg type):    56          5

CCP approaches problems in one of two ways: nudge or cludge

EVE Online's "I win!" Button

Fixing bombs, not the bombers

Alexis Nightwish
#79 - 2015-06-23 19:48:31 UTC
HEAVY ASSAULT MISSILES (180HP)
Smartbomb                 Damage     Num2kill

Lrg Faction SB:            375          1
Lrg Smartbomb II:          300          1
Lrg Fctn (same dmg type):  300          1
Lrg SBII (same dmg type):  240          1

Med Faction SB:            150          2
Med Smartbomb II:          140          2
Med Fctn (same dmg type):  120          2
Med SBII (same dmg type):  112          2

Sm Faction SB:              75          3
Sm Smartbomb II:            70          3
Sm Fctn (same dmg type):    60          3
Sm SBII (same dmg type):    56          4

GURISTAS HEAVY MISSILES (160HP)
Smartbomb                 Damage     Num2kill

Lrg Faction SB:            375          1
Lrg Smartbomb II:          300          1
Lrg Fctn (same dmg type):  300          1
Lrg SBII (same dmg type):  240          1

Med Faction SB:            150          2
Med Smartbomb II:          140          2
Med Fctn (same dmg type):  120          2
Med SBII (same dmg type):  112          2

Sm Faction SB:              75          3
Sm Smartbomb II:            70          3
Sm Fctn (same dmg type):    60          3
Sm SBII (same dmg type):    56          3

HEAVY MISSILES (120HP)
Smartbomb                 Damage     Num2kill

Lrg Faction SB:            375          1
Lrg Smartbomb II:          300          1
Lrg Fctn (same dmg type):  300          1
Lrg SBII (same dmg type):  240          1

Med Faction SB:            150          1
Med Smartbomb II:          140          1
Med Fctn (same dmg type):  120          1
Med SBII (same dmg type):  112          2

Sm Faction SB:              75          2
Sm Smartbomb II:            70          2
Sm Fctn (same dmg type):    60          2
Sm SBII (same dmg type):    56          3

GURISTAS ROCKETS (120HP)
Smartbomb                 Damage     Num2kill

Lrg Faction SB:            375          1
Lrg Smartbomb II:          300          1
Lrg Fctn (same dmg type):  300          1
Lrg SBII (same dmg type):  240          1

Med Faction SB:            150          1
Med Smartbomb II:          140          1
Med Fctn (same dmg type):  120          1
Med SBII (same dmg type):  112          2

Sm Faction SB:              75          2
Sm Smartbomb II:            70          2
Sm Fctn (same dmg type):    60          2
Sm SBII (same dmg type):    56          3

ROCKETS (90HP)
Smartbomb                 Damage     Num2kill

Lrg Faction SB:            375          1
Lrg Smartbomb II:          300          1
Lrg Fctn (same dmg type):  300          1
Lrg SBII (same dmg type):  240          1

Med Faction SB:            150          1
Med Smartbomb II:          140          1
Med Fctn (same dmg type):  120          1
Med SBII (same dmg type):  112          1

Sm Faction SB:              75          2
Sm Smartbomb II:            70          2
Sm Fctn (same dmg type):    60          2
Sm SBII (same dmg type):    56          2

GURISTAS LIGHT MISSILES (80HP)
Smartbomb                 Damage     Num2kill

Lrg Faction SB:            375          1
Lrg Smartbomb II:          300          1
Lrg Fctn (same dmg type):  300          1
Lrg SBII (same dmg type):  240          1

Med Faction SB:            150          1
Med Smartbomb II:          140          1
Med Fctn (same dmg type):  120          1
Med SBII (same dmg type):  112          1

Sm Faction SB:              75          2
Sm Smartbomb II:            70          2
Sm Fctn (same dmg type):    60          2
Sm SBII (same dmg type):    56          2

LIGHT MISSILES (60HP)
Smartbomb                 Damage     Num2kill

Lrg Faction SB:            375          1
Lrg Smartbomb II:          300          1
Lrg Fctn (same dmg type):  300          1
Lrg SBII (same dmg type):  240          1

Med Faction SB:            150          1
Med Smartbomb II:          140          1
Med Fctn (same dmg type):  120          1
Med SBII (same dmg type):  112          1

Sm Faction SB:              75          1
Sm Smartbomb II:            70          1
Sm Fctn (same dmg type):    60          1
Sm SBII (same dmg type):    56          2


I don't have citadel HP numbers handy. If anyone can provide them, I'll add them.

CCP approaches problems in one of two ways: nudge or cludge

EVE Online's "I win!" Button

Fixing bombs, not the bombers

Generic Marketting Character
Doomheim
#80 - 2015-06-24 12:37:42 UTC
stoicfaux wrote:
Has anyone tried an Orthrus or Barghest with its 19-20km/s heavy/cruise missiles against a firewall?



It's entirely possible for missiles of this speed to go from out of smart bomb range -> on the target, in less than 1 server tick, rendering them immune to fire wall.