These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
12Next page
 

CCP Lets discuss turret/missile disruptors.

Author
Chesterfield Fancypantz
Viziam
Amarr Empire
#1 - 2016-06-19 02:46:44 UTC
https://www.reddit.com/r/Eve/comments/4orjjs/ccp_and_reve_lets_discuss_trackingmissile/

Posted the reddit thread as well.

I want to discuss tracking and missile disruptors in their current rendition.

Right off the get go I want to throw out there my proposal to merge the modules into a singular "weapon disruption" module that can change depending on scripts.

My reasoning behind this is that the individual weapon modules are too specific to be fit onto most general purpose doctrine fittings. If you get into a fight against a target you are not prepared for, the module is completely and utterly useless. A waste of a mid slot. The utility of the sensor damps working on a wide variety of targets is why you are seeing the module being fit to unbonused doctrine ships and in larger fleets.

I feel that with the prevalence of dread drops on subcap fleets, the HAWs, and other random variables I felt that the module would see more use, and be better balanced if the two modules were merged and allowed to shift with scripts.

I am posting here to open the discussion to my proposal and see what the general thought is. I would love to fit general weapon disruptors alongside sensor damps in my doctrine fittings, able to refit on the fly from turret to missile disruption.
Rivr Luzade
Coreli Corporation
Pandemic Legion
#2 - 2016-06-19 05:32:29 UTC  |  Edited by: Rivr Luzade
Chesterfield Fancypantz wrote:
If you get into a fight against a target you are not prepared for, the module is completely and utterly useless.

Not being prepared for your enemy and engaging regardless is by no means a reason to change any game mechanic or functionality.

You can check what the enemy uses by watching their ships undock from their staging and prepare accordingly, you can dock in citadels and station/outposts, use SMAs in POS, use fitting services on capitals and use mobile depots to refit to more suitable weapon disruptions depending on what the enemy brings. Unpreparedness is not the game's fault, it's the players' fault.

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.

Chesterfield Fancypantz
Viziam
Amarr Empire
#3 - 2016-06-19 05:34:44 UTC
Rivr Luzade wrote:
Chesterfield Fancypantz wrote:
If you get into a fight against a target you are not prepared for, the module is completely and utterly useless.

Not being prepared for your enemy and engaging regardless is by no means a reason to change any game mechanic or functionality.

You can check what the enemy uses by watching their ships undock from their staging and prepare accordingly, you can dock in citadels and station/outposts, use SMAs in POS, use fitting services on capitals and use mobile depots to refit to more suitable weapon disruptions depending on what the enemy brings. Unpreparedness is not the game's fault, it's the players' fault.


While I agree with you on this, there are many situations where that is simply not possible.

There is a reason why almost zero doctrines and fleets use tracking disruptors and one of the main reasons is that half of the ships in eve cannot be effected by the module, and damps have much more utility. Damps can work on DPS, Logi, ewar, etc.

A simple change by having weapon disruptors use scripts to effect both missiles or turrets does not change the specific effect, but instead increases the utility of the module itself.
elitatwo
Zansha Expansion
#4 - 2016-06-19 07:15:48 UTC
EVE-Online 2025:

Player logs on and presses fit. Player presses "fight" button. Ship fit "gun" in highslot, prop mod in mid slot. Damage and damage mitigation in low slot.

Player presses "undock and fight". Player leans back to watch EVE.

Player makes new thread, CCP why do I have to press "undock". Pressing undock super hard, please change to "fit, undock and fight"...

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Lugh Crow-Slave
#5 - 2016-06-19 09:39:34 UTC
it's all play and counter play it is a good thing not bad. You just don't want to need to think about your fits and doctrine


what is needed is a remote missile guidance enhancer :/
Chesterfield Fancypantz
Viziam
Amarr Empire
#6 - 2016-06-19 13:41:57 UTC
Lugh Crow-Slave wrote:
it's all play and counter play it is a good thing not bad. You just don't want to need to think about your fits and doctrine


what is needed is a remote missile guidance enhancer :/


I think plenty about my doctrines, I just have a hard time justifying a module i might not actually use in a fight over an extra sensor damp, or a remote sensor booster.

I felt that if the merged the sebo/eccm then they can do the same with TD/MD.
Lugh Crow-Slave
#7 - 2016-06-19 13:48:49 UTC
except they did that because almost no one used the eccm because there was a very slim chance of coming up against ecm. However most dedicated TD ships have more than enough mids to fit a MGD or two. If anything just go all out MGD or TD and be smarter about the targets you pick.
FT Diomedes
The Graduates
#8 - 2016-06-19 13:57:02 UTC
Chesterfield Fancypantz wrote:
https://www.reddit.com/r/Eve/comments/4orjjs/ccp_and_reve_lets_discuss_trackingmissile/

Posted the reddit thread as well.

I want to discuss tracking and missile disruptors in their current rendition.

Right off the get go I want to throw out there my proposal to merge the modules into a singular "weapon disruption" module that can change depending on scripts.

My reasoning behind this is that the individual weapon modules are too specific to be fit onto most general purpose doctrine fittings. If you get into a fight against a target you are not prepared for, the module is completely and utterly useless. A waste of a mid slot. The utility of the sensor damps working on a wide variety of targets is why you are seeing the module being fit to unbonused doctrine ships and in larger fleets.

I feel that with the prevalence of dread drops on subcap fleets, the HAWs, and other random variables I felt that the module would see more use, and be better balanced if the two modules were merged and allowed to shift with scripts.

I am posting here to open the discussion to my proposal and see what the general thought is. I would love to fit general weapon disruptors alongside sensor damps in my doctrine fittings, able to refit on the fly from turret to missile disruption.


Being able to use one cookie-cutter fit for all occasions is a bad thing.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

Reaver Glitterstim
The Scope
Gallente Federation
#9 - 2016-06-19 18:27:04 UTC
elitatwo wrote:
EVE-Online 2025:

Player logs on and presses fit. Player presses "fight" button. Ship fit "gun" in highslot, prop mod in mid slot. Damage and damage mitigation in low slot.

Player presses "undock and fight". Player leans back to watch EVE.

Player makes new thread, CCP why do I have to press "undock". Pressing undock super hard, please change to "fit, undock and fight"...

Ah, the slippery slope logical fallacy. It'll never happen. Any player who plays like that will not get very far in EVE. That was true before I started, it was true when I started, it has remained true since I started until today, it is still true today, and it will remain true into the foreseeable future.


-- -- --

I am on the fence about merging weapon disruption. I do think they are clearly weak as they are now, but they would become very strong if merged. I do believe that every EWAR should have at least a small negative effect on any subcap ship target. ECM always has a chance of successful jam no matter how high their sensor strength, and aside from some rare niche fits, everybody strongly wants to be targeting things if not needs to be. Sensor dampening works along a similar principle; it is always an effective type of disruption because it affects opponents' ability to lock targets. Too many targets either don't use turrets or don't use launchers. Drone ships may not rely on either, but they still make use of one of the two. So if weapon disruptors were merged, virtually every target would be negatively affected, though there is still a very obvious counter: drones.

The issue on the other side--and none of you have brought this up yet--is that weapon disruptors can be very strong. They have such a high jam value that when used against same-size targets, you can often spread jams out and essentially nullify three enemy ships for each dedicated jamming ship on your side. It is easy to see how this can be weaker than completely removing their ability to lock targets, but when a skilled jammer can spread jams out so far and still be effective, it makes it so that weapon disruptors are sometimes the stronger choice.


I thought of two compromises:
1.) merge weapon jammers but nerf the jam value slightly
2.) keep them separate but add a module that can perform either type of weapon disruption but has a significantly weaker jam value


Food for thought.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Bobb Bobbington
Rattini Tribe
Minmatar Fleet Alliance
#10 - 2016-06-19 22:14:00 UTC
Now, how about this. Merge them, BUT on a few conditions...

1. Uses scripts. No script means half effect, script means full effect but does nothing to the other type...
2. Reload time becomes 35 seconds (same as rlml), or some equally long number.

This helps to combat how easily changeable straight up combining them would be, if you're against a fleet in doctrine you don't have to switch often just as if you had taken the one, and encourages fleet diversity in order to lessen disruptor effects.

This is a signature.

It has a 25m signature.

No it's not a cosmic signature.

Probably.

Btw my corp's recruiting.

Chesterfield Fancypantz
Viziam
Amarr Empire
#11 - 2016-06-19 23:51:20 UTC
Bobb Bobbington wrote:
Now, how about this. Merge them, BUT on a few conditions...

1. Uses scripts. No script means half effect, script means full effect but does nothing to the other type...
2. Reload time becomes 35 seconds (same as rlml), or some equally long number.

This helps to combat how easily changeable straight up combining them would be, if you're against a fleet in doctrine you don't have to switch often just as if you had taken the one, and encourages fleet diversity in order to lessen disruptor effects.


#1 was my intention with the post. I do agree with this. I in no way wanted the module to effect both, i wanted a script that could change the type.

#2 i would agree would be a great choice as well. I would be happy with that.
Lugh Crow-Slave
#12 - 2016-06-19 23:54:01 UTC
so now you are nerfing the hell out of them bc you are afraid of commitment?
Bobb Bobbington
Rattini Tribe
Minmatar Fleet Alliance
#13 - 2016-06-20 01:43:13 UTC
Lugh Crow-Slave wrote:
so now you are nerfing the hell out of them bc you are afraid of commitment?


Not entirely sure who you were talking to, however my suggestion gives more overall flexibilty by being able to be used on more targets with a little less instantaneous flexibility.

I feel that my fix allows greater strategic flexibility and an overall buff due to the fact that the only thing you're losing is switching from tracking disruptor to range disruptor would take longer. This actually forces some commitment while allowing tracking disruptors to engage a wider variety of ships.

I'm not sure why that is "nerfing the hell out of them" or me being "afraid of commitment", I was simply throwing out an idea which I believe could combine the two modules without overbuffing them or damaging the overall play of the game.

This is a signature.

It has a 25m signature.

No it's not a cosmic signature.

Probably.

Btw my corp's recruiting.

Nevyn Auscent
Broke Sauce
#14 - 2016-06-20 04:04:06 UTC
Bobb Bobbington wrote:

Not entirely sure who you were talking to, however my suggestion gives more overall flexibilty by being able to be used on more targets with a little less instantaneous flexibility.

Your proposal halves the strength of a scripted disruptor.

Current situation.
Turret Disruptor.
10 Range
10 Tracking
20 to one if scripted.
Instant change

Missile Disruptor.
10 Range
10 Explosion
20 to one if scripted.
Instant change

Your proposal.
5 to all 4 attributes.
10 to one if scripted.
35 second change

Considering the main strengths people are refering to when talking about disruptors are scripted ones on an Ewar ship, making them as follows.
10 to all 4
20 to one when scripted.
Some reload time.
would be well enough balanced since it would still only be 20 to one, and not instantly reloading. You don't need to halve the base unscripted attributes since that's not where they are ubber powerful.
Lugh Crow-Slave
#15 - 2016-06-20 04:05:10 UTC
well you are afraid to commit to one or the other and instant swapping from range to application is a big deal in small fleets maybe not so much in a blob
Nevyn Auscent
Broke Sauce
#16 - 2016-06-20 04:17:45 UTC
Lugh Crow-Slave wrote:
well you are afraid to commit to one or the other and instant swapping from range to application is a big deal in small fleets maybe not so much in a blob

It's not fear of commitment to ask for Ewar to be practical against any opponent. It's called that most warfare in EVE does not revolve around fixed time CTA's where both sides have spies telling them the others fleet comp for fittings.
Lugh Crow-Slave
#17 - 2016-06-20 04:31:49 UTC  |  Edited by: Lugh Crow-Slave
you're right and all weapons should have selectable damage types as well. Roll

you can either min max and go with all one type of WD or you can be less effective and bring a mix. This kind of choice is not bad
Nevyn Auscent
Broke Sauce
#18 - 2016-06-20 05:56:50 UTC
Lugh Crow-Slave wrote:
you're right and all weapons should have selectable damage types as well. Roll

you can either min max and go with all one type of WD or you can be less effective and bring a mix. This kind of choice is not bad

All weapons do damage against all targets. So your argument actually supports the merging of the turret & weapon disruptor.
Possibly they could remain as separate modules but gain a 50% strength effect against the other weapon type as an alternative idea.
Rivr Luzade
Coreli Corporation
Pandemic Legion
#19 - 2016-06-20 06:01:26 UTC
We all know how well received the swiss army knifes are in EVE (hint: Ishtar, Svipul, Supers, to name a few).

That aside, a multi-weapon disruption module still cannot compete with the effectiveness of the dampeners because they still cannot break the lock of a target or draw the target closer or significantly delay their target lock.

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.

Nevyn Auscent
Broke Sauce
#20 - 2016-06-20 06:14:07 UTC
Rivr Luzade wrote:
We all know how well received the swiss army knifes are in EVE (hint: Ishtar, Svipul, Supers, to name a few).

That aside, a multi-weapon disruption module still cannot compete with the effectiveness of the dampeners because they still cannot break the lock of a target or draw the target closer or significantly delay their target lock.

Optimal disruption will pull the target in closer. Though not in the same way as it won't disable their other abilities till they close range, only reduce DPS.
12Next page