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blankseplocked FoF Missiles change
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Posted - 2010.12.12 21:54:00 - [1]

Recently I was looking into FoF missiles. I looked at the stats of them, and this is what I saw, everything is equal to or worse then standard missiles (t1/non-faction) when compared to faction FoF missiles. After that I tried them on Sisi. I expected them to shoot people with negative standings or low sec status. I was wrong, they had to engage me first. After I was engaged in combat, I knew FoFs shot the closest target, but I didn't expect them to shoot the drones that were put on me, in fact it completely slipped my mind. Now I completely understand why no one uses them, it attacks drones before everything else, with less damage, and you can't shoot until your attacked.

I was unable to test if it would work if a member of your fleet was engaged but I assume it wouldn't.

So I was thinking of a few changes to make the more effective:
Be able to configure them with he following attributes
-Shoot pilots with low sec, dropping sec, pirates
-shoot targets with low, very low, and neutral standings
-shoot NPCs/Players/Drones
(basically like configuring a POS)
T2 FoF missiles
-Higher damage, reduced range (equal to meta 1 missile damage)
Auto-Target range = 25/50/75 km base (Light/Heavy/Cruise)(range prior to activation, ie legitimate targets)

New skill ---- FoF missiles Specialization
-Every level increases range of activation by 5/10/15 km per level
-Require FoF level V
t2 FoF require
-(Missile Size) Spec, FoF spec
-(Missile Size) Launcher II

This is just an idea, I know its HIGHLY unlikely anything will happen. What are your thoughts?
I was also thinking about defenders, but thats for another time.

Also if you gonna say something about large fleet battles and how missiles cause lag, don't post then, we all know about it, and CCP is working on the lag issues.

Zarnak Wulf
Posted - 2010.12.12 22:56:00 - [2]

FoF missiles are just one of those things I don't think can be improved upon enough to warrant their use. It would be alot more impressive if instead of loading those missiles into your choice of launcher, you got a point defense mid-slot module that autotargeted drones and incoming missiles instead.

Glyken Touchon
Independent Alchemists
Posted - 2010.12.12 23:40:00 - [3]

One use for FoF is when you're jammed.

If those drones on you are ECM drones, you'll be quite glad they're the target..

Posted - 2010.12.13 00:34:00 - [4]

Edited by: TheMercenaryKing on 13/12/2010 00:38:13
Edited by: TheMercenaryKing on 13/12/2010 00:34:00
Originally by: Glyken Touchon
One use for FoF is when you're jammed.

If those drones on you are ECM drones, you'll be quite glad they're the target..

Yes that may be the case, but then why not use a smartbombs to counter ECM drones, or rather then have heavy and cruise FoF seeing as they will barely scratch them? And also if its only assuming you will be ECM-ed. You might just be sitting there, not using missiles that will do less damage otherwise, and if a friendly ECM bursts or smartbombs you, you end up shooting them? The only 2 options I can see is either remove FoF missiles, or boost them similarly to what I recommend.

If the compromise to fear of ECM is not shooting, I'm sorry but that is just not balanced AT ALL.

Pinky Starstrider
Posted - 2010.12.13 01:21:00 - [5]

Ya it is highly imbalanced that only 1 weapon type in the game can still be somewhat useful in a fight when you have been jammed. Just wait until you are the falcon jamming off a drake and he comes burning at you and starts chucking F.O.F's at you forcing you to leave or die. Then you will complain it isn't fair.

Posted - 2010.12.13 01:29:00 - [6]

Edited by: TheMercenaryKing on 13/12/2010 01:29:27
if the falcon jamming you has the 2 light or 1 medium drone engaging you that it can hold, the FoF will shoot them, and if the drake is uing light missiles and kills the drones, then the missiles wont do anything, or not even reach the falcon. Unless the drake has a smartbomb and manages to kill the drones.


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