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blankseplocked How to make Defender Missles Function Better:
 
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cytheras wrath
Posted - 2011.01.29 01:38:00 - [1]
 

Current issue: Defenders are Useless as you need to activate them to counter missiles, and they are only usable when a missile is already fired at you.

Usability fix A: make launchers loaded with defenders into a passive-active tank module, like a damage control unit.
Defender missile skill change: 10% RoF bonus with Launchers loaded with defender missiles.

when defender missiles are loaded into a launcher, the module should allow to become "active" much like a damage control, but when a missile is fired at you, it will automatically cycle the module and fire a missile.

semi-code logic: (or pseudo-code)

single launchers:

missile is detected
if defender == true
{
fire defender
ammo--
cycle module
}

multiple launchers:
missile is detected
if module socket 1 is defender == true
{
fire defender
ammo--
cycle module
}
else if module socket 2 is defender == true
{
fire defender
ammo--
cycle module
}
[etc]

Usability fix B: Turn Defenders into a F.o.F. Auto-targeting missile. where you activate the modules, and your defenders fire off and circle your ship, until it detects a incoming missile, or it runs out of fuel and explodes.
Defender missile skill change: 1 extra defender missile active at one time, +25% defender flight time bonus.

much like drones your limited to only having up to 5 of these missiles at one time which will seek and destroy all incoming missiles, further implications of a anti-missile specialized ship is possible for fleet usage, which lacks damage as a drawback.

these are my ideas to fix a current thing in-game, that currently sees little, to no use in anything larger then a newbie player trying them out in a level one mission.

please CCP [insert name here], look over this, and please reply. as for other players, which would you rather see? A or B?

Cordo Draken
ABOS Industrial Enterprises
Posted - 2011.01.29 03:55:00 - [2]
 

Fix A is what I've been saying for a while and is the most obvious fix. Your B fix is a little... weird.

Khamiz
Catholic School for Boys
Posted - 2011.01.29 04:07:00 - [3]
 

I tried the defenders out once, when I couldn't decide what to
do with that extra highslot .. and I was kinda amused.
They do a good job in theory, but the fact that (most of the time)
you need to launch each one seperately when you spot a missle was
so rediculous I wondered "who that hell came up with THAT" ..
If you are set up for close-range it becomes even more obvious.

/bump for making them auto-fire if an incomming missile is detected.

(Maybe too overpowered, but how about making them fire on all hostile
missiles within range, not just ones that aim for you ? Would a FlaK-Boat
setup for a fleet be too uber, or a cool tactical twist (Drake-Blob-counter) ?)


Zan Altier
Posted - 2011.01.29 11:58:00 - [4]
 

Make a new launcher specifically for defender missiles. When activated it will shoot down and enemy missile within a certain range of you ship. This would mean that you could help protect you allies also.

Ruareve
Posted - 2011.01.29 16:02:00 - [5]
 

Originally by: Zan Altier
Make a new launcher specifically for defender missiles. When activated it will shoot down and enemy missile within a certain range of you ship. This would mean that you could help protect you allies also.


Problem with this idea is it makes missiles even less likely to be used. Make them easy enough to defend against and more people will pick up projectiles instead. Great idea for PVE, bad for PVP missile users though.

Goloith
Posted - 2011.02.01 22:24:00 - [6]
 

Gunboats are countered by tracking enhancers, missiles are countered by defenders. Looks fine to me.

If you think about if more people switch away from missiles that means tracking disruptor will become more effective and if people get tired of that they will go back to missiles. It will weapon preferences will balance out if they fix defenders.

Infinion
Caldari
Awesome Corp
Posted - 2011.02.02 06:00:00 - [7]
 

the reason nobody uses defenders is because it requires you to lock the ship firing the missiles for the defenders to intercept. The locking portion needs to go away

Hydraulic Jack
Caldari
Posted - 2011.02.02 07:14:00 - [8]
 

+1

Pantorus Necraliss
Minmatar
Giza'Msafara
Posted - 2011.02.02 07:53:00 - [9]
 

Originally by: Zan Altier
Make a new launcher specifically for defender missiles. When activated it will shoot down and enemy missile within a certain range of you ship. This would mean that you could help protect you allies also.


I'm almost agree with this but I think this type of module mustn't be allow on high slot, but must be in med slow as E-wars modules.

Imagine a Rook full fitted with ECM Target Jammer and dedicated high slot defender missiles launcher ... overpowered ugh

Pantorus Necraliss
Minmatar
Giza'Msafara
Posted - 2011.02.02 08:01:00 - [10]
 

Edited by: Pantorus Necraliss on 02/02/2011 09:04:03
Or the other solution is to delete the useless defender missiles and to create a med slot Flare Launcher module.

Active module, must be activated and require to target a ship.

That will disrupt incoming missiles from this ship and add a % of chance per missile to miss you.

Advantage ? no missile to counter missile, that will make the tranquility server happierLaughing


Or maybe a module with different possible scripts : Reduce launcher rate of fire / Reduce missile velocity / Reduce max fly time / Reduce missile explosion velocity / ...

Ideas are not missing, CCP's will yes Wink

Pantorus Necraliss
Minmatar
Giza'Msafara
Posted - 2011.02.02 09:03:00 - [11]
 

Edited by: Pantorus Necraliss on 02/02/2011 09:04:28
-deleted-

Jokerface666
Amarr
Posted - 2011.02.02 11:04:00 - [12]
 

Hello there,

agreed defender missiles really need to be redone.

But i'd clap to flys at once,
reduce lag and redo the defenders.

i'd rather use defender lasers / hybrids / projectiles, which shoot at a missile.
if that turret is active, it is waiting for a ENEMY missile, to fire at,

Good things:
1. less rockets = less lag
2. BC with 5 of thoose turrets = cool light show
3. would become really usefull, and would also be a good to see in fleet fights agains drake blobs.
4. market injection by lots of people wanting to have thoose modules.

bad things:
1. drake pilot whining
2. none....
2.

Glyken Touchon
Gallente
Independent Alchemists
Posted - 2011.02.02 11:14:00 - [13]
 

They definately need some work, and the passive "Activate mod>automatic launch of defenders if required" is one of the more common and liked ideas. Whether this would be enough to make them used, however, is another question.

As far as expanding their coverage to other people's ships, should they defend someone:
in same fleet?(Concord?)
in same corp?
in same alliance?
with blue standings?


Berikath
Posted - 2011.02.02 16:08:00 - [14]
 

IMHO, I think something in the vein of B would be a good fix for them.

Something like you fire a defender, it stays near you for (base 20) seconds. When an enemy missile gets near you, it has a chance to activate (say, 20% per def. missile level?). It then has a chance to intercept missiles it's activated to; it would seem to make sense to do a quick calculation against the enemy missile, where larger (m3) and slower missiles have a greater chance to be successfully intercepted.

Maybe have graduated levels of defender missiles- small will try to intercept any missile, medium will try to intercept heavy/heavy assault and larger, large will try to intercept cruise/torps, and XL try to intercept citadel missiles. Make a progressively larger success penalty against larger classes of missiles, and you have what I would imagine to be a fairly balanced niche for defenders.

Probably won't ever actually be implemented (because it's both kinda complicated and would involve even more server load for missiles), but it's kinda fun to think about.

Deterro
Caldari
Atlantean Defense Fleet
Motivated and Determined
Posted - 2011.02.02 16:42:00 - [15]
 

I don't think we need defender missiles. they are useless atm and if we give them a better use and make them work, then missile boats (which are already inferior in PvP due to flight time not being zero as it is with guns) will be even less used. Also, missiles = lag. As someone said above, i myself have always wanted to see true auto-cannons: guns that fire automatically against missiles (perhaps even drones?).
Also even though transversal is the main thing that reduces turret damage, I think that we need a dedicated anti-gun weapon as well. That would be a really fast gun, and could only hit artillery/railgun salvos, as the rest would be too fast and too close to target and hit...


 

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