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DoctorDeath
Minmatar
FISKL GUARDS
RED.OverLord
Posted - 2011.08.26 16:58:00 - [1]
 

Edited by: DoctorDeath on 26/08/2011 16:58:24
http://www.eveonline.com/ingameboard.asp?a=topic&threadID=949690&page=1

read. post here what you think is good and bad

Caldari Meatbag
Posted - 2011.08.26 17:58:00 - [2]
 

Missile Velocity

Script Attributes
-100% Modification of Missile Explosive Velocity
+100% Modification Of Missile Velocity

-100% explosion velocity will mean the missile will hit but not explode.

Explosive Velocity

Script Attributes
+100% Modification of Missile Explosive Velocity
-100% Modification Of Missile Velocity

-100% missile velocity means the missile will not move at all once fired.

Rhathyl
Posted - 2011.08.26 18:27:00 - [3]
 

Missile Enhancement II

Fitting
Low slot
15cpu 1 powergrid
Skills
Missile Launcher operation level 2
Weapons Upgrades level 4
Modules Attributes
9.5% bonus Missile Explosive Velocity
15% bonus Missile Velocity

I suspect much like the tracking computers the script's 100% modifier is attributed to these boosts as opposed to the base attributes of the missile

*I just noticed I copied the low-slot module which probably isn't scriptable. There is a proposed mid-slot module which the scripts are probably applied to much like tracking enhancers vs. tracking computers.

As a missile user I think it'd be nice. But I've also lived this long without it.

throx
Minmatar
Brutor Tribe
Posted - 2011.08.26 18:27:00 - [4]
 

Originally by: Caldari Meatbag
Missile Velocity

Script Attributes
-100% Modification of Missile Explosive Velocity
+100% Modification Of Missile Velocity

-100% explosion velocity will mean the missile will hit but not explode.

Explosive Velocity

Script Attributes
+100% Modification of Missile Explosive Velocity
-100% Modification Of Missile Velocity

-100% missile velocity means the missile will not move at all once fired.



SCRIPT for mid slot mod

DoctorDeath
Minmatar
FISKL GUARDS
RED.OverLord
Posted - 2011.08.26 18:33:00 - [5]
 

Edited by: DoctorDeath on 26/08/2011 18:39:33
the info on the old post is like i said old
because there 4 factors on missile damage
Local : explosion radius and explosion velocity
Exterior : targets speed and targets signature radius

the exact effects for the mid and low slot mod's can be
changed as needed to fit for balancing

the mid slot mod's are always the scriptable ones
and low slot is like always not active none scriptable


Gizznitt Malikite
Agony Unleashed
Posted - 2011.08.27 00:50:00 - [6]
 


A couple of thoughts:

1.) The module names need work...
2.) I don't think the increase in explosion velocity is nearly enough to make the module useful, the numbers need some work.
3.) These modules lack an effective ewar counter, while the corresponding turret modules are countered-balanced with tracking disruptors.


Remember, missiles always hit for damage. These modules would improve the range of missiles, and damage they deliver to fast targets when they hit. A turret hit is chance based, and the corresponding modules only increase the chance of hitting a fast moving target or a chance of hitting a distant target.

I just don't see the need for these modules in the current environment.


Rhathyl
Posted - 2011.08.27 03:54:00 - [7]
 

Originally by: Gizznitt Malikite


Remember, missiles always hit for damage. These modules would improve the range of missiles, and damage they deliver to fast targets when they hit. A turret hit is chance based, and the corresponding modules only increase the chance of hitting a fast moving target or a chance of hitting a distant target.

I just don't see the need for these modules in the current environment.




The counter is defender missiles!!! bahahaahhahaha
Despite the fact that I've never seen a single person ever use them... there is a missile counter.


 

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