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MinnieME
Minmatar
Posted - 2005.01.16 14:11:00 - [1]
 

Edited by: MinnieME on 16/01/2005 19:18:56
Edited by: MinnieME on 16/01/2005 19:15:46
Hello there...

I know its a bit late, but I feel like I have to post it just to get another idea out there. I think missiles are overpowered as they are, however i do not believe they should be nerfed at all, they need changes. They need imho randomness.
I will start by comparing the factors involved in scoring damage with turrets and with missiles.

Determing factors for damage:
- with turrets:

1. Tracking (with skills improving it): this is relatively obvious how it works, you just have the tracking speed on the turrets which is checked against transversal speed of target multiplied with the distance to the target, there has also been a change introduced a while back where the guns have a signature resolution which gets compared to the signature radius of the target, when the resolution is bigger than the radius tracking speed is lowered and vice versa and thus making hits less likely/ more likely respectively.

1. Optimal + Falloff (+ skills improving both): again relatively obvious, any hits below optimal will do full damage (ignoring tracking) and beyond optimal damage will fall off based on well falloff.

2. Randomized (no skills directly affecting it): This is something people seem to overlook when thinking of turrets, a simple trial can show it's there, if you are stationary and the target is stationary (transversal = 0) and you are inside/at optimal range, your hits will still vary in damage. You also have the well known wrecking hit thrown into the mix, just to spice it up some Wink.

3. Tracking (with skills improving it): this is relatively obvious how it works, you just have the tracking speed on the turrets which is checked against transversal speed of target multiplied with the distance to the target.

- with missiles(current state):

1. Time/Distance or speed (no skills): Right now this is the only thing that decides if a missile hits or not. It has no skills attached to it atm.

2. Missile type (+ a skill improving damage): this is the only determining factor of how much damage you will do to the target, missiles will always do their full damage (when hitting).

This partly shows why people don't like missiles, when they do hit(they can miss with their speed as factor) they will do full damage regardless of what the target is. I'll now list how it could be done to make missiles more interesting(imho) while keeping the number of calcs needed to a minimum.

- with missiles (this suggested system):

1. Time/Distance or speed (with skills affecting speed and flight time): this would not change from above, this would be a factor determining if a missile hits or not.

2. Missile type + a randomized modifier (+ a skill improving damage): this is the only determining factor of how much damage you will do to the target, with the modifier (being between 0.5x and 1.5x, giving an average of 1.0x) adjusting damage slightly (when hitting). You could also introduce a wrecking hit just like turrets have.

3. Missile "tracking" (+ skill improving it): This is the biggest change to the missiles, it will be similar to the tracking of turrets in that each missile has a signature resolution which gets compared to the target's signature radius, the result of this comparison if the missile hits or not. I'll provide a possible pseudo code option here as well.

Missile "tracking":

float sigShip = 40|80|125|270|400; // in order of ship frig/des/cruiser/bc/bs
float sigMissile = 400; // cruise missile signature resolution
float sigChanceToHit = log(sigShip) / log(sigMissile); < 0.6156|0.7314|0.8059|0.9343|1 >
MakeHit(sigChanceToHit);

the missile would take the sigChanceToHit and use it when missile reaches its target to "roll a saving throw" for the target. If succesfull missile will still explode but not do any damage( you have these hits with turrets as well, the scratches off hits). So a raven's cruise missiles will still hit 61.56% of the time on a frig (when reaching the target). The missile's damage could also be tapered off instead of the hit/nohit scenario(or on top of).

Check page 2 for the rest, apparently it dropped off and i missed it Shocked. Maybe a moderator could fix it *crosses fingers*
[i]Other changes to missiles:

1. add signature resolution to missiles:
-Rockets: 40m
-Light Missiles: 40m
-Heavy Missiles: 120m
-Cruise Missiles: 400m
-Torpedoes: 320m (as compensation for their relatively slow speed)

2. Change speeds and travel times of missiles:
-Rockets: speed 3000m/s, travel time 4s
-Light Missiles: speed 2400m/s, travel time 12s
-Heavy Missiles: speed: 2100m/s, travel time 24s
-Cruise Missiles: speed: 1900m/s, travel time 60s
-Torpedoes: speed: 1000m/s, travel time 120s

3. Add more skills affecting all sorts of stats of missiles:

Kaeten
Hybrid Syndicate
Posted - 2005.01.16 14:22:00 - [2]
 

yes yes yes!

JoeSomebody
No Trademark
Notoriety Alliance
Posted - 2005.01.16 15:27:00 - [3]
 

lvl3 mission says goodbye to caldari cruisers

MinnieME
Minmatar
Posted - 2005.01.16 15:32:00 - [4]
 

Edited by: MinnieME on 16/01/2005 15:34:11
spelling
Originally by: JoeSomebody
lvl3 mission says goodbye to caldari cruisers


Care to explain, JoeSomebody? why would caldari cruisers be useless in lvl 3 missions? What would make em usefull, if they would indeed become useless with this system?

JoeSomebody
No Trademark
Notoriety Alliance
Posted - 2005.01.16 16:26:00 - [5]
 

Originally by: MinnieME
Edited by: MinnieME on 16/01/2005 15:34:11
spelling
Originally by: JoeSomebody
lvl3 mission says goodbye to caldari cruisers


Care to explain, JoeSomebody? why would caldari cruisers be useless in lvl 3 missions? What would make em usefull, if they would indeed become useless with this system?
inability to kill ceptor rats, which is already a real pain

Grimpak
Gallente
Midnight Elites
Echelon Rising
Posted - 2005.01.16 16:29:00 - [6]
 

Edited by: Grimpak on 16/01/2005 16:29:39
Originally by: MinnieME

1. add signature resolution to missiles:
-Rockets: 40m
-Light Missiles: 40m

2. Change speeds and travel times of missiles:
-Rockets: speed 3000m/s, travel time 4s
-Light Missiles: speed 2400m/s, travel time 12s



....would give a bit more travel time to them lights and rockets and give more speed to the rockets. proposed sig rez of the light missile is good, but the rockets could have a sig res a bit lower...

j0sephine
Caldari
Reikoku
Band of Brothers
Posted - 2005.01.16 16:31:00 - [7]
 

Edited by: j0sephine on 16/01/2005 16:32:30

"inability to kill ceptor rats, which is already a real pain"

Just like other ships can mount small sized turrets, the missile boat can mount a standard/assault missile launcher and get the frigate rats with light missiles... (as long as they're made effective against fast moving rats like suggested, anyway)

JoeSomebody
No Trademark
Notoriety Alliance
Posted - 2005.01.16 16:39:00 - [8]
 

oh yes and to prevent obvious speculations: Caracal isnt very effective when you warp right into friggin rat nest... sure i can kill ceptors with it and stil get pwned by cruisers. And yes, i did try that, but the fact that i got away with it a few times doesnt cover the problem that its is stil way too risky - single lag spike or wrong navigation turn = kiss goodbye caracal.
Moa you say? Hell yeah, but i suggest you try it first. I run all my missions in Moa, and in fact i've almost got eaten by stupid 30k frig and merc commander just a few minutes ago. In case you didnt know - rails are not autocannons buddy, they eat hella the cap and cant hit **** close range. And in case you wonder - yes, web _is_ a standard part of my setup, and i dont even consider ever swappind it for anything, otherwise im just a dead meat.

And the last thing to make you stfu: I train minmatar alt right now. And first day i was like "lol wtf!!! 2 hr old char goes with almost 800m/s and small autocannons almost always hit with 0 (ZERO) gunnery skill training time".

So i suggest you go and ****in try things first before accusing some1 of whining.


JoeSomebody
No Trademark
Notoriety Alliance
Posted - 2005.01.16 16:42:00 - [9]
 

Edited by: JoeSomebody on 16/01/2005 16:45:12
Originally by: j0sephine
Edited by: j0sephine on 16/01/2005 16:32:30

"inability to kill ceptor rats, which is already a real pain"

Just like other ships can mount small sized turrets, the missile boat can mount a standard/assault missile launcher and get the frigate rats with light missiles... (as long as they're made effective against fast moving rats like suggested, anyway)
could you please provide more specific calculations on HOW LONG its gonna take to kill a single npc ceptor with one assault launcher? [/sarcasm]

Bottom line is: This change is good for pvpers, while totaly screws up mission runners like me. And guess what, I would be glad to use nosferatus to kill npc ceptor IF IT WOULD ****IN WORK ON THEM

Shayla Sh'inlux
Eve Space Exploration Guild
Posted - 2005.01.16 16:44:00 - [10]
 

Quote:
inability to kill ceptor rats, which is already a real pain


Dunno, perhaps fit an Assault launcher? ugh

j0sephine
Caldari
Reikoku
Band of Brothers
Posted - 2005.01.16 16:47:00 - [11]
 

"could you please provide more specific calculations on HOW LONG its gonna take to kill a single npc ceptor with one assault launcher?"

Dunno, about as long as it takes the gun ship to kill that rat with single small turret?

I think they use more than one gun for this, but don't quote me on that...

JoeSomebody
No Trademark
Notoriety Alliance
Posted - 2005.01.16 16:49:00 - [12]
 

Originally by: j0sephine
"could you please provide more specific calculations on HOW LONG its gonna take to kill a single npc ceptor with one assault launcher?"

Dunno, about as long as it takes the gun ship to kill that rat with single small turret?

I think they use more than one gun for this, but don't quote me on that...
laughable...

j0sephine
Caldari
Reikoku
Band of Brothers
Posted - 2005.01.16 16:52:00 - [13]
 

"laughable..."

Why, because you can no longer use the medium class weapon to hit everything? No one else can and you don't see them crying about it...

JoeSomebody
No Trademark
Notoriety Alliance
Posted - 2005.01.16 17:00:00 - [14]
 

Originally by: j0sephine
"laughable..."

Why, because you can no longer use the medium class weapon to hit everything? No one else can and you don't see them crying about it...
Everyone alse can! Fact is rails got crappies tracking among all guns for what they give in return, and you cant expect me to tank close range long enough in caldari ship. Only gallente effectively use rails, and part of the reason behind it is because they are way better protected close range with their armor and drones. And its not like you see duramallers fitting small lasers much, do you? Ruptures maybe Rolling Eyes?

So why cant I use medium weapons to kill frigs, while every1 else does?

Arimas Talasko
Imperial Shipment
Posted - 2005.01.16 17:10:00 - [15]
 

Quote:
Everyone alse can! Fact is rails got crappies tracking among all guns for what they give in return, and you cant expect me to tank close range long enough in caldari ship. Only gallente effectively use rails, and part of the reason behind it is because they are way better protected close range with their armor and drones. And its not like you see duramallers fitting small lasers much, do you? Ruptures maybe Rolling Eyes?


Mate, duramallers almost by definition fit five small lasers. Blasteraxes (for doing missions) almost by definition fit five small blasters. Ruptures... I don't know about. So the Caracal is possibly endangered by MinnieME's proposal; well, it'll just be one more ship that can't blitz through level 3 missions, a situtation that half of the Gallente/Minmatar ships already find themselves in. A nice Moa would work wonders. As would an Assault Launcher... but I guess if that won't fit into your setup, a Moa will have to do the trick.

Scorpyn
Caldari
Infinitus Odium
Posted - 2005.01.16 17:11:00 - [16]
 

Interesting. It appears that a chunk is missing from the bottom of the first post? You might have written more than the forum can show in 1 post?

Twi Xunigi
Posted - 2005.01.16 17:11:00 - [17]
 

Quote:
So why cant I use medium weapons to kill frigs, while every1 else does?


who says im shooting frigs my projectiles? I hit em as often as any other long range medium gun = barely
so I dont waste my ammo/time on them, you shouldnt either with rails

fitting a 'medium' missile launcher with above changes would still get a frigate at close range, it would take longer then before, but it would still get it, and less trouble then guns in the process, cuz once u have fired the missiles u can concentrate on next target

thats the strength of missiles (and thus caldari)

about the moa: its a long range railboat, suggestion: dont use it up close Wink

Leshrac Shepherd
Amarr
Shinra
Lotka Volterra
Posted - 2005.01.16 17:12:00 - [18]
 

I like the idea, But I'd give a lower resolution to the rockets, 30-35 or so, to make them more useful at taking down low sig frigs like inties.

I also would put heavy missile speed at 1900m/s and leave Cruise and Torps untouched, I think their speed is ok as it is now.

JoeSomebody
No Trademark
Notoriety Alliance
Posted - 2005.01.16 17:16:00 - [19]
 

Quote:
about the moa: its a long range railboat, suggestion: dont use it up close
you just kiddin me, right?

Scorpyn
Caldari
Infinitus Odium
Posted - 2005.01.16 17:19:00 - [20]
 

Edited by: Scorpyn on 16/01/2005 17:36:13
The only reason why heavy missiles are better vs frigs than light missiles right now is because they are faster, not because they do more damage. An assault launcher with light missiles can deal damage faster than a heavy launcher with heavy missiles.

If light missiles are made faster they would probably become a lot better against frigs, especially if they also hit better than heavy missiles.

btw it's a bit weird that heavy missiles in a heavy launcher deal less damage than light missiles in an assault launcher, considering the training times and stuff like that. A missile modification should preferably change that imo, if nothing else do it because less missiles = less lag.

The best way to deal with that is probably to make the light missiles in an assault launcher do slightly less damage but still so much that it's useful as an anti defender weapon.

I agree completely that more missile related skills should be added, it's not really fair that you can train missiles so much faster than turrets imo. The only problem is that missile users will be gimped for a while when training those skills, since everybody will have to train them after they are released which will leave turret users at an advantage for a while until people have gotten their skills up, of course depending on the skills aswell.

Buraken
Posted - 2005.01.16 17:36:00 - [21]
 

Originally by: JoeSomebody
oh yes and to prevent obvious speculations: Caracal isnt very effective when you warp right into friggin rat nest... sure i can kill ceptors with it and stil get pwned by cruisers. And yes, i did try that, but the fact that i got away with it a few times doesnt cover the problem that its is stil way too risky - single lag spike or wrong navigation turn = kiss goodbye caracal.
Moa you say? Hell yeah, but i suggest you try it first. I run all my missions in Moa, and in fact i've almost got eaten by stupid 30k frig and merc commander just a few minutes ago. In case you didnt know - rails are not autocannons buddy, they eat hella the cap and cant hit **** close range. And in case you wonder - yes, web _is_ a standard part of my setup, and i dont even consider ever swappind it for anything, otherwise im just a dead meat.

And the last thing to make you stfu: I train minmatar alt right now. And first day i was like "lol wtf!!! 2 hr old char goes with almost 800m/s and small autocannons almost always hit with 0 (ZERO) gunnery skill training time".

So i suggest you go and ****in try things first before accusing some1 of whining.




Hmm dont know about you litle buddy but I do that mission all the time (while sleeping) in my Moa, oh btw, I have 2.6m SP, and my char can fly every cruiser and frig in the game, meaning that I have ok in all classes but not really good in any, what exacly is it that ure moa can't handle?

JoeSomebody
No Trademark
Notoriety Alliance
Posted - 2005.01.16 17:48:00 - [22]
 

Originally by: Buraken
Hmm dont know about you litle buddy but I do that mission all the time (while sleeping) in my Moa, oh btw, I have 2.6m SP, and my char can fly every cruiser and frig in the game, meaning that I have ok in all classes but not really good in any, what exacly is it that ure moa can't handle?
I was talkin about Mordus hh lvl3 mission there. I warp in at 60km and start shoting wingman. By the time he got into 10km i barely got thru his shields. By the time merc commander starts poundin me with lasers (lasers on caracal? like wtf?) and scourges, im still tryin to kill webbed wingman with all rails, 3 drones and heavy missle (second one is fitted with defenders). By the time i finaly kill that *** im out of cap and shields.

MinnieME
Minmatar
Posted - 2005.01.16 19:13:00 - [23]
 

Originally by: Scorpyn
Interesting. It appears that a chunk is missing from the bottom of the first post? You might have written more than the forum can show in 1 post?


Apparently part did fall off afterwards... ugh It was there before Neutral...

Anyway i'll put it in here and edit the first post to say this:


Other changes to missiles:
1. add signature resolution to missiles:
-Rockets: 40m
-Light Missiles: 40m
-Heavy Missiles: 120m
-Cruise Missiles: 400m
-Torpedoes: 320m (as compensation for their relatively slow speed)
2. Change speeds and travel times of missiles:
-Rockets: speed 3000m/s, travel time 4s
-Light Missiles: speed 2400m/s, travel time 12s
-Heavy Missiles: speed: 2100m/s, travel time 24s
-Cruise Missiles: speed: 1900m/s, travel time 60s
-Torpedoes: speed: 1000m/s, travel time 120s
3. Add more skills affecting all sorts of stats of missiles: Right now missiles have only 2 skills max(FOF has 3) affecting 1 missile type while turrets have at least 8 skills affecting, things from ROF to tracking speed. Skills that could be added are, skills affecting travel time, velocity, damage, signature resolution. couple of examples:
-Ballistics: surgical strike equivalent. (+2% damage to all missile types)
-Launcher Logistics: Rapid Firing equivalent. (4% faster launching of missiles)
-Fuel Management: Sharpshooter equivalent. (5% to flight time of all missile types)
-Zero-G Physics: Trajectory Analysis equiv. (5% additional velocity of all missile types)
-Missile Guidance: Motion Prediction equiv. (-5% to signature resolution of all missile types)
this list does not include things like Tech2 skills.
4. add a slight cap need to launchers, just like with all turrets (yes even projectiles) launchers should be unable to fire when there is no cap, this would be a very small cap need like projectiles(large have 3 cap, medium 1) have atm.

In conclusion this is an idea that I have now worked out and I'm posting it. Read it through and if you don't like certain points, post and don't forget to say why you don't like it and give a suggestion of how it could be changed/done differently. Your thoughts and ideas about it will flesh it out even further, uncover mistakes/imbalances, etc. ...

Sorry about that Neutral

Legende
Two Brothers Mining Corp.
R.A.G.E
Posted - 2005.01.16 20:21:00 - [24]
 

Awesome post, I like everything I've read as far as the missile changes... hopefully a Dev decides to use some of your ideas here. Also, just gotta say...

"And its not like you see duramallers fitting small lasers much, do you?"
LaughingLaughingLaughingLaughingRolling Eyes

Nekhad Jormuzzar
Posted - 2005.01.16 20:31:00 - [25]
 

I would just suggest one little change: Along missile and target's sig radius, and instead of time of travel or speed, use the victim's transversal speed (to the missile) on impact.

So, if a cruise hit a frigate, it would make more damage if it were standing still or approaching/fleeing than trying to evade. It would obviously make impacts on bigger targets more damaging as well, just what we want.

KaZaam
Posted - 2005.01.16 20:50:00 - [26]
 

Edited by: KaZaam on 16/01/2005 20:51:47
Shocked
I don't know what people are thinking when you suggest to add stuff like "chance to hit" and the ability to shoot down missiles. First of all, they are not instahit weapons, and thus, the need to do damage if they hit the target. And maybe this isn't mentioned in THIS thread, but i've seen people suggesting it. Be able to shoot down missiles? That's insane! That would render the Caldari ships useless... i mean, should i be able to change my armorplating with mirrors to reflect laserbeams, or a bulletproof west to protect me against a Tempest? I don't think so. Wink

Mr Patel
Posted - 2005.01.16 21:29:00 - [27]
 

At first I agreed with missile changes.
Still do agree that they should need more skills.
HOWEVER.. apart from that, think they are ok..
1. you have to take the intial time to reach target into consideration when considering DOT, this can have quite a large impact as most battles are relatively short.
2. as far as cruisers go, the Maller and the Thorax seem to be the best cruisers for many things, considering the Maller's tanking abilities and the Thorax's hordes of Heavy Drones (that can do as much dmg as a Caracal on their own before you take itno account the Rax's guns), so it's only fair the Caracal has badass missiles (imho the Caracal, not the Moa, is really the "top" Caldari cruiser).
3. I can talk about BS as I don't have much experience of them.
4. For HAC's, you get enough of a faster cap recharge rate to run whatever guns you like, and therefore out-damgage Missiles with a good setup/skills, so they are ballanced in favour of non-Caldari).
5. I'd rather see gentle boosts to the other weapons (like Hammer's recently suggested Proj. changes), rather than a nerf which will **** ppl off or a wholesale change "moving the goalposts" again.
6. To counter the effects of recent prop. changes, perhaps cruise could be slowed a little to make cruisers more viable against bs in fleet, this I do agree with.

MinnieME
Minmatar
Posted - 2005.01.16 21:49:00 - [28]
 

Originally by: KaZaam
Edited by: KaZaam on 16/01/2005 20:51:47
Shocked
I don't know what people are thinking when you suggest to add stuff like "chance to hit" and the ability to shoot down missiles. First of all, they are not instahit weapons, and thus, the need to do damage if they hit the target. And maybe this isn't mentioned in THIS thread, but i've seen people suggesting it. Be able to shoot down missiles? That's insane! That would render the Caldari ships useless... i mean, should i be able to change my armorplating with mirrors to reflect laserbeams, or a bulletproof west to protect me against a Tempest? I don't think so. Wink


Yes indeed missiles are not instahit, but this chance to hit would only be low for cruise missiles against frigates, I hope you do agree there has to be a change in this respect, after all I don't see a Megapulse or Electron Blaster Cannon hitting a frigate practically every shot (not considering the outrunning ships Wink, though the boost i give to the speed of all the missiles, cruise missile having a new speed of 1950m/s instead of 1600m/s base should help this). Though right now any turret using bs has to fit small turrets to hit small things where a raven only needs its siege launchers to be effective against everything, this change would also make it so that raven pilots might have to go with an assault launcher in a slot just to be able to hit a frig reliably. Oh and about that shooting down of missiles how lame do you think i am Razz, I never suggested anything or even mentioned it in the thread. Defenders are nice, because of missiles nature of never missing (bar my change to it), they are the only effective defence against them for a cruiser or bs, where against turrets you have EW (tracking disruptor) and ECM (jamming targetlock) and upping the transversal of the agressor. ECM against ravens works but the raven pilot will just switch to FoF's and still be able to do damage while that megathron over there in the corner is unable to.
Though next time i would suggest reading the thread twice to make sure you didn't miss something that isn't there. Wink

Nekhad Jormuzzar
Posted - 2005.01.16 21:51:00 - [29]
 

Patel you fail to see the point. The problem with missiles isn't their DoT. It's their ability to obliterate smaller classes without compromising a single bit their setup against Bships.

MinnieME
Minmatar
Posted - 2005.01.16 22:10:00 - [30]
 

Originally by: Mr Patel
At first I agreed with missile changes.
Still do agree that they should need more skills.
HOWEVER.. apart from that, think they are ok..
1. you have to take the intial time to reach target into consideration when considering DOT, this can have quite a large impact as most battles are relatively short.

yes I did say this already, it was one of the factors for missiles hitting, the initial DoT of a raven is very low at long range battle, but i deal with this in part by upping the speed of all missiles (rockets 3000m/s, cruise 1950m/s) and thus lowering the delay in the DoT slightly.
Originally by: Mr Patel
2. as far as cruisers go, the Maller and the Thorax seem to be the best cruisers for many things, considering the Maller's tanking abilities and the Thorax's hordes of Heavy Drones (that can do as much dmg as a Caracal on their own before you take itno account the Rax's guns), so it's only fair the Caracal has badass missiles (imho the Caracal, not the Moa, is really the "top" Caldari cruiser).

well I'm not sure what you're trying to say, I haven't "nerfed" missiles that badly Wink. If i take the heavy missiles against another cruiser they have a 95-100% chance to score a hit that varies between 0.5-1.5x the damage of the heavy missile(75-215), add to that the increased speed of the heavy missiles (2100m/s instead of 1200m/s) and the slight chance of a wrecking hit just like with the turrets, I don't really see where the problem is for the caracal, I think the average damage output would at its lowest be the same as it is now. but when you add the skills it goes up again and the increased speed reduces the delay.
Originally by: Mr Patel
3. I can talk about BS as I don't have much experience of them.

alrighty then. Wink
Originally by: Mr Patel
4. For HAC's, you get enough of a faster cap recharge rate to run whatever guns you like, and therefore out-damgage Missiles with a good setup/skills, so they are ballanced in favour of non-Caldari).

hmm I think these missiles would perform quite well on a cerberus, they could perhaps change one bonus on it to another damage bonus perhaps or so but that is not an issue on the missiles part but more an issue of the ship, so I won't comment on that.
Originally by: Mr Patel
5. I'd rather see gentle boosts to the other weapons (like Hammer's recently suggested Proj. changes), rather than a nerf which will **** ppl off or a wholesale change "moving the goalposts" again.

Again, I never called for a nerf and I don't think this nerfs them in any way, same ship to same ship almost nothing changes, missiles might do a bit more damage and have a good chance to hit their piers (frig missiles will hit frigs), its when we go to unequal combat that the biggest change happens, a bs firing a cruise missile at a frigate, when the cruise missile reaches the frigate it will have about 60% chance of damaging the frigate.
Originally by: Mr Patel
6. To counter the effects of recent prop. changes, perhaps cruise could be slowed a little to make cruisers more viable against bs in fleet, this I do agree with.

I guess you didn't read it thoroughly, as I actually increased the cruise missile velocity, even torps got a nudge. Wink Now the boost I gave there i did to offset the chance to hit on frigs slightly, to give em an easier time to actually reach the frigate, I am not gonna dispute that it will need balancing as this idea is not perfect since right now it only exists here in this thread and on pieces of paper here next to my computer(at least I assume that Wink).


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