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Noisrevbus
128
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Posted - 2012.06.04 01:27:00 -
[31] - Quote
Vilnius Zar wrote:P.S. what does those 50 Drakes stop from TDing turret ships and get that exact same result?
Vilnius Zar wrote:Because every target is a drake with a sig radius of the moon and you always go against targets in short-medium range that are faster than you. Nice pick on the drake vs talos, sadly I see through it.
It's hard pleasing some people .
Did my fancy words anger you so much that you missed the cited example at the top of the post?
If you don't want me to answer your direct questions and rather backpedal around the topic, please let me know beforehand so i don't waste my time trying to answer the questions you ask me or reply to the examples you draw up yourself.
Now that you've spent the majority of your post talking about my character, language and demeanor and then tracked back to square one with a blanket statement - do you have something to add, or would you like to do this dance again?
Missiles need no TD against them because: - Positive transversal (relativity). - Positive modules (enhancer, computer). - Existing EWar (damps etc.). - Existing additional modules (AB, SB etc.). - Different accuracy equation (subtractive vs. chance-based).
by extension,
- The understanding that letting TD affect Missiles will not solve the percieved issues, yet throw unintended balance. - The destructive design of changing things without understanding mechanics, causality or scaled impact. - The fact that our designers have a very negative track record with these things over the past few expansions.
If you dislike being compared to beginning players who make threads about "ship vs. ship" stop making similar comparisons "module vs. module".
I still maintain that the only reason you are so adamant about this stupid change is that you don't know how to deal with HML and that frustrate you so much that you don't care about any other modules, ships or races being hurt in the process. Then you project the idea that i would somehow be selfish in this thread.
Are the words in the list difficult? I can explain them to you again. |

Vilnius Zar
Ordo Ardish
35
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Posted - 2012.06.04 01:37:00 -
[32] - Quote
Quote:Missiles need no TD against them because: - Positive transversal (relativity). - Positive modules (enhancer, computer). - Existing EWar (damps etc.). - Existing additional modules (AB, SB etc.). - Different accuracy equation (subtractive vs. chance-based).
- makes no difference - agreed and stated that I'm fully for giving missiles such type of modules - nonsense as that also affects turret ships and thus nullifies it as a reason why missiles have problems - these can also affect applied turret dps (albeit differently), therefore a non valid reason - the end result is a lowered average dps, how that happens (lower fixed damage or chance based) makes no overall difference. Averages and all that
1 out of 5, not a good score. And that single point was conceded earlier anyway, still true ofcourse. Create a mod that enhances missile range and Expl. radius and then have TD's affect missiles. Sounds logical and fair to me, I do remember stating this earlier in this thread. Amat victoria curam. |

Noisrevbus
128
 |
Posted - 2012.06.04 02:14:00 -
[33] - Quote
Vilnius Zar wrote: - makes no difference - agreed and stated that I'm fully for giving missiles such type of modules - nonsense as that also affects turret ships and thus nullifies it as a reason why missiles have problems - these can also affect applied turret dps (albeit differently), therefore a non valid reason - the end result is a lowered average dps, how that happens (lower fixed damage or chance based) makes no overall difference. Averages and all that
1. The ability to affect your own accuracy through movement makes no difference?
2. I think you missed the point, adding such modules is ******* stupid because of how the equations differ. I used it in my initial post as sarcasm, go back and read it again. We don't want blap-Ravens killing frigates with reliable application of damage, that's stupid. Missile accuracy modules is a bad idea.
3. This is your "versus perspective". You seem to be under the impression that you can simply compare things and cancel them out. It's akin to a new player thinking a more seasoned player have better options simply because he has more options. Ability to choose and adapt is definately good, but it doesn't create scenarios where things cancel each other out. If you can only fly scissors your scissors do not become useless or worse than mine, simply because i can fly paper and scissors. Scissors still only have issues with rock.
4. You apply the same logic again. Comparing blanketly, assuming they cancel out each other while you have previously written off other important factors (such as transversal) as irrelevant. That the AB affect the missiles much more because they don't have transversal, accuracy modifiers or can instantly evaporate you, that is something you happily ignore.
5. Once again, the same logic. It's "different" but you don't seem to understand how that will provide different results. Instead you write it off as similar results. The tactical advantage of being able to predict one but not the other, is probably also something you consider making no difference. Why is alpha powerful when two ships do the same dps? That's why. |

Dato Koppla
The Irken Armada
43
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Posted - 2012.06.04 02:22:00 -
[34] - Quote
Vilnius, I'd just like to point out that subtractive vs. chance based is huge, especially when you can greatly influence the 'chance' in the chance based mechanism simply by clicking around in space and manual piloting, also because it's chance based and not subtractive, it usually means when you roll lucky, that one strike of luck is all you need to instapop the much smaller enemy as you get all your possible dps in that 1 shot.
On the other hand consistent 1 hp/s damage can be mitigated by a noobships shield recharge. So while it may average out in the numbers, because of the guns scoring misses, it's not how it works in real situations. Think of it this way, assuming a Mael/Nado has 10k volley and 600 dps, 600 dps isn't stellar, but you're only ever receiving one shot from mulitple Nados, meaning all the dps you receive is within that 1 second, in other words, each Nado is putting out 10k 'dps' for that 1 second you're being shot at before it can average out, so in that second you're being alpha-ed, you might as well be facing off a bunch of Nyxs.
On the topic at hand, I'm all for TDs effecting missiles but only if they give us the same variety of mods to counter it as gunships do, but that's only because I think TE/TCs for missiles will make them properly OP and missiles need some love. |

Vilnius Zar
Ordo Ardish
35
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Posted - 2012.06.04 07:50:00 -
[35] - Quote
1 yup that can (depending on scenario) but if you meant that you should have said that, You didn't. In you eagerness to use big words you forgot to convey your actual point because "Positive transversal" means nothing, what you meant was the ability to influence tracking and in that regard, without any more explanation, the most logical point is about TE/TC positively affecting turret performance which makes no difference if you give missiles that same option, as I stated earlier. Being able through navigation to affect tracking can't be construed from what you wrote, unless you know what you meant beforehand which kinda defeats the whole thing of trying to get your point across
2 Giving missiles a small percentage better expl. radius like 5% for TE and 15% for scripted TC (numbers open to discussion ofcourse) is not going to make a huge difference but it does help while giving missiles more range in the process which is what unguided missiles desperately need. Just because TC gets scripted tracking of 30% doesn't mean the missile variant should get the exact same numbers, balance and all that and if a Raven wants to use all his tank/tackle slots for that new mod then so be it, then they might actually get used in pvp some time. (killing frigates is ofcourse an amazing role for a BS and there's no other BS that can do that either)
3 they do cancel out, if something affects both "sides" (turrets and missiles) you can't use that as a reason why missiles specifically have issues with them, because it affects turrets users in the exact same way. Not sure why this is difficult to understand tbh
4 have a scrammed drake shoot an AB frigate that orbits him at 500m, now have a scrammed turret BC shoot that same frigate at that same 500m orbit. Tell me how the Drake has it more difficult than the turret BC. Two different mechanics, two different pros and cons but in the end there's really not that much difference in effectiveness. Just because they're not the same doesn't mean it's not on par
5 just because there's damage variance because of randomness it CAN work in your favour and it can also work AGAINST you, overall it evens out and makes no difference in the grand scheme of things because, as stated earlier, it's about averages. And if you really want to bring that 1% wrecking chance into the discussion then all I can say is "lol". Bringing up the difference between alpha and dps is hilarious if you're trying to convince people that hit quality variance is a actually a deciding factor. While it CAN be it also can NOT be which cancels each other out. Again, not that difficult to understand
:)
Amat victoria curam. |

Vilnius Zar
Ordo Ardish
35
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Posted - 2012.06.04 07:55:00 -
[36] - Quote
Dato Koppla wrote:it usually means when you roll lucky, that one strike of luck is all you need to instapop the much smaller enemy as you get all your possible dps in that 1 shot.
And if you don't roll lucky then you hit for 0, while missiles still do some damage.
You can bring up a very specific scenario that works against missiles and you can bring up very specific scenarios that work against turrets. The reality is that in PVP missiles are fine (again, outside being in fleets together with turret users due to missile travel time) apart from a few balance issues like with Torps and HML. The problem is that there's not enough viable missile ships but that's a ship/module balance issue, not a missile one.
Amat victoria curam. |

Maeltstome
Blue Republic RvB - BLUE Republic
15
 |
Posted - 2012.06.04 08:22:00 -
[37] - Quote
Lin-Young Borovskova wrote:Vilnius Zar wrote:IIshira wrote:Maybe they realized how bad an idea it was? How could a module designed to effect a turrets tracking have any effect on how fast the explosion is from a missile???
How about some shield boosters that repair armor? :-) How about some game balance where you can hamper missile effectiveness just like you can with turrets? The game balance already exist but you don't care about: speed You can't outrun missiles but the faster you go the less dmg they do to you. And if something, missiles were the most balanced weapon system IG, no need to nerf/buff except HAM's and Cruise in need of tweaks. Once again, players feedback being useless bring then your TDs againt missiles and break something that didn't need fixing...CCP and their understanding of their own game is just staggering.
Since the nano nerf, missile will almost alwayus do 100% damage unless its an MWD frigate (and even then a FAST one).
Missiles need a nerf... or at least a counter. |

Vilnius Zar
Ordo Ardish
35
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Posted - 2012.06.04 08:26:00 -
[38] - Quote
Maeltstome wrote:Since the nano nerf, missile will almost alwayus do 100% damage unless its an MWD frigate (and even then a FAST one).
Missiles need a nerf... or at least a counter.
Running AB can lower missile damage considerably, they don't need a nerf but they do need a counter.
Amat victoria curam. |

Maeltstome
Blue Republic RvB - BLUE Republic
15
 |
Posted - 2012.06.04 08:32:00 -
[39] - Quote
Vilnius Zar wrote:Maeltstome wrote:Since the nano nerf, missile will almost alwayus do 100% damage unless its an MWD frigate (and even then a FAST one).
Missiles need a nerf... or at least a counter. Running AB can lower missile damage considerably, they don't need a nerf but they do need a counter.
Heavily missile do full damage against frigs up to about 900 m/s
Do 900 m/s in a tight orbit around a turret cruiser and suddenly things seem a bit less balanced...
Plus they have 50-70km range... |

Vilnius Zar
Ordo Ardish
35
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Posted - 2012.06.04 08:48:00 -
[40] - Quote
Maeltstome wrote:Heavily missile do full damage against frigs up to about 900 m/s
Wow, no. a Rifter negates 50ish % HML missile damage if he goes at half his AB speed (some 500m/s). I think you're mixing up MWD speed with AB speed. The only situation your statement makes any sense is when using Rapid Lights (****** name btw) which is only really viable on a caracal. Amat victoria curam. |
|

Exploited Engineer
Creatively Applied Violence Inc.
43
 |
Posted - 2012.06.04 10:02:00 -
[41] - Quote
Maeltstome wrote:Since the nano nerf, missile will almost alwayus do 100% damage unless its an MWD frigate (and even then a FAST one).
Problem in bold by me.
MWDs inflate your sig by about the same ratio that they increase your speed. Multiplying your speed by five while multiplying your sig radius by five provides exactly zero missile damage mitigation (or even increases missile damage, as your sig radius might now be higher than the missiles explosion radius, allowing the missile to actually hit for full damage).
You don't know how missile damage works and therefore don't know how to avoid it. Don't blame that on the missiles.
Maeltstome wrote:Heavily missile do full damage against frigs up to about 900 m/s
No they don't. Unless the frigate is running a MWD instead of an AB.
In fact, the explosion radius of heavy missiles is large enough that they'll have a hard time hitting a frigate that's sitting still for full damage without either the frig having a hugely inflated sig radius (MSEs/shield rigs) or the ship fiting the missile is packed with rigor rigs.
If you want to avoid missile damage in your frig, first thing you need to do is turn off that MWD. It makes you take more damage from missiles, not less!
Heavy missiles have explosion velocities of ~90 m/s and an explosion radius of 125m (112m for precision). Even if you manage to double the former and halve the latter with rigs, skills and implants, you're still looking at something that never hits a target with less than 60m of sig radius for full damage, and will do less and less damage to small targets that move faster than ~200m/s. |

Jerick Ludhowe
Wraiths of Abaddon Byzantine Empire
83
 |
Posted - 2012.06.04 10:34:00 -
[42] - Quote
TD working on missiles is such a fail idea it's not even funny....
The obviously correct choice would be to buff defenders to a point where they are actually viable... |

Noisrevbus
128
 |
Posted - 2012.06.04 14:45:00 -
[43] - Quote
Vilnius Zar wrote:1 yup that can (depending on scenario) but if you meant that you should have said that, You didn't. In you eagerness to use big words you forgot to convey your actual point because "Positive transversal" means nothing, what you meant was the ability to influence tracking and in that regard, without any more explanation, the most logical point is about TE/TC positively affecting turret performance which makes no difference if you give missiles that same option, as I stated earlier. Being able through navigation to affect tracking can't be construed from what you wrote, unless you know what you meant beforehand which kinda defeats the whole thing of trying to get your point across
All i hear is semantics, semantics. Are you going to adress the argument or keep complaining about my language?
Turrets have an accuracy that is relative based on transversal. Good piloting can turn transveral to null, any sensible piloting will diminish it. That's one of the reasons TD affect them. That's also one of the reasons why TD would affect missiles far more, and as such is a bad mechanic to apply to the missiles equation.
Missiles can be beaten by improving your sig-speed relative, so in essence, simply by moving your ship. Turrets can not be beaten in the same manner if your opponent also move his ship accordingly. Hence you can use a TD to affect the outcome of his movement.
Quote:2 Giving missiles a small percentage better expl. radius like 5% for TE and 15% for scripted TC (numbers open to discussion ofcourse) is not going to make a huge difference but it does help while giving missiles more range in the process which is what unguided missiles desperately need. Just because TC gets scripted tracking of 30% doesn't mean the missile variant should get the exact same numbers, balance and all that and if a Raven wants to use all his tank/tackle slots for that new mod then so be it, then they might actually get used in pvp some time. (killing frigates is ofcourse an amazing role for a BS and there's no other BS that can do that either)
Once again, you don't seem to grasp what an accuracy increase do in a system that always do damage and is unaffected by things like transversal. The fact remain that even tiny increments of explosion velocity will quickly turn any missile ship into a veritable frigate-killer, simply because of how the equation work and how it's not built to consider TE.
Do you suggest we both introduce TE and change the missile equation to make room for missiles on TD?
Should we introduce transversal to missiles as well?
Another thing we should consider is that on many occassions missile users still favour HML over other missiles because of it's damage-accuracy relative. Why would you further want to hamper smaller missiles by introducing TE? Should we additionally balance the accuracy of all missiles into better scales, because you want to shoehorn missile TD and TE?
It's alot of post-work on account of one stupid change. Plus, that post-work will never be done so the system will remain broken. I think we both know that the proposed changes are proposed with any balancing factors in mind - just another fruitless attempt at dealing with Drakeblobs, because they like you belive the problem lie in the missiles - not the blob.
Quote: 3 they do cancel out, if something affects both "sides" (turrets and missiles) you can't use that as a reason why missiles specifically have issues with them, because it affects turrets users in the exact same way. Not sure why this is difficult to understand tbh
Not once in our series of posts have i claimed missiles "have issues".
Why would i use TD specificly to deal with ships at distance if i had Damps? I would never stack both sets of modules on top of you to reap a double bonus. No stacking, no 2+1. More options do still not equate to better options. That there are more ships shooting turrets than missiles (and that a missile ship thus can expect to see a larger variety of turret ships) does not make missiles worse or in any way in need of stupid changes.
That leaves accuracy, and as stated, missiles do not take transversal into account, have no accuracy modules and are not chance-based. Those are the reasons, the same ones you've tried to weasel yourself out of adressing for the past 3-4 posts now, while complaining about difficult words.
As per question two, why should we introduce both a TD and TE for Missiles? (by your logic they'd cancel each other out anyway, so wouldn't it be a waste of time and effort?) 
Quote:4 have a scrammed drake shoot an AB frigate that orbits him at 500m, now have a scrammed turret BC shoot that same frigate at that same 500m orbit. Tell me how the Drake has it more difficult than the turret BC. Two different mechanics, two different pros and cons but in the end there's really not that much difference in effectiveness. Just because they're not the same doesn't mean it's not on par
Why is the pilot in your drummed up example an idiot who let an AB frig both approach, tackle and orbit him before he reacts?
If you're gonna use an example, try not to use one so obviously colored.
Quote: Bringing up the difference between alpha and dps is hilarious if you're trying to convince people that hit quality variance is a actually a deciding factor. While it CAN be it also can NOT be which cancels each other out. Again, not that difficult to understand.
Who mentioned hit quality? You think alpha is about hit quality? That you keep introducing more and more factors at a whim while not adressing the arguments that stand is getting rather tiresome.
Go read Dato Koppla's post on the last page - which you, not surprisingly, merrilly skipped. |

FlinchingNinja Kishunuba
Bellum Esca
99
 |
Posted - 2012.06.04 14:51:00 -
[44] - Quote
Jerick Ludhowe wrote:TD working on missiles is such a fail idea it's not even funny....
The obviously correct choice would be to buff defenders to a point where they are actually viable...
What a revolutionary idea mate, actually using an existing game mechanic that was designed to do what this thread is talking about.
Making defenders AOE and able to fire multiples at the same time, having them damage the defending ship if too close would be pretty cool too.
Or we could use the Monocle to increase accuracy of the missiles... yeah that would work :D |

Nicholas Tong
University of Caille Gallente Federation
2
 |
Posted - 2012.06.04 20:47:00 -
[45] - Quote
I don't condone TDs having another much more significant advantage to them, but look at ECM . It seems to me that at this rate they'll be having to add another gimmicky upgrade like the drone damage module, we already have TPs that work twice better for missiles than for turrets, so It's very little use to add an explosion velocity module, but make fitting medium slots for more damage seems more an elegant idea than just use lows exclusively for damage modifier modules, it would tone done the notion of caldari fitting mids for max tankage. |

Vilnius Zar
Ordo Ardish
38
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Posted - 2012.06.04 20:51:00 -
[46] - Quote
"Turrets have an accuracy that is relative based on transversal. Good piloting can turn transveral to null, any sensible piloting will diminish it"
So how is a Harbinger going to get null transversal on a 500m orbiting orbiting rifter, in a way that it wouldn't also help missile damage?
Quote:Not once in our series of posts have i claimed missiles "have issues".
I'll keep repeating this: using dampening as a reason why TDs shouldn't affect missiles is hilarious, because that somehow means that you "forget" that damps also affect turret users in the exact same way OR, if you didn't forget that, you somehow feel that Missiles have it worse. Whichever of the two it is, it's wrong.
Quote:The fact remain that even tiny increments of explosion velocity will quickly turn any missile ship into a veritable frigate-killer HML drake vs AB rifter, difference in applied missile dps normally and with 3 T2 flare rigs is uhm... not that much. So yeah, you're wrong.
Quote:Why is the pilot in your drummed up example an idiot who let an AB frig both approach, tackle and orbit him before he reacts?
If you're gonna use an example, try not to use one so obviously colored.
That's generally what is going to happen in combat, a fast tackler grabbing a bigger target and orbiting him, do you even PVP or is it all just blob warfare following FC orders? Also, good luck killing an incoming tackler who doesn't use approach but a nice angle instead.
Quote: (by your logic they'd cancel each other out anyway, so wouldn't it be a waste of time and effort?) P
And by your logic that means we can now remove TD's and TCs from the game as well as they cancel eachother out. How about removing webs and AB, same thing right? Lets remove tank and dps mods, if you really think about it they cancel eachother out so just remove those as well. Another non-reason
Quote:Go read Dato Koppla's post on the last page - which you, not surprisingly, merrilly skipped. All he did was using lots of words to describe the difference between dps and volley and how that works in fleet situations. Also, you should probably read his last paragraph.
So far, lots of stuff that just isn't true and reasonings and "logic" that don't make sense. You're not doing too well. Amat victoria curam. |

Mfume Apocal
Origin. Black Legion.
489
 |
Posted - 2012.06.05 08:24:00 -
[47] - Quote
Maeltstome wrote:Since the nano nerf, missile will almost alwayus do 100% damage unless its an MWD frigate (and even then a FAST one).
Missiles need a nerf... or at least a counter.
This is untrue. HMLs (the 'best' missiles) won't even hit a moving, non-MWDing, Vaga for full damage unless specifically rigged/Crashed for it.
Vilnius Zar wrote:"Turrets have an accuracy that is relative based on transversal. Good piloting can turn transveral to null, any sensible piloting will diminish it"
So how is a Harbinger going to get null transversal on a 500m orbiting orbiting rifter, in a way that it wouldn't also help missile damage?
You're setting up the turret boat in the worst situation possible given it's limitations, then complaining that HMLs would have no issues there. Me personally, if I have a neut available, I'd neut away, which isn't really a direct answer to your question, but among the first responses to being scrammed by a frig that's under my tracking. I'd also probably call my gangmates to clear the Rifter off me. Or if I have no gangmates, I would use my drones, because I'm not going to solo in a turret boat that can't at least employ a full flight of Warriors.
If all those things fail me, I'd go for the low percentage chances: if he's long point fit and using an automatic orbit, try to sling him from under my tracking (which incidentally would not help missile damage assuming he kept his speed up). Or I'd try to bounce him off a rock, a gate, a POCO, while continuing to try to sling him from under my guns. By now his backup has probably arrived and I'm more than likely simply seeking out low-transversal targets of opportunity I can kill before dying: stealth bombers, dictors, destroyers, etc. |

Vilnius Zar
Ordo Ardish
42
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Posted - 2012.06.05 08:41:00 -
[48] - Quote
I know all that :P
He whines about how missiles are both super OP (so they don't need some help with range and expl speed/radius mods) and at the same time he's whining about how bad they are and shouldn't get a counter, while feverishly trying to sound superior (which just makes it funny) using big words that get him into trouble.
Missiles have their issues and turrets have their issues but only turrets have a direct counter. That's all this whole offtopic (sorry for that :P) thread is all about. At that same time missiles have no range and applied dps mods, both need to be solved. Amat victoria curam. |

Noisrevbus
129
 |
Posted - 2012.06.05 18:33:00 -
[49] - Quote
I must say, you are slippery character Vilnius Zar .
I don't think i have ever seen someone weasel himself out discussion so much before. It's not an insult, you are putting out quite an impressive effort. You are still avoiding the discussion while throwing up a number of smokescreens though. Mfume gave you the same answer to your orbit-example as i did, and now you turn tail again. You are still avoiding the discussion and puffing more smoke as you slip away.
As Vilnius have a love for claiming other people say things: let's recap what has actually been said...
If you go back to my first post in this thread you can see it summed up quite clearly in my argument: (one i actually made )
Missiles are "dumbfire": their equation is much more simplistic. That can work both ways and is a balancing factor. They are easier to use but then are also easier to combat by conventional means (ie., without a "direct counter") which also imply that they are less in need of a direct counter.
The heart of the discussion still stand: Missiles work differently and are no better nore worse than Turrets.
It is true that TD is more effective against Turrets than Defenders are against Missiles.
It is still also true that Mobility is better against Missiles than Turrets. There are no Tracking Computer equivalent for Missiles (and there should be none since it's not needed and would be a bad addition to the game as it would allow a blunt weapon system that always do damage to overpower fine systems in this game that rely on mitigation; such as small fast ships with low HP-pools).
It is incorrect to claim that missiles have no range-counter to them (so there "need to be one to make things fair"), as all ships are affected by dampeners (and ECM), and it is additionally incorrect to turn tail and claim that because TD can also affect the range of Turrets: "there need to be an extra effect to make things even" (as it's pointless stacking damps and range-TD upon each other - so Turrets are not affected more simply because there are lesser options; by the rock-paper-scissor principle). Damps are better at dealing with range regardless of weapon system. If two turret-based face off the gang with damps will render the gang with TD unable to shoot from a distance.
The primary function of a TD is to affect accuracy in the balance of transversal. Missiles have no such balance and thus need no application of TD. Just like better accuracy is volatile on the blunt missile equation, less accuracy is also volatile. The Missile equation was made without accuracy modifiers in mind. Changing that would make the overall game more imbalanced.
Here's the crunchpoint:
It wouldn't make Missiles comparatively better or worse compared to Turrets, but it would make the game worse. I don't compare the two directly to each other. Instead i worry about what such a destructive versus perspective would to do everything else. It's naive to belive the balance between Missiles and Turrets is all you have to care about, and then trample everything else. Small ships, small gangs, EW, the list go on.
Vilnius problem, since he can't see past "Missiles versus Turrets", is that he doesn't understand how something can be both too powerful and too weak at once, impact other things in the game negatively and cause imbalance. Frustrated he resorts to personal abuse and ridicule. |

Jta Grl
Science and Trade Institute Caldari State
6
 |
Posted - 2012.06.05 18:48:00 -
[50] - Quote
When posts take more than 2 mouse rolls to reach their end in a video game forum it means people have issues. |
|

Zyress
The Fabulous Thunderbirds
93
 |
Posted - 2012.06.05 20:39:00 -
[51] - Quote
Maeltstome wrote:Vilnius Zar wrote:Maeltstome wrote:Since the nano nerf, missile will almost alwayus do 100% damage unless its an MWD frigate (and even then a FAST one).
Missiles need a nerf... or at least a counter. Running AB can lower missile damage considerably, they don't need a nerf but they do need a counter. Heavily missile do full damage against frigs up to about 900 m/s Do 900 m/s in a tight orbit around a turret cruiser and suddenly things seem a bit less balanced... Plus they have 50-70km range...
LoL A standard Heavy Missile has a Explosion Velocity of 81 m/sec and an eplosion radius of 125m and I've never heard of a frigate with zero resistance, if you are traveling 900m/sec it will do little to no damage and if you are doing it at a range much over 60 km's the missile will run out of flight time before it can hit you. |

Trinkets friend
Sudden Buggery Dead On Arrival Alliance
374
 |
Posted - 2012.06.06 05:38:00 -
[52] - Quote
Tracking disruptors affecting missiles? Pffft, CCP. The only thing that should affect missiles is the target's speed, his sig radius, and his resists. Much like it does now. Any module has to address one of these three things.
If you want a way to reduce inbound missile damage, aside from Defenders (lol) it would be a module which affects the missile's perception of your ship's signature. Much like, say, an electronic warfare system which dazzles the missiles. It would, in fact, make more sense for a target painter to do this via blinding missiles with laser light (you know, kinda like flares or chaff do IRL).
To sum this two-man threadnaught all up:
Vilnius and Nosirevbus are arguing about sensor damps as a EW module which counters the equations affecting both turret and missile boats. What? Damps, aside from being weaksauce, don't actually affect the equations that you guys are arguing about. They just squash lock range down so you can't be damaged/pointed, or murder sensor resolution so badly it takes forever. So, while Vilnius is right on this point, you both are silly for arguing paragraphs about it.
Damps are not a range counter for missiles. They don't affect the missiles' range like a TD does! They affect the ship's targeting range! Argh! Equating damps and ECM with TD's is facetious and wrong.
Claiming TD's affect the balance of transversal is also incorrect. An optimal-scripted TD on a ship can slash vital kilometres off a foe's optimal + falloff. If you are, eg, kiting a Tempest in a Curse you will be within his falloff (for Barrage L, 48km). But you can push his Optimal down from 8km to 2km. This then pushes you further into the faloff band and out of the 100% and down towards the 50% chance interval, resulting in less hits and less landed DPS. This does not take into account transversal!
If a TD affected missiles, in terms of Optimal degradation, the TD would affect a one of either a missile's flight time or velocity (NOT explosion velocity). In terms of Tracking, the TD would affect the missile's explosion velocity - but your Drake would still be hitting to 80km and Tengus to 110km. So, hello!
N. is right that the missile equation is simpler. It makes sense that it is; the missile determines its damage upon point and time of impact. The turret does so upon time and point of firing. The turret thus has to deal with angular velocity, range, and "sig radius". The missile, however, simply flies towards its target and when it hits, it determines damage by saying; "Right. I'm going this fast, exploding this quickly, and he is going that fast. Simple! I can now go home and have a rum!"
With the argument about imbalance and breaking of the game, ading a TD-like effect to missiles wouldn't break the game. And considering you can rig, implant and drug yourself to increase missile parameters and it doesnt become totally WTFBBQPWN, adding low-slot missile modules wouldn't break the game after all.
N. is right that the Drakes lend themselves to problems of scale; they do this because it's a simple to use, simple to deploy, cheap, effective DPS/Tank combo. Not because of all the other crud he spouted about. The reason they are used is because the majority of FC's are abusive screaming twats dealing with half-deaf lemmings who would derp constantly if they had to gain angular velocity while TD'ing a foe and picking low-transversal targets. The fact some groups (PL, etc) don't rely on them is a testament to their greater skill and discipline, not to the broken scaling of Drake blobs.
ECM, again, is pretty easy to use effectively because it is vastly more powerful than SD's on a per-module basis, and it is also more powerful than deploying TD's and hoping your enemy brings arty canes, or SD's and hoping to hell your enemy wants to sit at 100km and be damped to impotence. ECM works close, far, slow, fast, versus everyone and is powerful.
I think you two would be well served if N. could actually make a cogent point without trying to make up non-jargon like "positive transversal". Um, all transversal is positive. Relativity is not the word you were looking for. Etcetera. Arguing is as much about making your points coherent and cogent, as it is about making up stuff to make it seem like you are smarter than your opponent. I couldn't understand half your points in detail. The skilful employer of men will employ the wise man, the brave man, the covetous man, and the stupid man. Sun Tzu localectomy.blogspot.com.au
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Cardano Firesnake
ICE is Coming to EVE Goonswarm Federation
29
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Posted - 2012.06.06 06:30:00 -
[53] - Quote
There are two missile types: Guided Missiles and Non-Guided Missiles Guided Missiles should be Affected by a system that jams the ship tracking . Non-guided missiles should not. But the game mechanics do not really make difference with the two types.
In fact, I can easily imagine a specific tracking disruptor script that affect missiles.
I do not see the problem because I see more Falcon than Curse or Pilgrim in combat. ECM are far more a problem than Tracking Disruptor to me. |

Vilnius Zar
Ordo Ardish
49
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Posted - 2012.06.06 08:46:00 -
[54] - Quote
Trinkets friend wrote:Vilnius and Nosirevbus are arguing about sensor damps as a EW module which counters the equations affecting both turret and missile boats. What? Damps, aside from being weaksauce, don't actually affect the equations that you guys are arguing about. They just squash lock range down so you can't be damaged/pointed, or murder sensor resolution so badly it takes forever. So, while Vilnius is right on this point, you both are silly for arguing paragraphs about it.
I'm not the one arguing, it's just that keep keeps clinging to that wrong logic. Back and forth etc etc :)
He just doesn't want to see it that way because that would mean he'd "lose that point", and I'm not so sure that someone who frantically tries to use fancy words to "overpower" others (but generally fails at it) is capable of admitting to that. Amat victoria curam. |

Azara Erata
Ashfell Celestial Equilibrium POD-SQUAD
2
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Posted - 2012.06.06 10:41:00 -
[55] - Quote
Jta Grl wrote:When posts take more than 2 mouse rolls to reach their end in a video game forum it means people have issues.
EDIT: could also mean a small screen, but let's face it, that's not the case here.
When you have multiple such posts, arguing over a "balance issue"...
Well, that's just plain idiotic. |

Lin-Young Borovskova
Science and Trade Institute Caldari State
120
 |
Posted - 2012.06.06 11:36:00 -
[56] - Quote
Noisrevbus wrote:Vilnius Zar wrote:IIshira wrote:Maybe they realized how bad an idea it was? How could a module designed to effect a turrets tracking have any effect on how fast the explosion is from a missile???
How about some shield boosters that repair armor? :-) How about some game balance where you can hamper missile effectiveness just like you can with turrets? You mean the game balance where they would also introduce missile accuracy modifiers akin to tracking enhancers and computers, effectively rendering all missile platforms able to throw the curve and raise their damage application on smaller ships - enabling things like Torp Ravens and scaling their damage up on anything from frigs to BC? That sounds like a brilliant plan to a mechanic that relies on linear application rather than chance. Yes, that is definately a 'balance' we'd all love to see... cough. No, of course, this is a completely onesided interference with a dumbfire system. Like placing a fat kid alone on an empty swingboard. This ridiculous approach is just another completely backward attempt at trying to deal with a problem that doesn't exist. The HML (Drake) is only considered overpowered in an element or paradigm that the developers themselves continue to feed and nurture; the blob. It's a reliable damage projection on a low-cost, immobile and high-buffer platform, that completely rely on other ships to: maintain hostiles on grid, maintain hostiles in range, stay alive and pin down to apply accuracy. It's only powerful when piling numbers exceed intricate execution of all ship roles (or active modules), and/or exceeding the invididual or collective ability to afford extending numbers. Essentially, when you have more numbers than the other side have buttons to push. "Big awesome fights" is the problem, no self-deceptive notion of 'balance'. They can continue to introduce these self-deceptive changes that will only serve to removing balance where it exist, yet not do anything to deal with the percieved imbalance. This was the case with ECM, still is, and will be the same with HML.They do not yet understand the concept of scale impact. In short, this change will never be effective on a large scale - only on a small scale - or more importantly (applying the scale-perspective of Malcanis' Law) only to the benefit of a large group when dealing with a small group (more Drakes, more numbers; feeding the blob, consolidation of forces in the game and AFK empires).
Finally someone in this forum writing decently English at the point even I understand. Need more educated people posting so I can improve my English plz.
Ho, and +1 on the grand lines brb |
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