Aprudena Gist
GoonFleet GoonSwarm
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Posted - 2008.10.24 00:11:00 -
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Originally by: CCP Fendahl Another update: Singularity was updated earlier today...
Most of the missile using ships get either range bonuses or damage bonuses, which is not an issue, but due to the changes in the missile damage formula we had to revise the following ships:
- Flycatcher: explosion radius bonus changed to -2% damage reduction factor per level.
- Heretic: explosion velocity bonus changed to +5% per level.
- Nighthawk: explosion radius bonus changed to +5% heavy missile explosion velocity per level.
- Golem: explosion velocity bonus changed to +5% per level.
The 5% explosion velocity per level bonuses gives a roughly even damage boost against all targets in the class below, whereas the damage reduction factor bonus is more effective against the smaller targets in the class below. The explosion velocity bonuses were changed to 5% since keeping the 10% bonuses would result in way too much damage against smaller targets. After some initial testing of the Flycatcher it seems that the damage reduction factor bonus needs to be increased a bit to be competitive.
Although not directly related to the missile changes, we also had a look at interceptor and medium drones in connection with the general speed changes.
The interceptors are intended to speed tank while running a MWD. Due to the speed and missile changes they require a lower signature radius to speed ratio. To achieve this, the normal signature radius bonus has been replaced by a 15%/lvl reduction of the MWD signature radius penalty. With max skills, interceptors can use MWD as effectively as afterburners.
The medium drones are currently too effective against smaller ship on TQ, so their effective tracking was adjusted to make them less of a threat vs. frigates:
- 125m optimal signature radius
- 1.6x increase in tracking (which in combination with the 125m opt sig radius gives -23.2% effective tracking)
- 1000m orbit range
We're also taking a second look at the velocity penalties for javelin/precision missiles. Cruisers and in particular frigates suffer more from the velocity penalties since they rely more on speed to survive, so we're considering lowering the penalties.
Let us know what you think
you guys do play this game right?
A heretic can't hit anything with the stupid range of rockets why do you even make them fit them? ( its too ****ing short )
Heavy missiles are useless verus cruiser targets. You guys are playing this game right?
Why do you spawn a billion rats of all different sizes in mission still to this day when you are forcing all weapon systems only to be able to be effective vs the ship class that you are in?
Why are there still no mention of Capital Missile systems in this. The Captial Torpedo's are ****ing awful compared to other Captial Weapon systems. They are too slow they can be blow up too easily still. There is only 1 option there should be some sort of a cruise missle varitey of Captial Missles that do the same damage as other Captial long range systems and the torps should be buffed so they are on part with other short range guns systems like captial blasters or auto-cannons.
The Exploison size on Citadel Torps is far to high 1000m3 means it can't properly hit pos modules you know those things dreads are meant to attack.
You guys are really not doing enough to make weapons systems "balanceD" as you call it.
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