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[December] Missile Disruptors and Tweaks to Missile Guidance Mods

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C C P Alliance
#1 - 2015-10-02 17:05:46 UTC  |  Edited by: CCP Logibro
Hey folks!
If you've followed our development over the past few years you'll know that the idea of tracking disruptors for missiles has been bouncing around for a long time. Defender missiles are a very poor counter (that should be completely repurposed rather than tweaked) and the inability to impact missiles has always been a major problem for Amarrian Weapon Disruption ships.
We think that adding Missile Disruptors will create some interesting new fitting options, especially for ships with bonuses to weapon disruption.

We're now planning on releasing these new modules in our December release, and we're ready to start getting your feedback!
These disruptors would be seperate modules within the same group as Tracking Disruptors.
They will use the same skills and get the same bonuses as Tracking Disurptors (so for example a Pilgrim would automatically get bonuses for these modules).
Pilots will be able to choose what combo of missile and tracking disruptors to fit on their ships, based on what they expect to face.
We're planning on introducing T1, T2 and named versions with faction options being considered.

We expect that the stats will need extensive tweaking and playtesting, but here's what we're working with at the moment:


At the same time, we're planning on making a slight buff pass on the Missile Guidance modules that were introduced in Aegis. Their range bonuses don't need any more improvements, but we are currently planning on buffing their explosion radius and explosion velocity bonuses by ~10%. We'd then observe how that change is received on TQ and decide if we want to go farther or not.

We're really interested in your feedback and we have plenty of time to get these properly adjusted before release. These changes are currently planned for our December release.

Q/A:

Q: Why make separate modules instead of using a script on existing TDs?
A: We believe that the script method would make TDs too powerful. Using separate modules means that weapon disruption ships can hedge their bets by fitting a spread of TDs and MDs, but that they'll have smaller numbers of each.

Q: Isn't 45% reduction to both flight time and velocity too much, since the effect stacks?
A: It's true that the effect of the two range attributes stack, so at the maximum (range scripted, on a bonused ship with links and heat) level the Missile Disruptor would reduce the total effective missile range by ~70%. However this is actually still less powerful than current Tracking Disruptors, which provide a -86% reduction in both optimal and falloff when using the same ship and bonuses.

Q: Will these disruptors apply to missiles already in flight, or just missiles fired while the disruptor is active?
A: Only missiles fired while the disruptor is active will be affected.

Q: Is the 10% buff to Guidance Computers and Guidance Enhancers absolute or relative?
A: Relative. So for instance a T1 unscripted Guidance Computer would provide 5.5% bonuses to explosion radius and explosion velocity, rather than the current 5%.

Let us know what you think!

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

Hole Control
#2 - 2015-10-02 17:12:20 UTC  |  Edited by: Yadaryon Vondawn
Question, why not have one module? The current Disruptors, but with this added functionality. Or a missile script. Especially if you are going for solo PVP I imagine this is a bit weird. You fit one module for all turrets, except for missiles. Now you have to choose which disruptor module to fit. All other EWAR is 'across the board', why is this designed for missiles only?

I see how it creates fitting options and more choices but I am genuinely interested in the thought proces behind creating a new module for this :)
Shadow Cartel
#3 - 2015-10-02 17:12:22 UTC
:o
Verge of Collapse
#4 - 2015-10-02 17:12:46 UTC
I have been a fan of the idea for a long time and this is great.

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Goonswarm Federation
#5 - 2015-10-02 17:15:01 UTC
Precision script and range script I assume? So a precision script would remove 30% explosion velocity AND increase explosion radius by 30%?
Rejection Of Sovereignty
#6 - 2015-10-02 17:15:03 UTC
Those that fight garmurs and orthoruses in lowsec thank you.
#7 - 2015-10-02 17:18:24 UTC
This means you're adding remote missile guidance enhancers to match all the other modules and balance it out, correct?
#8 - 2015-10-02 17:19:24 UTC
A nice addition to the game and a nice tweak to the existing guidance mods as well.
#9 - 2015-10-02 17:19:30 UTC
why not fix things that are broken such as sov mechanics :) and then go back to adding new ****
Dirt Nap Squad.
#10 - 2015-10-02 17:19:44 UTC
yay more ewar! \o/
Solyaris Chtonium
#11 - 2015-10-02 17:19:50 UTC
This is cool. Now nobody will laugh when I bring my Sentinel :D
Test Alliance Please Ignore
#12 - 2015-10-02 17:20:01 UTC
Any chance of faction Missile Computers and enhancers?
Vote Steve Ronuken for CSM
#13 - 2015-10-02 17:21:13 UTC
Kiki Abraxas wrote:
why not fix things that are broken such as sov mechanics :) and then go back to adding new ****



Sometimes I think that people just don't understand that not all development is created equal.

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Heroes and Villains
#14 - 2015-10-02 17:23:01 UTC
Kiki Abraxas wrote:
why not fix things that are broken such as sov mechanics :) and then go back to adding new ****


I agree with this! Since you are literally the only person working at CCP, Fozzie, you really ought to stick on one project and stop multi-tasking. Put down that slice of pizza! You can't eat and dev at the same time. Do one thing. I'm paying for this game, listen to meeee! Roll

Also, love the idea. This has been much needed for quite some time. Keep up the great work CCP!
Verge of Collapse
#15 - 2015-10-02 17:24:24 UTC
By the way, are they going to affect fighter bombers like tracking disruptors affect turret drones?

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Spaceship Bebop
#16 - 2015-10-02 17:24:28 UTC  |  Edited by: Thanatos Marathon
Without having done any math yet because mathishard, looks good! +1

As an aside, was thought given to potentially just adding the missile effects to existing TDs instead of making them a completely different module that you would have to swap to, to get their strength in line with other ewar?
Minmatar Republic
#17 - 2015-10-02 17:24:55 UTC
Please make defender missiles anti-drone missiles.
Shadow Cartel
#18 - 2015-10-02 17:29:22 UTC
If they're going to use the same skills/bonuses as Tracking Disruptors, why not just use missile disruption scripts for the existing Tracking Disruptors instead of a new module?

As always ( Blink ), my thinking here is geared toward small gang, who while roaming are not going to know if they're going to be facing turret ships or missile ships until they're facing them.

aka Jester, who apparently was once Deemed Worthy To Wield The Banhammer to good effect.

Goonswarm Federation
#19 - 2015-10-02 17:31:05 UTC
Ripard Teg wrote:
If they're going to use the same skills/bonuses as Tracking Disruptors, why not just use missile disruption scripts for the existing Tracking Disruptors instead of a new module?

As always ( Blink ), my thinking here is geared toward small gang, who while roaming are not going to know if they're going to be facing turret ships or missile ships until they're facing them.

INB4 mobile depot.
Shadow Cartel
#20 - 2015-10-02 17:34:13 UTC
can we rename tracking disruptors to turret disruptors or something while we're at it? 'optimal range tracking disruptors' is so dumb.
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