Its about time we talked about Missiles again

Looking at numbers in Pyfa, even the fastest missile explosions do not seem to get anywhere near the amount of velocity most prop mod fitted ships can get to. A typhoon with a MWD will do 1km/s, much faster than torps/crusie missiles will get to, unless the idea is battleships are to be shot at with heavy missiles? Begs the question why torp/cruise exist at all.

Nor would I suggest a missile should match a prop mod ship. Especially not a mwd ship. Try it vs ships with no prop mod though and watch them already be mitigating missile damage from speed. And that ignores boosts and implants. That is the area that needs fixing really. Not the fast MWD fits.

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Have to admit, missile DPS looks pretty garbage unless the target is getting webbed and painted, in which case the range is such that autocannos or blasters is better.

If anything should happen its that all weapons should be reduced to 1 per a ship, like the trig ships have.
This is far more efficient on the cpus having to only calculate one weapon.

Additionally, drones should be changed into a launcher type using drone animations and follow the above logic. This will give gallente more uniqueness, and help some long needed balance to drones, and also help cpu.

Missiles are fine, their unique properties are what make them so good.

Btw, they are also part of lore, being that their technology, and shielding was a gift from the jovians to caldari (for their friendship)

Everything is calculated server side

This reduces the variables in fittings which a different number of guns creates, as well as reducing some utility slot fits. While not improving client side gameplay in a meaningful way as weapon grouping is already a thing.

It might be possible to lock weapon slots to a single weapon, almost all fits use 6*800mm AC as an example, they don’t mix and match. But the fact that there are 6 is important, as those slots don’t have to be used for weapons but can be used for other things.
Additionally as EVE gun type weapons are all hitscan basically, there is minimal computation involved in them so there is no real server side saving either.

In short, it removes meaningful complexity for zero value in return.

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Note exactly true.

Largescale pvp is not exactly the best experience in eve. It lasts hours, and often the people involved are forced to be there making the experience all that more bad. These events could be a lot faster if the bigger fights were not such an issue, so improving them significantly would help impact the experience in a much better way.

There are player-driven mechanics that slow that down and the devs should look at that, but the single weapon systems like that on trigs are not at all impactful on the overall builds, what is is the amount of slots that are open for them to play with.

Depending on the server-side of things, Running the same code calculations through 8 weapons and then through checking health, the damage reduction, equations, and more is really taxing on the servers. Doing that with on weapon should help (at least a little) for the performance.

You claim it does not impact the player side but actually this is not true. Weapons sounds (multiple files being loaded) are one of the major contributors to lag. This is why turning sound off in combat is one of, if not the biggest contributing factor to lag in larger scale pvp.

Will it effect you, and people like you that stay in smaller gang pvp? probably not nearly as much, but that does not mean that the “targeted” area’s of the game, and the servers as a whole should not obtain some revisions to help it.

And the gun code is basically none of that and is already relatively optimised.
What causes big fight lag is stuff like the collision code, not guns.

Evidence?

Being capable of basic maths.
Also old dev blogs and fanfest presentations.

But really, asking for evidence of collision detection being one of the major strains is like asking for evidence of the world being ‘round’. It’s either petty or ignorant.

Or you were posting outdated info

Like you validated here.

But i was more curious about if you were a dev alt, being that you were speaking from a position like that.

Old info is not outdated info. Something has to change for it to become outdated.
And you’ve certainly provided no evidence of that, (or anything at all like normal for you, you just deny everyone else’s sources while producing none of your own).

However to disappoint your paranoia I make no decisions at CCP, or you would be even more upset given one thing I strongly support is a longer time before Concord responds to an attack in highsec.
Though that isn’t on the topic of missiles I think I’ve said about all that needs saying on missiles from my perspective already in this thread.

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You need internal knowledge of ccp’s systems to know the difference(between old/outdated), so either your a dev/server engineer or your talking out of your backside.

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And you still didn’t provide any counter argument…

He never will. He’ll make a statement totally orthagonal to the topic, and/or off several walls, and then require significant proof of his statement’s counterfactual nature.

It’s possibly as few as 3 lines of code to run a turret, with calls to get and compare positions, and compare those to 4 discrete variables, and pull from the RNG. Pretty simple. Scalable.

Collision detection requires calling every position of every ship, getting the collision boxes right, and checking those every second. it scales literally geometrically with size of grid and entities for which collision is checked. In large fights, this is your major problem.

I think that missiles are for the purpose of hitting stuff smaller than you, or hitting while maintaining transversal speed. For example, a missile BS would do much better against a orbiting brawly frigate than a turret BS, but the turret BS would be better against things like other BSs, capitals, and slow-moving targets. Missiles have their role, and as usually they are a weapon for more skilled players, (hardly any noob uses missiles, right?) they generally have a better track record than, say, 150mm Railgun Is.

Also Garmurs don’t help missile supporters much.

Not really. Missiles might ‘always hit’ but they have to be able to catch the target before flight time runs out, and they will apply so little damage sometimes that passive shield regen will deal with it.

Missiles are no more for smaller stuff than guns, other than the fact that missiles actually have a downsized weapon (RLML, RHML) while guns don’t actually.

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