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Missile Rebalancing in Inferno?

Author
Ager Agemo
Rainbow Ponies Incorporated
#61 - 2012-04-18 00:56:23 UTC
i believe is pretty obvius missile speed should be doubled and flight time halved for all the missiles so they can be more usefull in pvp, i have had a vagabond outrun my heavy missiles from 10kms with maxed missile skills.

also just for people who seem not to notice, missiles are not affected by transversal, they are affected by raw speed no matter the direction, whcih means you can just fly straigh towards your poor missile flinging target and face **** it with your turrets, of any flavor you want.

as well i agree about precision weapons adn javelin variants lacking. but what i think are the true offenders, are the penalties from all the t2 missile variants, a drake for example just by fitting t2 launchers, without any other module, not even shields, gets a signature of 450m while its normal signature is 285, thats almost twice the original signature, we are talking about a 100% penalty, and with javelins you get your speed cut almost in hallf, which is just dumb. and at the same time they get explosion and exp speed penalties making them harder to apply said damage.


while t2 turret penalty is always capacitor use or tracking and range, that only means you have to focus more on how to deal that damage to your enemy. and this penalties are at most 25% and wont kill your ship, but with missiles you have to focus on not to get killed by your own self huge penalty and then also find a way to apply your damage, torps are a good example, with a 600m explosion radius, hitting anything smaller than a standing still station is pretty much worthless.
Markus Reese
Deep Core Mining Inc.
Caldari State
#62 - 2012-04-18 01:00:02 UTC
Well, my complaint is the damage delay with range. Now this makes logical sense since there is not the damage falloff that turrets have. 30 seconds of flight though is too much. So complaint, flight times are way too long.

Propose reduction in duration, replace with velocity increase

To quote Lfod Shi

The ratting itself is PvE. Getting away with it is PvP.

Ioci
Bad Girl Posse
#63 - 2012-04-18 01:05:08 UTC
Ager Agemo wrote:
a drake for example just by fitting t2 launchers, without any other module, not even shields, gets a signature of 450m while its normal signature is 285, thats almost twice the original signature, we are talking about a 100% penalty, and with javelins you get your speed cut almost in hallf, which is just dumb. .


Thats an example of missile neglect.
It was that way for all T2 ammo. Gleams with Beams used to put an Apoc up there with a Rev in sig rad because as you pointed out, it stacks. The only T2 ammo that didnt have the penalty removed was missile.

Money talks. When I see Arbalest Torp and cruise going for 2 mill like all the other Meta 4 I will know CCP have looked at missiles. Untill then, they are a Caldari liability, just like Drones are a Gallente liability.

R.I.P. Vile Rat

Ch3244
Native Freshfood
Minmatar Republic
#64 - 2012-04-18 01:09:45 UTC
Missiles are for pussies.

WINMATAR
Dato Koppla
Spaghetti Militia
#65 - 2012-04-18 01:29:02 UTC
Missiles aren't that broken by themselves, it's a combination of them being a little lackluster in some aspects, but then being put on hulls that are pure **** that make them as useless as they are.

People always say 'Heavies and HAMs are fine' probably only because the hulls that use them are excellent.

Rockets NEED at least 1 web to do decent damage and 2 to do full damage on its intended targets, which is pretty bad. As mentioned, ridiculous fitting on standards. AMLs are decent but very niche. Heavies I'd say are the best as they have decent damage but insane range, HAMs are also pretty good, but I would say still not up to par due to lackluster T2 ammo/damage. Torps are easily the worst and can probably be speed tanked by a trimarked Domi with no prop mod, and the Raven is also quite meh which just makes it worse, Cruise missiles have no use in PvP but they are pretty good in PvE, so there's that...but that's it.

Overall, I would say missiles need some love, but not too much or they might be overpowered. What I'd like to see is more focus on the hulls, maybe, get rid of the range bonuses for explosion velocity/signature radius bonuses and just leave the range of the missiles as is, and remove the penalty from the T2 range ammo. Seems a decent trade-off.
Grumpymunky
Monkey Steals The Peach
#66 - 2012-04-18 01:29:36 UTC
Would be cool if they made a t2 variant of each missile type that does AoE damage.

Post with your monkey.

Thread locked due to lack of pants.

Ager Agemo
Rainbow Ponies Incorporated
#67 - 2012-04-18 03:04:08 UTC
Grumpymunky wrote:
Would be cool if they made a t2 variant of each missile type that does AoE damage.


No, that would be broken, too effective against drones, torpedoes where like that, it was not good.

also think of the poor blobs :(
Sunviking
Doomheim
#68 - 2012-04-18 13:33:34 UTC  |  Edited by: Sunviking
Gypsio III wrote:
Sunviking wrote:
The reason long-range version of short-range gun ammo (Scorch, etc) has a greater range bonus than long-range version of short-range Launcher ammo (Javelin) is because Gunnery range support skills (Trajectory Analysis, Sharpshooter) give only a 5% bonus to range per level, whereas Missile range support skills (Missile Projection, Missile Bombardment) give 10% bonus to missile range per level.


I don't see the link. Why do the skill bonus magnitudes have to do with anything? It sounds like you're balancing weapon systems by comparing patterns of bonus numbers, but that's just... crazy.

Sunviking wrote:
My opinion is that Javelin Rockets and HAMs range is absolutely fine. Javelin Torps, and Torp range in general is terrible. My point is that Torpedoes are a battleship-class weapon, yet Torpedo range is no better than HAM range, and HAMs are a cruiser-class weapon. The fact that Torpedoes are almost unusable by any Caldari ship other than the Raven hull (which has a missile velocity bonus), kind of points this flaw out.


What is this nonsense? The Raven hull is the only one that can has bonused torps (yeah yeah Manti). Of course it's the only Caldari ship which uses them effectively!

Why is torp range horrible? Just saying because it's the same as HAMs isn't good enough, that tells us nothing of their value. What is the problem with ~28 km torps on the Raven? This covers normal disruptor range. You seem to be saying that pretty patterns of numbers are required for weapons to be balanced, but not only does that incorrectly assume that 1 km of range is of equal value at any range, but it also suggests that nerfing HAM range to 15 km (giving rockets, HAMs, torps 10, 15, 20 km base ranges) would results in balanced torps, which is absurd.

The additional 5 km range of Jav rockets is not useful in the slightest. Much of this is the speed penalty that prevents Jav rockets from effectively being used by kiters, but even without that, the 10-15 km range is almost impossible to maintain, as it is overheated web/scramble range.


I don't know about you, but most players in this game expect a given battleship-class weapon to have a longer range than its cruiser-class counterpart.

For example, Mega Pulse Laser II has a base optimal range of 24km, Heavy Pulse Laser II has a base optimal range of 12km.

Neutron Blaster Cannon II has a base optimal range of 7.2km, Heavy Neutron Blaster II has a base optimal range of 3.6km.

Notice that the range difference between Battleship-class and Cruiser-class for these 2 comparisons is double, or 100%. Launchers don't have a range as such, so we have to look at the ammo range.

Your basic Tech1 Torpedo has a range of 9km (6seconds x 1500m/s), whereas your Tech1 HAM has exactly the same base range of 9km (4seconds x 2250m/s). It looks pretty clear to me that Torpedoes are severely under-ranged if they don't even have a range advantage over HAMs, especially when you see that Battleship-class turrets have double the optimal range of Cruiser-class turrets, as I have just proven with my 2 Laser and Hybrid examples.

If you can't grasp this, then I shan't bother replying to any of your other comments.
Sunviking
Doomheim
#69 - 2012-04-18 13:48:29 UTC
Ioci wrote:
Ager Agemo wrote:
a drake for example just by fitting t2 launchers, without any other module, not even shields, gets a signature of 450m while its normal signature is 285, thats almost twice the original signature, we are talking about a 100% penalty, and with javelins you get your speed cut almost in hallf, which is just dumb. .


Thats an example of missile neglect.
It was that way for all T2 ammo. Gleams with Beams used to put an Apoc up there with a Rev in sig rad because as you pointed out, it stacks. The only T2 ammo that didnt have the penalty removed was missile.

Money talks. When I see Arbalest Torp and cruise going for 2 mill like all the other Meta 4 I will know CCP have looked at missiles. Untill then, they are a Caldari liability, just like Drones are a Gallente liability.


This.
Cearain
Plus 10 NV
#70 - 2012-04-18 14:28:39 UTC
Sunviking wrote:
Malcanis wrote:
Tippia wrote:
Sunviking wrote:
As the title suggests, have you got around to looking at the issues with Missiles in time for Inferno?
What issues?


Cruise missiles are particularly sucky, for one thing.


To be honest, the only missiles that DON'T suck are Heavies and HAMs.


Missiles are very good for pve.

You mean for pvp? Rockets plus the heavy missiles and hams are good.

So there are good pvp missile options for frigate through BC.

The BS missiles could be looked at or you could just accept that they are mainly for pve. Its not that big of a deal.

But hearing that missiles will be effected by a td etc just makes me think they are making all the weapons the same. That would be a sad day for eve.

I would like to see some improvement on boosters like crash. Other than that use webs. They are essentially damage mods for missile boats.

Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815

Cipher Jones
The Thomas Edwards Taco Tuesday All Stars
#71 - 2012-04-18 14:35:52 UTC
While we are fixing things that aren't broken can I please get a tummy rub?

Thanks.

internet spaceships

are serious business sir.

and don't forget it

Sunviking
Doomheim
#72 - 2012-04-18 14:42:39 UTC
Cipher Jones wrote:
While we are fixing things that aren't broken can I please get a tummy rub?

Thanks.


No, you can't get a tummy rub.

I'm not suggesting Missiles need a boost in the way Hybrids or Projectiles did, but they definitely need a heavy tweaking.
Tanya Powers
Doomheim
#73 - 2012-04-18 14:44:16 UTC
Corina Jarr wrote:
Traejun DiSanctis wrote:
WolfeReign wrote:
you do NOT always apply full damage with missiles.


Fair enough. I misspoke. Full damage, minus defensive bonuses (speed/transversal being one of them).

Really, I mean there's no such thing as "glancing blows" with missiles. That's all.

I think 4 damage out of a possible 100 would be glancing.



I'm still trying to hit at 100km+ with my rails Deimos for at least 30% dmg I can do with a Cerberus, but you're right, missiles don't always hit for 100% dmg.
Cearain
Plus 10 NV
#74 - 2012-04-18 14:51:18 UTC
Sunviking wrote:
Gypsio III wrote:
Sunviking wrote:
The reason long-range version of short-range gun ammo (Scorch, etc) has a greater range bonus than long-range version of short-range Launcher ammo (Javelin) is because Gunnery range support skills (Trajectory Analysis, Sharpshooter) give only a 5% bonus to range per level, whereas Missile range support skills (Missile Projection, Missile Bombardment) give 10% bonus to missile range per level.


I don't see the link. Why do the skill bonus magnitudes have to do with anything? It sounds like you're balancing weapon systems by comparing patterns of bonus numbers, but that's just... crazy.

Sunviking wrote:
My opinion is that Javelin Rockets and HAMs range is absolutely fine. Javelin Torps, and Torp range in general is terrible. My point is that Torpedoes are a battleship-class weapon, yet Torpedo range is no better than HAM range, and HAMs are a cruiser-class weapon. The fact that Torpedoes are almost unusable by any Caldari ship other than the Raven hull (which has a missile velocity bonus), kind of points this flaw out.


What is this nonsense? The Raven hull is the only one that can has bonused torps (yeah yeah Manti). Of course it's the only Caldari ship which uses them effectively!

Why is torp range horrible? Just saying because it's the same as HAMs isn't good enough, that tells us nothing of their value. What is the problem with ~28 km torps on the Raven? This covers normal disruptor range. You seem to be saying that pretty patterns of numbers are required for weapons to be balanced, but not only does that incorrectly assume that 1 km of range is of equal value at any range, but it also suggests that nerfing HAM range to 15 km (giving rockets, HAMs, torps 10, 15, 20 km base ranges) would results in balanced torps, which is absurd.

The additional 5 km range of Jav rockets is not useful in the slightest. Much of this is the speed penalty that prevents Jav rockets from effectively being used by kiters, but even without that, the 10-15 km range is almost impossible to maintain, as it is overheated web/scramble range.


I don't know about you, but most players in this game expect a given battleship-class weapon to have a longer range than its cruiser-class counterpart.

For example, Mega Pulse Laser II has a base optimal range of 24km, Heavy Pulse Laser II has a base optimal range of 12km.

Neutron Blaster Cannon II has a base optimal range of 7.2km, Heavy Neutron Blaster II has a base optimal range of 3.6km.

Notice that the range difference between Battleship-class and Cruiser-class for these 2 comparisons is double, or 100%. Launchers don't have a range as such, so we have to look at the ammo range.

Your basic Tech1 Torpedo has a range of 9km (6seconds x 1500m/s), whereas your Tech1 HAM has exactly the same base range of 9km (4seconds x 2250m/s). It looks pretty clear to me that Torpedoes are severely under-ranged if they don't even have a range advantage over HAMs, especially when you see that Battleship-class turrets have double the optimal range of Cruiser-class turrets, as I have just proven with my 2 Laser and Hybrid examples.

If you can't grasp this, then I shan't bother replying to any of your other comments.



Why do missiles have to work the same way as guns?

If you admit they don't have to, then why do you keep talking about how gun ranges increase as the size of the gun increases?

Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815

Shukuzen Kiraa
F4G Wild Weasel
#75 - 2012-04-18 14:53:02 UTC
Roime wrote:
Devs have responded that missiles will be brought in line with other weapon systems, meaning that missile range and damage will be nerfed across the board.

They simply do too much damage with unnatural accuracy at too long ranges, so this nerf is balanced.




Long reloads, damage takes time to be applied to target, low amount of ammo in a launcher, ect...
Missiles are nerfed enough already. They are in need of a major buff imo.
Sunviking
Doomheim
#76 - 2012-04-18 14:56:17 UTC  |  Edited by: Sunviking
Cearain wrote:
Sunviking wrote:
Gypsio III wrote:
Sunviking wrote:
The reason long-range version of short-range gun ammo (Scorch, etc) has a greater range bonus than long-range version of short-range Launcher ammo (Javelin) is because Gunnery range support skills (Trajectory Analysis, Sharpshooter) give only a 5% bonus to range per level, whereas Missile range support skills (Missile Projection, Missile Bombardment) give 10% bonus to missile range per level.


I don't see the link. Why do the skill bonus magnitudes have to do with anything? It sounds like you're balancing weapon systems by comparing patterns of bonus numbers, but that's just... crazy.

Sunviking wrote:
My opinion is that Javelin Rockets and HAMs range is absolutely fine. Javelin Torps, and Torp range in general is terrible. My point is that Torpedoes are a battleship-class weapon, yet Torpedo range is no better than HAM range, and HAMs are a cruiser-class weapon. The fact that Torpedoes are almost unusable by any Caldari ship other than the Raven hull (which has a missile velocity bonus), kind of points this flaw out.


What is this nonsense? The Raven hull is the only one that can has bonused torps (yeah yeah Manti). Of course it's the only Caldari ship which uses them effectively!

Why is torp range horrible? Just saying because it's the same as HAMs isn't good enough, that tells us nothing of their value. What is the problem with ~28 km torps on the Raven? This covers normal disruptor range. You seem to be saying that pretty patterns of numbers are required for weapons to be balanced, but not only does that incorrectly assume that 1 km of range is of equal value at any range, but it also suggests that nerfing HAM range to 15 km (giving rockets, HAMs, torps 10, 15, 20 km base ranges) would results in balanced torps, which is absurd.

The additional 5 km range of Jav rockets is not useful in the slightest. Much of this is the speed penalty that prevents Jav rockets from effectively being used by kiters, but even without that, the 10-15 km range is almost impossible to maintain, as it is overheated web/scramble range.


I don't know about you, but most players in this game expect a given battleship-class weapon to have a longer range than its cruiser-class counterpart.

For example, Mega Pulse Laser II has a base optimal range of 24km, Heavy Pulse Laser II has a base optimal range of 12km.

Neutron Blaster Cannon II has a base optimal range of 7.2km, Heavy Neutron Blaster II has a base optimal range of 3.6km.

Notice that the range difference between Battleship-class and Cruiser-class for these 2 comparisons is double, or 100%. Launchers don't have a range as such, so we have to look at the ammo range.

Your basic Tech1 Torpedo has a range of 9km (6seconds x 1500m/s), whereas your Tech1 HAM has exactly the same base range of 9km (4seconds x 2250m/s). It looks pretty clear to me that Torpedoes are severely under-ranged if they don't even have a range advantage over HAMs, especially when you see that Battleship-class turrets have double the optimal range of Cruiser-class turrets, as I have just proven with my 2 Laser and Hybrid examples.

If you can't grasp this, then I shan't bother replying to any of your other comments.



Why do missiles have to work the same way as guns?

If you admit they don't have to, then why do you keep talking about how gun ranges increase as the size of the gun increases?


Because the range of Lights, Heavies, and Cruises also doubles as you move up through the ship classes. So there is a good argument to suggest that the same should apply to Torpdoes if it also applies to Long-Range missiles and Turrets. I forgot to mention that bit earlier.
WolfeReign
Caldari Provisions
Caldari State
#77 - 2012-04-18 15:00:33 UTC
For those of you saying that T2 precision ammo is broken I'm calling you out because a drake that's shooting a frigate (in this case a slicer) going over 4km/s has no problem killing it within a few volleys. In order for the frig to out run the missile it has to over heat and burn away, thus breaking point and If said frigate (goes for just about all frigates) wants to kill you it has to get back in range and brave your precision ammo that does more then enough damage to decimate any frigate except maybe interceptors (haven't tested interceptor vs drake yet)
Cearain
Plus 10 NV
#78 - 2012-04-18 15:16:28 UTC
Sunviking wrote:
Because the range of Lights, Heavies, and Cruises also doubles as you move up through the ship classes. So there is a good argument to suggest that the same should apply to Torpdoes if it also applies to Long-Range missiles and Turrets. I forgot to mention that bit earlier.


The hidden assumption in that argument is all these classes should work the same way. Otherwise its no argument at all.

Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815

Gypsio III
State War Academy
Caldari State
#79 - 2012-04-18 15:20:39 UTC  |  Edited by: Gypsio III
Sunviking wrote:
Because the range of Lights, Heavies, and Cruises also doubles as you move up through the ship classes. So there is a good argument to suggest that the same should apply to Torpdoes if it also applies to Long-Range missiles and Turrets. I forgot to mention that bit earlier.


Unfortunately it's an argument based entirely upon "pretty patterns of numbers", rather than on any consideration of balance. The silly thing is that you can construct an argument that torp range should be increased based on balance considerations (although I feel that fiddling with the Raven would be more appropriate), but you're not doing this!

Precision ammo - yes, the very limited utility of Precisions has long been mostly covered up by the reasonable effectiveness of normal ammo against small fast stuff. In general, people are happy enough this with, but stating that Precisions are largely worthless still holds true. There's also a fundamental problem in that we don't want large missiles to be too good at killing small stuff, which is why I'd be tempted to remove Precisions altogether and replace them with a new T2 ammo system.
Gypsio III
State War Academy
Caldari State
#80 - 2012-04-18 15:38:38 UTC
Oh, one more thing about the "pretty patterns of numbers" fallacy. Guided missiles all travel at the same speed, 5625 m/s. However, one of the many reasons why Cruise is useless is because of flight time. So we could make Cruise faster - but this would breaks the pretty pattern of numbers. We could subsequently choose to reproduce a pretty pattern by reducing the speed of LMs, but this is absurd.

Of course, you could argue that missile velocity is not the pattern to look at, it should be flight time, reasoning that Cruise is bad because it has excessive flight time. But again, we already have a pretty pattern in flight time, doubling at each missile size graduation from LMs to Cruise. So now we could argue that it's actually the "wrong" pretty pattern, that Cruise flight time should only be three times that of LMs, not four times - but unless we break the pretty pattern of velocities then it's a straight Cruise nerf!