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T2 torp let the rage Start.

Author
nat longshot
The Scope
Gallente Federation
#1 - 2012-05-15 07:33:30 UTC  |  Edited by: nat longshot
ok first of before anyone try to jump on me i have 12mil sp in gunney and kind of new to missles. so as a noob to missles read this first then add your thoughts. And yes my typeing suck move on.

First off t2 ammo for guns now in most case are way better then faciton ammo dmg output even with the - that come with them now with that said DEV's when it came to t2 missles and t2 torps as a whole you drop the ball now.
Here my thoughts on this.

T2 Rage torp in the market are under the heading Adv Anit-ship. Ok great for shoting players with well there not they suck and here why.
Useing the inferno type for stats.
T2 rage "anit-ship" torp.
explosion radius 650m
explosion velocity 61m/sec
dmg 576

cal navy torp
explosion radius 450
explosion velocity 71m/secm
dmg 517
t2 javelin
explosion velocity 71m/sec
explosion radius 450m
dmg 405

the above state are without skills.

now just looking at the Damage stat's great t2 Rage way better when in fact way lower dmg giveing the other 2 stats.
do to the fact t2 torp have around a 22% larger exp radius and slower exp velocity . when the torp hit the 22% of exp radius never touches the ship it hits and is wasted and given the exp velocity even a slow moveing bs takes much less dmg there allso.
in testing a t2 launcher fit fleet typhoon with TP fireing on a Fleet Tempest just sitting there the t2s do about 25% to 30% less dmg then the faction torps. WTH ya that right 25% to 30% less dmg then faction though to use the t2 take more time to learn.
Now for the really sad part the Javlein vs the same Fleet Tempest does more dmg then the Anti ship t2 Rage for the same reason and great range with the javelin witch i dont care about right now.
So in ending t2 rage torps are not i repeat not Anit ship there Anit-Capital ship and maybe anit pos. oh and dont forget to add t2 rage adds to your sig rad as well 4.5% per launcher and the javelin slows you down.

I thinks it time you fix t2 misslies like you did t2 gun ammo CCP.

Ok iam done here let the rage posting start.

 [13:12:18] CCP Punkturis nat longshot you're a cutie.. OH YAH I WIN!!

Mashie Saldana
V0LTA
New Eden Alliance 99013733
#2 - 2012-05-15 07:56:58 UTC
Use webs and target painters.

Don't shoot frigs.
Ares Tride
We killed Charlie the Unicorn
#3 - 2012-05-15 07:57:54 UTC
Your grasp of written English is supreme.
nat longshot
The Scope
Gallente Federation
#4 - 2012-05-15 07:59:12 UTC  |  Edited by: nat longshot
Mashie Saldana wrote:
Use webs and target painters.

Don't shoot frigs.


The test if you read witch is clear you did not the fleet tempest that was the target for the test was sitting still not moveing no need for the web and was TP'd.

Did you even read?

 [13:12:18] CCP Punkturis nat longshot you're a cutie.. OH YAH I WIN!!

nat longshot
The Scope
Gallente Federation
#5 - 2012-05-15 08:00:00 UTC
Ares Tride wrote:
Your grasp of written English is supreme.


yes its but my typeing skills are very low.

 [13:12:18] CCP Punkturis nat longshot you're a cutie.. OH YAH I WIN!!

Tobiaz
Spacerats
#6 - 2012-05-15 08:44:36 UTC  |  Edited by: Tobiaz
Yes, Rage torps are stupid and useless
Yes, T2 missiles still having the huge penalties is ridiculous (and were so from day one)
Yes, torpedos not able to hit even battleships for full damage without webber and painter is unbalanced

No, CCP doesn't acknowledge these problems .

There are some CCP devs that must really hate missiles. CCP Gnauton had problems remembering their names, so he removed most of them, without asking the community. CCP SoniClover thinks missiles are not underpowered enough and wants to make them even more like turrets by making the tracking disruptor the next 'mandatory choice' module.

Operation WRITE DOWN ALL THE THINGS!!!  Check out the list at http://bit.ly/wdatt Collecting and compiling all fixes and ideas for EVE. Looking for more editors!

Misanthra
Alternative Enterprises
#7 - 2012-05-15 09:15:07 UTC
Tobiaz wrote:
Yes, Rage torps are stupid and useless
Yes, missiles still having the huge penalties is ridiculous (and were so from day one)
Yes, torpedos not able to hit even battleships for full damage without webber and painter is unbalanced

No, CCP doesn't acknowledge these problems .

There are some CCP devs that must really hate missiles. CCP Gnauton hated had problems to remember their names, so he removed most of them. CCP SoniClover thinks missiles are not underpowered enough and wants to make them even more like turrets by making the tracking disruptor the next 'mandatory choice' module.



this....


all you have shown is half the reason why ravens are not fleet boats. Cruises are not omfg so much better....don't test that unless you really want too.

Torps only work on golems and bombers imo. Golem is tp bonused and can fit 2 tp nicely to lay some major paint down.

Stealth bombers work because of volume of volleys. 5+ bombers answer the call of a recon saying cyno lit to start the hot drop even with damage drop off the target they will hit is going to feel something. well that and the damage boost ofc to push it over normal launcher levels.
nat longshot
The Scope
Gallente Federation
#8 - 2012-05-15 09:31:30 UTC  |  Edited by: nat longshot
the way iam looking at it one the market is misleading given rages are under heading "anti-ship" when clearly there not.

If you look at pvp what are most are gun kils well hell we know why now dont we. As a gunner i deside to try missles and hot damn i really know why i hated missles.

Cal ship are unless its the golem for missles or the rokh blaster or rail fit cal. ships are really lacking dps, Mind you i hate cal ships for that reason. Give me a blaster fit mega, auto fit tempest or even a auto fit phoon. I wasted 15 days training torp 5 for junk missles had i known how bad they were i would have never train this.

Sry Cal. you like to say min ships are rust and duct tape you may be right but my min or gal dps will kick your missles packng butt allways. Might have to train t2 lasers given missles sucks.

What you think ccp you made the Missiles look great but they STILL suck Minmatar RUST!!!!

So what the point of this post who knows just my findings and me laughing as my guns go boom boom and my slight crying for wasteing time train for t2 missiles and yes i have trained t2 heavys as well my bad.

Side note Golem with torps ya great dps but would you mission run in one? me no i fly a mach with 1355 dps 1120 is just gun dps i dont know of any missles boats that can do that at 60k. and useing barrage ammo can shot 82k with 1100 dps with drones maxed at 76k. so ya ccp needs to rework the missles more then just there looks.

 [13:12:18] CCP Punkturis nat longshot you're a cutie.. OH YAH I WIN!!

Petrus Blackshell
Rifterlings
#9 - 2012-05-15 10:19:08 UTC
Tobiaz wrote:
Yes, Rage torps are stupid and useless
Yes, missiles still having the huge penalties is ridiculous (and were so from day one)
Yes, torpedos not able to hit even battleships for full damage without webber and painter is unbalanced

No, CCP doesn't acknowledge these problems .

tl;dr: Torps are the new rockets.

Accidentally The Whole Frigate - For-newbies blog (currently on pause)

Tor Gungnir
Sebiestor Tribe
Minmatar Republic
#10 - 2012-05-15 11:29:01 UTC  |  Edited by: Tor Gungnir
Petrus Blackshell wrote:
Tobiaz wrote:
Yes, Rage torps are stupid and useless
Yes, missiles still having the huge penalties is ridiculous (and were so from day one)
Yes, torpedos not able to hit even battleships for full damage without webber and painter is unbalanced

No, CCP doesn't acknowledge these problems .

tl;dr: Torps are the new rockets.


Were torpedoes ever anything but the biggest type of rockets? Now, I'm a Minmatar pilot at heart, not too familiar with missiles. But I thought it went:

Light Missile->Heavy Missile->Cruise Missile.

Rocket->Assault Missile->Torpedo.


...?

Space. It seems to go on and on forever. But then you get to the end and a gorilla starts throwing barrels at you.

non judgement
Without Fear
Flying Burning Ships Alliance
#11 - 2012-05-15 12:15:56 UTC
Tor Gungnir wrote:
Petrus Blackshell wrote:
Tobiaz wrote:
Yes, Rage torps are stupid and useless
Yes, missiles still having the huge penalties is ridiculous (and were so from day one)
Yes, torpedos not able to hit even battleships for full damage without webber and painter is unbalanced

No, CCP doesn't acknowledge these problems .

tl;dr: Torps are the new rockets.


Were torpedoes ever anything but the biggest type of rockets? Now, I'm a Minmatar pilot at heart, not too familiar with missiles. But I thought it went:

Light Missile->Heavy Missile->Cruise Missile.

Rocket->Assault Missile->Torpedo.


...?

That's pretty much it.

You should try a typhoon with t2 torps, it isn't too bad.
Ris Dnalor
Tribal Liberation Force
Minmatar Republic
#12 - 2012-05-15 12:43:53 UTC
Tobiaz wrote:
Yes, Rage torps are stupid and useless
Yes, T2 missiles still having the huge penalties is ridiculous (and were so from day one)
Yes, torpedos not able to hit even battleships for full damage without webber and painter is unbalanced

No, CCP doesn't acknowledge these problems .

There are some CCP devs that must really hate missiles. CCP Gnauton had problems remembering their names, so he removed most of them, without asking the community. CCP SoniClover thinks missiles are not underpowered enough and wants to make them even more like turrets by making the tracking disruptor the next 'mandatory choice' module.




So, tracking disruptors will work on HAMS, Torps, & Rockets. If this happens, it'll be a shame.

https://forums.eveonline.com/default.aspx?g=posts&t=118961

EvE = Everybody Vs. Everybody

  • Qolde
stoicfaux
#13 - 2012-05-15 13:17:56 UTC
nat longshot wrote:

in testing a t2 launcher fit fleet typhoon with TP fireing on a Fleet Tempest just sitting there the t2s do about 25% to 30% less dmg then the faction torps. WTH ya that right 25% to 30% less dmg then faction though to use the t2 take more time to learn.


Fleet Tempest sig: 340m
TP: 30% increase to sig
T2 Rage Explosion Radius: 650m.

(340 * 1.3) / 650 = 68.0% max damage.

CN Torp: with 450m Explosion Radius
(340 * 1.3) / 450 = 98.2% max damage

Use more than one TP and/or a ship with a TP bonus. Otherwise, leave the Rage torps at home unless you're shooting at structures.

Eve missile damage formulas: http://community.eveonline.com/ingameboard.asp?a=topic&threadID=901280

Pon Farr Memorial: once every 7 years, all the carebears in high-sec must PvP or they will be temp-banned.

Seleia O'Sinnor
Drop of Honey
#14 - 2012-05-15 13:18:24 UTC
Triple TP Golem with torps ftw!

I support the OP. Missiles suck, maybe the values change as well as the art assets next expansion/patch?

Odyssey: Repacking in POS hangars for modules +1,  but please for other stuff too, especially containers. Make containers openable in POS hangars.

Alara IonStorm
#15 - 2012-05-15 13:48:33 UTC
That isn't the only problem Torps have.

Light Missiles 42 km
Heavy Missiles 84km
Cruise Missiles 168km

Rockets 10km
HAM's. 20km
Torpedo's 20km
Skydell
Bad Girl Posse
#16 - 2012-05-15 15:55:52 UTC
Just to be clear, Missile damage reduction is a straight line process.

650 m Explosion radius means that if your Signature Radius is below 650 I am going to take penalty to damage and it's a direct percentage. A Tier 2 Battleship (apoc) only has 400 meter signature radius. So I am going to lose 250/650 or just over 38% of my damage even against an Apocalypse battleship, forget cruiser or a frigate. You can paint up an Apoc by 30% max so the unless I am fit with 3 target painters I won't hit the Apoc for full damage.

Cruise Missiles? T2 Target painter has 30km base Optimal. Every other ranged weapon can hit at 249 km. A Cruise Missile boat is obligated to gimp fit and get to no further than 70km to use a target painter. If they try and hit without the target painter? They will hit for around 20% of their damage value.

Yes, CCP you have turned large missiles to absolute pigshit and you know it.
Pohbis
Neo T.E.C.H.
#17 - 2012-05-15 17:10:43 UTC
Another reason why torps are especially singled out is; they count as unguided missiles.

Which means the skill "Guided missile precision" doesn't affect them ( sig radius ).

Like making "Motion prediction" not work for large guns Roll
Tor Gungnir
Sebiestor Tribe
Minmatar Republic
#18 - 2012-05-15 17:11:48 UTC
Alara IonStorm wrote:
That isn't the only problem Torps have.

Light Missiles 42 km
Heavy Missiles 84km
Cruise Missiles 168km

Rockets 10km
HAM's. 20km
Torpedo's 20km



The horrible scaling, it hurts my head!

Space. It seems to go on and on forever. But then you get to the end and a gorilla starts throwing barrels at you.

Mashie Saldana
V0LTA
New Eden Alliance 99013733
#19 - 2012-05-15 17:40:25 UTC
Alara IonStorm wrote:
That isn't the only problem Torps have.

Light Missiles 42 km
Heavy Missiles 84km
Cruise Missiles 168km

Rockets 10km
HAM's. 20km
Torpedo's 20km

Good point, change HAM's to 15km and it will be fine.
stoicfaux
#20 - 2012-05-15 17:56:59 UTC
Alara IonStorm wrote:
That isn't the only problem Torps have.

Light Missiles 42 km
Heavy Missiles 84km
Cruise Missiles 168km

Rockets 10km
HAM's. 20km
Torpedo's 20km

Pffffffff! Way to slant the numbers!

Light Missiles: 6.3 (raw dps)
Heavy Missiles: 12.5
Cruise Missiles: 16.7

Rockets: 8.3 (raw dps) (31.7% more than light missiles)
HAMs: 16.7 (33.6% more than heavy missiles)
Torpedoes: 32.1 (92.2% more than cruise missiles)

Torpedoes buck the curve by trading range for raw DPS.

Twisted

Pon Farr Memorial: once every 7 years, all the carebears in high-sec must PvP or they will be temp-banned.

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