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[Updated][Winter] Missile Rebalance 2.0 + Hurricane tweak

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Author
HELLBOUNDMAN
Aliastra
Gallente Federation
#1821 - 2012-09-20 03:30:30 UTC
Tyberius Franklin wrote:
HELLBOUNDMAN wrote:
Quote:
Actually, it's easier for them to read if it's all in one thread. And since there's already a missile thread up, please use that so we don't have an entire front page of just missiles. Feel free to repost what you're written here in that thread. Thank you.

Locked for redundancy.


Well, since they killed my thread that had a good suggest, I guess I'll spam my suggested change until it catches hold and someone notices.

So, with ALL PRECISION MISSILES swap their ranges so that precision becomes long range and fury becomes shorter range.

This is on par with every other weapon system in game.

So, with this change, then the drake and cane would be on par in range and dps when comparing them in a weapon and ammo comparison

Even with this done it's only a tech 2 ammo change. The tech one ammo system on increasing ranges with decreasing DPS still doesn't exist for missiles.


This is a balancing issue that would obviously come with the change.
Anyone could have guessed that t1 and faction would need to be balanced accordingly.

They too would be balanced in the same manner as every other weapon system.

I don't know why you had to make this comment really.

Hell, i left it out cause i thought it was obvious.
Dersen Lowery
The Scope
#1822 - 2012-09-20 03:38:08 UTC
Terik Deatharbingr wrote:
[That's what I've been saying...alter the other weapons/guns to balance it out.....basically, just give them a little more range.


How do either railguns or beam lasers require "a little more range?"

Proud founder and member of the Belligerent Desirables.

I voted in CSM X!

Script66
Solus Ventures
#1823 - 2012-09-20 03:41:11 UTC
A question I have is where does this leave rockets? Their damage wasn't all that awesome to begin with and now you are now making the damage gap even smaller when compared with light missiles. I like the light missile changes, but I still think rockets could hit harder.


Heavy missiles...

Something has to be changed, but I think you are trying to nerf the tengu and drake by hitting heavy missile range/damage when it has been the same ever since the missile rebalance with little player complaint.

When I see these ships in space, I don't say "oh crap, they will have heavy missiles", I think "oh crap, they are going to be total hell death tanked :( " In the case of the drake, you have this stupid insane buffer tank for next to no isk investment. The range on heavy missiles I guess could be hit, but I never felt like their damage was too high.

I am not going to lie, I have a tengu mission runner. I don't pvp with it. My T3 super bad ass ship with level 4 supports and t2 heavy missiles is only doing 500 dps with three CNR ballistic controls and now you want to knock that down to 400? Seems excessive considering the isk investment to get to that. Much lower and they won't even be viable for L4 missions.

Also, you are boosting tracking disrupters. This seems to violate the golden rule of never nerfing something and boosting its counter at the same time. You could literally eliminate drakes/tengus from small gangs overnight. Maybe that is what you want?

In the mean time, I think I will look into building Curses.
RAGE QU1T
Deep Core Mining Inc.
Caldari State
#1824 - 2012-09-20 03:43:02 UTC
This is true i can confierm, Wut say the powers that be?
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#1825 - 2012-09-20 03:46:08 UTC
HELLBOUNDMAN wrote:
Tyberius Franklin wrote:
HELLBOUNDMAN wrote:
Quote:
Actually, it's easier for them to read if it's all in one thread. And since there's already a missile thread up, please use that so we don't have an entire front page of just missiles. Feel free to repost what you're written here in that thread. Thank you.

Locked for redundancy.


Well, since they killed my thread that had a good suggest, I guess I'll spam my suggested change until it catches hold and someone notices.

So, with ALL PRECISION MISSILES swap their ranges so that precision becomes long range and fury becomes shorter range.

This is on par with every other weapon system in game.

So, with this change, then the drake and cane would be on par in range and dps when comparing them in a weapon and ammo comparison

Even with this done it's only a tech 2 ammo change. The tech one ammo system on increasing ranges with decreasing DPS still doesn't exist for missiles.


This is a balancing issue that would obviously come with the change.
Anyone could have guessed that t1 and faction would need to be balanced accordingly.

They too would be balanced in the same manner as every other weapon system.

I don't know why you had to make this comment really.

Hell, i left it out cause i thought it was obvious.

I brought it up because people keep comparing precision and fury, T2 ammo, as a comparison to T1 ammo in turrets of the same size. If that isn't what you meant then I'm not sure how your suggestion addresses the issue of missiles being able to project over long ranges far better than same sized turrets.
Spanish Aquisition
Center for Advanced Studies
Gallente Federation
#1826 - 2012-09-20 03:48:38 UTC  |  Edited by: Spanish Aquisition
The whole direct comparison of DPS between the various 'long range weapons' is silly. Missiles are fundamentally different and that helps keep the game interesting. We do NOT want all long range weapons to be exactly the same with different labels.

As others pointed out, missiles take time to travel...it is NOT just a lost amount of time/dps equal to the travel time of the first volley, as when primary blows up at range there are often 2 or even 3 other volleys in space that get wasted. Gunnery pilots who are just happy as **** to see others suffer have not stopped to take this into consideration.

Missiles can also be firewalled, only kinetic is even useful in many situations, etc, etc.

I have multiple friends who fly gun boats, and they are having a blast trolling the forums about how 'fair and overdue this is' while privately admitting they are just happy to see Caldari pilots (read: anyone but them) suffer.
King Rothgar
Deadly Solutions
#1827 - 2012-09-20 03:53:08 UTC
The HM nerf has been much needed for a long time. For all those crying over it, let's put this in perspective:

1) A Harbinger with Heavy beam laser II's using IN MF does 318 dps at 15km + 10km falloff (25km total).

2) A Hurricane with 720mm Howitzer II's using RF PP does 290 dps at 15km + 22km falloff (27km total).

3) A Brutix with 250mm railgun II's using CN antimatter does 302 dps at 18km + 15km falloff (28km total).

4) A drake with HML II's using CN scourge does 250 dps at 84.4km.

Now tell me which one of these isn't even remotely like the rest. All of these numbers are at lvl5 skills without any other mods/drones fitted and without implants. This is just the base damage on a typical damage/RoF bonused ship. Toss in the fitting requirements of these various mods and things skew more heavily in favor of HM's than they do in the above example.

[u]Fireworks and snowballs are great, but what I really want is a corpse launcher.[/u]

BrokenBC
no tax's are us
#1828 - 2012-09-20 03:58:24 UTC
@ Hans Jagerblitzen, at least we know which csm not to vote for next election!!! this Nerf is way over the top.
Bloutok
Perkone
Caldari State
#1829 - 2012-09-20 04:06:16 UTC
Agent Xena wrote:
Bravo, Fozzie!! These changes are 100% home run!!!

Cane change is a no-brainer. There is no reason why it should be able to fit full tank, 425s, 2 med neuts, and have grid to spare.

And those who are saying HMLs should not get damage nerf are DEAD WRONG. Their damage is PRECISELY what's wrong with them.

There are a LOT of medium weapons that can shoot past 80k. The issue is that at those ranges, HMLs out damage all of them. Furthermore, even within point range, they usually outdamage all short range weapons as well, if they can stay outside of optimal (which they generally can).

Oh yes, and I do fly a 100mn Tengu so I'm not just a hater...


It's not the damage that is wrong, it's the range.
RAGE QU1T
Deep Core Mining Inc.
Caldari State
#1830 - 2012-09-20 04:08:46 UTC
BrokenBC wrote:
@ Hans Jagerblitzen, at least we know which csm not to vote for next election!!! this Nerf is way over the top.


Conferming i hear crickets on the CSM's skipe.
Rek Jaiga
Teraa Matar
#1831 - 2012-09-20 04:10:19 UTC
King Rothgar wrote:
The HM nerf has been much needed for a long time. For all those crying over it, let's put this in perspective:

1) A Harbinger with Heavy beam laser II's using IN MF does 318 dps at 15km + 10km falloff (25km total).

2) A Hurricane with 720mm Howitzer II's using RF PP does 290 dps at 15km + 22km falloff (27km total).

3) A Brutix with 250mm railgun II's using CN antimatter does 302 dps at 18km + 15km falloff (28km total).

4) A drake with HML II's using CN scourge does 250 dps at 84.4km.

Now tell me which one of these isn't even remotely like the rest. All of these numbers are at lvl5 skills without any other mods/drones fitted and without implants. This is just the base damage on a typical damage/RoF bonused ship. Toss in the fitting requirements of these various mods and things skew more heavily in favor of HM's than they do in the above example.


This is all paper numbers though. As a decently experienced frigate pilot, I can tell you that you can mitigate a Drake's DPS incredibly. I will and do buy X-instinct boosters to reduce my signature radius, and thus their damage. I do manually pilot in order to make sure I am moving perpendicular to the incoming missile, and I also make sure I am AB'ing above their explosion velocity. What does this all lead up to? A tackled Drake (which has NONE of the utility highs and mids for neuts and webs, like the Cane) and me ASB'ing to tank it. And then my fleet warps in and kills it. "But what if it is 84km away?". Then I can simply warp off. What? It's a Drake blob? I'll see those heavy missiles next year. The delay between launch and damage application really does matter.

By converse, if a Hurricane or Harbinger is at range and hits my little frigate, it is hit. Arty Cane literally wipes it away from the field.


Now, I've written all of this from the perspective of a frigate pilot. I'd imagine BC pilots could also simply warp away, but then why wouldn't a proper BC gang have frig tackle support to hold the Drake(s) down? I really am baffled. People are crying about how OP HMLs are because they're comparing a single BC to another BC. 1v1 is incredibly uncommon these days, so I see no reason to base a nerf or major game mechanics change off of one-to-one comparisons. I'm sorry if you want your Hurricane to be able to kill everything in a 1v1 scenario, but no ship in the game has the capability to always win against everything. They're not thinking of smallgang or fleet scenarios at all.

Don't nerf HMLs. Nerf the ships that are OP. And most of all people, stop thinking 1v1 only. It just doesn't happen much.
Soko99
Caldari Provisions
Caldari State
#1832 - 2012-09-20 04:14:56 UTC
Will HAMS have their fitting requirements reduced? As it stands, a Tengu pilot. (without AWU to 5 or a PG implant) can't even fit a full rack of T2 HAMS and an AB. (which is then a requirement so you can move into range of your enemy to apply that DPS).

Or is the answer simply to.. Train AWU5.. because then I'd like to see how many other weapons systems requires that to be able to fit to the other t3s.
King Rothgar
Deadly Solutions
#1833 - 2012-09-20 04:48:52 UTC
Rek Jaiga wrote:
King Rothgar wrote:
The HM nerf has been much needed for a long time. For all those crying over it, let's put this in perspective:

1) A Harbinger with Heavy beam laser II's using IN MF does 318 dps at 15km + 10km falloff (25km total).

2) A Hurricane with 720mm Howitzer II's using RF PP does 290 dps at 15km + 22km falloff (27km total).

3) A Brutix with 250mm railgun II's using CN antimatter does 302 dps at 18km + 15km falloff (28km total).

4) A drake with HML II's using CN scourge does 250 dps at 84.4km.

Now tell me which one of these isn't even remotely like the rest. All of these numbers are at lvl5 skills without any other mods/drones fitted and without implants. This is just the base damage on a typical damage/RoF bonused ship. Toss in the fitting requirements of these various mods and things skew more heavily in favor of HM's than they do in the above example.


This is all paper numbers though. As a decently experienced frigate pilot, I can tell you that you can mitigate a Drake's DPS incredibly. I will and do buy X-instinct boosters to reduce my signature radius, and thus their damage. I do manually pilot in order to make sure I am moving perpendicular to the incoming missile, and I also make sure I am AB'ing above their explosion velocity. What does this all lead up to? A tackled Drake (which has NONE of the utility highs and mids for neuts and webs, like the Cane) and me ASB'ing to tank it. And then my fleet warps in and kills it. "But what if it is 84km away?". Then I can simply warp off. What? It's a Drake blob? I'll see those heavy missiles next year. The delay between launch and damage application really does matter.

By converse, if a Hurricane or Harbinger is at range and hits my little frigate, it is hit. Arty Cane literally wipes it away from the field.


Now, I've written all of this from the perspective of a frigate pilot. I'd imagine BC pilots could also simply warp away, but then why wouldn't a proper BC gang have frig tackle support to hold the Drake(s) down? I really am baffled. People are crying about how OP HMLs are because they're comparing a single BC to another BC. 1v1 is incredibly uncommon these days, so I see no reason to base a nerf or major game mechanics change off of one-to-one comparisons. I'm sorry if you want your Hurricane to be able to kill everything in a 1v1 scenario, but no ship in the game has the capability to always win against everything. They're not thinking of smallgang or fleet scenarios at all.

Don't nerf HMLs. Nerf the ships that are OP. And most of all people, stop thinking 1v1 only. It just doesn't happen much.


The issue is simply the range, that's nearly 3x the range of the 2nd longest range medium weapon. Yes you can evade missiles easily in a frigate but the same is true of turrets too. There really isn't much of a difference there. The only legitimate issue here is that missiles do have flight time and so their real range is often much less than the theoretical range but it isn't 300% different. A balanced HM has a range of around 50km base with either current or moderately reduced damage compared to current HM's. I also agree that HAM's need to have their fittings reduced. It's silly that they use more PG/CPU than HML's, they should follow the model of other short ranged weapons and be far easier to fit.

A final note, I said nothing about 1v1 or even overall fittings. I simply pointed out the huge range inconsistency. The reality is you simply don't see heavy beam harbs or 250mm railgun brutix's. The fitting requirements of the guns are so high that it simply isn't practical. The 720mm hurricane does come up frequently but it requires ACR's to work and the thing has the tank of a wet tissue. On the other hand, the drake can cover itself in those HML's without making any fitting sacrifices, it has half its PG/CPU left over afterwards. Thus it has by far the longest range, average dps for a ranged ship and the toughest tank of any BC in any reasonable configuration (excluding bait ships). And you say this is fine? I think not. HML's should have been nerfed ages ago.

[u]Fireworks and snowballs are great, but what I really want is a corpse launcher.[/u]

Michael Harari
Genos Occidere
HYDRA RELOADED
#1834 - 2012-09-20 04:54:32 UTC  |  Edited by: Michael Harari
King Rothgar wrote:


A final note, I said nothing about 1v1 or even overall fittings. I simply pointed out the huge range inconsistency. The reality is you simply don't see heavy beam harbs or 250mm railgun brutix's. The fitting requirements of the guns are so high that it simply isn't practical. The 720mm hurricane does come up frequently but it requires ACR's to work and the thing has the tank of a wet tissue. On the other hand, the drake can cover itself in those HML's without making any fitting sacrifices, it has half its PG/CPU left over afterwards. Thus it has by far the longest range, average dps for a ranged ship and the toughest tank of any BC in any reasonable configuration (excluding bait ships). And you say this is fine? I think not. HML's should have been nerfed ages ago.


You dont see beam harbs and rail brutixes because

1) They are entirely superseded by tr3 bcs, namely the pulse oracle and blaster naga/talos.
2) Their range is very awkward - its more than point range and less than safe sniper range, and unlike tr3s, they dont have the ship stats to kite at this range.
3) HAMs are too short range to be useful for anything but brawling, so you dont see them
3a) Rapid light missile launchers are just bad for anything but trollfits against frigates.
4) Scorch makes pulse harbs amazing, why would you want to fit beams?
5) I see rail brutixes all the time, mostly in the militia warzones


Also, a typical small gang/solo drake has slightly more tank than a cane, since you are fitting only a 2 slot tank + rigs.
Aaron Greil
Royal Amarr Institute
Amarr Empire
#1835 - 2012-09-20 04:55:16 UTC
After reading CCP Fozzie's new comments (updated OP), I think I have to rescind my belief that 20% is too much. I think its pretty well in line. On the same token, though, In order to make a proper balance between HMLs and HAMs, I think HAMs need their fitting reduced. Cruisers should (with proper sacrifices) be able to make decent fits with HAMs, just like a thorax with neutrons.


I also want to reiterate that I think having a separate mod that increases missile range and exp. velocity/radius is important, rather than adding another effect to the tracking enancer/computer. I think it will add flavor, balance, and diversity. I don't think tracking enhancers should be such a "god" module.

On the other hand, I do think tracking disruptors should effect missiles. The argument against it seems to be that its overpowered if it effects all ships similarly. My defense is that both damps and target painters share this attribute, and are obviously not overused.
Althasandria Shadegrown
Strategic Exploration and Development Corp
Silent Company
#1836 - 2012-09-20 04:57:53 UTC
Sofia Wolf wrote:
A case for gradual implementation of HML and Hurricane nerf
My primary problem with suggested changes is that they are gong to be implemented all at once. In my opinion changes of this magnitude to key weapon systems and popular hulls should be implemented more gradually. I would like to repeat my suggestion in earlier post that you introduce those changes in steps.

IMHO for winter expansion it would be best if HML get range reduction of 25% as suggested, but only 10% damage reduction. Leave it like that for few months until you are ready to introduce full BC rebalancing and then based of feedback and changes of ship/launcher popularity decide if you want to introduce remaining 10% of the nerf.

Similarly for winter expansion cut cain's power grid for only 10%. Leave it like that until you are ready to introduce full rebalance for all BCs, and then based on changes in cane's popularity decide how much more power grid you want to cut, together with any other changes you want to make to that ship and other battlecruisers. If you cut 20% of hurricane power grid at once I’m afraid you might be making it suboptimal choice compared to other ships in it's class.

I'd like to remind you of danger of overbalancing too much at once, like it was done with buffing Dramiel and nerfing sensor dampeners. Rather do it in gradual iterations, much like you did when introducing tech alchemy. You cautiously decided first to go for 1 to 10 ratio and only later after you see what transpires you likely intend to introduce 1 to 5 reaction. You should take same multi step approach when introducing nerfs to HML and canes.


^ this

I agree with the Heavy Missiles being op as they are now, but those 25% range and 20% damage nerf might just be too severe. As said above, implement only half of the nerf now, and rest with the ship rebalance if still needed. I can see a drake getting 10% damage nerf and even 25% range nerf being enough to balance them down. Tengu would still be the most powerful of all the t3 but that is the ships fault, not the weapon systems.
Michael Harari
Genos Occidere
HYDRA RELOADED
#1837 - 2012-09-20 04:58:52 UTC
Aaron Greil wrote:

I also want to reiterate that I think having a separate mod that increases missile range and exp. velocity/radius is important, rather than adding another effect to the tracking enancer/computer. I think it will add flavor, balance, and diversity. I don't think tracking enhancers should be such a "god" module.


I cant really think of a missile ship that has an extra low slot to fit one of these. Phoons i guess?
Rek Jaiga
Teraa Matar
#1838 - 2012-09-20 04:59:57 UTC
King Rothgar wrote:


The issue is simply the range, that's nearly 3x the range of the 2nd longest range medium weapon. Yes you can evade missiles easily in a frigate but the same is true of turrets too. There really isn't much of a difference there. The only legitimate issue here is that missiles do have flight time and so their real range is often much less than the theoretical range but it isn't 300% different. A balanced HM has a range of around 50km base with either current or moderately reduced damage compared to current HM's. I also agree that HAM's need to have their fittings reduced. It's silly that they use more PG/CPU than HML's, they should follow the model of other short ranged weapons and be far easier to fit.

A final note, I said nothing about 1v1 or even overall fittings. I simply pointed out the huge range inconsistency. The reality is you simply don't see heavy beam harbs or 250mm railgun brutix's. The fitting requirements of the guns are so high that it simply isn't practical. The 720mm hurricane does come up frequently but it requires ACR's to work and the thing has the tank of a wet tissue. On the other hand, the drake can cover itself in those HML's without making any fitting sacrifices, it has half its PG/CPU left over afterwards. Thus it has by far the longest range, average dps for a ranged ship and the toughest tank of any BC in any reasonable configuration (excluding bait ships). And you say this is fine? I think not. HML's should have been nerfed ages ago.


Caldari is the race that is supposed to be long range and moderately high volley damage, at the cost of very low base speed (and thus poor range dictation). I do agree that HAMs and turrets have very terribad fitting stats, but does that mean "nerf HMLs to be just as bad"? No! Just fix those turrets and HAMs to be equally competitive. That being said, I think 50km range is pretty reasonable for a Drake. Just leave the damage alone; in the time it takes missiles to fly, natural shield regen and local tank/RR can be applied, meaning HML net DPS is really lower than most turrets.
Clavius XIV
Auctoritan Syndicate
#1839 - 2012-09-20 05:00:26 UTC
Terrorfrodo wrote:

I really like the idea of splitting TD into a tracking disruptor and a missile disruptor module. We'd need to fit a mix of TD and MD modules on our Curse or Pilgrim, just like we fit a mix of jammers on our Falcon. This will resolve the imbalancedness almost on its own.


Or we can fly Celestis/Arazu/Latchesis hulls instead and use damps which not only lower range of missiles and guns, but also the ability to control drones, and with focused application can impact remote repairing, break tackles, and defend against neutralizers.

Rek Jaiga
Teraa Matar
#1840 - 2012-09-20 05:16:09 UTC
As an aside, if you really want to balance the Drake you can just make it an all-out missile sniper. Strip the shield resist bonus off and give it a ROF bonus and missile flight time or velocity bonus. Maybe lower its base speed a bit. This would mean those mids go more towards unbonused EW (probably RSDs or TDs) as a form of survival than all-out shield tank. This would still be quite consistent with Caldari-style tactics of missiles, range, and EW.

So basically, in summary:


  • Do nerf the range on HMLs so unbonused hulls aren't getting stupid range. Leave the damage alone.

  • Rebalance the Drake into a missile sniper that is more frail. This forces the pilots to be more clever and rely on electronics, maneuvering, and cunning fleet composition/coordination for survival (as snipers should).

  • Reduce fitting requirements for long-range turrets and HAMs.

  • For the love of all that is good and sacred, buff medium rails.