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

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Author
Kai'rae Saarkus
Sebiestor Tribe
Minmatar Republic
#4141 - 2012-10-03 15:47:03 UTC
Kesthely wrote:
Some figures:

Precision Heavy 0 m/s - 500 m/s

Sollution?



Because developing solutions off numbers derived from scenarios that don't even remotely resemble combat is useful?

Webs, TPs, MWDs, ABs, Shield Tanks are all part of the package and their effects need to be considered. (Ie. when was the last time you saw a BC doing 500m/s w/out a prop mod?)
Kesthely
State War Academy
Caldari State
#4142 - 2012-10-03 15:49:29 UTC  |  Edited by: Kesthely
Takeshi Yamato wrote:
Kesthely wrote:

you've just replaced drake blobs with double/tripple heavy neut Raven/Typhoon blobs with More range, effective hp, and more dam vs battlecruisers and up then the current drake blobs.


I would call that a pretty big success to be honest.


Although that would fix the DRAKE it wouldn't fix the HML. There are more ships then just the drake. Doing something so one ship suddenly isn't used anymore and a dozen other ships suffer the drawbacks as well isn't balancing.
Eg in the case of the drake if ccp desides that the HML is to strong they could add role bonuses of -25% range of HML or -10% damage of HML like they did with the old destroyers. and then keep the normal ship bonuses that would still contribute to all missile systems. But thats a SHIP BALANCING ISSUE, not a MISSILE balancing issue.

As i've kept saying troughout this topic, i agree something has to be done with heavy missiles, i don't mind the range nerf, but there are other ways to make the heavy missiles better, like:

Switch the PG and CPU need for HAM and HML
Give the HML a 25% reduction in flight time, while keeping its speed the same
Reduce the Damage of HML by 10%

Fix the Missile skills so that after these base weapon changes the missiles work appropiatly

Then you have a solid base for to work on the ships.
OlRotGut
#4143 - 2012-10-03 16:08:41 UTC
Harvey James wrote:
CM is?




Cruise Missiles.
Kai'rae Saarkus
Sebiestor Tribe
Minmatar Republic
#4144 - 2012-10-03 16:09:00 UTC  |  Edited by: Kai'rae Saarkus
@ Kesthely

What ship that was used before this nerf (apart from the Drake) won't be used after it?

  • Caracals are getting buffed, and will be better after Winter.
  • NIghtmare's haven't been used in eons.
  • Tengus will still be used. They just won't be the clear choice for PVE.
  • HML Lachs will still be used. (their HMLs do lol dps now, so who cares)
  • Celestis, lol.
  • Curses still won't fit HMLs to their highs.
  • Minnie ships still won't fit HMLs to their utility highs (except the Huginn - but you don't fly that for DPS anyway).


What ship that was not used before this nerf will be used after it?

  • Ravens will return to Eve.
  • Drone boats may return to the mid-range roaming niche.
  • Mid-range turret boats may get a look in. (Arty Muninn, Ruppie and Cane, Eagles w/ Rails?)
  • The dual damage bonus + dual range bonus on Cerbs is looking less stupid. (And RIDICULOUSLY fast missiles now).
OlRotGut
#4145 - 2012-10-03 16:13:28 UTC
Kesthely wrote:
Takeshi Yamato wrote:
Kesthely wrote:

you've just replaced drake blobs with double/tripple heavy neut Raven/Typhoon blobs with More range, effective hp, and more dam vs battlecruisers and up then the current drake blobs.


I would call that a pretty big success to be honest.


Although that would fix the DRAKE it wouldn't fix the HML. There are more ships then just the drake. Doing something so one ship suddenly isn't used anymore and a dozen other ships suffer the drawbacks as well isn't balancing.
Eg in the case of the drake if ccp desides that the HML is to strong they could add role bonuses of -25% range of HML or -10% damage of HML like they did with the old destroyers. and then keep the normal ship bonuses that would still contribute to all missile systems. But thats a SHIP BALANCING ISSUE, not a MISSILE balancing issue.

As i've kept saying troughout this topic, i agree something has to be done with heavy missiles, i don't mind the range nerf, but there are other ways to make the heavy missiles better, like:

Switch the PG and CPU need for HAM and HML
Give the HML a 25% reduction in flight time, while keeping its speed the same
Reduce the Damage of HML by 10%

Fix the Missile skills so that after these base weapon changes the missiles work appropiatly

Then you have a solid base for to work on the ships.



I can kind of agree with you, but one thing this change does do, is make missile rigs more important. As well as the painter modules.

And who knows, maybe they remove the drakes 5% shield resist bonus and change it in favor of a explosion radius, explosion vel bonus.

Kai'rae Saarkus
Sebiestor Tribe
Minmatar Republic
#4146 - 2012-10-03 16:18:33 UTC
OlRotGut wrote:

And who knows, maybe they remove the drakes 5% shield resist bonus and change it in favor of a explosion radius, explosion vel bonus.


I think swapping a 5% shield resist bonus for a 10% Missile velocity bonus is more likely; and the Kinetic damage bonus for either a straight damage bonus or a ROF.

That leaves you with 90+Km range, 42K EHP, a point and a TP or Web, w/ 2 BCU.

The explosion velocity / radii bonus makes the drake too much of a frig killer.
Kesthely
State War Academy
Caldari State
#4147 - 2012-10-03 16:26:01 UTC  |  Edited by: Kesthely
Kai'rae Saarkus wrote:

(Ie. when was the last time you saw a BC doing 500m/s w/out a prop mod?)


AB BC's don't receive sig penalties and easily go faster then 500m/s
MWD BS's don't get drawbacks of there sig increase in the values.

Kai'rae Saarkus wrote:
Kesthely wrote:
Some figures:

Precision Heavy 0 m/s - 500 m/s

Sollution?



Because developing solutions off numbers derived from scenarios that don't even remotely resemble combat is useful?

Webs, TPs, MWDs, ABs, Shield Tanks are all part of the package and their effects need to be considered.



Yes an this is exactly where YOU are considering it wrong. These stats are the basic missile balance, without skills - ship bonuses - mods - ewar considered in the calculation. The stats that you need to look at when redesigning ship weapons / and ships.

The balance begins at its weapon system. Then you check if the current skills are still correct, then you add the Ship modules, and ewar, and finally you take in ship hulls in consideration. If any of the previous (weaponsystem, skills, ship modules, ewar) are out of sync, you can NEVER get a balanced ship.

With these changes, the end result might look ok on paper when you take in skills mods and shipbonuses in consideration on eg the drake. That doesn't mean that the weapon system itself didn't become more broken.

The idea that one single weapon system of a certain size class won't be able to do full damage against a target of the same size while the other 7 (short and long range guns, short range missiles) do is not a balance.
The idea that a medium sized ship long range missile travels faster then a small sized ship long range missile is not a balance
The idea that one TII ammo type out performs another TII ammo in every aspect, unless some verry strange scenarios happen is not a balance.

The idea is to design a weapon system thats balanced and then redesign the ships around it. Not to rebalance a weapon system around one ship, and then have to pull out magical rabbits out of a hat to fix other ships.
Kai'rae Saarkus
Sebiestor Tribe
Minmatar Republic
#4148 - 2012-10-03 16:52:05 UTC  |  Edited by: Kai'rae Saarkus
Kesthely wrote:
Kai'rae Saarkus wrote:

(Ie. when was the last time you saw a BC doing 500m/s w/out a prop mod?)


AB BC's don't receive sig penalties and easily go faster then 500m/s
MWD BS's don't get drawbacks of there sig increase in the values.


Both are prop mods, no? I thought the stats you were presenting were without Mods?

Kesthely wrote:
Kai'rae Saarkus wrote:

Kesthely wrote:
Some figures:

Precision Heavy 0 m/s - 500 m/s

Sollution?



Because developing solutions off numbers derived from scenarios that don't even remotely resemble combat is useful?

Webs, TPs, MWDs, ABs, Shield Tanks are all part of the package and their effects need to be considered.


Yes an this is exactly where YOU are considering it wrong. These stats are the basic missile balance, without skills - ship bonuses - mods - ewar considered in the calculation. The stats that you need to look at when redesigning ship weapons / and ships.


And that's how the nano age came about. With non-maxed skills, in non-maxed hulls, in non-maxed play styles - nano and MWDs were balanced.

You can't balance things without considering their context.

A BC going 500m/s without any sig bloom is the perfect situation in which to be taking missile damage; ofc in that situation that ship will take less than optimal missile DPS.

Equally, so what if Precision cruise do more DPS than Fury heavies. It's arguable they should for a variety of reasons that have all to do with context, and nothing to do with the missile itself.

That being said: I think you're probably right that they've lent a little too hard on the Hvy Missile Explosion velocity to achieve the desired damage reduction. But, you're argument isn't really convincing me of that.
Noemi Nagano
Perkone
Caldari State
#4149 - 2012-10-03 16:59:49 UTC
Kai'rae Saarkus wrote:
@ Kesthely

What ship that was used before this nerf (apart from the Drake) won't be used after it?

  • Caracals are getting buffed, and will be better after Winter.
  • NIghtmare's haven't been used in eons.
  • Tengus will still be used. They just won't be the clear choice for PVE.
  • HML Lachs will still be used. (their HMLs do lol dps now, so who cares)
  • Celestis, lol.
  • Curses still won't fit HMLs to their highs.
  • Minnie ships still won't fit HMLs to their utility highs (except the Huginn - but you don't fly that for DPS anyway).


What ship that was not used before this nerf will be used after it?

  • Ravens will return to Eve.
  • Drone boats may return to the mid-range roaming niche.
  • Mid-range turret boats may get a look in. (Arty Muninn, Ruppie and Cane, Eagles w/ Rails?)
  • The dual damage bonus + dual range bonus on Cerbs is looking less stupid. (And RIDICULOUSLY fast missiles now).


How Caracals will be, we will all see then.
Nighthawks (which is what you meant) havent been used, true. Which is a clear indication for HML not being OP at all, and the NH being broken. It should be fixed asap ..
Tengus will be less viable than now, so in PvE they will be maybe even behind Golems and CNRs, which leaves Minmatar to be the even more uncontested overall PvE FOTM than they are already now ..

Ravens will only return, if they work as a complete system of CM/Raven in PvP. I dont see this will really be happening with the next patch.
Cerb, we will see.

I still believe the solution of this all should be something completely different, give HML a true range ammo (t2) with small DPS like turrets long range ammo but similar range (maybe Optimal + 1.5 falloff of the turrets, can be balanced around that so its really working) and extremely fast missiles and extremely short flight times, so shooting on those ranges actually contributes to the battle. Then, and only then missiles can have a role in long range, if they are not OP by paper stats like HML are now.

To ad one thing: the Drake will not be "fixed" after this patch, it will be fixed just as a null sec blob tool, and fixed means here - killed. In other aspects it will be broken: sub par. So, no - this is not the right direction. Much work to do for you CCP!
Sigras
Conglomo
#4150 - 2012-10-03 18:32:27 UTC
Kesthely wrote:
Some figures:

Precision Heavy 0 m/s - 500 m/s
Dam 135
Expl radius 125
Expl Velocity 97
Dam vs Frig 43.2 - 8.4
Dam vs Cruiser 135 - 26.2
Dam vs Battlecruiser 135 - 26.2
Dam vs Battleship 135 - 26.2

CN Heavy
Dam 155
Expl radius 140
Expl velocity 81
Dam vs Frig 44.2 - 7.2
Dam vs Cruiser 138.4 - 22.4
Dam vs Battlecruiser 155 - 25.11
Dam vs Battleship 155 - 25.11

Fury Heavy
Dam 182
Expl radius 241
Expl velocity 68
Dam vs Frig 30.2 - 4.1
Dam vs Cruiser 94.3 - 12.8
Dam vs Battlecruiser 182 - 24.8
Dam vs Battleship 182 - 24.8

Precision Cruise
Dam 300
Expl radius 270
Expl Velocity 83
Dam vs Frig 44.4 - 7.4
Dam vs Cruiser 138.8 - 23.0
Dam vs Battlecruiser 300 - 49.8
Dam vs Battleship 300 - 49.8


* For sig radius i took the average sig radius of all 4 races tier 1 Battlecruisers

What does this mean?

This tabel shows that in any scenario, where the speed is higher than its explosion velocity (68 m/s) a Precision missile will outperform a fury missile.
This tabel shows that in EVERY scenario, the Cruise precision missile will outperform faction heavy missiles.

you've just replaced drake blobs with double/tripple heavy neut Raven/Typhoon blobs with More range, effective hp, and more dam vs battlecruisers and up then the current drake blobs. Whats worse, they don't even need to think, shall i use faction, shall i use fury? no they will be doctorined to only bring Precision missiles. Your manageing to make 2 ships obsolete for blob warefare and merge them into 2 new ships, while at the same time makeing a weapons platform nearly impossible to balance with its new stats due to all the out of sync speed damage and applied damage ratios compared to the light and cruise variants.

Sollution?

Easy:
Reverse the Sig radius change on heavy missiles, keep the 10% dam nerf, and change the missile speed back to the old missile speed, and reduce the flight time appropiatly to correspond with your new desired base range.

THEN when done that check the missile SKILLS.

Im not positive what exactly you did wrong with these numbers, but even when using the smallest battleship (typhoon 320 m) going 500 m/s which is truly a worst case scenario because it means he's not shield tanking to raise his sig, and not armor tanking because there is no way you get to 500 m/s with an armor tank without an MWD

even with a typhoon going 500 m/s precision missiles should still do 120.664 damage
a caldari navy missile shooting at the same ship should do 78.69 damage
Heavy Furys do 40.2 against the same ship

Remember this is a worst case scenario, and that target painters help a ton with fury damage which has a really high theoretical max.
Noemi Nagano
Perkone
Caldari State
#4151 - 2012-10-03 18:37:23 UTC
@Sigras, I still wait for your answer on this:

https://forums.eveonline.com/default.aspx?g=posts&m=1998084#post1998084

I assume I wont get any? :)
Sigras
Conglomo
#4152 - 2012-10-03 19:05:27 UTC
the reason i didnt answer that post is that it's entirely based on speculation.

The number of variables to calculate to determine how the HAM/Torpedo changes will affect short range combat are to great for anyone to accurately comment on.

It is my feeling though that this change will really increase the effectiveness of HAMs especially vs blasters

secondly, saying that HMLs are the "only missile system viable" for PvP is a straw man argument.
Railguns are useless, is that a justification for making blasters totally overpowered? no they are separate arguments.

Lastly, the argument that 3-4 km isnt enough to compensate for the loss of missiles due to a moving target is again purely speculation as you dont know how the missile speed/agility changes are going to affect their performance in combat.

Also, you realize that at shorter ranges, your missile launchers can also load higher damage ammo, but that wasnt what we were talking about was it?

The typical combat ranges are 100 km and that's only with dedicated sniper boats like the muninn/zealot; the cerberus can hit far past that with no range modifiers at all!

That fill your need for attention pumpkin?
OT Smithers
A Farewell To Kings...
Dock Workers
#4153 - 2012-10-03 19:05:40 UTC
Signal11th wrote:
I have to say after reading the revised stuff this is starting to come across as trying to reduce latency on the servers more and more and not actually anything to do with "balancing"


Obviously. And that is, in fact, what CCP offered as justification last year when they proposed nerfing the Drake.

Now however, in this very thread, we have been assured that missile lag is no longer the issue. Apparently it's the Drake's total wtfpwnage of everything in space with it's crazy range and ungodly DPS. The Drake is the freaking serial killer of Eve or something. And CCP does have a point...

Setting aside the Tornado, Naga, Talos, and Oracle, what BC can hit so far?!

And what BC, other than the Tornado, Naga, Talos, Oracle, Cane, Brutix, Ferox, Myrmidon, Prophesy, Harbinger, or Cyclone can do sooo much DPS?!

And speed, oh my god, what BC other than Tornado, Naga, Talos, Oracle, Cane, Brutix, Ferox, Myrmidon, Prophesy, Harbinger, or Cyclone can be fitted to go so fast?!

And let's not get started about the Drake's insane tank. What other BC, besides the Cane, Brutix, Ferox, Myrmidon, Prophesy, Harbinger, or Cyclone, can even begin to fit an 80K ehp tank?!

Clearly the Drake stands in a league all it's own. It has advantages no other BC can even begin to compete against. It's no wonder that 99% of the ships seen in low sec are Drakes. I, for one, welcome this new Drake nerf.

Sigras
Conglomo
#4154 - 2012-10-03 19:08:04 UTC
again, you miss the point; its not that the drake can do any one of the things the other battlecruisers you listed can do; its that the drake can do them all at once.

the DPS of heavy missiles is WAY out of line with every other weapon system.
MotorBoatMe WithYourFace
PiiiGGGss iiiNNN SSSpppAAAcccEEE
#4155 - 2012-10-03 19:12:20 UTC
Kesthely wrote:
Some figures:

Precision Heavy 0 m/s - 500 m/s
Dam 135
Expl radius 125
Expl Velocity 97
Dam vs Frig 43.2 - 8.4
Dam vs Cruiser 135 - 26.2
Dam vs Battlecruiser 135 - 26.2
Dam vs Battleship 135 - 26.2

CN Heavy
Dam 155
Expl radius 140
Expl velocity 81
Dam vs Frig 44.2 - 7.2
Dam vs Cruiser 138.4 - 22.4
Dam vs Battlecruiser 155 - 25.11
Dam vs Battleship 155 - 25.11

Fury Heavy
Dam 182
Expl radius 241
Expl velocity 68
Dam vs Frig 30.2 - 4.1
Dam vs Cruiser 94.3 - 12.8
Dam vs Battlecruiser 182 - 24.8
Dam vs Battleship 182 - 24.8

Precision Cruise
Dam 300
Expl radius 270
Expl Velocity 83
Dam vs Frig 44.4 - 7.4
Dam vs Cruiser 138.8 - 23.0
Dam vs Battlecruiser 300 - 49.8
Dam vs Battleship 300 - 49.8


* For sig radius i took the average sig radius of all 4 races tier 1 Battlecruisers

What does this mean?

This tabel shows that in any scenario, where the speed is higher than its explosion velocity (68 m/s) a Precision missile will outperform a fury missile.
This tabel shows that in EVERY scenario, the Cruise precision missile will outperform faction heavy missiles.

you've just replaced drake blobs with double/tripple heavy neut Raven/Typhoon blobs with More range, effective hp, and more dam vs battlecruisers and up then the current drake blobs. Whats worse, they don't even need to think, shall i use faction, shall i use fury? no they will be doctorined to only bring Precision missiles. Your manageing to make 2 ships obsolete for blob warefare and merge them into 2 new ships, while at the same time makeing a weapons platform nearly impossible to balance with its new stats due to all the out of sync speed damage and applied damage ratios compared to the light and cruise variants.

Sollution?

Easy:
Reverse the Sig radius change on heavy missiles, keep the 10% dam nerf, and change the missile speed back to the old missile speed, and reduce the flight time appropiatly to correspond with your new desired base range.

THEN when done that check the missile SKILLS.


Does this include launcher fire rate for dps? It looks like volley only to me. Tech 2 cruise launchers have a rate of fire of 17 sec before skills / mods. HML's have a rate of fire of 12 sec before skills / mods. This means that the Cruise precision have roughly the same volley damage as faction heavy on frigates vs a lower dps value. Everything looks pretty balanced to me except that there doesn't seem to be a reason to use precision over faction for heavies. This needs to be addressed I believe, otherwise the Fury selection seems spot on. A Raven using Precision cruise should still kill a frigate a tad slower than the heavy faction.

Applied damage with precision on smaller targets should be looked at, seems low. My thought process is precision for frigs, faction for cruisers, fury for anything bigger than a cruiser. Looks pretty close outside of the precision numbers.

This does make the missile mission runners more attractive as well, I use a SNI on my missioner and it does work well, this should just speed up the process and lower the need for as many cap boosters as I use. Thinking about swapping ammo types to what an when will be great as well. Hopefully the new AI will make mission running a more robust experience as well instead of a scripted action to grind isk.

The other factor to put into this I believe is how attractive they have made the Bellicose as a support ship for missile users. Bring a few in your fleet and watch all your missile boats perform better. They also look as if they will do pretty decent dps to boot.

CCP does look to be really thinking about the synergy of how these ships will work along side one another. Is a torp Raven going to be great at everything solo? Not at all, but with allowing guided missile precision to effect unguided missiles, it opens up the ability to use rigs for tank, and if you bring a couple bellicose friends along with a few tacklers, you have one hell of a dps machine that will actually be able to apply it's dps. Maybe even a logi cruiser or 2....


Kesthely
State War Academy
Caldari State
#4156 - 2012-10-03 19:49:07 UTC  |  Edited by: Kesthely
MotorBoatMe WithYourFace wrote:

Does this include launcher fire rate for dps? It looks like volley only to me. Tech 2 cruise launchers have a rate of fire of 17 sec before skills / mods. HML's have a rate of fire of 12 sec before skills / mods.


Yes this is indeed only the volley damage. I agree with your assesment though. Perhaps CCP should look into balancing the damage with Rate of Fire and Damage.

I for one dont believe that the current damage output vs different sizes of ships (Explosion radius) is the biggest issue. I think that that is brought in to keep the damage down to roughly 20% of current damage.

I'm so against the explosion velocity penalty that i actually much rather have a 25% normal damage penalty then the 10% dam and 12% explosion velocity.

Also CCP if your upgradeing heavy missile speed to have fewer missiles in the air to reduce lag, remember with a lower rate of fire, you still get fewer missiles in the air!
Kesthely
State War Academy
Caldari State
#4157 - 2012-10-03 19:58:10 UTC
Sigras wrote:
Im not positive what exactly you did wrong with these numbers, but even when using the smallest battleship (typhoon 320 m) going 500 m/s which is truly a worst case scenario because it means he's not shield tanking to raise his sig, and not armor tanking because there is no way you get to 500 m/s with an armor tank without an MWD

even with a typhoon going 500 m/s precision missiles should still do 120.664 damage
a caldari navy missile shooting at the same ship should do 78.69 damage
Heavy Furys do 40.2 against the same ship

Remember this is a worst case scenario, and that target painters help a ton with fury damage which has a really high theoretical max.


I don't know if i made a calculation error, in my case the difference was only 1.4 dam, in your case the difference is nearly 3 times the damage. Wich makes my point even clearer. With these changes why would you use a Fury missile vs a Precision missile except on caps?

Reticle
Sight Picture
#4158 - 2012-10-03 20:01:03 UTC
Jester has done our math for us. Somewhat encouraging to me personally

Great article: http://jestertrek.blogspot.com/2012/10/projectionist.html

Ellente Fervens
Caldari Provisions
Caldari State
#4159 - 2012-10-03 21:19:24 UTC
Kesthely wrote:
Some figures:

Precision Heavy 0 m/s - 500 m/s
Dam 135
Expl radius 125
Expl Velocity 97
Dam vs Frig 43.2 - 8.4
Dam vs Cruiser 135 - 26.2
Dam vs Battlecruiser 135 - 26.2
Dam vs Battleship 135 - 26.2

CN Heavy
Dam 155
Expl radius 140
Expl velocity 81
Dam vs Frig 44.2 - 7.2
Dam vs Cruiser 138.4 - 22.4
Dam vs Battlecruiser 155 - 25.11
Dam vs Battleship 155 - 25.11

Fury Heavy
Dam 182
Expl radius 241
Expl velocity 68
Dam vs Frig 30.2 - 4.1
Dam vs Cruiser 94.3 - 12.8
Dam vs Battlecruiser 182 - 24.8
Dam vs Battleship 182 - 24.8

Precision Cruise
Dam 300
Expl radius 270
Expl Velocity 83
Dam vs Frig 44.4 - 7.4
Dam vs Cruiser 138.8 - 23.0
Dam vs Battlecruiser 300 - 49.8
Dam vs Battleship 300 - 49.8


* For sig radius i took the average sig radius of all 4 races tier 1 Battlecruisers


Ah I think these numbers are wrong. May I ask what damage formula you used?
The reason being that you can achieve perfect damage through sig radius alone. I am fairly sure that precision heavies will do full damage to a AB BS even before skills. See my earlier post on furies before and after changes.
Damage = D * MIN(1, Sr/Er, (Ev/V * Sr/Er)^(log(DRF) / log(5.5)) )
Noemi Nagano
Perkone
Caldari State
#4160 - 2012-10-03 21:20:23 UTC
Sigras wrote:
again, you miss the point; its not that the drake can do any one of the things the other battlecruisers you listed can do; its that the drake can do them all at once.

the DPS of heavy missiles is WAY out of line with every other weapon system.


If that would be true in game - again - we would see stuff like we do with Projectiles, ships fitting them without having a bonus on them.

Everyone is free to crosstrain to Caldari, but somehow in lowsec you still see more Canes than Drakes, and many other stuff too which is NOT using HML.

HML&Drake are OP in null. Fix CM/Ravens and CM/Raven/Phoon fleets will **** the Drakes there. Problem solved.

And about what I asked you and you didnt want to answer yet: I didnt ask about how it *could* be after the patch, because I wanted to stick with how it is now:

is there *RIGHT NOW* another bigger than frig missile system working in PvP at all, except HMLs on mostly Drakes in that named range window, yes or no?

Then, will you agree there seem to be more urgent things to fix than trying to break this one single missile PvP system which is still working? For example OPness of Winmatar in nearly every ship class and engagement type, except null sec blobs ...?

Whatever.

Fly safe all ..