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the heavy missile will be nebuff in the winter patch? really?

Author
HELLBOUNDMAN
Aliastra
Gallente Federation
#21 - 2012-10-03 13:57:42 UTC
Christina Irene wrote:




Thanks for your answer, however, I can not open the link you provided=.= due to the internet problems, could you please paste the content to me? thank you very much


From CCP Fozzie
All Missiles
Increase missile acceleration so that real range is much closer to the client assumed range of flighttime*speed against a stationary target. This means a slight range buff for all missiles, and missiles will act in a way that is more intuitive to newer players.

Short Range Missiles
Change the Guided Missile Precision skill, as well as all associated implants and rigs to affect all subcap missiles
Reduce HAM launcher PG requirements by 10%

Light Missiles
-Decrease all Light Missile Launcher fitting requirements by 2pg and 4cpu
-Explosion radius reduced from 50 to 40
-Damage increased by 10% (rounded to closest digit)
-Affects all variant light missiles, including FOF.

Heavy Missiles
-Base flight time reduced by 35%
-Base velocity increased by 14.66%
-In total, base range reduced by ~25%
-Damage decreased by 10% (rounded to closest digit)
-Explosion radius increased by 12%
-Affects all variant Heavy missiles, including FOF.

Tech Two Missiles
-Remove ship penalties from tech two missiles (ship velocity and signature radius)
-Precision: Increase bonuses to explosion velocity to +20%, increase damage to match T1 missiles
-Fury: Increase damage bonus to +35%, reduce flight time to 50% of T1, unify penalties to explosion radius (+72%) and velocity (-16%) across the sizes
-Javelin: Just remove ship penalties
-Rage: Increase damage bonus to +35%, Unify flight time to match T1, unify velocity penalty (-16.7%), unify penalty to explosion velocity (-14%), increase penalty to explosion radius (+72%)

Stats from Spread sheet

It's rather Crude since it's hard to paste a spread sheet

(Name - Old Damage/New Damage - Old Velocity/New Velocity - Old Flight Time/New Flight Time - Old Range/New Range - Old Expl Vel/New Expl Vel - Old Expl Rad/New Expl Rad)

USE THE GUIDE OR IT WILL MAKE NO SENSE

Heavies

Caldari Navy Inferno Heavy Missile 172/155 - 3750/4300 - 10/6.5 - 37500/27950 - 81/81 - 125/140

Dread Guristas Inferno Heavy Missile 180/162 - 3750/4300 - 10/6.5 - 37500/27950 - 81/81 - 125/140

Guristas Inferno Heavy Missile 165/149 - 3750/4300 - 10/6.5 - 37500/27950 - 81/81 - 125/140

Inferno Heavy Missile 150/135- 3750/4300 - 10/6.5 - 37500/27950 - 81/81 - 125/140

Inferno Fury Heavy Missile 192/182 - 3750/4300 - 9/3.25 - 33750/13975 - 97/68 - 215/241

Inferno Precision Heavy Missile 130/135 - 3750/4300 - 5/3.25 - 18750/13975 - 87/97 - 112/125

Inferno Auto-Targeting Heavy Missile I 113/102 - 3750/4300 - 10/6.5 - 37500/27950 - 81/81 - 125/140

Federation Navy Inferno Auto-Targeting Heavy Missile I 129/116 - 3750/4300 - 10/6.5 - 37500/27950 - 81/81 - 125/140

Other T2 Missiles

Inferno Fury Cruise Missile 384/420 - 3750/3750 - 18/10 - 67500/37500 - 58/58 - 550/516

Inferno Precision Cruise Missile 260/300 - 3750/3750 - 10/10 - 37500/37500 - 71/83 - 270/270

Inferno Javelin Torpedo 405/405 - 2250/2250 - 6/6 - 13500/13500 - 71/71 - 450/450

Inferno Rage Torpedo 576/608 - 1250/1250 - 6.4/6 - 8000/7500 - 61/61 - 650/774

Inferno Javelin Heavy Assault Missile 90/90 - 3375/3375 - 4/4 - 13500/13500 - 101/101 - 125/125

Inferno Rage Heavy Assault Missile 128/135 - 1875/1875 - 4.3/4 - 8062.5/7500 - 93/87 - 180/215

Inferno Fury Light Missile 106/116 - 3750/3750 - 4.5/2.5 - 16875/9375 - 174/143 - 75/69

Inferno Precision Light Missile 72/83 - 3750/3750 - 2.5/2.5 - 9375/9375 - 179/204 - 25/25

Inferno Javelin Rocket 29.7/29.7 - 3375/3375 - 2/2 - 6750/6750 - 150/150 - 20/20

Inferno Rage Rocket 42.2/44.6 - 2250/1875 - 1.8/2 - 4050/3750 - 140/129 - 30/34
Christina Irene
Center for Advanced Studies
Gallente Federation
#22 - 2012-10-03 20:25:24 UTC
HELLBOUNDMAN wrote:
Christina Irene wrote:




Thanks for your answer, however, I can not open the link you provided=.= due to the internet problems, could you please paste the content to me? thank you very much


From CCP Fozzie
All Missiles
Increase missile acceleration so that real range is much closer to the client assumed range of flighttime*speed against a stationary target. This means a slight range buff for all missiles, and missiles will act in a way that is more intuitive to newer players.

Short Range Missiles
Change the Guided Missile Precision skill, as well as all associated implants and rigs to affect all subcap missiles
Reduce HAM launcher PG requirements by 10%

Light Missiles
-Decrease all Light Missile Launcher fitting requirements by 2pg and 4cpu
-Explosion radius reduced from 50 to 40
-Damage increased by 10% (rounded to closest digit)
-Affects all variant light missiles, including FOF.

Heavy Missiles
-Base flight time reduced by 35%
-Base velocity increased by 14.66%
-In total, base range reduced by ~25%
-Damage decreased by 10% (rounded to closest digit)
-Explosion radius increased by 12%
-Affects all variant Heavy missiles, including FOF.

Tech Two Missiles
-Remove ship penalties from tech two missiles (ship velocity and signature radius)
-Precision: Increase bonuses to explosion velocity to +20%, increase damage to match T1 missiles
-Fury: Increase damage bonus to +35%, reduce flight time to 50% of T1, unify penalties to explosion radius (+72%) and velocity (-16%) across the sizes
-Javelin: Just remove ship penalties
-Rage: Increase damage bonus to +35%, Unify flight time to match T1, unify velocity penalty (-16.7%), unify penalty to explosion velocity (-14%), increase penalty to explosion radius (+72%)

Stats from Spread sheet

It's rather Crude since it's hard to paste a spread sheet

(Name - Old Damage/New Damage - Old Velocity/New Velocity - Old Flight Time/New Flight Time - Old Range/New Range - Old Expl Vel/New Expl Vel - Old Expl Rad/New Expl Rad)

USE THE GUIDE OR IT WILL MAKE NO SENSE

Heavies

Caldari Navy Inferno Heavy Missile 172/155 - 3750/4300 - 10/6.5 - 37500/27950 - 81/81 - 125/140

Dread Guristas Inferno Heavy Missile 180/162 - 3750/4300 - 10/6.5 - 37500/27950 - 81/81 - 125/140

Guristas Inferno Heavy Missile 165/149 - 3750/4300 - 10/6.5 - 37500/27950 - 81/81 - 125/140

Inferno Heavy Missile 150/135- 3750/4300 - 10/6.5 - 37500/27950 - 81/81 - 125/140

Inferno Fury Heavy Missile 192/182 - 3750/4300 - 9/3.25 - 33750/13975 - 97/68 - 215/241

Inferno Precision Heavy Missile 130/135 - 3750/4300 - 5/3.25 - 18750/13975 - 87/97 - 112/125

Inferno Auto-Targeting Heavy Missile I 113/102 - 3750/4300 - 10/6.5 - 37500/27950 - 81/81 - 125/140

Federation Navy Inferno Auto-Targeting Heavy Missile I 129/116 - 3750/4300 - 10/6.5 - 37500/27950 - 81/81 - 125/140

Other T2 Missiles

Inferno Fury Cruise Missile 384/420 - 3750/3750 - 18/10 - 67500/37500 - 58/58 - 550/516

Inferno Precision Cruise Missile 260/300 - 3750/3750 - 10/10 - 37500/37500 - 71/83 - 270/270

Inferno Javelin Torpedo 405/405 - 2250/2250 - 6/6 - 13500/13500 - 71/71 - 450/450

Inferno Rage Torpedo 576/608 - 1250/1250 - 6.4/6 - 8000/7500 - 61/61 - 650/774

Inferno Javelin Heavy Assault Missile 90/90 - 3375/3375 - 4/4 - 13500/13500 - 101/101 - 125/125

Inferno Rage Heavy Assault Missile 128/135 - 1875/1875 - 4.3/4 - 8062.5/7500 - 93/87 - 180/215

Inferno Fury Light Missile 106/116 - 3750/3750 - 4.5/2.5 - 16875/9375 - 174/143 - 75/69

Inferno Precision Light Missile 72/83 - 3750/3750 - 2.5/2.5 - 9375/9375 - 179/204 - 25/25

Inferno Javelin Rocket 29.7/29.7 - 3375/3375 - 2/2 - 6750/6750 - 150/150 - 20/20

Inferno Rage Rocket 42.2/44.6 - 2250/1875 - 1.8/2 - 4050/3750 - 140/129 - 30/34






Inferno Fury Heavy Missile 192/182 - 3750/4300 - 9/3.25 - 33750/13975 - 97/68 - 215/241

O MY GOD!!!! range cut in more than half??? only 3.25 flight time??? ....the missile will lose before it can reach the target??
Zhilia Mann
Tide Way Out Productions
#23 - 2012-10-03 20:42:47 UTC
Christina Irene wrote:
Inferno Fury Heavy Missile 192/182 - 3750/4300 - 9/3.25 - 33750/13975 - 97/68 - 215/241

O MY GOD!!!! range cut in more than half??? only 3.25 flight time??? ....the missile will lose before it can reach the target??



Shrug. Get closer if you want to use Fury.
Christina Irene
Center for Advanced Studies
Gallente Federation
#24 - 2012-10-03 20:45:53 UTC
Zhilia Mann wrote:
Christina Irene wrote:
Inferno Fury Heavy Missile 192/182 - 3750/4300 - 9/3.25 - 33750/13975 - 97/68 - 215/241

O MY GOD!!!! range cut in more than half??? only 3.25 flight time??? ....the missile will lose before it can reach the target??



Shrug. Get closer if you want to use Fury.



that's T2 heavy missiles?
Zhilia Mann
Tide Way Out Productions
#25 - 2012-10-03 20:53:23 UTC
Christina Irene wrote:
Zhilia Mann wrote:
Christina Irene wrote:
Inferno Fury Heavy Missile 192/182 - 3750/4300 - 9/3.25 - 33750/13975 - 97/68 - 215/241

O MY GOD!!!! range cut in more than half??? only 3.25 flight time??? ....the missile will lose before it can reach the target??



Shrug. Get closer if you want to use Fury.



that's T2 heavy missiles?


Wait. You don't even know what you're complaining about?

Yes, fury are T2 high damage heavy missiles. Precision, which are T2 increased damage application heavy missiles, are getting a nice boost if you'll look at the actual numbers.

From a quick look, faction missiles will probably become the "normal" ammunition people use on missions and such rather than fury (which is the case now). Fury will still come in handy for pounding through the BSs and structures though.
HELLBOUNDMAN
Aliastra
Gallente Federation
#26 - 2012-10-03 21:22:53 UTC
Zhilia Mann wrote:
Christina Irene wrote:
Zhilia Mann wrote:
Christina Irene wrote:
Inferno Fury Heavy Missile 192/182 - 3750/4300 - 9/3.25 - 33750/13975 - 97/68 - 215/241

O MY GOD!!!! range cut in more than half??? only 3.25 flight time??? ....the missile will lose before it can reach the target??



Shrug. Get closer if you want to use Fury.



that's T2 heavy missiles?


Wait. You don't even know what you're complaining about?

Yes, fury are T2 high damage heavy missiles. Precision, which are T2 increased damage application heavy missiles, are getting a nice boost if you'll look at the actual numbers.

From a quick look, faction missiles will probably become the "normal" ammunition people use on missions and such rather than fury (which is the case now). Fury will still come in handy for pounding through the BSs and structures though.


The way they have done all guided missiles is that they will be doing the same range with fury and precision and our t1 and faction missiles have become our long range ammo.

With heavy missiles all versions have gotten an additional 25% range nerf and a larger exp radius.
Christina Irene
Center for Advanced Studies
Gallente Federation
#27 - 2012-10-03 22:04:20 UTC
HELLBOUNDMAN wrote:
Zhilia Mann wrote:
Christina Irene wrote:
Zhilia Mann wrote:
Christina Irene wrote:
Inferno Fury Heavy Missile 192/182 - 3750/4300 - 9/3.25 - 33750/13975 - 97/68 - 215/241

O MY GOD!!!! range cut in more than half??? only 3.25 flight time??? ....the missile will lose before it can reach the target??



Shrug. Get closer if you want to use Fury.



that's T2 heavy missiles?


Wait. You don't even know what you're complaining about?

Yes, fury are T2 high damage heavy missiles. Precision, which are T2 increased damage application heavy missiles, are getting a nice boost if you'll look at the actual numbers.

From a quick look, faction missiles will probably become the "normal" ammunition people use on missions and such rather than fury (which is the case now). Fury will still come in handy for pounding through the BSs and structures though.


The way they have done all guided missiles is that they will be doing the same range with fury and precision and our t1 and faction missiles have become our long range ammo.

With heavy missiles all versions have gotten an additional 25% range nerf and a larger exp radius.



all in all, is that means, drake will be seriously suffered from this change, while tengu will not be affected vitally?
in other words, drake may tend to use assult missile in the PVP, and tengu with T2 heavy Missile is still ok for doing level 4 mission?
HELLBOUNDMAN
Aliastra
Gallente Federation
#28 - 2012-10-03 22:53:59 UTC
Christina Irene wrote:


all in all, is that means, drake will be seriously suffered from this change, while tengu will not be affected vitally?
in other words, drake may tend to use assult missile in the PVP, and tengu with T2 heavy Missile is still ok for doing level 4 mission?


Yeah, but it'll be nerfed eventually

Also, 10% damage nerf to heavy missiles and te explosion radius nerf is also a nerfto effectiveness with smaller ships.
Piugattuk
Litla Sundlaugin
#29 - 2012-10-03 23:37:38 UTC
When I finally get skills for black op scorpion I will do lvl 4's in it HOORAY FOR ZORIBERG!!! (crickets) awe.Big smile
HELLBOUNDMAN
Aliastra
Gallente Federation
#30 - 2012-10-04 02:57:04 UTC
Piugattuk wrote:
When I finally get skills for black op scorpion I will do lvl 4's in it HOORAY FOR ZORIBERG!!! (crickets) awe.Big smile


Uhh, why would you do missions in a Widow???

It's not at all meant to do missions.

Try a Scorpion Navy Issue...Better than a Raven, and cheaper than a navy raven and way cheaper than a Widow...Not to mention way less SP involved.
Trinkets friend
Sudden Buggery
Sending Thots And Players
#31 - 2012-10-05 00:46:51 UTC
No, no...buy a Widow. Then learn to PVP.
HELLBOUNDMAN
Aliastra
Gallente Federation
#32 - 2012-10-05 00:50:12 UTC
Trinkets friend wrote:
No, no...buy a Widow. Then learn to PVP.


Apart from the alliance tournament I've never seen anyone fight in a widow.
Lin-Young Borovskova
Doomheim
#33 - 2012-10-05 23:11:25 UTC
HELLBOUNDMAN wrote:
Trinkets friend wrote:
No, no...buy a Widow. Then learn to PVP.


Apart from the alliance tournament I've never seen anyone fight in a widow.



You'll almost never see it, but for sure you will see what it bridges Twisted

brb

HELLBOUNDMAN
Aliastra
Gallente Federation
#34 - 2012-10-06 00:23:17 UTC
Lin-Young Borovskova wrote:
HELLBOUNDMAN wrote:
Trinkets friend wrote:
No, no...buy a Widow. Then learn to PVP.


Apart from the alliance tournament I've never seen anyone fight in a widow.



You'll almost never see it, but for sure you will see what it bridges Twisted


lol, yup, most people won't fight with them, just use them for covert cynos.
stoicfaux
#35 - 2012-10-06 19:44:27 UTC
A Level 4 HML Tengu will probably have a ~60km range and will require 1-2 more volleys than normal to kill NPCs. You will also want to downgrade to T1 missiles against elite cruisers.

OTOH, you'll be less likely to waste volleys with Fury missiles (4.9s flight time versus 3.6s rate of fire.) But, you'll waste a lot of time getting into range. Currently, you can pop a Arch Gistum Centurion with 6 volleys with Fury, but that will jump up to 8 or 10 volleys if you use 3xRigors or 1 Rigor respectively.


As for the Golem in level 4s, if torpedoes really will benefit from the Guided Missile Precision skill (i.e. sig radius reductions) then you'll need one less TP to achieve the same results.

The Golem is still limited by the 10 second cycle on TPs, so I'm a bit disappointed that tracking modules won't affect missiles for the winter release.

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

Tankn00blicus
Aliastra
Gallente Federation
#36 - 2012-10-07 00:44:45 UTC  |  Edited by: Tankn00blicus
Xindi Kraid wrote:
Depending on your drone skills, and if you have Gallente BS, the Rattlesnake is starting to look decent.
The Rattlesnake is amazing when set up as a sentry drone sniper (it can keep pace with a Nightmare), but this setup is only good for anom ratting, not missions/complexes (unless they happen to be single-room ones) due to the problem of sentries being immobile.
Zukaris Ijonen
Jitter Necks
#37 - 2012-10-08 00:33:26 UTC
The Tengu will still be brilliant, even after the missile nerfs.

People should stop overreacting.
Voxinian
#38 - 2012-10-09 11:32:34 UTC
Xindi Kraid wrote:
Christina Irene wrote:
Xindi Kraid wrote:
The adjustment is designed to bring the range and damage of HMLs more in line with the other long range weapons (Railguns, beam lasers and artillery).

At the moment, HMLs can shoot further and do more damage than most of the long range medium sized guns; HMLs are broke, and they are in turn breaking the Tengu (and to a lesser level, the Drake). The fix will not make the Tengu useless, it will just make it more in line with a cruiser than a battlecruiser which might make some other ships more useful and might also make alternate fits for the Tengu useful.

You should still be able to rat and run missions in one due to the massive tank, though it might take a bit longer. For level 4s you really do want a battleship.


thanks for everyone, but which battleship I should take?

Navy raven has best dmagae and is usually the pick.
Theres also the navy scorpion which boasts a bit more tank; it's not really needed but is nice for anyone who likes the extra security.
Depending on your drone skills, and if you have Gallente BS, the Rattlesnake is starting to look decent.
The Golem can salvage and loot while missioning, I don't think it can kill as fast as far away as CNR but don't quote me on it
Your best bet is probably the CNR


I personally prefer CNS above the CNR for PVE L4's. It has a tat less dps, but with faction missiles or depending on the mission precision missiles you can still pop npc's pretty quick. I Like the extra mid slots on the Scorpion, makes it more versatile. You can get a 1400 active tank easy with decent resistance or/and fit some extra painters to speed things up. L4's are quite unchallenging in a CNS, walk in the park as they say.
Maeltstome
Ten Thousand Days
#39 - 2012-10-09 11:47:09 UTC
Raptors Mole wrote:
I am a litttle miffed about the proposed decrease in range and DPS to HMs.

To make it fairer in PvP guns should then fire at the end of the cycle to compensate for the delay in missiles time to target. It was my understanding that the above average performance of missiles was to compensate for the delayed application of DPS.

Seriously though, I am curious what the net effect will be.


Please quit eve.
Mike Whiite
Deep Core Mining Inc.
Caldari State
#40 - 2012-10-09 12:41:49 UTC
With Guided Missiles precision becoming Missiles Precision and Riggs affecting non guided missiles

Would that make Torps a Vialable option for an SNI?
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