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

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Author
Harvey James
The Sengoku Legacy
#6141 - 2012-11-21 16:11:39 UTC  |  Edited by: Harvey James
I just want to know what's happening with the bc's and above the drake needs to lose a mid i wonder whether it will lose a high aswell in exchange for a low as that high isn't very useful and i don't think the other bc's will have 8 highs anymore.
As for CS i would think they would have that extra high advantage then at 18 slots im not sure they will want to give them extra tanking slots aswell as improve their EHP.

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

Bouh Revetoile
In Wreck we thrust
#6142 - 2012-11-21 16:22:46 UTC
Karig'Ano Keikira wrote:
Well, rokh vs raven, i think problem is following:
- raven has a bit more paper DPS on long range, however it has significant delay to apply that damage and will most certainly do less real DPS vs anything smaller then battleship; combine them into a fleet and you have same problem as all missile fleets - damage delay becomes serious problem; drakes can battle this by having significant DPS and EHP advantage over other battlecruisers in fleet situation and long range, but raven hardly has (and it lacks EHP and mobility vs other battleships)
- therefore raven performs better at short range (where other battleships shred it) or ultra long range where it can outrange other ships, but in reality ultra long range battle are virtually nonexistant and even there sniper turret ships might be better due to lack of problem with high damage delay, volley counting and lost volleys
- similar problem applies to HMs - realistically speaking, they are OP atm and after nerf they will still be paper-better then comparable turrets, but in reality might becomes worse then turrets

Significant ? More significant than a Tengu ? No. It have the exact same delay than a Tengu. So, if damage delay is a problem for the Raven, why isn't it for the Tengu ?

Explosion radius ? With one rigor rig, you have almost the same application than fury heavy missiles. They have no problem hitting BC and up, and if you add some target painters, cruisers are not problem anymore.

And I said it : the Raven is faster and more agile than any fleet tier 3 BS.
OldWolf69
EVE-RO
Goonswarm Federation
#6143 - 2012-11-21 16:24:08 UTC
Dear CCP Fozzy,
I know very good what you mean.
Still, you also know VERY good what i mean. Let's not mix things.Big smile
Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#6144 - 2012-11-21 16:25:12 UTC
Bouh Revetoile wrote:

I'm not pretending to be a specialist, and indeed you may have trouble using the neutra without a cap booster, though one heavy neut cycle will leave any cruiser or frigate dry. Now, if the missiles rigs are not optimals, replace them by something better. I didn't intend to artificially grow some stats and I was afraid of damage application to be a problem.

Your dps comparison with the Rokh is wrong though : navy antimatter at 70km have a little less dps than the Raven (25% falloff mean 95%dps), so dps is largely the same at this range, moreover if you consider damage selection. The Rokh though only lose dps as the range increase whereas the Raven don't. I persist : the Raven have a better dps than the fleet Rokh at 70km and beyond.

As for the tank, indeed it's worse than Abaddon and Rokh, though you ignored the Maelstrom which have the exact same tank than this one shield rig Raven.

In the end, the Raven trade tank for dps vs the Rokh, range vs the Abaddon, and trade alpha for dps versus the Maelstrom. It is also cheaper than all of these.

Maybe it's advantages are not enough for what it trade (tank (resist) or alpha), but that would mean that the meta exclude anything without either resist bonus or artillery bonus, not that the Raven is bad.

PS : and if you consider it's only a tier 2 BS, it's pretty good IMO.
PPS : I forgot an important thing : against a BS, you can use fury cruise missiles to reach 576dps and 4000 alpha damage.


I'm no nullsec fleet specialist either, but I think I have a not-entirely-terrible idea of it. If we're talking about bulk fleet use comparable to Drakes, then the neuts will be useful for certain targets - logis and capitals, probably, along the lines of dual-neut welpcanes? They'll need a cap booster. Rigs probably should be extenders or resist rigs to increase RR efficiency; problems of Cruise damage application can be addressed via Rapiers, although note that both painters and webs will be required, in contrast to only webs for turrets, and you're in more trouble when your Rapiers get volleys, relative to turret BS.

I ignored the Maelstrom because it seems to have fallen from favour in null fleets. Well, it's not on the eve-kill top 20, anyway.

DPS - the raw DPS difference is small relative to EHP difference and you're still neglecting the greater difficulty of application of cruise damage at the 70-100 km range. The Rokh fit uses only 2 MFS relative to 3 BCS on the Raven, with a signal amp and TE being used instead - adding a third MFS cuts lock range but eliminates a Raven's raw DPS advantage within 100 km. But my understanding is that the Rokh's gang lock range of 160 km is more useful than a third damage mod. Note that the Raven locks to just 134 km with a SigAmp in gang.

I don't think cost really comes into it. SP requirements, yes, but not cost, at least not on the difference between t2 and t3 BS. Similarly, "Pretty good for a t2 BS" doesn't really mean anything.

Your comment about the meta excluding things with resist bonus - yes, important observation I think.

So I'll update your fit for cap booster and rigs. I'll also drop an Invuln for a thermic hardener, to match the Rokh's fit:

[Raven, hmmmm]
Damage Control II
Ballistic Control System II
Ballistic Control System II
Ballistic Control System II
Signal Amplifier II

Prototype 100MN MicroWarpdrive I
Large Shield Extender II
Medium Capacitor Booster II, Cap Booster 800
Adaptive Invulnerability Field II
Thermic Dissipation Field II
EM Ward Field II

Cruise Missile Launcher II, Caldari Navy Mjolnir Cruise Missile
Cruise Missile Launcher II, Caldari Navy Mjolnir Cruise Missile
Cruise Missile Launcher II, Caldari Navy Mjolnir Cruise Missile
Cruise Missile Launcher II, Caldari Navy Mjolnir Cruise Missile
Cruise Missile Launcher II, Caldari Navy Mjolnir Cruise Missile
Cruise Missile Launcher II, Caldari Navy Mjolnir Cruise Missile
Heavy Unstable Power Fluctuator I
Medium Energy Neutralizer II

Large Core Defense Field Extender I
Large Core Defense Field Extender I
Large Core Defense Field Extender I

So (in gang), 107k EHP, 518 DPS (CN) or 576 DPS (Fury) to 134 km lock range. No, this is unattractive, it's just too fragile and its too difficult to apply its DPS. You have to drop the cap booster and add an invuln (128k), but then frankly it's still too fragile and you can't rely on the neuts for more than a minute or so.

But this does enable us to put an answer together to the question of what a usable null fleet Raven would look like. With the upcoming Fury changes, Fury damage goes 630 DPS, although given the difficulty of application of this, I'm not sure it's of much use outside EFT. The Raven is too fragile - it won't get a resist bonus, but shifting a highslot to a medslot would be feasible. Then it simply needs a lot more CN cruise DPS to make up for its deficiencies in tank. Around 15-20% more at a guess, either via raw DPS or a seventh launcher (16.7%).
Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#6145 - 2012-11-21 16:32:27 UTC  |  Edited by: Gypsio III
Bouh Revetoile wrote:

Explosion radius ? With one rigor rig, you have almost the same application than fury heavy missiles. They have no problem hitting BC and up, and if you add some target painters, cruisers are not problem anymore.

And I said it : the Raven is faster and more agile than any fleet tier 3 BS.


CN Cruise with 1x rigour: radius 191.25, velocity 103.5
Fury Heavy: radius 161.25, velocity 145.5

So, your definition of "almost the same" involves having an explosion radius 19% greater and an explosion velocity 29% less.

Do you begin to see your problem? Straight

The mobility differences are basically inconsequential.
Bouh Revetoile
In Wreck we thrust
#6146 - 2012-11-21 17:50:54 UTC  |  Edited by: Bouh Revetoile
Gypsio III wrote:
So (in gang), 107k EHP, 518 DPS (CN) or 576 DPS (Fury) to 134 km lock range. No, this is unattractive, it's just too fragile and its too difficult to apply its DPS. You have to drop the cap booster and add an invuln (128k), but then frankly it's still too fragile and you can't rely on the neuts for more than a minute or so.

But this does enable us to put an answer together to the question of what a usable null fleet Raven would look like. With the upcoming Fury changes, Fury damage goes 630 DPS, although given the difficulty of application of this, I'm not sure it's of much use outside EFT. The Raven is too fragile - it won't get a resist bonus, but shifting a highslot to a medslot would be feasible. Then it simply needs a lot more CN cruise DPS to make up for its deficiencies in tank. Around 15-20% more at a guess, either via raw DPS or a seventh launcher (16.7%).

My point were not to say the Raven is best fleet ship. There can only be a very limited number of "best" fleet ships and for example there is no gallente BS in this list. What I mean is that the Raven is by no mean obsolete. "Not good enough" is far from "bad". The only thing against it is the lack of a resistance bonus, and it's far from the only one in this case.

IMO, it's simple : the Tengu does everything a Raven can do, but better. It have better tank, more and easier to apply dps, and it have a smaller signature. There is no reason to use a Raven over a Tengu except for the price and neutralizer.

PS : 2 or 3 TP, and signature radius don't matter anymore ; and you still have precision CM if that is really critical ; 2 or 3 TP won't ruin your setup and allow you to hit AHAC.
Lona Brant
Aliastra
Gallente Federation
#6147 - 2012-11-21 18:04:56 UTC
missiles suck in pvp compared to guns

just a few points

1. way more time for logistics to switch to the attacked target

2. can be smartbombed in large engagements

3. very fast ships cant be hit by em at all

4. no alpha to breack logi repairing a ship



a few points really needed on medium missile size
- hams need to be better able to hit small stuff then HM, now its just the opposite
- hams need lower PG to be fitted on tengus/Drakes without decreasing its tank drasticly

-HM you either nerf in damage OR range both is just too much

Bouh Revetoile
In Wreck we thrust
#6148 - 2012-11-21 18:30:47 UTC
Lona Brant wrote:
4. no alpha to breack logi repairing a ship

Haha ! Missiles have the second best alpha, just behind artilleries.
Jorma Morkkis
State War Academy
Caldari State
#6149 - 2012-11-21 18:31:08 UTC  |  Edited by: Jorma Morkkis
Gypsio III wrote:
The Raven is too fragile


Not, if you compare it to Apoc...

500+ million hull and it has less EHP and dps than Raven. Don't even bother trying this on regular Apoc...

[Apocalypse Navy Issue, yeah...]

1600mm Reinforced Steel Plates II
1600mm Reinforced Steel Plates II
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
Energized Explosive Membrane II
Heat Sink II
Heat Sink II
Heat Sink II

Prototype 100MN Microwarpdrive I
Medium Capacitor Booster II, Cap Booster 800
Fleeting Propulsion Inhibitor I
J5 Prototype Warp Disruptor I

Tachyon Beam Laser II, Imperial Navy Standard L
Tachyon Beam Laser II, Imperial Navy Standard L
Tachyon Beam Laser II, Imperial Navy Standard L
Tachyon Beam Laser II, Imperial Navy Standard L
Tachyon Beam Laser II, Imperial Navy Standard L
Tachyon Beam Laser II, Imperial Navy Standard L
Tachyon Beam Laser II, Imperial Navy Standard L
Tachyon Beam Laser II, Imperial Navy Standard L

Large Processor Overclocking Unit I
Large Ancillary Current Router I
Large Ancillary Current Router I

Uhh, that's quite a big kinetic hole there btw.
serras bang
Caldari Provisions
Caldari State
#6150 - 2012-11-22 01:42:05 UTC
Gypsio III wrote:
Bouh Revetoile wrote:

Explosion radius ? With one rigor rig, you have almost the same application than fury heavy missiles. They have no problem hitting BC and up, and if you add some target painters, cruisers are not problem anymore.

And I said it : the Raven is faster and more agile than any fleet tier 3 BS.


CN Cruise with 1x rigour: radius 191.25, velocity 103.5
Fury Heavy: radius 161.25, velocity 145.5

So, your definition of "almost the same" involves having an explosion radius 19% greater and an explosion velocity 29% less.

Do you begin to see your problem? Straight

The mobility differences are basically inconsequential.


tbh it would be more as you compairing cn criuse to furry not criuse fury to hml fury :P
Fon Revedhort
Monks of War
#6151 - 2012-11-22 02:16:21 UTC  |  Edited by: Fon Revedhort
CCP Fozzie wrote:
In all seriousness we don't balance the game to trick people into losing ships and replacing them with plex, we balance the game to create an interesting and fun game environment for everyone. It turns out the best way to convince people to pay some of their hard earned money for your game is to make a good game! Who would have guessed?!

So, would you say that current cyno mechanics and ease of hot-drops is... fun?

I had a talk with CCP Zulupark not so long ago (when he visited Moscow) and he basically said that 'portaling doesn't happen all that often' and 'works as intended'. Moreover, he confessed that he even hadn't been able to convince all the others that cynoes should have a spool-up timer, which is one of the most obvious things cynoes lack at the moment. Is the majority of CCPers really that clueless?

How exactly this corresponds with your claims of making the game fun for everyone? Should you ask me, I'd say that current fubar cyno mechanics is the biggest fun-breaker.

"Being supporters of free speech and free and open [CSM] elections... we removed Fon Revedhort from eligibility". CCP, April 2013.

OldWolf69
EVE-RO
Goonswarm Federation
#6152 - 2012-11-22 03:40:23 UTC  |  Edited by: OldWolf69
Fon Revedhort wrote:
CCP Fozzie wrote:
In all seriousness we don't balance the game to trick people into losing ships and replacing them with plex, we balance the game to create an interesting and fun game environment for everyone. It turns out the best way to convince people to pay some of their hard earned money for your game is to make a good game! Who would have guessed?!

So, would you say that current cyno mechanics and ease of hot-drops is... fun?

I had a talk with CCP Zulupark not so long ago (when he visited Moscow) and he basically said that 'portaling doesn't happen all that often' and 'works as intended'. Moreover, he confessed that he even hadn't been able to convince all the others that cynoes should have a spool-up timer, which is one of the most obvious things cynoes lack at the moment. Is the majority of CCPers really that clueless?

How exactly this corresponds with your claims of making the game fun for everyone? Should you ask me, I'd say that current fubar cyno mechanics is the biggest fun-breaker.

***
Dear CCP Fozzie. ^ is very true. But let's take it in a different manner. WHY would be the fun of 10% players who don't use missiles more important than the fun of the 50% using them? Because that 10% yells loud on forums, with a sh*tload of forum alts? Because most devs are still at the level they think they are "cool kids"? And yeah, a interesting game makes people pay. Question is, wich people, and what game? The most vocal ones are usually old players, wich use with isk payed plex, so NO rl cash into game. This is also a thing we know, you know too, but no dev admits it. Young players usually unsubscribe, when their way to advance gets broken. Now, there will be arguments like "not every young player is Caldari". And it's true. Just MOST of the real new players, wich are not the 100'th alt of some 7 years old player. True, they choose Caldari because the advancement is fairly fast, and not based on BROKEN stuff, like railguns and other things. (Wich, btw, "work as intended"). Why would i pay for a wrong choice? If i can pick the right one? Big smile Sometimes this all is sooo pathetic.
Jorma Morkkis
State War Academy
Caldari State
#6153 - 2012-11-22 05:24:33 UTC
Do you really think buff to rockets, HAMs and torps is a bad thing?
Do you really think removing ship penalties from T2 missiles is a bad thing?

Caldari isn't "the right choice".
Lockheed19
The Scope
Gallente Federation
#6154 - 2012-11-22 08:28:04 UTC
Quote:
"...-Remove ship penalties from tech two missiles (ship velocity and signature radius)..."


I now have a small wet patch.
OT Smithers
A Farewell To Kings...
Dock Workers
#6155 - 2012-11-22 09:51:58 UTC
CCP Fozzie wrote:
.
This same argument comes up every year about a different ship/module, and it's always incorrect. Tournament environments are very different than normal pvp and pve activity, and balancing based on tournaments is a mistake. We balance based on the normal gameplay, then adjust the tournament rules to create a fun event. Not the other way around.


I am not sure there is any such animal as "normal" gameplay Fozzie.

OT Smithers
A Farewell To Kings...
Dock Workers
#6156 - 2012-11-22 09:57:29 UTC
Bouh Revetoile wrote:
Gypsio III wrote:
So (in gang), 107k EHP, 518 DPS (CN) or 576 DPS (Fury) to 134 km lock range. No, this is unattractive, it's just too fragile and its too difficult to apply its DPS. You have to drop the cap booster and add an invuln (128k), but then frankly it's still too fragile and you can't rely on the neuts for more than a minute or so.

But this does enable us to put an answer together to the question of what a usable null fleet Raven would look like. With the upcoming Fury changes, Fury damage goes 630 DPS, although given the difficulty of application of this, I'm not sure it's of much use outside EFT. The Raven is too fragile - it won't get a resist bonus, but shifting a highslot to a medslot would be feasible. Then it simply needs a lot more CN cruise DPS to make up for its deficiencies in tank. Around 15-20% more at a guess, either via raw DPS or a seventh launcher (16.7%).

My point were not to say the Raven is best fleet ship. There can only be a very limited number of "best" fleet ships and for example there is no gallente BS in this list. What I mean is that the Raven is by no mean obsolete. "Not good enough" is far from "bad". The only thing against it is the lack of a resistance bonus, and it's far from the only one in this case.

IMO, it's simple : the Tengu does everything a Raven can do, but better. It have better tank, more and easier to apply dps, and it have a smaller signature. There is no reason to use a Raven over a Tengu except for the price and neutralizer.

PS : 2 or 3 TP, and signature radius don't matter anymore ; and you still have precision CM if that is really critical ; 2 or 3 TP won't ruin your setup and allow you to hit AHAC.


Any time you start a balance argument by offereing the "It's a fleet ship" argument you have already surrendered. You can assemble a mythical blob of damn near anything and imagine a scenario in which it might work. The Raven is no exception. But that doesn't make it balanced.
Bouh Revetoile
In Wreck we thrust
#6157 - 2012-11-22 10:35:56 UTC
OT Smithers wrote:
Any time you start a balance argument by offereing the "It's a fleet ship" argument you have already surrendered. You can assemble a mythical blob of damn near anything and imagine a scenario in which it might work. The Raven is no exception. But that doesn't make it balanced.

So how do you prove a ship is inbalanced ? By looking at battleclinic stats and then consider the only balanced ships are on the top of the list ?

BTW, the Hyperion don't agree with you.
OldWolf69
EVE-RO
Goonswarm Federation
#6158 - 2012-11-22 10:57:15 UTC
Am i the only one feeling a "imbalanced" EvE won't work? And would be completely boring?
Remove inutile stuff, drop in new stuff. Keep the game in movement.
"The eye wich chooses the easy path closes forever" said a wise man... somewhere in time.A man called Muad'dib. Or not exactly what we would call now a "man". But this won't matter much. He was right and that's all. Blink
EatThis
Fusion Enterprises Ltd
Pandemic Horde
#6159 - 2012-11-22 12:16:46 UTC
MISSILES !!!

Question about in lineing the missiles with other turrets in the game !!!

Turret Roles:
CLOSE range guns (Blasters, Pulse, Autocannons) PWG usage is smaller compared to LONG range guns (Railgun, Beam, Artilery).

Missile Roles:
Except Rockets/Light is the opposite !!!

WHY trying to in line missiles if the basic of missiles is different ???
That means you need to sacrifice your tank to bo able to fit close range missiles FAIL.

I agree that missiles need to change but do it right if you trying to inline them with other guns !!!
OT Smithers
A Farewell To Kings...
Dock Workers
#6160 - 2012-11-22 12:23:23 UTC
Bouh Revetoile wrote:
OT Smithers wrote:
Any time you start a balance argument by offereing the "It's a fleet ship" argument you have already surrendered. You can assemble a mythical blob of damn near anything and imagine a scenario in which it might work. The Raven is no exception. But that doesn't make it balanced.

So how do you prove a ship is inbalanced ? By looking at battleclinic stats and then consider the only balanced ships are on the top of the list ?

BTW, the Hyperion don't agree with you.


My apologies for not being clearer.

A ship is "balanced" when it is comparable to and competetive with the other ships in it's class. This is complicated, obviously, since all ships (of a class) will not and should not be equal in all areas. However, the fundamental principle is that an advantage in one area should be offset by a disadvantage in another. How great these advantages and disadvantages should be is dependent upon some kind of subjective value assigned to the various attributes and play testing.

For example, if ship A is slower than ship B, then "balance" demands that ship A possess some compensating advantage. Perhaps it offers more tank, perhaps it does better DPS, perhaps it's more versatile, etc. But in all cases the two are compared against each other as individuals.

When we assign the fleet concept to balance and examine it more carefully, we discover that even there it is imbalance which rules the day. An individual ship which is inferior to its individual competetors remains inferior as an individual hull when gathered into a fleet. A hundred Rifters will kill a battleship, but they will not kill a hundred battleships. And even were this not the case, this is unfair to the folks who have only the Rifter to choose.

Common sense then demands we balance one ship against all the others in the same class.

When comparing the Raven to its opponents we see that it is typically slower, with less tank, less versatility, fewer drones, and lower (and delayed) DPS. It is difficult or impossible to fit with the modules that experience has shown to be necessary for a battleship. Its ONLY compensating advantage is the ability to hit and do moderate damage to large slow targets at range slightly better than other battleships -- in every other category it fails spectacularly.