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Battleship Missile debates for Odyssey

Author
SMT008
Deep Core Mining Inc.
Caldari State
#1 - 2013-04-12 10:05:25 UTC
Hello there.

CCP Rise (Kil2) said on the Caldari BS balancing thread :

Quote:
I see a lot of discussion about large missiles overall. I can't give you guys a whole bunch of details right now, because honestly we don't have them quite pinned down yet, but I'll tell you two things now which will hopefully be encouraging: cruise missiles will get a buff (most likely related to their damage), and at least some of the work for battleship missiles will make it into Odyssey.


As there are no real debate threads about balancing battleship-sized missiles, this is where we debate about them !

First we need to pin down what's wrong with large missiles.

Then, we propose stuff.

So yeah, what's wrong with large missiles ?

1 - Damage application is quite hard to reach.


Why would you pick a Raven over a Megathron for close-range ganking ? The Megathron can hit pretty much everything it can web and does tons of DPS. Why a Raven would be useful ?

A Megathron can web its targets and relentlessly destroy them. A Raven will need webs and targetpaints in order to reach its DPS.

2 - Torpedoes have the same range as HAMs.

When you pick bigger guns, you expect changes such as less tracking, more range, more damage, more cap-consumption, more PWG/CPU needs. Torpedoes have less tracking (And by tracking, I mean ability to hit stuff) and THE EXACT SAME RANGE.

3 - T2 torpedoes are of no use.

Rage torps have an explosion velocity of 61 and an explosion radius of 774 while flying 16.6% closer than T1.
Javelin torps have an explosion velocity of 71 and an explosion radius of 450 while flying 50% farther than T1.

T2 torpedo launchers have very high CPU requirements (88 per launcher).

We have Rage Torps that can't even hit a shield Battleship for full damage unless the battleship is webbed AND painted (fiy, the rebalanced Raven has a 345m signature with 2 shield rigs and an LSE, while flying at 134m/s, which is twice the explosion velocity of even T1 torps).

We have Javelin torps which are actually not all that bad compared to Rages, but no one uses them because Anemic range + 50% is still anemic.

4 - Torps take a massive amount of cargohold space.

A Raven full of torps will hold 6650 missiles. A T2 Torpedo launcher full of torps will hold 20 torps.
A Tempest full of ammo will hold 24000 ammo. A T2 800mm gun will hold 120 ammo.

Right.

I believe we are quite done with torps here, let's move on to Cruise missiles.

Have you ever seen a PVP ship with cruise missiles apart from Logan's Typhoon Fleet issue ? I have not.

Let's check what's wrong.

1 - The Range.


See, missiles have two values for range calculation. Velocity and flight time.

A missile that flies for 10s at 1000m/s will reach 10km, it's simple.

Now all cruise missiles have the same velocity, 3750. Only the flight time differs. 20/15/10 for faction/fury/precision.

20 seconds to reach maximum range, 30 seconds will max skills. Wow. With no skills, maximum range for faction missiles is 75km, 56.3 for fury and 37.5 for precision.

If you compare it with Heavy Missiles, a Faction HM have a flight time of 6.5.

Now let's truly talk about range now. A Raven, with all V and his 50% bonus to velocity, can throw cruise missiles at 253.1km. Yay. Fury will reach 190km, Precision 126.6km.

If we want to make cruise missiles competitive, we need to bump their velocity up, nerf their range and eventually boost the damage.

No one needs missiles that can fly for a full 30 seconds toward a target at 250km. A Titan can warp-out if he sees cruise missiles coming his way !

Now here's how I would fix large missiles. This is by no means what I want CCP to do, this is just a debating thread. If Kil2 thinks "Oh, well, that's good, we should do this", then great, we've helped and missile users will rejoice.

Torps :

30% buff to Torpedo velocity, nerf Bombers' bonuses accordingly :

his will bring No-Skill Torps to 1950m/s, which equals to 11.7km. Rage torps will reach 9.750km. Javelin will reach 17.550km.

On a Raven will full skills (Remember, the Raven is a long-range platform, with a 10% bonus to missile velocity), here are the numbers :

All V Torps will reach 39.487km, Rage torps will reach 32.9km, Javelin will reach 59.225km.

On a Typhoon, that's 26.3km/21.9km/39.48km.

10% nerf to Rage Torpedo explosion radius :

This will bring Rage Torps' explosion radius from 580 to 522 and make it more usable.

50% nerf to Torpedoes volume :

Sounds huge but it's actually the same volume as cruise missiles. This will bring full clips tp 40 torps for T2, 36 for meta 4.

Those 3 buffs should bring Torps in-line and competitive with other short-range weapons. Don't forget that turret-based weapons don't need painters to apply their DPS and aren't as weak as missiles versus smaller targets (Due to missile travel time and explosion velocity/radius).

Cruise :

30% Buff to Cruise missiles velocity

40% Nerf to Cruise missiles flight time


Those two nerfs will bring a Raven's range to 197kms with faction missiles, with missiles travelling for 18 seconds at 10968m/s (Previously, 30 seconds at 8437m/s). Fury will reach 148km, Precision will reach 98km. For a Typhoon, that's 131km/98km/65km.

This should help with the "Okay this carrier will warp-out by the time the missiles get there".

15% Buff to Cruise missiles damage

I'm not entirely sure about this one. Considering cruise missile users have to bring along target painters in order to hit properly, and considering you can't target-paint nor web anything past 90km, I wouldn't be against a damage buff that would make up for the lack of Ewar at those ranges.

So what do you think ? Would that help Torps/Cruise missiles users ?
Jonas Sukarala
Deep Core Mining Inc.
Caldari State
#2 - 2013-04-12 10:31:11 UTC
Well first off the range issue is affected by the medium and small missile ranges as they double the range per size increase.
- nerf the range of rockets by 50% increase explosion radius 20 is far too low as basic..
-nerf the range HAMS by 50%

Then torps range don't look so strange and 16/17km range with rage torps is good.
-buff torps tracking

Then cruise missiles
- change the bias towards missile velocity instead of flight time so they actually hit in a few seconds with a meaningful range
-buff cruise tracking

Then finally introduce TD's/TE's/TC's with missiles.

'Tech3 ships need to be put down, like a rabid dog drooling everywhere in the house, they are out of line' CCP Ytterbium Nerf missile range into place where is the TD missile change?  ..projectiles should use capacitor. ABC's should be T2 HABC and nerf web strength its still too high

Lina Theist
Running out of Space
EDGE Alliance
#3 - 2013-04-12 11:11:19 UTC
Personally, I think mods to increase range/exp velo. , decrease explosion radius etc makes no sense. I'd rather see the buffs above implemented.
Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#4 - 2013-04-12 11:12:07 UTC
Torps

1. You need to state details. With an explosion radius of 337.5 m, a painter is not necessary to apply full torp damage to almost all BS, and even the typical fat Drake. A web is necessary, but webs are generally a good idea anyway, so this isn't a fundamental problem. In the case of the Typhoon, which is a basically a web-range torp boat, the proposed explosion velocity bonus is actually of surprisingly little value. But analysis becomes more difficult when considering using torps on targets out of web range, which is where the question of range comes in...

2. Range. Greater range on torps is needed to make the Raven's missile velocity bonus useful, to give it an advantage in terms of damage projection over the Typhoon. But that damage projection is only useful if it can be applied effectively to unwebbed targets.

3. You need to account for GMP and TNP in your numbers. Rage torps are fine, they're supposed to be used against ships a class bigger or same-size ones that are properly tackled, just like other Rage/Fury. It's silly to expect them to be the correct ammo to be used against an untackled attack BS - the Raven that you state. The extra 10-15 km range of Jav torps is a bit weak but they will benefit from increased base torp range.

There's nothing the matter with CPU requirements that balancing the CPUs of BS can't fix. Altering torp launcher CPU requirements instead just causes unnecessary problems with bombers.

4. Clip size of 20 is annoyingly and pointlessly low, yes.

Cruise. Stop posting numbers with no skills, they're meaningless and make it look as you're misrepresenting the data. Without ship bonuses, ranges are T1 168 km, Fury 126 km and Precision 84 km. Otherwise, I agree - the range is far too great and contributes to making the Raven's velocity bonus worthless. Flight time of 30 s is too great too, 20 s would be much better.

Your ideas. 30% more torp range. Sensible, but ofc remember the effects of acceleration and flight paths on range.
Rage torp explosion radius. You call it a nerf but you propose a boost, confusingly. I don't think any change is necessary here.
Volume reduction. Fine.

Cruise. Pff, I'd have max flight at 20 s. Or maybe it should just be double that of HMs, 19.5 s? The warp-out argument is specious, though - if a target is capable of warping out, a few seconds' difference in flight time won't change that. Painters are available, they outrange 90 km without any effort whatsoever, it's a 50% painter hit chance at 135 km just with the module alone. To determine the appropriate cruise damage, consider opponents' damage at the important combat ranges which, for cruise, will be 80-150 km, probably. The cruise Raven needs to have a meaningful damage advantage at these ranges, to make up for flight time.
Caitlyn Tufy
Perkone
Caldari State
#5 - 2013-04-12 11:31:21 UTC
Hello, SMT008 and thank you for opening this thread.

Even with your proposed speed increase, you didn't really make cruise missiles any more useful in gangs - the alpha strike teams will continue to pop ships long before your missiles will have landed. Then there's the question of Defender Missiles that nobody uses, Citadel missiles that can't hurt anything smaller than the Moon and lastly, the question of missile boat damage.

Here's how I'd do it:

1. Missile design should have an upper limit to the flight time of missiles, 10 seconds at most with maximum skills (more with rigs and implants, of course). If they wanted to add more range to the missile type, it should be through their velocity.

2. Due to their delayed damage, Cruises would be an ideal candidate for the "alpha strike" weapon - huge damage on one hit, but launching sparsely. The flight time is the balancing factor, rather than the instant damage artillery can apply.

3. Contrary to popular belief, Cruise missile dps is perfectly in line with other long range weapons if you compare a single turret with a single launcher. However, most gunboats can field 8 bonused guns, whereas the Raven only sports 6 bonused launchers (for a total of about 8 launchers as opposed to, say, Maelstrom's 10.64). Solution to this can be either increased damage per launcher, increased bonuses to hulls or more launchers per hull.

4. Rather than using a full launcher slot, defender missiles should use a utility slot. Much like TD affects the ship firing guns, so too should defenders intercept a portion of missiles from a targeted ship automatically. Alternatively, Defender missiles would be removed and TD would affect missile explosion velocity and radius as it was planned before, while TC/TE would counter that.

5. Unlike what James above proposes, Torpedoes should get a range increase. An unbonused Torpedo Launcher II with Javelin torpedo has a maximum range of approximately 30.4 km, modifiable only by implants and rigs. An unbonused Neutron Blaster Cannon II with Null has a maximum range of optimal + 2x faloff = 47.6 km, additionally modified by TE and TC as well as rigs and implants. Obviously, since Blasters are the shortest range guns, all other guns have a longer maximum range.

6. Citadel missiles have issues with damage application, both due to flgiht time (see point 1) and the fact that they have a huge explosion radius and small explosion velocity. Both aren't helped by Phoenix being bonused to kinetic damage. Whereas the guns gain the ability to hit smaller targets the further away they are, missiles do not. That should somehow be addressed, though I honestly have no idea how :p
StrongSmartSexy
Phenix Revolution
#6 - 2013-04-12 11:58:33 UTC  |  Edited by: StrongSmartSexy
Gypsio III wrote:
3. You need to account for GMP and TNP in your numbers. Rage torps are fine, they're supposed to be used against ships a class bigger or same-size ones that are properly tackled, just like other Rage/Fury. It's silly to expect them to be the correct ammo to be used against an untackled attack BS - the Raven that you state. The extra 10-15 km range of Jav torps is a bit weak but they will benefit from increased base torp range.

I completely disagree with you that Rage torps are fine - their explosion radius has been ridiculously buffed multiple times over EVE's history for inappropriate trade off.
I agree that their role should be anti-battleship weapons but the fact remains that there is a huge disparity between the support skills and support modules required for full damage application with Rage torps compared to T1/faction torps such that the training time and slot commitment is not justified.

A battleship using Rage torps necessitates a target painter, webifier, a scrambler (and perhaps guided missile precision to V) to guarantee close to full damage application against an average sized enemy battleship (400-420m sig radius).
In contrast, a megathron or hyperion against the same target can make do with only a web and scrambler (and of course positioning is important here due to transverse) using T2 Void ammo.

While this comparison may not be the most fair due to a combination of factors, there's no denying that Rage torps need more effort to project their damage in BS vs BS combat. Faction torps are superior, base explosion radius of 450m means you can make do without a target painter and you have more explosion velocity (but you still need a web) along with a smaller damage reduction factor ratio.

I would suggest decreasing Rage torpedo explosion radius to something reasonable or buffing their damage.
SMT008
Deep Core Mining Inc.
Caldari State
#7 - 2013-04-12 12:33:57 UTC
Gypsio III wrote:

1. You need to state details. With an explosion radius of 337.5 m, a painter is not necessary to apply full torp damage to almost all BS, and even the typical fat Drake.


Which is why I didn't ask for any explosion radius reductions for regular torps, only for Rage torps which are a little bit over the top.

Gypsio III wrote:
3. You need to account for GMP and TNP in your numbers. Rage torps are fine, they're supposed to be used against ships a class bigger or same-size ones that are properly tackled, just like other Rage/Fury. It's silly to expect them to be the correct ammo to be used against an untackled attack BS - the Raven that you state.


Sort of true but still. I don't see Rage torps used much, that's mostly due to their massive explosion radius. Considering you need to fit T2 launchers, the price of both launchers and missiles and the inability to use this ammo on anything but tackled and painted battleships, I feel that a small buff wouldn't hurt.

Gypsio III wrote:
There's nothing the matter with CPU requirements that balancing the CPUs of BS can't fix. Altering torp launcher CPU requirements instead just causes unnecessary problems with bombers.


You mixed things up here. No one ever fits T2 launchers on Bombers except for the ooomph effect (It's not practical at all). And I'd like to see this change by either reducing CPU requirements for T2 Torp launchers, or some other kind of math magics.

But when I talked about nerfing bomber bonuses, I was talking about range bonuses. Bombers can currently throw torps at 60km. If we buff the base torp range, Bombers will throw torps at 120km. Which isn't really what we want. Buff base torp ranges so that Ravens/Typhoons can do their things, but reduce bomber bonuses so that they keep their current ranges.

Gypsio III wrote:
You call it a nerf but you propose a boost, confusingly.


A nerf to Explosion Radius means a reduction of the "Explosion Radius" value. Might be confusing but that's how CCP does it, if I recall correctly ?

Quote:
I would suggest decreasing Rage torpedo explosion radius to something reasonable or buffing their damage.


Buffing their damage would yield funny results Lol
Gabriel Karade
Coreli Corporation
Pandemic Legion
#8 - 2013-04-12 13:03:08 UTC
Two things:

1. I would look at the alpha of the big missiles, currently if you follow the progression through light/heavy to capital missiles, you can see that Battleship missile base damage is pretty low, particularly when you compare to the likes of 1400's. I would look to cutting rate of fire and buffing base damage, so that the alpha strike from a full volley of cruise exceeds a full battery of 1400's - the compensation for the delayed time on target, while torpedo alpha is higher still.


2. I'd also look at range vs. damage (in parallel to alpha) of torpedoes.

A long time ago, the range of Torpedo's was cut significantly (old torpedoes: http://oldforums.eveonline.com/?a=topic&threadID=178109) while the launcher ROF was reduced to buff overall DPS.

Now I'm not necessarily saying go straight back to 84km torpedoes, but discussion of damage vs. range is warranted, particularly in these days where pulse laser range (the other 'mid range' weapons system) is actually now comparable to the where torpedoes used to be.

War Machine: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=386293

Jonas Sukarala
Deep Core Mining Inc.
Caldari State
#9 - 2013-04-12 13:16:34 UTC  |  Edited by: Jonas Sukarala
I do think all missiles should be based off alpha damage rather than missile spam (ROF).
Switch the role of alpha damage to cruise missile instead of arties it would also help with server lag with less missiles about.

Although i think torp range is fine no need to increase them just improve their effectiveness.

'Tech3 ships need to be put down, like a rabid dog drooling everywhere in the house, they are out of line' CCP Ytterbium Nerf missile range into place where is the TD missile change?  ..projectiles should use capacitor. ABC's should be T2 HABC and nerf web strength its still too high

SMT008
Deep Core Mining Inc.
Caldari State
#10 - 2013-04-12 13:26:02 UTC
Quote:
I do think all missiles should be based off alpha damage rather than missile spam (ROF).
Switch the role of alpha damage to cruise missile instead of arties it would also help with server lag with less missiles about.


Mhmm, playing with alpha would indeed be a good idea for cruise missiles, in order to slightly balance the long travel time.

Quote:
Although i think torp range is fine no need to increase them just improve their effectiveness.


Considering how a range-bonused ship can barely shoot at point range and how there is absolutly no range upgrade from medium to large missiles, I disagree with this statement.
Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#11 - 2013-04-12 14:30:41 UTC  |  Edited by: Gypsio III
Plenty of people use T2 launchers on bombers, although you're probably right that Arbalests are more common. I agree that we don't want 120 km bombers, I suggested fiddling with BS CPUs instead of torp launcher CPU because bombers are currently basically fine.

Ah semantics... a nerf is generally understood to involve making something worse. Reducing explosion radius would be good for damage application. Smile

Quote:
I completely disagree with you that Rage torps are fine - their explosion radius has been ridiculously buffed multiple times over EVE's history for inappropriate trade off. A battleship using Rage torps necessitates a target painter, webifier, a scrambler (and perhaps guided missile precision to V) to guarantee close to full damage application against an average sized enemy battleship (400-420m sig radius). In contrast, a megathron or hyperion against the same target can make do with only a web and scrambler (and of course positioning is important here due to transverse) using T2 Void ammo.

While this comparison may not be the most fair due to a combination of factors, there's no denying that Rage torps need more effort to project their damage in BS vs BS combat. Faction torps are superior, base explosion radius of 450m means you can make do without a target painter and you have more explosion velocity (but you still need a web) along with a smaller damage reduction factor ratio.


First, you too are confusing buffs with nerfs. Rage torp explosion radius was nerfed (made larger) in QR, then buffed by the recent application of GMP despite the simultaneous increase to its base explosion radius. And yes, you should be assuming GMP V.

I don't understand the objection to Rage/Fury being designed around intended targets of a class larger. I have no problems with having to ensure that a typical BS is webbed and painted (MWD-deactivation effect of scrambler is not necessary) before Rage torps can be used more effectively than CN, in fact I think it's good game design, as it offer better results as a reward for appropriate gameplay. It's the same principle with Void etc, just involving different mechanics.

Actually, with GMP affecting torps now, full torp damage is done to almost all T1 BS (only Tempest and Typhoon miss out it seems) even without a web, assuming typical fits and no net result from MWDing (it takes a long time for a BS that isn't a Mach to lumber up to full MWD speed). So be careful that you don't overstate torps' damage application problems against BS.

The problems with torp damage application arise when discussing how effective torps should be against BCs and cruisers, and it's here that the hard damage cap via [target sig]/[explosion radius] can cause problems. Since we're talking about extra range on torps to make the Raven's missile velocity bonus useful, we also need to consider unwebbed BCs and cruisers, and things get a bit complicated... Smile
TheFace Asano
Caldari Provisions
Caldari State
#12 - 2013-04-12 15:01:23 UTC
Torps could also have a splash damage AOE, maybe cruise as well. This secondary effect could also be a DOT.

Higher alpha at the expense of ROF would be great as well with larger clip sizes.
SMT008
Deep Core Mining Inc.
Caldari State
#13 - 2013-04-12 15:03:12 UTC
Gypsio III wrote:

The problems with torp damage application arise when discussing how effective torps should be against BCs and cruisers, and it's here that the hard damage cap via [target sig]/[explosion radius] can cause problems. Since we're talking about extra range on torps to make the Raven's missile velocity bonus useful, we also need to consider unwebbed BCs and cruisers, and things get a bit complicated... Smile


Extra range on torps has a specific goal : To allow Torp-Ravens to be used in fleet.

Fleets, because they are "large groups of ships", are usually spread apart. Like, it's a 15/20km ball around the FC most of the time (I'm talking about BS fleets and/or big fleets of 100+ ).

When you are stuck with a 20km range outside of which your missiles simply disappear, you can't properly use it in a fleet context. Guns aren't concerned much by this problem because of falloff mechanics. Bullets don't disappear, they just deal less damage.

Which is why I'd like to see Torps with more range. With a 40km range, you have enough range to play around without having to worry about half of your fleet not being able to hit the target.

Also, I don't think extra-range on torps is linked to hitting unwebbed BCs and cruisers.

If you're using a Torp-Raven at range, you're probably in a fleet. If not, then why don't you just close-in and web/paint/whatever the targets yourself ?

If I had to state my goal, I would say that I want a Raven to be able to fight battlecruisers and battleships effectively. If you encounter cruisers/destroyers/smaller ships, then support is needed to web and/or paint targets. But against battlecruisers and battleships, you should be able to reliably damage them alone.

Quote:
Plenty of people use T2 launchers on bombers, although you're probably right that Arbalests are more common. I agree that we don't want 120 km bombers, I suggested fiddling with BS CPUs instead of torp launcher CPU because bombers are currently basically fine.


Mhmm, I'm not entirely sure about the fact that plenty of people use T2 launchers on bombers. Actually, it would be a good thing to ask to the Database guy at CCP. How many bombers have T2 launchers fitted, how many bombers have T1 launchers fitted.

Quote:
Torps could also have a splash damage AOE, maybe cruise as well. This secondary effect could also be a DOT.


Probably can't and certainly won't be done.

Quote:
Higher alpha at the expense of ROF would be great as well with larger clip sizes.


As long as there are no DPS loss, then yes.
Johnson Oramara
Science and Trade Institute
Caldari State
#14 - 2013-04-12 16:53:25 UTC
I had this idea for the cruise missiles:

What if the damage was dependant of the speed it hits the target? As you launch the missile it starts very slow but starts picking up speed and the longer it flies the faster it goes and harder it hits. I don't like the idea of just making them faster and faster and faster until they are just another gun.

Of course the damage multiplier would need to be limited and damage carefully considered, but the flight time vs damage would work nicely as an balancing factor and this would actually make sense on caldari boats with their long range weapon style and bonuses increasing speed and flight time would turn much more useful. Heck, maybe you could see some ravens in fleet fights 200km away Big smile

Would add new flavor to fleet battles also but not like the instant arty alpha but good 20-30 seconds warning time before they would hit for tremendous damage.
SMT008
Deep Core Mining Inc.
Caldari State
#15 - 2013-04-12 18:39:06 UTC
That probably won't be implemented as it's too complicated/far from what currently exists.
Nolove Trader
Republic University
Minmatar Republic
#16 - 2013-04-12 20:24:19 UTC
Some mathematical facts behind the volume argument:

As the OP, a Raven can carry 6650 missiles while a T2 launcher can carry 20. This results in 332.5 full clips in cargohold + one clip in the launcher. So you have to reload 333 times, or 3330 seconds.

A Tempest can carry 24000 pieces of ammunition, while a T2 800mm Arty holds 120. This results in 200 clips + one in cargo. So you have to reload 200 times, or 2000 seconds.

A Raven with 2 BCS fires a torpedo every 6.05 seconds, leading to 121 seconds before the clip runs dry. As you carry 333.5 clips this results in 40535.5 seconds of fire, or a total of 43683,5 seconds until the Raven runs dry.

A Tempest with 2 Gyros fires a shell every 3.46 seconds, leading to 415.2 seconds per clip. As a Tempest can carry 201 clips in total, this results in 83455.2 seconds of fire, or a total of 85455.2 seconds until the Tempest runs dry. Or 1.91 times the duration of a Raven. And the Raven has a nearly 11% larger cargo than the Tempest, so yeah.

Then, like Caitlyn Tufy said in post #5, the effective weapons of missile-bs vs turret-bs is slightly off. The T1-BS in descending order (already factoring in the pending BS rebalance):

Maelstrom: 10.667
Tempest: 10
Abaddon: 10
Megathron: 9.333
Hyperion: 9
Rokh: 8
Apocalypse: 8
Typhoon: 8
Raven: 8


Dominix*: 6
Armageddon*: 6
Scorpion*: 4

* these ships do not focus on turret/launcher damage

One might call them the bottom of the barrel.
Johnson Oramara
Science and Trade Institute
Caldari State
#17 - 2013-04-12 20:34:52 UTC
SMT008 wrote:
That probably won't be implemented as it's too complicated/far from what currently exists.

But with just some stats changed they can't really make them viable in pvp without making them op. Which is whined about and soon nerfed and we are back to this current discussion.

Even CCP most likely does't have a good solution to this which could possibly explain why nothing have been done so far.
Zen Sarum
Ministry of War
Amarr Empire
#18 - 2013-04-12 22:14:01 UTC

So in my opinion torpedoes should be fast and short range and not do much to small ships and cruise missiles should be long range slow and very flexible which to an extent is true today, except no, they are actually terrible.

With maximum skills torps:

Rage torps have an explosion velocity of 61 and an explosion radius of 774 while flying 16.6% closer than T1.
It should be explosion velocities 60m/s and 300m sig 5 sec flight time at 8000m/s (40km-60km based on ship bonus)

Javelin torps have an explosion velocity of 71 and an explosion radius of 450 while flying 50% farther than T1.
It should be explosion velocities 100m/s and 250m sig 3 sec flight time at 10000m/s (30km-45km based on ship bonus)

T1 torps should hit explosion velocities of 80m/s and an explosion radius of 275m 5 sec flight time at 10000m/s (50km - 75km based on ship bonus)


I agree If we want to make cruise missiles competitive, we need to bump their velocity up, nerf their range and eventually boost the damage. No one needs missiles that can fly for a full 30 seconds toward a target at 250km.

With maximum skills we should have:
Fury explosion velocity 100m/s and 300m sig 10 sec flight time at 6000m/s (60km-90km based on ship bonus)

Precision explosion velocity 150m/s and 150m sig 5 sec flight time at 6000m/s (30km-45km based on ship bonus)

T1 explosion velocity 125m/s and 200m sig 15 sec flight time at 6000m/s (90km-135km based on ship bonus)

Explosion velocities on smaller weapons will need to be buffed in line.


Another fix would be CPU hungry modules for missile upgrades for flight time in the lows (launch exhaust boost upgrades) and in the mids (missile flight computers) for flight time. So if you fit for range or hit quality you lose slots for other stuff.

Missiles downside should always be cargo space.

A targeted anti-missile ECM scrambler should be added to counter. (not TD). This would be a bonused item for minmatar, since they have to deal with both caldari and amarr missiles these days.
Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#19 - 2013-04-12 22:37:05 UTC
SMT008 wrote:
Extra range on torps has a specific goal : To allow Torp-Ravens to be used in fleet.

...which is why I'd like to see Torps with more range. With a 40km range, you have enough range to play around without having to worry about half of your fleet not being able to hit the target.


Yeah you don't need to convince me that torps could do with more range. Smile

Quote:
Also, I don't think extra-range on torps is linked to hitting unwebbed BCs and cruisers.

If you're using a Torp-Raven at range, you're probably in a fleet. If not, then why don't you just close-in and web/paint/whatever the targets yourself ?


Because you can't because they're faster than you and don't want to get 1000 DPS up the arse? Extra range on torps gives you a greater ability to engage small targets outside whatever web range you happen to have. What sort of damage do you think they should be doing to those sort of targets? Figure out that and you can work back to the required explosion radius/velocity figures.
SMT008
Deep Core Mining Inc.
Caldari State
#20 - 2013-04-12 23:23:14 UTC
Johnson Oramara wrote:

But with just some stats changed they can't really make them viable in pvp without making them op. Which is whined about and soon nerfed and we are back to this current discussion.


Actually, it's possible to make them viable in PVP without making them OP.

Depends what you call "OP". To me, OP is when a ship doesn't have a counter else than "More of that ship" or "Absurd numbers".

Both TorpRavens and CruiseRavens are counterable by either Abaddons (for TorpRavens) or instant-damage from a Rokh fleet.

Typhoonfleets, same deal.

Quote:
Because you can't because they're faster than you and don't want to get 1000 DPS up the arse? Extra range on torps gives you a greater ability to engage small targets outside whatever web range you happen to have. What sort of damage do you think they should be doing to those sort of targets? Figure out that and you can work back to the required explosion radius/velocity figures.


What sort of damage I think they should be doing to those sort of targets ? Not much, that's for sure. But then again, what sort of damage can you project on an armor cruiser that is 60km away from your Hyperion ?

More range on torps equals to "Easier to hit targets without the need to relocate". Which also means "I don't need to tackle everything myself, I can let a friend do the tackle and still hit the target".

I'm not advocating for a Raven that can properly hit everything at every range. I'm advocating for a Raven that has the range to potentially hit things at a correct range. It's up to the pilot and the pilots' fleet to make it happen. More range just opens up possibilities.

On another topic, I think I found a niche for Torps.

See, high-alpha is linked to low ROF weapons. Low ROF weapons are usually massive weapons. What's massive shoots far.

Now how about Torps become the super-high-alpha close-range weapon ?

Current Alpha from a Raven with 3 BCS with faction missiles : 5300, with a 5.7 ROF.

An Abaddon gets 4200, an Hyperion gets 5130.

Maybe we could bump that alpha-damage to something cooler, like around 6500/7000 ?

That would require approximatively +32% damage, -23% ROF.

Scourge Rage torps deliver a 6339 alpha, unchanged. The alpha change would bump it to 8367 with a ROF of 6.88.

I think that could be a way to give Torps interesting stats for fleet duties.
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