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Battleship Missile debates for Odyssey

Author
Naomi Knight
Ministry of War
Amarr Empire
#21 - 2013-04-12 23:39:54 UTC
Imho t1 torps range should be increased by +50% ,that would make 30km on unbonused and 45km on bonused ship , 67km with javeling with bonus, comparable to the new apoc with 1 tc with mega pulse scorch 70km optimal or tempest 7+47km opt+falloff with barrage.
And rage torps should loose 10% signature radius or increase dmg even more.
And ammo size should be lowered , and or rof should be lowered and torp dmg increased to keep same dps while making it a huge alpha dmg weapon , i would prefer this, it makes much more sense seeing these torp doing insane damage when they reach the target, good for immersion into eve:P

Cruise missiles are even crappier atm :(
They should be much faster with max 15-20sec fling time, they could loose 20% range whatsoever.
5-10% dmg buff , and slightly more alpha.
and +20% explosive velocity
probably these changes would make cruise missiles not great ,but usable .



StrongSmartSexy
Phenix Revolution
#22 - 2013-04-13 05:49:32 UTC  |  Edited by: StrongSmartSexy
Gypsio III wrote:
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.

That was my mistake, I used the wrong verb there. What I meant to say was that Rage torp explosion radius been INCREASED a couple of times (I'm aware that this is a nerf in itself).
I will concede that the introduction of GMP affecting torpedoes does balance the recent increase in Rage explosion radius from 650 m to 774 m.

Gypsio III wrote:
I don't understand the objection to Rage/Fury being designed around intended targets of a class larger.

Because it isn't fair. For example, T2 close range ammo such as Void or Conflagration on battleships aren't being constrained as anti-capital ship ammo and can be reliably used against battleship targets with only one support module.

The differences in stats that affect damage projection between Rage torpedoes and T1/faction torpedoes is much bigger than than the differences with Void and T1/faction ammo or Conflag and T1/faction crystals.

When the nano-nerf/QR came, Rage torpedoes suffered a huge combined nerf as missile mechanics were revised to make differences in explosion velocity vs ship velocity have a much greater impact on damage and their explosion radius was increased from 540m to 650m for a pitiful 6.67% damage increase.
Fury missiles were also changed to deal 40% more damage than T1 at the cost of 72% larger explosion radius than T1.

The problem is that CCP was increasing Rage/Fury maximum theoretical damage but the corresponding increase in difficulty to project that damage was scaled much higher.

Gypsio III wrote:
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.

It is nowhere near as rewarding to train for Rage torpedoes than it is to train for Void since using the latter effectively against ships of your own size doesn't necessitate a webber AND a target painter, but Rage torpedoes do.

The difficulty in damage application for Rage torpedoes (and I guess Fury too) needs to be reduced.
marVLs
#23 - 2013-04-13 10:08:55 UTC
IMO in torp case it's easy, just buff torps range and decrease exp radius a little, buff exp velo a little.
Then we got useful Ravens and Golems (but cut bonus for torp range on bombers).

Cruise missiles... there's a problem, yup they need damage buff but this won't push them to pvp, missile velo buff would be stupid (they will fly too fast).
There was some original idea to give them more damage the longer they fly, (now my idea) let's say from eve scientists point rocket fuel get burned when missile fly but it don't disappear, just get into solid state and increases the expl power.
Let's say on 20km cruise got 4,5k alpha, but as the range increase the alpha increases (so maybe every 10km missiles get the same amount of +damage). Slow firing speed but on 100km they have alpha of 1400mm. Numbers are just to show how it would work, dont look at them as balanced.
But even with this i suppose there's a problem with server having more to calculate
SMT008
Deep Core Mining Inc.
Caldari State
#24 - 2013-04-13 12:58:37 UTC
marVLs wrote:

Cruise missiles... there's a problem, yup they need damage buff but this won't push them to pvp, missile velo buff would be stupid (they will fly too fast).


I understand the need for missile systems to have some travel time in order to balance the fact that they always hit if they're in range.

But seriously, we're talking about a 30 seconds flight time. 15 seconds to reach 125km. That's just too high.

If you buff damages, buff missile velocity and nerf flight time, then you get missiles with more alpha, that can reach the target faster.

That makes them good enough to be used in fleets.
Funky Lazers
Funk Freakers
#25 - 2013-04-13 13:00:48 UTC
SMT008 wrote:
So what do you think ? Would that help Torps/Cruise missiles users ?

It def will.

The only thing about Cruise/Torps is the Flight Time should be reduced by 50% and velocity should be increased by the same amount.
The problem is before your missiles hit the target you launch another portion of them. Meaning when the target is destroyed you made more shots than needed.

Another thing is you can only have 20 Torps loaded, which is way too small number.
ACs have 120 shots, Blasters have 80. ACs have ~3 times higher rate of fire than Siege Launchers so if you compare them fairly it will be 120/3=40 shots. So 40 shots vs 20 torps is very unfair.

Talking about range, Torps should have at least 30km range with V skills and no range ship bonus.

Whatever.

Marcus Walkuris
Aww yeahhh
#26 - 2013-04-13 20:28:44 UTC  |  Edited by: Marcus Walkuris
Naomi Knight wrote:
Imho t1 torps range should be increased by +50% ,that would make 30km on unbonused and 45km on bonused ship , 67km with javeling with bonus, comparable to the new apoc with 1 tc with mega pulse scorch 70km optimal or tempest 7+47km opt+falloff with barrage.
And rage torps should loose 10% signature radius or increase dmg even more.
And ammo size should be lowered , and or rof should be lowered and torp dmg increased to keep same dps while making it a huge alpha dmg weapon , i would prefer this, it makes much more sense seeing these torp doing insane damage when they reach the target, good for immersion into eve:P

Cruise missiles are even crappier atm :(
They should be much faster with max 15-20sec fling time, they could loose 20% range whatsoever.
5-10% dmg buff , and slightly more alpha.
and +20% explosive velocity
probably these changes would make cruise missiles not great ,but usable .





Totally on the same page there, glad to see this very worthwhile topic on the forums.
I don't understand why it is perfectly acceptable that missile boats, do about half the damage with worse tracking/explosion velocity/radius then gunboats.
Note we are talking BS and up size hulls (in general).

Another thing that has been mentioned in this thread really needs to be stressed that we are lacking the equivalent of tracking enhancers, it really is needed paired with better base tracking for large missile turrets.
I have suggested fixing "missile travel time" with alpha damage as well, but I don't want to state this as a "pretty please" thing.
It is riddiculous that something that has delayed damage application gets nothing back for it besides "trololol why you use missiles, missiles for nub, you nub".
The gun tracking vs missile tracking is not balanced by missiles disappear when flying too long.
Its balance comes from: meaningless damage when targets fly too fast ,and being unable to do critical damage.
I believe flight speed should be revamped drastically to the point that when something is fired at within range it can't out speed your missile.
Missile speed should only indicate how fast your damage will land and factor into deciding your maximum range.
That would be decent balance v.s. if something flies straight at you with gun turrets, it blows up into a gazzillion pieces.


Torpedoes need a range buff period, whatever the problem would be with bombers should be fixed by modifying bombers not letting an entire weapon-system suffer.
I dont think it would be too outrageous for a frigate size hull to have penalties for firing large sized weapons ShockedBig smile.

Add some launcher slots to the Raven hulls, improve tracking and flight speed, add tracking modules, remove the missile "flight speed" bonus and turn it into a "flight time" if need be.
No more on paper half the "dps" and flight time bonuses where others have tracking or what have you, on top of worst damage application due to tracking issues.
Fix this till everyone flies Raven's only...
But yes that is the general idea i.m.h.o..
Rexxorr
Perkone
Caldari State
#27 - 2013-04-13 23:21:21 UTC
I don't use the Caldari Navy Raven or Golem as much as I once did, mainly because of the weapons they use.




Things I find Annoying with missiles:

Launches hold to few missiles.
->(increase amount of missiles that can be loaded)----> wish # 1

Ten sec to reload missiles cuts down actual dps in long fights.
->( reduce time for reloads, missile switching)----> wish # 2

I don't have volleys needed to kill a certain target memorized, which means I waste missile volleys on targets that are already dead, which drops my dps not to mention wasted isk/ammo.
->(increase missile velocity)----> wish # 3




TL;DR

Torps need a velocity/range buff, anything else is gravy.

Cruise need a velocity buff, anything else is gravy.
Iranite
Caldari Provisions
Caldari State
#28 - 2013-04-14 00:08:53 UTC  |  Edited by: Iranite
I took some of the idea's in this thread and made a spreadsheet, tweaking the numbers until they seemed comfortable to me .

First, I want to adress a few facts:
I wonder why Torpedos and Cruise missiles don't fit the same role as the light and heavy variants do.

  • Rockets do lower alpha, but higher rate of fire and more dps than light missiles. About 19% more dps for T1 rockets. Light missiles have 150% greater initial damage.
  • Heavy assault missiles follow the same rule compared to heavy missiles. T1 HAMs do about 38% more dps than T1 HMs and Heavy missiles hit 35% harder.
  • Torpedos and Cruise missiles don't however. T1 Torpedos hit 50% harder than cruise missiles and do 83% more dps.
  • Rockets and HAMs both have the explosion radius to hit the Target ships nicely, torpedos have a huge explosion radius. (450m compared to Battleships signatures ranging from 330m-500m)
  • Dps increase from rockets to HAMs to Torpedos is about 100% each time. Dps increase from light missiles to heavy missiles is 100%, from heavy missiles to cruise missiles is only 50% more.

As mentioned before, Torpedos hava a rediculously low range, and cruise missiles take ages to hit their targets, if they are far away.


It seemes to me, that torpedos and cruise missiles have had their roles swapped. The numbers I came up with will put these in line with their smaller equivalents.
Torpedo dps stay the same, but they hit softer, faster, farther and with a smaller explosion radius.
Cruise missiles get more dps, bigger alpha, higher explosion radius, reduced range and more velocity.
I also played with the explosion velocity, but can't come up with anything reasonable.

Now for the numbers, I'm talking about "eft-dps" here, and i'm starting without skills and other bonuses. They add up later to get what we need ;) My calculations might be off a bit due to "rounding errors".

Torpedos
now:
450 raw damage - 18s ROF - 71m/s explosion velocity - 450m radius - 1500m/s velocity and 6s flight time.
9000m range and 25 dps.

changed to:
300 raw damage - 12s ROF - 74m/s explosion velocity - 370m radius - 1750m/s velocity and 8s flight time.
14000m range and 25 dps.

adding all skills to V and T2 bonuses:
T1 Torpedo:
412 raw damage - 9,18s ROF - 111m/s exp vel. - 277,5m radius - 2625m/s velocity and 12 s flight time.
31500, range and 44,93 dps.

Rage Torpedo:
556 raw damage - 6,61s ROF - 95m/s exp vel. - 477,3m radius - 2187m/s velocity and 12s flight time.
26250m range and 84,25 dps.

Javelin Torpedo:
371 raw damage - 6,61s ROF - 111m/s exp vel. - 277,5m radius - 3937m/s velocity and 12 flight time.
47250m range and 56,17 dps

A Raven would have a range of 47250m (T1) and if the missile velocity weren't changed it would still be 40500m.
A 3x BCU II fit with Rage would deal about 1112 dps with an alpha of 5513 at 39375m.
The big deal is the flight time and the explosion radius. Even Battlecruisers can be hit smoothly with this.
The explosion radius might be too a tad to low, I can't judge this.
If the High alpha of Torpedos should be kept, the damage and ROF would stay the same, and the explosion radius might be put to 410m.

Bombers: I only checked the manticore. It would be able to push out 2 volleys before the timer to cloak again runs out after 15 seconds. The bonus of 20% increased missile velocity could then be decreased to 10% for range buff of 17% or to 5% per level for a range nerf of 3%

Further, a Torpedo, due to it's decreased warhead size would only have a size of 0.05m³. The increased rate of fire would make it even more important to fit more charges into a "clip".

Cruise missiles
now:
300 raw damage - 22s ROF - 69m/s expl vel - 300m radius - 3750m/s velocity and 20s flight time.
75000m range and 13,64 dps

changed to:
400 raw damage - 22s ROF - 69m/s expl vel. - 410m radius - 4945m/s velocity and 9s flight time.
44505m range and 18,18 dps

adding all skills to V and T2 bonuses:
T1 Cruise missile
550 raw damage - 16,83s ROF - 103m/s expl vel. - 307m radius - 7417m/s velocity and 13,5s flight time.
100136m range and 32,68 dps

Fury Cruise missile
770 raw damage - 12,12s ROF - 86m/s expl vel. - 528m radius - 7417 m/s velocity and 10,13s flight time.
75102m range and 63,54 dps

Precision Cruise missile
550 raw damage - 12,12s ROF - 124m/s expl vel. - 276m radius - 7417 m/s velocity and 6,75s flight time.
50068m range and 45,39 dps

Our Raven from above will have a range of 150204 With T1 cruise missiles.
The 3x BCU II fit with Fury would deal about 838 dps with an alpha of 7623 at 112653m
(The same fit would, in current Eve, do 630 dps at 190000m.)
I think the range decrease justifies the dps increase.
These damage numbers are now "in line" with the Cruiser sized missiles (HAM vs HM). with torpedos dealing about 38% more dps than cruise missiles and the dps increase from HM -> CM is about 100%.
I increased explosion Radius a lot on these. Only precision missiles will hit battlecruisers smoothly, and the Furies won't do full damage to any battleship, so Target painting, Rigor Rigs and webbing are still needed for best efficiency.


So, even if my numbers are way overpowered or whatever gets imbalanced, i hope this might deepen the thoughts and give a deeper impression on what could be changed to balance things out.

Feel free to rip them apart, we need YOUR expierience to discuss this :)
(Mine? no, i'm just another drake pilot :P)
SMT008
Deep Core Mining Inc.
Caldari State
#29 - 2013-04-14 01:28:47 UTC
Those numbers seem reasonable !

I would have liked Torps to be in the close-range super-alpha weapon category, but this would work too Smile
StrongSmartSexy
Phenix Revolution
#30 - 2013-04-14 03:56:17 UTC  |  Edited by: StrongSmartSexy
Iranite wrote:
Stats and stuff

I disagree with trying to homogenise torpedoes' damage and rate of fire to scale them in line with heavy/HAMs and light/rockets.
While the dps remains the same, it has the added effect of increasing heat generation when overloading and reloading will happen more often.
Torpedoes already suffer from having to reload more often, than any other weapon system, due to low ammo capacity of the launchers to such an extent that realistic figures (for ROF bonused ships like raven and phoon) require that reload time be calculated into DPS.

With level V skills on a Raven or Typhoon, what you are proposing would decrease the time before the next reload (on a T2 torpedo launcher) from about 148 seconds to 100 seconds. Add in two T2 BCUs and this drops down to 80 seconds.

You would probably argue that the increase in explosion velocity, smaller explosion radius and increased flight time that you proposed would balance this but this ends up being a 'trade-off'/compromise rather than an overall buff which is what cruise missiles and torpedoes need.

With respect to torpedoes and reloads, a skill that increases torpedo launcher capacity by 5% or 10% per level might be a start.
SMT008
Deep Core Mining Inc.
Caldari State
#31 - 2013-04-14 11:16:49 UTC
StrongSmartSexy wrote:

With level V skills on a Raven or Typhoon, what you are proposing would decrease the time before the next reload (on a T2 torpedo launcher) from about 148 seconds to 100 seconds. Add in two T2 BCUs and this drops down to 80 seconds.

You would probably argue that the increase in explosion velocity, smaller explosion radius and increased flight time that you proposed would balance this but this ends up being a 'trade-off'/compromise rather than an overall buff which is what cruise missiles and torpedoes need.

With respect to torpedoes and reloads, a skill that increases torpedo launcher capacity by 5% or 10% per level might be a start.


Adding new skills always makes everyone mad, especially skills that are needed to make something "as it was supposed to work in the first place".

Then maybe we can take Iranites' numbers, nerf ROF and buff damage on torps, along with changing Torps' volume. That would bring the "massive alpha close-range weapon" and fix the "reloads too often".
Iranite
Caldari Provisions
Caldari State
#32 - 2013-04-14 12:15:41 UTC
let's work together and make things possible ;)

StrongSmartSexy wrote:

I disagree with trying to homogenise torpedoes' damage and rate of fire to scale them in line with heavy/HAMs and light/rockets.
While the dps remains the same, it has the added effect of increasing heat generation when overloading and reloading will happen more often.
Torpedoes already suffer from having to reload more often, than any other weapon system, due to low ammo capacity of the launchers to such an extent that realistic figures (for ROF bonused ships like raven and phoon) require that reload time be calculated into DPS.

With level V skills on a Raven or Typhoon, what you are proposing would decrease the time before the next reload (on a T2 torpedo launcher) from about 148 seconds to 100 seconds. Add in two T2 BCUs and this drops down to 80 seconds.

You would probably argue that the increase in explosion velocity, smaller explosion radius and increased flight time that you proposed would balance this but this ends up being a 'trade-off'/compromise rather than an overall buff which is what cruise missiles and torpedoes need.

With respect to torpedoes and reloads, a skill that increases torpedo launcher capacity by 5% or 10% per level might be a start.


I have that in there, right below Bombers. I added an empty line to make it more visible.

Quote:
Further, a Torpedo, due to it's decreased warhead size would only have a size of 0.05m³. The increased rate of fire would make it even more important to fit more charges into a "clip".


This would double the capacity. Time till reload is roughly 264s, Raven 198s and two T2 BCU is 158s



I've been thinking about this and i dislike the dmg change more and more.
This change would have to make Torpedos cheaper and Cruise missiles more expensive.
And, weren't torpedoes the ones with that huge graphical effect explosion?

I tweaked the numbers more, leave the charge capacity as it is.
dps is almost and range/velocity are the same as in my post above.

for high alpha and same dps torpedo maybe:
550 raw damage - 22s ROF - 74m/s explosion velocity - 410m radius - 1750m/s velocity and 8s flight time.
14000m range and 25 dps.

All skills to V thats 756/1020/680 dmg with an explosion radius of 307/528/307 on T1/Rage/Javelin.
Time till reload is roughly 242, Raven 181s and two T2 BCU is 154s
The stealth bomber would get 1 very high volley... (22% higher)

for smooth dps cruise missiles:
325 raw damage - 18s ROF - 69m/s expl vel. - 370m radius - 4945m/s velocity and 9s flight time.
44505m range and 18,06 dps

All skills to V thats 446/625/446 dmg with an explosion radius of 277/477/249 on T1/Rage/Javelin.
Time till reload is roughly 267, Raven 200s and two T2 BCU is 160s


Thats a bit less time till reload than 425mm TII Rails get.

The Torpedoes will be short range, hard hitting, low rateof fire monsters with a slightly decreased explosion velocity.
The cruise missiles have an increased rate of fire, good range and still apply dps better, although their explosion velocity are nerfed.

There would still be missiles wasted on already dead wrecks, but this would only occur on the far edge of the possible range.

Explosion velocity and radius should be looked at and tested, to make good values. It somehow exceeds my capabilities ;)

btw, the avarage T1 Battleship sig radius is 431m, ranging from 330m to 500m. (those are the Odyssey values)





StrongSmartSexy
Phenix Revolution
#33 - 2013-04-14 12:49:59 UTC  |  Edited by: StrongSmartSexy
Iranite wrote:
This would double the capacity. Time till reload is roughly 264s, Raven 198s and two T2 BCU is 158s

I completely support this. Halving torpedo volume is an excellent idea.
Initially I thought the launchers deserved greater capacity but on closer analysis, torpedoes' volume is far too large compared to projectile and hybrid charges especially when taking into account reload times.
Morrigan LeSante
Perkone
Caldari State
#34 - 2013-04-14 13:15:20 UTC
I'm calling it now - it will not take much in the way of buffs to turn the already rather good CNR into a hideously overpowered PvE monster.

The missile boats have lower paper DPS, sure, but they actually get a lot more of that applied than other platforms.
Veshta Yoshida
PIE Inc.
Khimi Harar
#35 - 2013-04-14 13:16:56 UTC
Why only discuss the dusty old stats of missile speed, TTL etc. when there is so much fun to be had brain-farting? The best thing CCP has done weapon wise to date was the revision of projectile ammo where one get to pick and chose between weapon characteristics simply by changing ammo.

New T2 Sniper Cruise:
Generic navy ordnance (ie. navy cruise damage) with a built-in one shot MJD installed and enough fuel for 5s worth of conventional travel. The size of the MJD, even after miniaturization, unfortunately increase the size of the missile.
- Fire the missile and it starts its acceleration phase 100km out towards the target after appearing in a mini-jump bubble animation.
- Covers 75-125km range band with same delay as experienced 0-25km removing the timing issue and lets Raven/Phoon behave differently in the 0-100km band where speed > all (enemy prob. burning MWD) at longer ranges with explosion radius more important closer in where MWDs are only pulsed.

The other T2 ammo can remain the proverbial brick through the windshield.

New T2 surprise buttsex Torpedo:
Generic navy ordnance that act like a Gravimetric limpet mine (adheres to target) upon contact, detonation does not occur until the tube it was launched from is cycled off. Use of artificial gravity generators increases the size of the missile but has the bonus effect of adding mass to the ship it attaches to (say 2% unstacked web effect).
- Fun and games with remotely detonated explosives, what is not to love? Twisted

The other T2 ammo can remain the proverbial brick through the windshield.

After that is it a simple matter of adjusting variables on vanilla ammo using normal means to maximize their effect in the 0-100km range.

Addendum: Cruise missiles are in the real world pretty damn smart, not AI level but certainly toddler level. Why is it that 30 millennia's worth of development has not improved on this? Instead of fizzling out if chosen target warps away, have them go for the closest alternative locked target until they actually burn out on their own .. Big smile
SMT008
Deep Core Mining Inc.
Caldari State
#36 - 2013-04-14 13:31:50 UTC
Morrigan LeSante wrote:

The missile boats have lower paper DPS, sure, but they actually get a lot more of that applied than other platforms.


You can shoot at everything with a Naga. You can shoot at everything with a Rokh, Megathron, Tempest or any other battleship for that matter.

For a Raven to shoot and decently damage an armor cruiser, you would need at the very least 2 Huginns and multiple painters.

Sure, NavyRavens would become very good PVE boats. I only know about nullsec farming so can't comment on lvl4s. In nullsec, I've yet to see someone who farms with a Raven. I mean, some dudes like to farm in Ravens/NavyRavens/Golems, but I mostly see Vindicators, Machariels, Taloses/Nagas, Ishtars, Tengus and Carriers.

The uselessness of battleship missiles in PVP far outweight the potential "PVE imbalance".
Funky Lazers
Funk Freakers
#37 - 2013-04-14 14:08:10 UTC
I'm not sure how many people here actually do missions, but in PvE missiles are the worst weapon system, right after lasers.
For missions is goes like this: ACs>Blasters>Pulses>Missiles.

Guns perform much better than missiles because:
1. No flight time. You never make useless shots and don't need to count volleys.

2. No over-damage. Since Guns apply damage instantly you never do too much damage. This works if you have 2+ gun grps. So if grp 1 kills the target, your 2nd grp won't fire.

3. No need for Painters. The main missile problem in PvE is not that fact you need a painter itself. The problem is Painters have their own cycle time. Meaning if you kill a target and your painter was just starting to cycle you have to wait for painter to finish that cycle.

4. Killing frigs/small ships on a long range. Everyone knows that, you can shoot all of those small rats before they get to you. It takes less than 1 min to kill almost every frig in a pocket. You just can't do that with missiles.

5. Defenders. If you use Cruises or anything except Torps defenders reduce your DPS effectively. If you have 6 launchers you loose like ~17% of damage to defenders.

6. No need for 1238230948 mods to make missiles work properly. On a Mach/Vindi or Vargur I use 2-3 TEs and that's all. To make Torp Golem work you need 2 rigs for range (Hydraulic or Rocket Fuel Cache) and 2-3 painters. It's pretty much the same with CNR.

7. No damage reduction because of speed. Some of the rats use AB if they are not in range, whenever they use it missile damage reduces. Angels are a great example.

So yeah, there is a PvE imbalance, missiles are heavily outperformed by Guns.

Whatever.

Morrigan LeSante
Perkone
Caldari State
#38 - 2013-04-14 15:01:30 UTC  |  Edited by: Morrigan LeSante
I'm aware of the current status quo and stand by my statement that it wont take much to tip them OTT.

There's nothing wrong with a buff, but it should be balanced, if possible.


Not sure about the epic overkill of huggins with many painters, I've spent more time in level 4s than can possibly be healthy and if it's not an elite cruiser, it will die in two shots...my raven is showing 245 radius with fury at non-max skills. Add the two painters it sports and ... well ... stuff dies.


Edit: Of course it is possible I'm 100% wrong and completely skewed opinion, I didnt think a half an hour for the likes of WC (gate rats>room>heron room) was particularly terribad.
Funky Lazers
Funk Freakers
#39 - 2013-04-14 17:15:48 UTC  |  Edited by: Funky Lazers
Morrigan LeSante wrote:
Not sure about the epic overkill of huggins with many painters, I've spent more time in level 4s than can possibly be healthy and if it's not an elite cruiser, it will die in two shots...my raven is showing 245 radius with fury at non-max skills. Add the two painters it sports and ... well ... stuff dies.


You just said yourself "epic overkill". Example: Vindi one-shots most of the non-elite cruisers with 60-70% chance.

The RoF on a Vindi is ~4 sec. Even in the worst case scenario (2 shots) I spend 8 sec to kill a cruiser.

While on a Raven your RoF is around 7 sec, meaning you spend 14 sec to kill a cruiser.

So here's the math:

In the worst scenario Vindi will kill a cruiser ~40% faster than Raven/CNR.
In a normal scenario Vindi will kill a cruiser ~70% faster than Raven/CNR.

To me 70% difference is an "epic overkil".

Well, comparing Vindi to a Raven/CNR is wrong, but there is nothing out there to compare it to. Golem needs 3 volleys to kill a cruiser even with 3 painters.

Missiles must be reworked hard.

Whatever.

Gimme more Cynos
Deep Core Mining Inc.
Caldari State
#40 - 2013-04-14 17:15:56 UTC
Some of the ideas in this thread are ridiculous. Nerfing Cruise missiles down to 100km range without the option to further increase range is epic bullcrap. Cruise missiles should be able to hit stuff beyond 150km range. After all, it's a freaking LONG-RANGE weapon system.

Although they wont be used frequently as a heavy sniper-plattform, just because turrets perform way better at those ranges. They suffer from falloff, yeah, but turrets are far more versatile to use @ long ranges (due to the ability to hit even the smallest frig @ 0 transversal).

Ofcourse some of the ideas are pretty good, like a hard-cap on missile flight-time, while balancing the range via missile speed (there is no reason to not let them reach 10k m/s).
This would solve the major issue with cruise missiles ( long time till damage gets applied, volley-counting etc ). In addition, they could need a slight buff for explosion velocity. As it is, speed of the target do penalize cruise missiles too much.

TP-Range needs to be increased aswell if you want to make Cruise sniper-boats viable.
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