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Torpedos being fixed anytime?

Author
ExAstra
Echoes of Silence
#21 - 2013-04-24 13:19:37 UTC  |  Edited by: ExAstra
Aglais wrote:

Missiles have, at every size, had more range than guns of similar size (I don't see the problem with that; they already have to deal with flight time, damage reduction from target size and mobility, complete and total lack of crit possibility, and the possibility of being outrun by the target ship if they fly out of missile range), and trying to bend them into having the same range as guns can have two outcomes. Either they will be utterly crippled by the lack of range and comparatively less damage at similar ranges to more painful turrets, or they will need to be buffed into a state where they're simply too strong for a variety of reasons. The logical fix of this problem is to increase torp range, not decrease HAM range, because HAM range as it stands is not a serious problem. IIRC, most battleship guns have ~20km optimal, for short range operations, and I'm fairly sure that includes blasters though I MIGHT be wrong. Unbonused torpedoes get a rather piddly 14 kilometer range. And torpedo ships are slow. Which means it's difficult for them to even USE the damn things. There's also no reason for torpedoes to be competing with heavy missiles or cruise missiles in terms of range; somewhere between heavy missiles and HAMs would be a nice spot for them I think (when using T2 range torps, even.)

I'm sorry but what? You're overestimating the optimal range of fully leveled Neutron Blaster Cannon IIs with Null by nearly double there.

I'm pretty sure Ravens can get Torps to 30+km and can have Javelins reach 50. And Javelins will be the most effective against non-battleships.

Save the drones!

Seishi Maru
doMAL S.A.
#22 - 2013-04-24 13:21:17 UTC
ExAstra wrote:
Aglais wrote:

Missiles have, at every size, had more range than guns of similar size (I don't see the problem with that; they already have to deal with flight time, damage reduction from target size and mobility, complete and total lack of crit possibility, and the possibility of being outrun by the target ship if they fly out of missile range), and trying to bend them into having the same range as guns can have two outcomes. Either they will be utterly crippled by the lack of range and comparatively less damage at similar ranges to more painful turrets, or they will need to be buffed into a state where they're simply too strong for a variety of reasons. The logical fix of this problem is to increase torp range, not decrease HAM range, because HAM range as it stands is not a serious problem. IIRC, most battleship guns have ~20km optimal, for short range operations, and I'm fairly sure that includes blasters though I MIGHT be wrong. Unbonused torpedoes get a rather piddly 14 kilometer range. And torpedo ships are slow. Which means it's difficult for them to even USE the damn things. There's also no reason for torpedoes to be competing with heavy missiles or cruise missiles in terms of range; somewhere between heavy missiles and HAMs would be a nice spot for them I think (when using T2 range torps, even.)

I'm sorry but what? You're overestimating the optimal range of fully leveled Neutron Blaster Cannon IIs with Null by nearly double there.

I'm pretty sure Ravens can get Torps to 30+km and can have Javelins reach 50. And Javelins will be the most effective against non-battleships.



Optiaml range of projectiles is even SHORTEr than blaster. But that do not stop people from saying they have huge range... and etc etc..
Gypsio III
State War Academy
Caldari State
#23 - 2013-04-24 13:32:59 UTC
Ager Agemo wrote:
Torps applying full damage to battleships is bullshit, even for a golem its impossible to apply full damage on another battleship unless its dual webbed and double target painted.


Stop posting nonsense.

(I agree on the range thing though.)
ExAstra
Echoes of Silence
#24 - 2013-04-24 15:06:19 UTC
Seishi Maru wrote:
ExAstra wrote:
Aglais wrote:

Missiles have, at every size, had more range than guns of similar size (I don't see the problem with that; they already have to deal with flight time, damage reduction from target size and mobility, complete and total lack of crit possibility, and the possibility of being outrun by the target ship if they fly out of missile range), and trying to bend them into having the same range as guns can have two outcomes. Either they will be utterly crippled by the lack of range and comparatively less damage at similar ranges to more painful turrets, or they will need to be buffed into a state where they're simply too strong for a variety of reasons. The logical fix of this problem is to increase torp range, not decrease HAM range, because HAM range as it stands is not a serious problem. IIRC, most battleship guns have ~20km optimal, for short range operations, and I'm fairly sure that includes blasters though I MIGHT be wrong. Unbonused torpedoes get a rather piddly 14 kilometer range. And torpedo ships are slow. Which means it's difficult for them to even USE the damn things. There's also no reason for torpedoes to be competing with heavy missiles or cruise missiles in terms of range; somewhere between heavy missiles and HAMs would be a nice spot for them I think (when using T2 range torps, even.)

I'm sorry but what? You're overestimating the optimal range of fully leveled Neutron Blaster Cannon IIs with Null by nearly double there.

I'm pretty sure Ravens can get Torps to 30+km and can have Javelins reach 50. And Javelins will be the most effective against non-battleships.



Optiaml range of projectiles is even SHORTEr than blaster. But that do not stop people from saying they have huge range... and etc etc..

Autocannon optimal range is not even worth recognizing the existence of. It is pretty much just falloff.

Save the drones!

Ager Agemo
Rainbow Ponies Incorporated
#25 - 2013-04-24 15:31:09 UTC
ExAstra wrote:
Aglais wrote:

Missiles have, at every size, had more range than guns of similar size (I don't see the problem with that; they already have to deal with flight time, damage reduction from target size and mobility, complete and total lack of crit possibility, and the possibility of being outrun by the target ship if they fly out of missile range), and trying to bend them into having the same range as guns can have two outcomes. Either they will be utterly crippled by the lack of range and comparatively less damage at similar ranges to more painful turrets, or they will need to be buffed into a state where they're simply too strong for a variety of reasons. The logical fix of this problem is to increase torp range, not decrease HAM range, because HAM range as it stands is not a serious problem. IIRC, most battleship guns have ~20km optimal, for short range operations, and I'm fairly sure that includes blasters though I MIGHT be wrong. Unbonused torpedoes get a rather piddly 14 kilometer range. And torpedo ships are slow. Which means it's difficult for them to even USE the damn things. There's also no reason for torpedoes to be competing with heavy missiles or cruise missiles in terms of range; somewhere between heavy missiles and HAMs would be a nice spot for them I think (when using T2 range torps, even.)

I'm sorry but what? You're overestimating the optimal range of fully leveled Neutron Blaster Cannon IIs with Null by nearly double there.

I'm pretty sure Ravens can get Torps to 30+km and can have Javelins reach 50. And Javelins will be the most effective against non-battleships.



They can hit to 30kms, as long as the target is static, torps get their range extremely shortened due to target movement and compensation and then comes the issue that you can only target paint stuff at that range you cannot web it, so your damage is 100% guaranteed to be EXTREMELY low if you do get to hit, also this ranges are as mentioned before using 3 rigs for range on a bonused hull, ships like a typhoon will have even shorter range @.@, tho I gotta admit the typhoon now looks like a prime cruise missile mission ship with the bonuses it got.
ExAstra
Echoes of Silence
#26 - 2013-04-24 16:53:28 UTC
Ager Agemo wrote:
ExAstra wrote:
Aglais wrote:

Missiles have, at every size, had more range than guns of similar size (I don't see the problem with that; they already have to deal with flight time, damage reduction from target size and mobility, complete and total lack of crit possibility, and the possibility of being outrun by the target ship if they fly out of missile range), and trying to bend them into having the same range as guns can have two outcomes. Either they will be utterly crippled by the lack of range and comparatively less damage at similar ranges to more painful turrets, or they will need to be buffed into a state where they're simply too strong for a variety of reasons. The logical fix of this problem is to increase torp range, not decrease HAM range, because HAM range as it stands is not a serious problem. IIRC, most battleship guns have ~20km optimal, for short range operations, and I'm fairly sure that includes blasters though I MIGHT be wrong. Unbonused torpedoes get a rather piddly 14 kilometer range. And torpedo ships are slow. Which means it's difficult for them to even USE the damn things. There's also no reason for torpedoes to be competing with heavy missiles or cruise missiles in terms of range; somewhere between heavy missiles and HAMs would be a nice spot for them I think (when using T2 range torps, even.)

I'm sorry but what? You're overestimating the optimal range of fully leveled Neutron Blaster Cannon IIs with Null by nearly double there.

I'm pretty sure Ravens can get Torps to 30+km and can have Javelins reach 50. And Javelins will be the most effective against non-battleships.



They can hit to 30kms, as long as the target is static, torps get their range extremely shortened due to target movement and compensation and then comes the issue that you can only target paint stuff at that range you cannot web it, so your damage is 100% guaranteed to be EXTREMELY low if you do get to hit, also this ranges are as mentioned before using 3 rigs for range on a bonused hull, ships like a typhoon will have even shorter range @.@, tho I gotta admit the typhoon now looks like a prime cruise missile mission ship with the bonuses it got.

1) Most guns have ~20km optimal (quote)

My reply: No they don't

Your reply: But they can hit to 30km if the target isn't moving!


See what's wrong here?

Save the drones!

Seranova Farreach
Biomass Negative
#27 - 2013-04-24 17:15:51 UTC
Jonas Sukarala wrote:
They need to nerf the range of rockets and HAMS then torp range looks good ... and in line with battleship weapons
I suspect the TD change is the main thought of CCP on buffing missile tracking but they will have to nerf their range to implement them anyway

err no. HAMs only get the range they get because of tengu subsystem, nothing more. rockets seem fair cause they DO have range but when chaseing a fast target they burn out quickly befor hitting the target.

[u]___________________ http://i.imgur.com/d9Ee2ik.jpg[/u]

Seranova Farreach
Biomass Negative
#28 - 2013-04-24 17:17:43 UTC
Seishi Maru wrote:
ExAstra wrote:
Aglais wrote:

Missiles have, at every size, had more range than guns of similar size (I don't see the problem with that; they already have to deal with flight time, damage reduction from target size and mobility, complete and total lack of crit possibility, and the possibility of being outrun by the target ship if they fly out of missile range), and trying to bend them into having the same range as guns can have two outcomes. Either they will be utterly crippled by the lack of range and comparatively less damage at similar ranges to more painful turrets, or they will need to be buffed into a state where they're simply too strong for a variety of reasons. The logical fix of this problem is to increase torp range, not decrease HAM range, because HAM range as it stands is not a serious problem. IIRC, most battleship guns have ~20km optimal, for short range operations, and I'm fairly sure that includes blasters though I MIGHT be wrong. Unbonused torpedoes get a rather piddly 14 kilometer range. And torpedo ships are slow. Which means it's difficult for them to even USE the damn things. There's also no reason for torpedoes to be competing with heavy missiles or cruise missiles in terms of range; somewhere between heavy missiles and HAMs would be a nice spot for them I think (when using T2 range torps, even.)

I'm sorry but what? You're overestimating the optimal range of fully leveled Neutron Blaster Cannon IIs with Null by nearly double there.

I'm pretty sure Ravens can get Torps to 30+km and can have Javelins reach 50. And Javelins will be the most effective against non-battleships.



Optiaml range of projectiles is even SHORTEr than blaster. But that do not stop people from saying they have huge range... and etc etc..

thats because more projectile ships get better range bonuses.

[u]___________________ http://i.imgur.com/d9Ee2ik.jpg[/u]

Hagika
Standard Corp 123
#29 - 2013-04-24 19:56:28 UTC
virtually always hit and actually hitting are 2 different things. You can get missile damage to 0 and on small ships hitting for a few damage means nothing when even a rookie ship and can tank a torp boat.
Hagika
Standard Corp 123
#30 - 2013-04-24 20:00:02 UTC  |  Edited by: Hagika
Gypsio III wrote:
Ager Agemo wrote:
Torps applying full damage to battleships is bullshit, even for a golem its impossible to apply full damage on another battleship unless its dual webbed and double target painted.


Stop posting nonsense.

(I agree on the range thing though.)


Its not nonsense. Its fact, also try using the Rage torps as well, only thing you are going to hit for any real damage is a cap ship or a pos, but if a cap ship is moving it will loose damage.

While all other T2 high damage weapon variants will hit for full damage.

Let us not forget that missiles can be killed by smart bombs, out ran by some ships and will most of the time end up with reduced or drastically reduced damage on most ships.

Factor in that webs,TP's ,TE's , TC's will boost guns as well.
Oh and they hit instantly and Minnie guns do come with damage selection.

Lets not forget that caldari ships only get bonus damage to kinetic. So once you use another damage type it puts the ships dps alot less than before.

Now if CCP would drop the kinetic and gave caldari ships a ROF bonus or a damage bonus that would put all damage types of missiles equal to the kinetic then that would be alot better.

Though you can not actually sit here and say missiles are better nor even close to equal in PVP. If that was the case why are pretty much most used PVP ship gun based? Hmmm
Ines Tegator
Serious Business Inc. Ltd. LLC. etc.
#31 - 2013-04-24 20:41:22 UTC
Pan Dora wrote:

I really want to use these missiles of you. Mine can be 100% countered by smartbombs and defender missiles, they perfectly miss in those cases, they perfect miss when outrun, they perfect miss when there is no target because guns already killed it.

Granted that my missiles are aided by target painter and webs but so are guns.

Nonetheless there is still some balance between guns and missiles. What don't means there is no need to some adjustments.



Defender missiles suck holy ass and nobody uses them, don't mention them. Smartbombs are a valid counter, but require excellent timing and a specialized fit. Being out of range is being out of range; guns have the same problem, perhaps you noticed. Target already being killed by guns is due to your fleet composition, don't bring a missile boat a sniper fleet and you won't have that problem.

Unrelated, rage torps are kinda crap it's true. Other t2 ammo has been rebalanced, they really need attention also.
Hagika
Standard Corp 123
#32 - 2013-04-24 21:20:11 UTC  |  Edited by: Hagika
Ines Tegator wrote:
Pan Dora wrote:

I really want to use these missiles of you. Mine can be 100% countered by smartbombs and defender missiles, they perfectly miss in those cases, they perfect miss when outrun, they perfect miss when there is no target because guns already killed it.

Granted that my missiles are aided by target painter and webs but so are guns.

Nonetheless there is still some balance between guns and missiles. What don't means there is no need to some adjustments.



Defender missiles suck holy ass and nobody uses them, don't mention them. Smartbombs are a valid counter, but require excellent timing and a specialized fit. Being out of range is being out of range; guns have the same problem, perhaps you noticed. Target already being killed by guns is due to your fleet composition, don't bring a missile boat a sniper fleet and you won't have that problem.

Unrelated, rage torps are kinda crap it's true. Other t2 ammo has been rebalanced, they really need attention also.


All missile fleet pales in comparison to a gun fleet.
Before you try the drake fleets, do understand it was not about missiles being superior, it was about hundreds of people projecting just enough dps with a longer range missile that was nerfed that was put on a ship that had just enough tank to last till reps were put on.

If the drake had guns that reached the distance, it would have been used and would have had superior firepower.
Well given that medium rails do suck, and for the life of me I still cant figure out why after all the changes over the years CCP still avoids buffing them.
Though you can fit a rail ferox, get almost the exact same tank and a slight higher dps but just less the alpha. On a good note, damage will be instant and you have a longer range as well.

Ferox - 232 dps vs Drake 223. With the Ferox having 97km range with 15 km fall off vs Drake 62km range.

Now that i think of it, the heavy missile nerf was pretty harsh. Rails are hitting over 35km farther not including fall off and has higher dps.

When medium rails are out performing another weapon system in range and damage, you know its was an over nerf.
Daichi Yamato
Jabbersnarks and Wonderglass
#33 - 2013-04-25 18:14:38 UTC
Hagika wrote:


Ferox - 232 dps vs Drake 223. With the Ferox having 97km range with 15 km fall off vs Drake 62km range.


???

1. i thought the ferox was meant to be more snipey than the brawly drake (hence the range bonus vs lack of range bonus)

2. a typical HMLdrake has 334 dps, nearly triple the ferox's alpha and 20k more tank. The ranges were right, though the ferox can get more with a TC or TE.

role difference of ships rather than difference of weapons?

also why wouldnt a rail gun with 50% extra optimal and using long range ammo out range other weapon systems? sounds like it really should have massive range.

without the 50% bonus and using lead the optimal is just 41km...

u'd struggle to get a Ferox to get the range/damage trade off the drake has.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Xavier Thorm
Caldari Provisions
Caldari State
#34 - 2013-04-25 18:23:09 UTC
I don't think torps are as bad as people often make them out to be right now, but they do have limited platforms. I think a conservative buff with a minor range increase (maybe 5km base, if even that much) and a higher explosion velocity (because they already have low enough damage against small targets from the radius) would be a good fix.
Gimme more Cynos
Deep Core Mining Inc.
Caldari State
#35 - 2013-04-25 19:16:40 UTC  |  Edited by: Gimme more Cynos
Ines Tegator wrote:
Hagika wrote:

Gun ships can absolutely **** a frig if not moving, or webbed/scrammed. On the other hand Torps and cruise will not.

In fact torps are weak against on everything below Battle cruisers, while large guns can still be effective and if a BC is moving, it will also null a ton of damage from the torp.


Guns can track perfectly at extreme range, or against unmoving targets. They never have 100% damage selection, are buffed by local mods (TE's and TC's), benefit moderately from tackle, and can be countered by good piloting. Guns can miss and do 0 damage if the tracking situation is poor. They can be completely countered, with 100% success, by the proper ewar (TD).

Missiles have perfect damage selection, have no falloff penalty, and never miss regardless of the tracking situation. Their damage is unnavoidably reduced by target size and movement, they are buffed by remote mods (target painters), benefit extremely well from tackle, and can only partially be countered by piloting. There is no 100% effective ewar counter to them.
-Also, damage application at long range has a long delay, but CCP is addressing this in Odyssey.

Overall, the balance is rather good I'd say. They have strengths and weakness in opposing areas and each benefits from a different kind of local fit and fleet composition. If torps don't do enough applied damage for you, fit your ship properly. Guns have tracking computers, webs and Metastasis rigs, missiles have webs, target painters and Flare rigs. Guns can completely miss, or perfectly hit. Missiles never perfectly miss, and rarely perfectly hit. Tradeoffs.


You forgot Firewall and Defenders. Oh, and the fact that torps range can't be modified like turrets range. I can fit rigs for a crappy increase (because base-range is utterly ********), yeah, but this isn't nowhere near effective as TE/TC's for turrets.

But sure, this is just a small inconvenience for your "rather good balance".. right? :D

Torps need a significant range increase OR modules to further increase their range, just to make up for the useless base-range (Only blasters have less range, but can be affected by TE/TC's - Torps can't!). So much for your "balance".

Not that I'm saying torps need moar dmg or something, it's basically just the range which needs a fix.
Pan Dora
School of Applied Knowledge
Caldari State
#36 - 2013-04-25 20:04:25 UTC  |  Edited by: Pan Dora
Ines Tegator wrote:
Pan Dora wrote:

I really want to use these missiles of you. Mine can be 100% countered by smartbombs and defender missiles, they perfectly miss in those cases, they perfect miss when outrun, they perfect miss when there is no target because guns already killed it.

Granted that my missiles are aided by target painter and webs but so are guns.

Nonetheless there is still some balance between guns and missiles. What don't means there is no need to some adjustments.



Defender missiles suck holy ass and nobody uses them, don't mention them. Smartbombs are a valid counter, but require excellent timing and a specialized fit. Being out of range is being out of range; guns have the same problem, perhaps you noticed. Target already being killed by guns is due to your fleet composition, don't bring a missile boat a sniper fleet and you won't have that problem.

Unrelated, rage torps are kinda crap it's true. Other t2 ammo has been rebalanced, they really need attention also.


Please, defenders are in my post just for completion sake and because of the PVE. (I know its a pvp game...moot point anyway)

Now just tell me why you are the one measuring the weight of what its an important in this discussion. Why the valid counter of smartbombs its not important? Why Target Painter helping Guns are not important? Why delayed damage its not important? In short: why you dismiss every single advantage of guns over the missiles as non-issue? All this may be small when considered alone but the sum have a very sensible effect in missile performance.

Missiles are hardly unusable, but its pretty clear that they have several issues that need to be considered. If they need to a boost/nerf its a whole different story, but let's use Features and Ideas Discussion to have a fair discussion about it. There is no reason to entrench yourself behind your bias and refuse to acknowledge every argument against it.

-CCP would boost ECM so it also block the ability of buthurt posting.

Ines Tegator
Serious Business Inc. Ltd. LLC. etc.
#37 - 2013-04-25 20:15:51 UTC  |  Edited by: Ines Tegator
Pan Dora wrote:
Why the valid counter of smartbombs its not important? Why Target Painter helping Guns are not important? Why delayed damage its not important? In short: why you dismiss every single advantage of guns over the missiles as non-issue? All this may be small when considered alone but the sum have a very sensible effect in missile performance.


Smart bombs require pilot skill and ship fitting investment, making them balanced. So do TD's. So do neuts and cap boosters. This is how ship fitting is done. Delayed damage IS important, especially at long range, which I acknowledged. Missiles are better at brawling, where the delay is minimal. In turn, you are dismissing every advantage missiles have over guns as a non issue: no tracking, 100% damage selection, no cap use, no falloff penalty.

On the whole, the basic mechanics of the two are balanced. Guns give better performance under optimal situations, and missiles give more consistent performance over a wider variety of situations. They both have offensive options for delivering full damage, and defensive options for avoiding it. The damage delay is the only real thing holding them back in comparison. I'd be happy to see all flight times reduced by 50 or 75% and speed compensated so range stays the same. Which is pretty much what CCP is doing with cruise missiles, so hopefully that means they will get around to brining it to the other long range sets as well.
Pan Dora
School of Applied Knowledge
Caldari State
#38 - 2013-04-25 22:09:48 UTC
Ines Tegator wrote:

Smart bombs require pilot skill and ship fitting investment, making them balanced. So do TD's. So do neuts and cap boosters. This is how ship fitting is done.


In the same way whatever weapon system the pilot chose to use require skill and fitting investment. I really see no point in dismissing counter to missiles, they are fewer than counter to guns but they are pretty effective and available nonetheless.

Quote:
Delayed damage IS important, especially at long range, which I acknowledged. Missiles are better at brawling, where the delay is minimal.


Why? There is long range variant of missiles and they must be usable at long range, instead of "missiles can't fight at long range because of delayed damage" situation we need "missiles have delayed damage, but i don't want to wait for it" situation.


[quote limit is odd]In turn, you are dismissing every advantage missiles have over guns as a non issue: no tracking, 100% damage selection, no cap use, no falloff penalty.[/quote limit is odd]

Nope. I am aware of those, but why wold i talk about them alone? No tracking, but explosion stats. 100% damage selection couple with large ammo size. No falloff, but can be outrun (miss things in range). As I said before both of us need to acknowledge what is against our bias to have a fair discussion.



Quote:
On the whole, the basic mechanics of the two are balanced.


Ok, fine. I agree. But its a moot point since this discussion its not about the basic mechanics but about the details. Lets talk about
where the devil is.

Quote:
Guns give better performance under optimal situations, and missiles give more consistent performance over a wider variety of situations.


I'm under the impression that some missiles and guns don't have good enough performance in a wider enough variety of situation. Torpedoes are in this situation, Raven and Typhoon are not sturdy enough to be against combat battleship and are not agile enough to compete with attack batlecruisers, stealth bombers are keep in check by the cloackers limitations. We can put all long range medium turrets in this basket also. Lets discuss those.


quote limit is odd]They both have offensive options for delivering full damage, and defensive options for avoiding it. The damage delay is the only real thing holding them back in comparison. I'd be happy to see all flight times reduced by 50 or 75% and speed compensated so range stays the same. Which is pretty much what CCP is doing with cruise missiles, so hopefully that means they will get around to brining it to the other long range sets as well. /quote limit is odd]

That is the lazy 'solution' of turning missile more gunlike. CCP failed to give missiles enough advantage to overcome delayed damage and instead toning it down. Its the same approach they have in reducing fitting and cap consumption of laser. It works, but at the risk of dumbing the game down.
Wold like to see a different set of measures to make Torpedoes (and HAMs) more viable.

-CCP would boost ECM so it also block the ability of buthurt posting.

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