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[Odyssey] Cruise Missiles

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Gargantoi
Deep Core Mining Inc.
Caldari State
#461 - 2013-04-24 01:51:51 UTC


Quote:
improve explosion velocity that kills the dmg ...u can add 10000% to its dmg the target ship can speed tank u so give it more Explosion velocity


All that will do is unbalance the mechanics of the damage application...[/quote]


bro this dmg upgrade is like the artilery one ...u got tons of dmg but crap tracking u cant apply it ..is usless ...they should make decent dmg and applyable ..also where is the balance between this ships i dono tbh ..tempest doese 750 dps ..mega doese 1.2 k apoc doese 800 or so and raven 1k on papper but more like 400 in a real fight ...even a bc doese more dmg or close to a bs im curious after this patch how the ships will be on paper wich will do what dmg i know most people wont agree ...but in the nano age everything was fine ...missiles did good dmg at good range ..torpedos had good range good dmg ...the -90 webs were awsome the nos actually nosing also the 5 ogre eos worked fine ..when they killed the nano age they killed not only solo but command ships as well ...and from nano age we moved to buff age ..and in 7-8 years we will prob move to active tank age or some other **** like that but unfortunatlly they never think this upgrades ..for instance heres another balance for u ccp ..implant sets ..when u killed nos u basicly killed talisman implants ..compared to slaves / crystals / snakes they are usless ....i didnt specify halo cuz they were usless since day 1 ...oh and here is another good one for u why slave set work on capitals but crystals dont ..think that one also each "balance" u do kills something else and last but not least the ideea of the rattlesnake beeing heavy drones + missiles is very silly the only thing u manage to did there is to kill people ratting in guristas space ..cuz when u get a rattle bpc it sells for 350 m ..but when u get a vindi bpc it sells for 1.2 bil ..also dont get me started on plex drops ..where 8/10 on guristas has 1/20 chance to drop pith b mods and when it doese it drops **** like a exp hardner ...the way i see the patches u are doing now ...is an excuse ..u killed everything in the past and trying to make up for it now by trying to undo some things u done
Debora Tsung
Perkone
Caldari State
#462 - 2013-04-24 08:17:56 UTC  |  Edited by: Debora Tsung
fukier wrote:

torp naga?



A creature from the realm of myths and legens, it is said to have existed only for a short time on the test server before it became extinct. To this day only it's lesser siblings, the Rail or as some call it Sniper Naga and the Blaster Naga survive, although the latter one is close to extinction itself due to it's rather fragile nature.

Stupidity should be a bannable offense.

Fighting back is more fun than not.

Sticky: AFK Cloaking Thread It's not pretty, but it's there.

MrDiao
Fuxi Legion
Fraternity.
#463 - 2013-04-24 12:32:24 UTC  |  Edited by: MrDiao
For the current changes, I see you just increases the dps and try to reduce the interval from launch to hit. But I would say neither of them are on the point. You just can't make the dps monster high and/or nix the flight time, then the uselessness of cruise missile would probably stay as it is.

In the era of logistics, a 10s damage delay means unless you alpha it, otherwise you are doing nothing, that's the key point why there is no fleet use cruise missile.

The changes could better to be:
Increase the ROF to 22s with full skill, with around 550 DPS, and it will have about 12000 DPH.
Increase the explosion radius for 10%

This will actually make the cruise missile useful in either PVP or PVE

It will not take over the role of current alpha ships, because:
1, Missile takes time to fly so it can not kill without tackle, and you don't expect to use it to fight back a sniper fleet.
2, Missiles are vulnerable to smartbombs

Why it can be useful? Because even though the missile will takes time to fly, which may cause people to warp out/ call logi, you still have the chance to alpha the enemy or deal a significant stab that will help your team.
Pelea Ming
Royal Amarr Institute
Amarr Empire
#464 - 2013-04-24 15:30:07 UTC
Fonac wrote:
What does signature resolution mean?

Do you mean Scan Resolution? Or Signature Radius? The 2 statistics are used to determine how quickly you lock up a target (small Sig / low Scan means slower, big Sig / high Scan means faster).
elitatwo
Zansha Expansion
#465 - 2013-04-24 19:17:56 UTC
Internal testing revealed that cruise missiles will be far from useless, even at smaller ships.

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MrDiao
Fuxi Legion
Fraternity.
#466 - 2013-04-24 20:21:13 UTC  |  Edited by: MrDiao
elitatwo wrote:
Internal testing revealed that cruise missiles will be far from useless, even at smaller ships.


Internal testing revealed that cruise missiles will only work in close range, after the incoming balance of torpedo, it will be far from useful again.

For people who saying new cruise missiles can be useful in PVP, there are questions below:

1, Solo/bait with cruise missiles? It's close range fight, why no torpedo than cruise.

2, Small gang pvp, cruise raven/typhoon, what the role can be? Battleship agility sniper with 600 dps and 14s damage delay? It's lols

or heavy tanked close range brawler? then why you fit cruise rather than torpedo?

3, Fleet pvp. For a cruise typhoon/raven fleet. Any other fleet it can engage?

Abandons? ravens get raped.
Maelstroms/Rokh? For long range (>40KM) Maelstroms/Rokhs get repped up because of the damage delay, and ravens get alpha-ed.
In close range raven can fight, but then why not torpedo in close range?

Ahacs?Battlecruisers? Close range, again, torpedoes the better

Sniper tornado/nagas? I'm sure the cruise can't kill anything


So basically ,the changes atm made no help for cruise to be pvp, rather it re-invents the wheel of "cash printer raven carebear only" few years ago.
Enya Sparhawk
Black Tea and Talons
#467 - 2013-04-24 21:29:56 UTC  |  Edited by: Enya Sparhawk
Gargantoi wrote:


improve explosion velocity that kills the dmg ...u can add 10000% to its dmg the target ship can speed tank u so give it more Explosion velocity

Enya Sparhawk wrote:
All that will do is unbalance the mechanics of the damage application...



bro this dmg upgrade is like the artilery one ...u got tons of dmg but crap tracking u cant apply it ..is usless ...they should make decent dmg and applyable ..also where is the balance between this ships i dono tbh ..


Oh I agree with you, but the problem has never been with the adding or negating of buffs but how the formula calculated damage based off of the various factors in the first place... it is busted... otherwise you are just going to spend years trying to fine tune a desired result by what is actually happening with no real results because there is too much overlap in the equation which then leads to this:

ie. a ship velocity of zero should always give the result of 100% damage application... (that is a "1" in this relationship: (Ev/Er * sig/vel)^(log(drf) / log(5.5) but it doesn't, Why? because the formula will alway choose the lowest number (generally any other number >1) as the base dmg multiplier. It is suppose to be an accurate representation of what your skills and ship abilties can do but then doesn't get used...

What ever they have setup for the missle system doesn't properly apply damage which is why it doesn't work for PvP... its not the flight time (since you can choose the dmg type and will always hit), but the fact that the damage you do does not live up to your potential... At least that seems to be what I gathered from the sum of the complaints...

I've been puzzling through this conundrum for the past week or so and have basically come up with very little... it is not an easy solution....

Fíorghrá: Grá na fírinne

Maireann croí éadrom i bhfad.

Bíonn súil le muir ach ní bhíonn súil le tír.

Is maith an scéalaí an aimsir.

When the lost ships of Greece finally return home...

Kagura Nikon
Native Freshfood
Minmatar Republic
#468 - 2013-04-24 22:53:27 UTC
Enya Sparhawk wrote:
Gargantoi wrote:


improve explosion velocity that kills the dmg ...u can add 10000% to its dmg the target ship can speed tank u so give it more Explosion velocity

Enya Sparhawk wrote:
All that will do is unbalance the mechanics of the damage application...



bro this dmg upgrade is like the artilery one ...u got tons of dmg but crap tracking u cant apply it ..is usless ...they should make decent dmg and applyable ..also where is the balance between this ships i dono tbh ..


Oh I agree with you, but the problem has never been with the adding or negating of buffs but how the formula calculated damage based off of the various factors in the first place... it is busted... otherwise you are just going to spend years trying to fine tune a desired result by what is actually happening with no real results because there is too much overlap in the equation which then leads to this:

ie. a ship velocity of zero should always give the result of 100% damage application... (that is a "1" in this relationship: (Ev/Er * sig/vel)^(log(drf) / log(5.5) but it doesn't, Why? because the formula will alway choose the lowest number (generally any other number >1) as the base dmg multiplier. It is suppose to be an accurate representation of what your skills and ship abilties can do but then doesn't get used...

What ever they have setup for the missle system doesn't properly apply damage which is why it doesn't work for PvP... its not the flight time (since you can choose the dmg type and will always hit), but the fact that the damage you do does not live up to your potential... At least that seems to be what I gathered from the sum of the complaints...

I've been puzzling through this conundrum for the past week or so and have basically come up with very little... it is not an easy solution....


MIssiles are specialized on dealing full damage to ships of HIGHER size..or same size target painted. Nothig wrogn with that, because they can do more damage/projection combination than any other weapon system. That is the price they pay... and I say that as someone that currently use basically only missiles in PVP.

"If brute force does not solve your problem....  then you are  surely not using enough!"

Bucca Zerodyme
Good For Nothing Corporation
#469 - 2013-04-25 02:21:17 UTC
Kagura Nikon wrote:

MIssiles are specialized on dealing full damage to ships of HIGHER size..or same size target painted. Nothig wrogn with that, because they can do more damage/projection combination than any other weapon system. That is the price they pay... and I say that as someone that currently use basically only missiles in PVP.


Plz explain why its not wrong if i need a TP for soothing someone in my own size?
How they gonna do more damage/projection combination?

This makes me really sad.
Lloyd Roses
Artificial Memories
#470 - 2013-04-25 10:09:40 UTC
Bucca Zerodyme wrote:
Kagura Nikon wrote:

MIssiles are specialized on dealing full damage to ships of HIGHER size..or same size target painted. Nothig wrogn with that, because they can do more damage/projection combination than any other weapon system. That is the price they pay... and I say that as someone that currently use basically only missiles in PVP.


Plz explain why its not wrong if i need a TP for soothing someone in my own size?
How they gonna do more damage/projection combination?

This makes me really sad.



Cause you deal massive damage out to maximum range on a properly tackled target. Something you can arrange prior to the fight taking place by being prepared. I actually never felt a need for TP to attack shieldbuffertanked ships of the same size.
Enya Sparhawk
Black Tea and Talons
#471 - 2013-04-25 21:54:31 UTC  |  Edited by: Enya Sparhawk
Kagura Nikon wrote:

MIssiles are specialized on dealing full damage to ships of HIGHER size..or same size target painted. Nothig wrogn with that, because they can do more damage/projection combination than any other weapon system. That is the price they pay... and I say that as someone that currently use basically only missiles in PVP.

Yes, I understand how they work... I'm not arguing with what you are implying... big missles should not do full damage to small ships (just unbalances the game)

I am merely stating the obvious... that the formula for calculating damage is broken... those big missles are not doing an accurate representation of thier damage on those ships... so what is the point of training skills and using something that doesn't reflect them...

In this equation: Damage = D * Min( 1, (S/E), (S/E*Ve/Vt) ^ (ln(drf)/ln(5.5)) )

if S/E<1 (say for example equal to 0.111 =11%)

and (S/E*Ve/Vt) ^ (ln(drf)/ln(5.5)) <1 (same example = 0.23333 =23%)

guess which factor it chooses as the base multiplier? 11%

When in reality based off of your skills and abilities it should be 23%

Busted.... this is why you can never do a 100% damage unless you unbalance the equation enough to make both of those previous mentioned examples >1 theyby making the "1" in the equation the lowest min. multiplier (a 100%)

I mean don't get me wrong, this equation has worked for a decade (maybe less??) and it will still work... but if you want to carry onto another decade then a change is needed to bring all damage into scope of viable PvP....

They should be outsourcing the solution to this formula dilemma to an outside source for a better representation of its damage application... contract an aeronautical engineering firm and tap their best minds for a complex and explicit solution as opposed to this simple implicit one.... then pay them for their time....

Fíorghrá: Grá na fírinne

Maireann croí éadrom i bhfad.

Bíonn súil le muir ach ní bhíonn súil le tír.

Is maith an scéalaí an aimsir.

When the lost ships of Greece finally return home...

Bucca Zerodyme
Good For Nothing Corporation
#472 - 2013-04-26 00:47:11 UTC  |  Edited by: Bucca Zerodyme
Enya Sparhawk wrote:

Yes, I understand how they work... I'm not arguing with what you are implying... big missles should not do full damage to small ships (just unbalances the game)

I am merely stating the obvious... that the formula for calculating damage is broken... those big missles are not doing an accurate representation of thier damage on those ships... so what is the point of training skills and using something that doesn't reflect them...

In this equation: Damage = D * Min( 1, (S/E), (S/E*Ve/Vt) ^ (ln(drf)/ln(5.5)) )

if S/E<1 (say for example equal to 0.111 =11%)

and (S/E*Ve/Vt) ^ (ln(drf)/ln(5.5)) <1 (same example = 0.23333 =23%)

guess which factor it chooses as the base multiplier? 11%

When in reality based off of your skills and abilities it should be 23%

Busted.... this is why you can never do a 100% damage unless you unbalance the equation enough to make both of those previous mentioned examples >1 theyby making the "1" in the equation the lowest min. multiplier (a 100%)

I mean don't get me wrong, this equation has worked for a decade (maybe less??) and it will still work... but if you want to carry onto another decade then a change is needed to bring all damage into scope of viable PvP....

They should be outsourcing the solution to this formula dilemma to an outside source for a better representation of its damage application... contract an aeronautical engineering firm and tap their best minds for a complex and explicit solution as opposed to this simple implicit one.... then pay them for their time....


The Forumla for missiles was changed 2005, i started playing 2008, so i dont know how the Original missiles worked, but i heard they were awesome. It was so cool to shoot them ppl complained about missiles. Okay i agree cruise could kill frigates, but missiles were usefully.

Damage = D * Min( 1, (S/E), (S/E*Ve/Vt) ^ (ln(drf)/ln(5.5)) )

This formula doesnt make any sense, if you look at the realworld, because it doesnt matter if my car is destroyed by a atomic bomb, C4 or just a molotov cocktail. But you need it if you want to work it in a game, because you need something that smaller targets can survive big gun fire. The (S/E) part does make sense, because you dont want a frigate which is webed to get 100% dmg from cruise missiles which are BS-size weapon. So this task is not a Task for aeronautical engineering, its a task for the computer science or mathematics. This formula doesnt depends on the location from you or your target, thats good and bad at the same time. You can deal always 100%, it doesnt matter where your enemy is, but the enemy can really easy speed tank your missiles. An Afterburner is enough and your missiles will deal 50%-75% less dmg.

I would make this formula depend on the target (adding a coefficient, or something like that), and make it not that much influential on the speed of the target.

Edit:
See the picture, it shows how i would handle that.
If the Speed from the target is higher then the explosion velocity, then you would less dmg like the graph is showing.

http://s1.directupload.net/file/d/3237/kc3zc4g5_png.htm
Azriel X
#473 - 2013-04-26 07:14:31 UTC  |  Edited by: Azriel X
Denuo Secus wrote:
CCP Rise wrote:
...Following Odyssey, we hope to do more work to improve the missile systems in EVE by potentially adding new modules and/or interactions....


High slot target painter?? Shocked

Also: yay for the cruise missile boost Cool



why not make missile launchers scriptable... thus giving them specific application but simultaneously applying penalties. Wouldn't this also solve the issue that they are either a good pve weapon but a ****** pvp one or vice versa. For example, allow for a target painter script that increases your current target painter's efficiency/falloff (or whatnot) at the expense of cpu need for said target painter... or a ROF script at the expense of a -1 missile slot availability. You can even make that useless little "launcher" icon in the fitting screen hold the script and show the icon :P

Now I'm not saying I'm the almighty genius in ideas here, its just my thoughts. I may be correct in my suggestion, I may be not. In the end its just an idea I'm throwing out here.
S4nn4
24th Imperial Crusade
Amarr Empire
#474 - 2013-04-26 14:52:52 UTC
Here is a link to an online spreadsheet that shows "missile damage vs target speed" for different launchers and ammo types. There are no macros in it, I checked, just ordinary formulas.

https://sheet.zoho.com/public/pretty_explosions/eve-missile-damage-public-

It doesn't have any conclusions in it. But I have seen that for Light missiles, Heavy missiles and Cruise missiles the new T2 precision ammo is really effective against moving targets. On the other hand, the T2 precision ammo for Rockets, HAMs and Torpedoes perform worse than the T1 ammo, not just sometimes but always, and to top it off they have only half the range of the T1 too.

I also saw that for HAMs to be effective, at least one web is required, if the target has an afterburner two webs are needed. HAMs are so horrible.

Personally I think that the missile damage equation works. It's just the missiles themselves that needs to have their Damage, E, Ve and possibly drf values tweaked to make them a competitive alternative to guns.
Bucca Zerodyme
Good For Nothing Corporation
#475 - 2013-04-26 15:19:18 UTC
Azriel X wrote:


why not make missile launchers scriptable... thus giving them specific application but simultaneously applying penalties. Wouldn't this also solve the issue that they are either a good pve weapon but a ****** pvp one or vice versa. For example, allow for a target painter script that increases your current target painter's efficiency/falloff (or whatnot) at the expense of cpu need for said target painter... or a ROF script at the expense of a -1 missile slot availability. You can even make that useless little "launcher" icon in the fitting screen hold the script and show the icon :P

Now I'm not saying I'm the almighty genius in ideas here, its just my thoughts. I may be correct in my suggestion, I may be not. In the end its just an idea I'm throwing out here.


No, it doesnt make sense to make something scriptable for a penalty, because the script should give an advantage or a swift in the bonus [Like in Tracking Computer, or Damping].

Just keep the launchers as they are and all the other modules. The modules are not broken, its the formula for missile dmg which is broken.
Bucca Zerodyme
Good For Nothing Corporation
#476 - 2013-04-26 15:40:07 UTC
S4nn4 wrote:
Here is a link to an online spreadsheet that shows "missile damage vs target speed" for different launchers and ammo types. There are no macros in it, I checked, just ordinary formulas.

https://sheet.zoho.com/public/pretty_explosions/eve-missile-damage-public-

It doesn't have any conclusions in it. But I have seen that for Light missiles, Heavy missiles and Cruise missiles the new T2 precision ammo is really effective against moving targets. On the other hand, the T2 precision ammo for Rockets, HAMs and Torpedoes perform worse than the T1 ammo, not just sometimes but always, and to top it off they have only half the range of the T1 too.

I also saw that for HAMs to be effective, at least one web is required, if the target has an afterburner two webs are needed. HAMs are so horrible.

Personally I think that the missile damage equation works. It's just the missiles themselves that needs to have their Damage, E, Ve and possibly drf values tweaked to make them a competitive alternative to guns.


You dont seem to understand the problem of missiles in PvP. Its the dmg application, which is really bad.
For instance if you do 100% dmg on a 200m/s ship, then you do about 40%-50% less dmg on the same ship if its speed is 400m/s. The formula basically cuts the dmg at the same value which the ships increase in speed. The dmg is proportional to the speed:

dmg ~ 1/speed

if the speed increase you do less dmg.

The dmg graph should look like this:
http://s1.directupload.net/file/d/3237/ztg7i88x_png.htm

and not like this graph:
http://s1.directupload.net/file/d/3237/hpyfr6v9_png.htm

Otherwise missiles will always suck in PvP, if you firing it at someone the same size.
Sal Landry
School of Applied Knowledge
Caldari State
#477 - 2013-04-26 15:48:54 UTC  |  Edited by: Sal Landry
S4nn4 wrote:
On the other hand, the T2 precision ammo for Rockets, HAMs and Torpedoes perform worse than the T1 ammo, not just sometimes but always, and to top it off they have only half the range of the T1 too.

What? Rockets HAM's and torps don't have precision ammo, they have high damage rage ammo that gets increased damage in exchange for nerfed range and damage application, and javelin ammo that gets increased range in exchange for lowered damage.
Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#478 - 2013-04-26 15:53:09 UTC
S4nn4 wrote:
I also saw that for HAMs to be effective, at least one web is required, if the target has an afterburner two webs are needed. HAMs are so horrible.


Well, since you're operating within web range and would like your target to stay there, what's so difficult about using a web?
Bucca Zerodyme
Good For Nothing Corporation
#479 - 2013-04-26 19:40:11 UTC  |  Edited by: Bucca Zerodyme
Okay guys i did some math because CCP cant do it right.

My own missiles Formula would like that:

Real Damage = Damage * max(min(Y/vel,Sig/Er,1),cos(min((vel-Y)/vel*DRF, 3.1415))/2+0.5) [Formula 1]

Y = Sig * Ev / Er
vel = ship's velocity
sig = ship's signature
Er = Explosion Radius of missile
Ev = Explosion Velocity of missile
DRF = Damge reducing factor

this formula is working like the old one, but it use the cosinus function for the reducing dmg of missiles.
The CCP Formula is using basically this function:
f(x) = (1/x)^y

it looks like this:
http://s1.directupload.net/file/d/3237/torh2x4v_png.htm

if you use a cosinus function the dmg application would be much smoother.
http://s14.directupload.net/file/d/3237/tofxjtwg_png.htm

if you compare both you would see it:
http://s1.directupload.net/file/d/3237/qkt5u7xe_png.htm

Formula 1 can be adjust by DRF-Factor, if DRF = 1.5 then you get the following graph for dmg application. Y = 200.
http://s7.directupload.net/file/d/3237/3f6v8759_png.htm

Every line is 100 speed. If you increase your speed by 2 then your missiles will deal 10% less dmg.
- 300 more speed: 23% less dmg
- 400 more speed: 38% less dmg
- 500 more speed: 55% less dmg

Of course the DRF must be adjust, this are just some random values to see how it works.

Edit:
The important part for the dmg application is when the graph is cutting the value of 1 and afterwards.
Gabriel Karade
Coreli Corporation
Pandemic Legion
#480 - 2013-04-26 19:49:21 UTC  |  Edited by: Gabriel Karade
Ancient history now, but this is what they were trying to do with missiles a long time ago....

http://oldforums.eveonline.com/?a=topic&threadID=79439

Basically - takes time to accelerate, so the bigger missiles would have poor agility straight out of the tubes, and therefore difficulty hitting smaller stuff up close.

Never was too sure why it didn't work, they just pulled the plug on it and eventually went with the explosion radius/velocity approach. Shame really, could have been a cool system, with scope for adding things like minimum 'arming' distance.

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