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The great missile debate

First post First post
Author
Bouh Revetoile
In Wreck we thrust
#121 - 2013-12-07 11:13:09 UTC
Niena Nuamzzar wrote:
Truth be told, CNI with T2 rigors, expensive implants and perfect skills is an extreme example as well.
So what are you trying to prove here ? That in an extreme case HAM can't kill everything ? Welcome to EVE, a game where you need to pick your fights carefuly.

Turrets, in extreme case scenarios, do 0 damage, not 40.
Marcus Walkuris
Aww yeahhh
#122 - 2013-12-07 11:31:52 UTC
I don't think we can get rid of signature radius in damage equations. When you activate a MWD you would become immortal.
But there should be some way to either make a signature radius limit both negative and positive, in that way a giant sig increase can increase tracking. Either that or a secondary attribute needs to be added to MWD, and AB in a lesser extent since speed would be the deciding attribute alone.
Niena Nuamzzar
Royal Amarr Institute
Amarr Empire
#123 - 2013-12-07 11:35:43 UTC
Bouh Revetoile wrote:
Niena Nuamzzar wrote:
Truth be told, CNI with T2 rigors, expensive implants and perfect skills is an extreme example as well.
So what are you trying to prove here ? That in an extreme case HAM can't kill everything ?

I'm not trying to prove anything. You were crying that no one ever showed the damage application of a CNI and when you got it you are unhappy with numbers.
Aisha Shimaya
Hedion University
Amarr Empire
#124 - 2013-12-07 11:37:43 UTC  |  Edited by: Aisha Shimaya
Komodo Askold wrote:

EDIT: re-reading my post, I realized some people could say 'Hey! If missiles always hit, then a missile BS would be instant death sentence for a group of frigs!' The answer is: what about the speed factor? Would you remain at zero transversal against a turret or sentry drone BS? No, wouldn't you? The same for missiles: if you are in that frig at full speed and those cruise missiles get you, you'll only get a scratch, but if you remain slow, you'll be wiped out. Wouldn't that be very similar to turrets or sentry drones?

It used to be like that, frig were able to outrun larger missiles, but if hit by a torpedo...it was ugly.
In the end no missile were able to hit a MWDing Interceptor, and people were complaing even more than today about missile being useless in PVP.

Now with frigates going from 2500 to 6000m/s with implant and links, good luck balancing missiles on speed only.


Even turret have a Signature Resolution.
http://wiki.eveuniversity.org/Turret_Damage#Turret_Signature_Resolution
Aivo Dresden
State War Academy
Caldari State
#125 - 2013-12-07 11:56:19 UTC  |  Edited by: Aivo Dresden
I've put stats and numbers for missile damage and application down against a Malediction and a Maller earlier in this thread. Why do people keep raving on damage application is fine when we've already brought you factual data and stats showing it isn't?

I've also redone that CNI peolpe were talking about. First off, I'm not sure how you fit yours, but (without implants) the absolute maximum amount of damage I get out of that with all skills at 5 is 475dps. Let's just assume we don't want to spend a truck ton of money on implants and exclude those from our calculations.

Looking at your numbers and post you have 4BCS in the low. Mids are web/TP, Propmod, Scram and ... 2 slot tank? You use rigor rigs as well, so what exactly is this buffer tank you speak of? I wouldn't exactly call 1 LSE a viable buffer fit. You don't even have a DCU. I'm no where near 28K EHP. Not to mention the massive gaping wholes in your resistances and the fact that if you don't have a web but go for a TP instead there is no way you're going to keep your target in range. I'm very curious to hear how you fitted that, and how you got to those numbers.

You are correct though in that it can apply practically full damage to a cruiser. So in this case 475dps. It will unfrotunately get destroyed by a frigate. :(

A single bonuses navy hull isn't really a base for comparison though. It's a bit skewed to go with a fit that is 100% gank and then rely on other members in the fleet or gang doing the pointing, webbing, etc. If you want a 100% gank fit, there are many MANY other cruiser that cost a fraction the price and will do A LOT more damage again making the viability of this ship just questionable in the first place.

Before the range fans get in, You should know that with perfect skills this CNI fit has 20.2km max range. No fall off, no nothing.

Hell I can fit a Rupture that will do 400+ dps for 20 mill (10% of the price of your CNI fit) and have twice the survivability. And Ruptures are not exactly your highest damage cruisers. There's just no reason to get a CNI when I can buy 10 ships for the same price, that can do more and will do it better.
Niena Nuamzzar
Royal Amarr Institute
Amarr Empire
#126 - 2013-12-07 12:18:20 UTC  |  Edited by: Niena Nuamzzar
Aivo Dresden wrote:
I've put stats and numbers for missile damage and application down against a Malediction and a Maller earlier in this thread. Why do people keep raving on damage application is fine and we've already brought you factual data and stats showing it isn't?

I've also redone that CNI peolpe were talking about. First off, I'm not sure how you fit yours, but (without implants) the absolute maximum amount of damage I get out of that with all skills at 5 is 475dps. Let's just assume we don't want to spend a truck ton of money on implants and exclude those from our calculations.

Looking at your numbers and post you have 4BCS in the low. Mids are web/TP, Propmod, Scram and ... 2 slot tank? You use rigor rigs as well, so what exactly is this buffer tank you speak of? I wouldn't exactly call 1 LSE a viable buffer fit. You don't even have a DCU. I'm no where near 28K EHP. Not to mention the massive gaping wholes in your resistances and the fact that if you don't have a web but go for a TP instead there is no way you're going to keep your target in range. I'm very curious to hear how you fitted that, and how you got to those numbers.

You are correct though in that it can apply practically full damage to a cruiser. So in this case 475dps. A single bonuses navy hull isn't really a base for comparison though. It's a bit skewed to go with a fit that is 100% gank and then rely on other members in the fleet or gang doing the pointing, webbing, etc. If you want a 100% gank fit, there are many MANY other cruiser that cost half the price and will do A LOT more damage again making the viability of this ship just questionable in the first place.

Before the range fans get in, You should know that with perfect skills this CNI fit has 20.2km max range. No fall off, no nothing.

CNI;
Internal Force Field Array I
Ballistic Control System II (x3)

Experimental 10MN Microwarpdrive I
Faint Epsilon Warp Scrambler I
Fleeting Propulsion Inhibitor I
Adaptive Invulnerability Field II
Large Shield Extender II

Heavy Assault Missile Launcher II, Caldari Navy Scourge Heavy Assault Missile (x6)

Medium Anti-EM Screen Reinforcer II
Medium Warhead Rigor Catalyst II (x2)

--
As I said, 544DPS at 21.3 km is with CN Scourge and every other launcher overheated. After 85 sec you should stop overheating or you will lose your first launcher. Shield resists are; 57.5, 50.4, 62.8 and 69% (do you see any massive gaping wholes?), EHP 28,448, speed 1948 m/s with cap life of 2 m 14 s (78% stable with mwd off). Don't get me wrong, I would never fly one except maybe in some niche PVP situations and even then I can think of better ships for the role.
Aivo Dresden
State War Academy
Caldari State
#127 - 2013-12-07 12:27:45 UTC
I didn't overheat my launchers, you can indeed squeeze out a little more that way. You are correct.

Like you said though, you'd never fly that fit, and I'm sure as hell won't either. :P
Bouh Revetoile
In Wreck we thrust
#128 - 2013-12-07 12:32:54 UTC  |  Edited by: Bouh Revetoile
Aivo Dresden wrote:
Before the range fans get in, You should know that with perfect skills this CNI fit has 20.2km max range. No fall off, no nothing.

Hell I can fit a Rupture that will do 400+ dps for 20 mill (10% of the price of your CNI fit) and have twice the survivability. And Ruptures are not exactly your highest damage cruisers. There's just no reason to get a CNI when I can buy 10 ships for the same price, that can do more and will do it better.
And that Rupture will have 2km range... Maybe 10 with falloff, which will through him at 150dps at 10km ?

I was talking about the CNI because it is, IMO, a Cruiser which solve the problem other missiles cruisers can have to kill smaller targets.

And FYI 26kehp tank is a lot for a fast T1 cruiser.

Cheery picking numbers to "unfortunately" pick the absolute worst case your ship can go on is plain stupid or dishonnest, but above all irrealistic. Not medium turret will ever hit an interceptor provided he just simply don't stop to move. Turrets will have a very hard time killing an attack frigate too. Missiles, when factoring the range they can hit to, have an insane damage application.

Now this damage application is balanced, and as you can't balance it with position like turret, signature and raw speed do the job.

Missiles are different from turrets. They have pros and cons, exactly like turrets. Deal with it. And if you are pro enough to not see any drawbacks to turrets, just use them instead of bothering with missiles, because missiles are useless if turrets are in a best case scenario.

PS : my numbers show 93dps to an untanked MWDing Executioner with CNI and one TP. Such a frigate will survive around 30s to this dps... You wouldn't kill it faster with another frigate, and you would certainly not hit it at 15km if he is orbiting you. Only drones bonused warriorII compete here, and I'm not sure their applyed dps will be that high. Of course I'm not talking about LM which would melt him.

PPS :
[Caracal Navy Issue, HAM]

Damage Control II
Ballistic Control System II
Ballistic Control System II
Ballistic Control System II

Experimental 10MN Microwarpdrive I
Large Shield Extender II
Adaptive Invulnerability Field II
Faint Epsilon Warp Scrambler I
Target Painter II

Heavy Assault Missile Launcher II, Scourge Javelin Heavy Assault Missile
Heavy Assault Missile Launcher II, Scourge Javelin Heavy Assault Missile
Heavy Assault Missile Launcher II, Scourge Javelin Heavy Assault Missile
Heavy Assault Missile Launcher II, Scourge Javelin Heavy Assault Missile
Heavy Assault Missile Launcher II, Scourge Javelin Heavy Assault Missile
Heavy Assault Missile Launcher II, Scourge Javelin Heavy Assault Missile

Medium Anti-EM Screen Reinforcer I
Medium Core Defense Field Extender I
Medium Core Defense Field Extender I
Niena Nuamzzar
Royal Amarr Institute
Amarr Empire
#129 - 2013-12-07 12:35:20 UTC
Aivo Dresden wrote:

Like you said though, you'd never fly that fit, and I'm sure as hell won't either. :P

Sure but I've said it before in a way on page 6:

Niena Nuamzzar wrote:

Somewhat extreme fit though and Imo very expensive for what it's worth.

P
Niena Nuamzzar
Royal Amarr Institute
Amarr Empire
#130 - 2013-12-07 12:49:24 UTC
Bouh Revetoile wrote:

PS : my numbers show 93dps to an untanked MWDing Executioner with CNI and one TP. Such a frigate will survive around 30s to this dps...

I hope you know there's no way you can catch a guy flying MWD Executioner so tell me why would he engage you in the first place? Realistically speaking, you're the one unrealistic here.
Aivo Dresden
State War Academy
Caldari State
#131 - 2013-12-07 12:55:45 UTC  |  Edited by: Aivo Dresden
Bouh Revetoile wrote:
text

It really doesn't matter much what it's optimal range is, because you're not the one dictating range, the Rupture is. The Rupture has a faster base speed and you don't have a web. You're not going to keep up with it. It'll either fly out of your point range and warp off, or it'll get in to it's own optimal and shoot you to shreds.

Same goes for the Executioner. Why would he ever engage a CNI? Even if for some reason you manage to catch it off guard, it'll take like 4 seconds before it's out of your point range and in to warp.
Bouh Revetoile
In Wreck we thrust
#132 - 2013-12-07 13:17:12 UTC
Aivo Dresden wrote:
It really doesn't matter much what it's optimal range is, because you're not the one dictating range, the Rupture is. The rupture has a faster base speed and you don't have a web. You're not going to keep up with it. It'll either fly out of your point range and warp off, or it'll get in to it's own optimal and shoot you to shreds.

Same goes for the executioner. Why would he ever engage a CNI? Even if for some reason you manage to catch it off guard, it'll take like 4 seconds before it's out of your point range and in to warp.
Exactly ! Why would a fast frigate (those able to reduce missile damage) fight a missile ship as they are gonna die anyway ?!

As for the Rupture, either shield or armor tanked, it's slower than the Caracal, so what range will it dictate ?
Aivo Dresden
State War Academy
Caldari State
#133 - 2013-12-07 13:30:36 UTC  |  Edited by: Aivo Dresden
Bouh Revetoile wrote:
As for the Rupture, either shield or armor tanked, it's slower than the Caracal, so what range will it dictate ?

Both the Rupture and the CNI have a base speed of 210ms, but he has a web and you don't, you took a TP. The Rupture costs 20 mill, compared to your CNI going for at least 10 times that. You also need to overheat all your launchers to get a comparable damage. A Rupture can field 5 drones and has room for spare, be it ECM or regular drones, where as you can only field 2 total.

You're not going to win that fight. The only thing you'll get out of it, is a comedy loss mail. Not to mention that a Rupture isn't a particularly strong cruiser by any standard. It's average really.

Now what happens if you run in to a Vexor, or maybe a Navy Omen? A fitted one will cost half the price. Brawling versions will do 600-700 dps and should it be a kiter, it'll keep you between 20km-25km which is over your maximum missile range and pound away. You will do 0 dps, while it does 435.
Bouh Revetoile
In Wreck we thrust
#134 - 2013-12-07 14:52:54 UTC
Aivo Dresden wrote:
Bouh Revetoile wrote:
As for the Rupture, either shield or armor tanked, it's slower than the Caracal, so what range will it dictate ?

Both the Rupture and the CNI have a base speed of 210ms, but he has a web and you don't, you took a TP. The Rupture costs 20 mill, compared to your CNI going for at least 10 times that. You also need to overheat all your launchers to get a comparable damage. A Rupture can field 5 drones and has room for spare, be it ECM or regular drones, where as you can only field 2 total.
There's a thing called mass. And with a Web, it's an armor rupture, either active tanked and its capacitor won't last long or buffer and is very slow.

Also, paper AC dps != from real dps. You'll apply MUCH more dps than he will. You will murder him.

And you can swap the TP for a web if close range is what scares you. With a web you can even use rage HAM...
Marcus Walkuris
Aww yeahhh
#135 - 2013-12-07 14:54:34 UTC
Just a quick recap of all the deleted conversation. IT was argued that missiles specialize in range, against which hit was argued that past long point range this is meaningless.

Also it has been stressed missiles are better in gang fights because they would be "Fire and forget". Against which it was argued that missiles are far worse in gangs because they don't apply instantly and gangs kill very quickly. The only exception being light missiles and rockets because they at least apply damage semi fast enough to matter, without abysmal tracking.
Niena Nuamzzar
Royal Amarr Institute
Amarr Empire
#136 - 2013-12-07 14:56:47 UTC
As we can see here*:

https://zkillboard.com/ship/621/solo/page/1/

almost anything can kill a Caracal and what can Caracal kill? Frigates.

Cerberus is not much better for the cost lately, most times it will lose dealing with HAC and other turret cruisers.

https://zkillboard.com/ship/11993/solo/page/1/

--
*I'm sorry if breaking rules, it's only to provide statistics
Aivo Dresden
State War Academy
Caldari State
#137 - 2013-12-07 15:21:55 UTC
Bouh Revetoile wrote:
There's a thing called mass. And with a Web, it's an armor rupture, either active tanked and its capacitor won't last long or buffer and is very slow.
Also, paper AC dps != from real dps. You'll apply MUCH more dps than he will. You will murder him.
And you can swap the TP for a web if close range is what scares you. With a web you can even use rage HAM...

What are you talking about? Mass has no effect on cruising speed, only for speed boosts. Pretty obvious you'd fit a cap booster on an armor Rupture. You of course understand that overheated the Rupture's MAAR will repair 230dps and you of course looked up as well that the Rupture during that time will crank out 540+dps?

Not sure why I'm asking this as obviously you checked up on these things before writing your post, otherwise you'd just be talking garbage and saying things which have no actual factual or statistical base of any kind.

Keep going though, I like seeing you defend this 10 times more expensive navy faction cruiser against a 25mill Rupture fit.
Bouh Revetoile
In Wreck we thrust
#138 - 2013-12-07 15:58:57 UTC
Aivo Dresden wrote:
What are you talking about? Mass has no effect on cruising speed, only for speed boosts. Pretty obvious you'd fit a cap booster on an armor Rupture. You of course understand that overheated the Rupture's MAAR will repair 230dps and you of course looked up as well that the Rupture during that time will crank out 540+dps?

Not sure why I'm asking this as obviously you checked up on these things before writing your post, otherwise you'd just be talking garbage and saying things which have no actual factual or statistical base of any kind.

Keep going though, I like seeing you defend this 10 times more expensive navy faction cruiser against a 25mill Rupture fit.
Oh, my bad, I forgot AC applyed perfect dps from 0 to 20km.

Ah, and the fight obsiously start in scram range at 0, or CNI might have a chance.

And of course web is forbiden on the CNI, or rage HAM could be used to apply perfect dps.

And MAAR don't have only 8 cycle before reload, that's a legend.

And the CNI can't overload obviously, that would increase its chances of success.

And of course the CNI should not use its MWD or he will be faster than the Rupture and that just can't be.

Basicaly, a missile ship must sit down immobile in optimal range of the turret ship for him to apply 100% of its dps, and use the least effective missile possible (like precision mjolnir on armor tanked Rupture.

Oh, I must be very bad at pvp to forgot all of these obvious things.




Or, seriously, you can realize that a Rupture have actually not any chance against a CNI because it outdps the Rupture at all ranges, and is faster, and have the same tank when buffered.

But such dishonnesty is actually boring. Turrets don't always engage in perfect condition. Most of the time, it's far less than ideal. So missiles have not ideal conditions too, and they are different from turrets, but if you don't like missiles, stop pretending they are bad in finely selected but unreal scenarios and train for turrets ; and stop asking to make missiles turrets with different graphics, that's just plain stupid.

The CNI is a beast, as are all navy cruisers now, missiles or not. And of course in some cases a Velator can kill them all.
Aivo Dresden
State War Academy
Caldari State
#139 - 2013-12-07 18:36:20 UTC  |  Edited by: Aivo Dresden
For the sake of argument lets agree.

That still doesn't mean anything. You've taken one hull that has bonuses to the EXACT PROBLEM we're bringing up here again and again (The hull's 25% explosion radius bonus directly counters signature radius and this greatly improves damage application which is the problem to begin with) and that is your reference for calling it balanced and working as intended. It's the hull bonus making the ship somewhat viable (realistically though, it costs 10 times the price of another equally competitive cruiser).

I mean the whole fact that you took the single cruiser which has bonuses exactly to it's damage application kind of validates all our points here. You call this cruiser strong and a viable PVP cruiser, well it is only so because of that 25% hull bonus in damage application.

On it's own the heavy missile system is not competitive enough. Not to mention that without said bonuses like for example on another hull or against a proper PvP oriented cruiser like the Navy Omen, it vastly under performs regardless.

I mean, you could remove that hull bonus, tweak explosion radius on all heavy missiles by 15-20% and you would have line of launchers that are viable. Your maximum DPS would be the same still. The applied DPS would be a little below that of the current CNI.

A new hull bonus for the CNI could make it stand out above the regular Caracal in other areas instead. For example the current rate of fire bonus could be combined with a missile velocity bonus.

Another suggestion would be to just add a module that allows us to change or boost these missiles properties. Call it a missile counterpart to the tracking computer /enhancer.
Tzar Sinak
Mythic Heights
#140 - 2013-12-07 18:56:25 UTC
I have been playing EVE for a long time now and every time a discussion about missile mechanics both good and bad occurs (and it occurs a lot) the thread becomes a compare and contrast of missiles/turrets. Interestingly the results are always the same: misunderstanding, hard feels, trash talk, misrepresentations, cries of anguish, ISD editing and hardened attitudes. All this because of a complaint about missile mechanics.

Neither turrets or missiles are perfect. Neither are balanced. Neither is the "perfect" weapon system and both need improvement. Hybrids were a joke, rails were awful, rockets were pathetic, T2 missile ammo was never used etc. but things are changed and with changes come more complaints. Thus the circle of EVE life continues.

Conclusion, getting into fights over things that will not be changed for a looooong time is not worth it. Getting into discussions about how to make the most of what you have until the change occurs is invaluable.

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