These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
123Next page
 

CCP is there an ETA for a missile tracking computer/enhancers?

First post
Author
Azure Rayl
Hedion University
Amarr Empire
#1 - 2014-01-05 02:47:49 UTC
As the title says above, i've lost count of how long there has been talk about missile tracking computer/enhancers in development. Are they in development? Is there any chance of seeing them in rubicon 1.1.
Arthur Aihaken
CODE.d
#2 - 2014-01-05 03:10:40 UTC
Lol
Oh wait, you were serious…?

I am currently away, traveling through time and will be returning last week.

Gimme more Cynos
Deep Core Mining Inc.
Caldari State
#3 - 2014-01-05 03:16:28 UTC
Arthur Aihaken wrote:
Lol
Oh wait, you were serious…?


:D :D

Anyway, a somehow serious response on them would be cool. Even if it's just a "there are balancing problems, so we scrapped them as a whole".
scorchlikeshiswhiskey
Totally Abstract
O X I D E
#4 - 2014-01-05 03:24:52 UTC
I'd like to see a Missile boat with the same equivalent weapons as a Mach or Vindi, but I think we're both going to keep on waiting...
Nevyn Auscent
Broke Sauce
#5 - 2014-01-05 06:54:56 UTC
Gimme more Cynos wrote:
Arthur Aihaken wrote:
Lol
Oh wait, you were serious…?


:D :D

Anyway, a somehow serious response on them would be cool. Even if it's just a "there are balancing problems, so we scrapped them as a whole".

They gave that answer already after all the whining in the discussion threads when they proposed them.
It's not in development at all. It's in the 'we could possibly do this at some time in the future as an option'
Meyr
Di-Tron Heavy Industries
OnlyFleets.
#6 - 2014-01-05 14:23:41 UTC
Question -

Using PVE as a baseline, since no two PVP situations are the same, if missiles don't miss, do the same damage every time they hit a target able to absorb more than one volley into a particular defensive belt (shields, armor, or hull), and have such consistency that pilots can know precisely how many volleys it will take to destroy a particular target,

Why do you think they need another enhancement module?
Jureth22
State War Academy
Caldari State
#7 - 2014-01-05 14:31:46 UTC
Meyr wrote:
Question -

Using PVE as a baseline, since no two PVP situations are the same, if missiles don't miss, do the same damage every time they hit a target able to absorb more than one volley into a particular defensive belt (shields, armor, or hull), and have such consistency that pilots can know precisely how many volleys it will take to destroy a particular target,

Why do you think they need another enhancement module?



because what u talk is only theoretical.live,all missiles suck in various situation compared to guns.yet they still are a primary for of weapon for many ships.
I am disposable
Republic University
Minmatar Republic
#8 - 2014-01-05 14:59:54 UTC  |  Edited by: I am disposable
Meyr wrote:
Question -

Using PVE as a baseline, since no two PVP situations are the same, if missiles don't miss, do the same damage every time they hit a target able to absorb more than one volley into a particular defensive belt (shields, armor, or hull), and have such consistency that pilots can know precisely how many volleys it will take to destroy a particular target,

Why do you think they need another enhancement module?


"Missiles don't miss." That one always cracks me up. They may not "miss", but their damage can be mitigated to such ridiculous levels that they might as well have missed, and it's actually very easy to do with ships with any kind of speed.

Edit: I am not referring to frigate-sized missiles. Those are the only missiles that are not utter crap in PVP.
CCP Fozzie
C C P
C C P Alliance
#9 - 2014-01-05 18:22:27 UTC
Adding precision enhancing modules for missiles is still something we are interested in pursuing and putting thought into, but it's not at the "all we need to push the button" point. There are some balance and implementation issues that make the process a bit complicated.

So I can't promise anything except that we like the idea and are continuing to put thought into how we could make it a reality.

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

scorchlikeshiswhiskey
Totally Abstract
O X I D E
#10 - 2014-01-05 19:02:17 UTC
CCP Fozzie wrote:
Adding precision enhancing modules for missiles is still something we are interested in pursuing and putting thought into, but it's not at the "all we need to push the button" point. There are some balance and implementation issues that make the process a bit complicated.

So I can't promise anything except that we like the idea and are continuing to put thought into how we could make it a reality.

Well it seems to me like RLML's and RHML's were run out without being much farther along than this... Would a little consistency be so much to ask for?
Arthur Aihaken
CODE.d
#11 - 2014-01-05 21:16:21 UTC  |  Edited by: Arthur Aihaken
CCP Fozzie wrote:
Adding precision enhancing modules for missiles is still something we are interested in pursuing and putting thought into, but it's not at the "all we need to push the button" point. There are some balance and implementation issues that make the process a bit complicated.

So I can't promise anything except that we like the idea and are continuing to put thought into how we could make it a reality.

Heavy missile launchers and the new rapid light missile launchers have all but disappeared from the PvP landscape. I'm just curious at what point a weapon system becomes so marginalized that it necessitates a serious review? Damage application for heavy missiles, torpedoes and the new rapid launchers need serious re-examination.

This doesn't necessarily have to involve the introduction of a ballistic enhancer or ballistic computer, but the reality is that target painters are largely ineffective, utilizing rigs places Caldari ships at an extreme disadvantage with respect to tank and resorting to stasis webs completely defeats any advantage of light or heavy missiles.

Many of us have been repeatedly been asking for an update (any update!) on where things are at. We're not exactly thrilled at the prospect of being forced to reluctantly retrain for another race and weapon system.

What will it take to get a meaningful dialog going about this? I think after suffering almost a year of the heavy missile nerf (while rails, drones and everything else have been buffed) and the unexpected rapid light missile changes - we're owed at least that.

I am currently away, traveling through time and will be returning last week.

I am disposable
Republic University
Minmatar Republic
#12 - 2014-01-05 22:47:42 UTC
Arthur Aihaken wrote:
CCP Fozzie wrote:
Adding precision enhancing modules for missiles is still something we are interested in pursuing and putting thought into, but it's not at the "all we need to push the button" point. There are some balance and implementation issues that make the process a bit complicated.

So I can't promise anything except that we like the idea and are continuing to put thought into how we could make it a reality.

Heavy missile launchers and the new rapid light missile launchers have all but disappeared from the PvP landscape. I'm just curious at what point a weapon system becomes so marginalized that it necessitates a serious review? Damage application for heavy missiles, torpedoes and the new rapid launchers need serious re-examination.

This doesn't necessarily have to involve the introduction of a ballistic enhancer or ballistic computer, but the reality is that target painters are largely ineffective, utilizing rigs places Caldari ships at an extreme disadvantage with respect to tank and resorting to stasis webs completely defeats any advantage of light or heavy missiles.

Many of us have been repeatedly been asking for an update (any update!) on where things are at. We're not exactly thrilled at the prospect of being forced to reluctantly retrain for another race and weapon system.

What will it take to get a meaningful dialog going about this? I think after suffering almost a year of the heavy missile nerf (while rails, drones and everything else have been buffed) and the unexpected rapid light missile changes - we're owed at least that.


And when you look at top 20 weapons it's obvious this is not just missile users whining like turret users often like to claim. Only arbalest torps and LMLs are on that list, and the torp launchers are misleading as those are obviously only on the list due to bombers.
Alexander McKeon
Perkone
Caldari State
#13 - 2014-01-06 06:56:09 UTC
The lack of such modules also means that the Phoenix is completely unusable in either PvE roles or as a blap-dread in PvP, functions which the other three can all fulfill to an extent. Even the Rev is usable for blasting red crosses, but the Phoenix simply can't manage, and you'll never get decent DPS against hostile T3s with Citadel weapons despite using bonused painters & webs.
Morwennon
The Tuskers
The Tuskers Co.
#14 - 2014-01-06 11:30:51 UTC  |  Edited by: Morwennon
Fozzie, since you've been posting metrics on the usage of the revamped marauders, could you do an updated post on RLML usage in PvE and PVP now that players have had time to adjust to the changes? Based on pre- and post-nerf sales figures for The Forge (see here for details), it seems that their total usage has declined by around 40% - is that borne out by your metrics?
CCP Fozzie
C C P
C C P Alliance
#15 - 2014-01-06 14:24:55 UTC
Morwennon wrote:
Fozzie, since you've been posting metrics on the usage of the revamped marauders, could you do an updated post on RLML usage in PvE and PVP now that players have had time to adjust to the changes? Based on pre- and post-nerf sales figures for The Forge (see here for details), it seems that their total usage has declined by around 40% - is that borne out by your metrics?


That lands in the same range as our usage metrics. Obviously we're taking all of this into account when we plan the next steps, but I'm not going to go into more detail until Rise is back from vacation and the whole balance team can sync up in person.

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

scorchlikeshiswhiskey
Totally Abstract
O X I D E
#16 - 2014-01-06 17:44:24 UTC  |  Edited by: scorchlikeshiswhiskey
CCP Fozzie wrote:
Morwennon wrote:
Fozzie, since you've been posting metrics on the usage of the revamped marauders, could you do an updated post on RLML usage in PvE and PVP now that players have had time to adjust to the changes? Based on pre- and post-nerf sales figures for The Forge (see here for details), it seems that their total usage has declined by around 40% - is that borne out by your metrics?


That lands in the same range as our usage metrics. Obviously we're taking all of this into account when we plan the next steps, but I'm not going to go into more detail until Rise is back from vacation and the whole balance team can sync up in person.

Vacations are necessary, I don't think anyone begrudges you guys for taking breaks. On the other hand, we definitely feel that our opinions are being neglected and shunned when threads are un-stickied without feedback, and when the few posts that we get seem to be formulated to provide words without much meaning that don't seem to address the questions or topics at all.

Are we on the forums unhappy with RLML/RHMLs? Yes.
Are we unhappy with the unreasonably long reload time, unreasonably short ammo size, and lack of a workable ammo switch mechanic? Yes, even more.
Are we unhappy with the slipshod manner in which they appeared to be run out to make the deadline? Most definitely.
But above all of those concerns I would go so far as to say that the general unhappiness with the people that have been keeping the RLML thread alive, and creating threads like this one, lies with the general neglect that is given to the concerns and appeals of missile pilots.

We understand that you can't answer every hair-brained forum poster in-depth and still do your jobs, but there have been many well stated questions and posts that have gone completely unanswered which only serves to fuel the sense of being Eve's red-headed step-children that many missile pilots feel. (For example, there have been many posts asking about a missile-based Pirate BS that might even have as close to as many effective weapons as a Mach or Vindi, and to my knowledge nothing has been said.) (Edit: The best missile pilots can do is a Fleet Typhoon which has, I believe, 8.25 effective launchers)

The link provided above shows quite clearly the 38% drop in sales of RLML in The Forge region over the specified period, given the lack of response from CCP the only thing that we have to go on is that RLML use has dropped significantly without a corresponding growth in HML sales. This leads one to believe that CCP is rallying to the cause of defending an unfinished weapon system instead of accepting player feedback, addressing concerns, and providing some clarity in what CCP may be doing to correct what we believe are grievous inadequacies.
Mhari Dson
Lazy Brothers Inc
#17 - 2014-01-06 22:52:51 UTC
CCP Fozzie wrote:
Morwennon wrote:
Fozzie, since you've been posting metrics on the usage of the revamped marauders, could you do an updated post on RLML usage in PvE and PVP now that players have had time to adjust to the changes? Based on pre- and post-nerf sales figures for The Forge (see here for details), it seems that their total usage has declined by around 40% - is that borne out by your metrics?


That lands in the same range as our usage metrics. Obviously we're taking all of this into account when we plan the next steps, but I'm not going to go into more detail until Rise is back from vacation and the whole balance team can sync up in person.



I'd also like to put in a reminder that Rise did promise a look at heavy/HAM's in the near future. Also, can something be done about the pitiful range on precisions?
Ransu Asanari
Perkone
Caldari State
#18 - 2014-01-06 23:07:06 UTC
I echo a lot of the sentiments in this thread. Missiles need a lot of love, in my opinion.

Please also consider the Missile SP rebalance, as the gunnery skill decoupling was just done in Rubicon and highlights the imbalance even more. I posted a proposal here in Jita Park. Hopefully the CSM has made you aware of it:

https://forums.eveonline.com/default.aspx?g=posts&m=3851065#post3851065

Daenika
Chambers of Shaolin
#19 - 2014-01-06 23:24:21 UTC
Quote:
the reality is that target painters are largely ineffective, utilizing rigs places Caldari ships at an extreme disadvantage with respect to tank and resorting to stasis webs completely defeats any advantage of light or heavy missiles.


There are really just two fundamental problems with missiles. First off, long-range missiles are invariably at a disadvantage compared to turrets simply because damage mitigation for missiles is invariant of distance. For turrets, it's a curve, really close targets having higher angular for the same traversal speed, and really far targets being outside optimal. For missiles, it's identical at all distances, so sniper fit turrets tend to be overwhelmingly superior for long-range encounters because tracking loses it's drawback and optimal is too far to matter. There's no equivalent for missiles.

The other major issue, and the issue that still to this day make zero sense, is the hard cap on the missile equation of the target's sig over the missile's explosion radius. Turrets will hit a small but stationary target for full damage. Missiles will hit a small but stationary target for a miniscule percentage of their maximum damage. That portion of the missile equation should simply be removed, as it serves little purpose. If turrets can be brought near 100% DPS by super-webbing the target, missiles should to, particularly given the extreme disparity between the benefits of a web and a TP on the damage equations of both (a -60% web is equivalent to a +150% TP).

Overall, probably the best thing possible for missiles is to universally make all missiles like large and capital missiles in terms of damage application. Short-range missiles do more damage, but also apply it more poorly to smaller, faster targets. Combine that with the removal of the absurd damage cap against small (but stationary) targets, and the introduction of modules benefiting damage application, and you've got a balanced system. For short-range missiles, you can either favor damage application modules for doing better damage against same-size or smaller targets, or damage modules for larger targets. For long-range missiles, you can favor damage modules to offset the lower base DPS of the long-range missiles, or damage application modules to hit smaller targets better. This also, incidentally, covers the gap the RLML and RHML were originally intended to cover (namely, shooting down a size).
Caleb Seremshur
Commando Guri
Guristas Pirates
#20 - 2014-01-06 23:43:34 UTC
Mhari Dson wrote:
CCP Fozzie wrote:
Morwennon wrote:
Fozzie, since you've been posting metrics on the usage of the revamped marauders, could you do an updated post on RLML usage in PvE and PVP now that players have had time to adjust to the changes? Based on pre- and post-nerf sales figures for The Forge (see here for details), it seems that their total usage has declined by around 40% - is that borne out by your metrics?


That lands in the same range as our usage metrics. Obviously we're taking all of this into account when we plan the next steps, but I'm not going to go into more detail until Rise is back from vacation and the whole balance team can sync up in person.



I'd also like to put in a reminder that Rise did promise a look at heavy/HAM's in the near future. Also, can something be done about the pitiful range on precisions?


I've put 6.6 mil in to missile skills, if they **** the only good ones left (cruise and HAM) i'll unsub. Don't marginalise me without doing any testing first.
123Next page