These forums have been archived and are now read-only.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

Change how the specific damage type bonus on missiles works

Author
Anhenka
The New Federation
Sigma Grindset
#41 - 2014-03-07 00:06:23 UTC  |  Edited by: Anhenka
Mike Voidstar wrote:
The forum kneejerk reaction of "OMG, BUFFS MUST COME WITH NERFS" does not need to apply here, because the performance of these ships would not be improved beyond their current levels.

Whut?

I'm done.

Abandon thread.
Bertrand Butler
Cras es Noster
#42 - 2014-03-07 00:11:46 UTC
Mike Voidstar, how many missile ships have you flown?
Mike Voidstar
Voidstar Free Flight Foundation
#43 - 2014-03-07 00:21:25 UTC
Actually, I don't like them in general. I trained missiles for the Damnation.

Yep, I am woefully underqualified to discuss Caldari missile ships.
Bertrand Butler
Cras es Noster
#44 - 2014-03-07 00:38:39 UTC  |  Edited by: Bertrand Butler
No no, I'm not trying to diss you or anything. Its just that by your responses in the thread, you seem to not understand fully how missile ships are currently balanced against other ships, especially in PvP.

Your idea about damage bonus is flawed, for two reasons imo.

1. You are trying to circumvent a balance limit imposed for very specific reasons.
2. You are trying to circumvent a balance limit imposed for very specific reasons, in the wrong way.

Missiles are pretty much designed as single damage type ammo for multiple damage type weapons. Thats the reason we have 4 different missile types (mjolnir, inferno, scourge, nova) for each missile class. Some ships get bonuses to a single damage type, so as to limit versatility while keeping power high and add character to a hull.

Here is an example of a ship that has damage type bonuses.

Osprey Navy Issue
10% missile velocity bonus
5% damage bonus to EM,Thermal and Explosive missiles.
10% damage bonus to Kinetic missiles.


Can you explain to me what is the damage power and types inflicted under your suggestion when I fire a mjolnir heavy assault missile? Right now, the damage is 172 EM points with the hull bonus applied and perfect skills.
Mike Voidstar
Voidstar Free Flight Foundation
#45 - 2014-03-07 00:42:07 UTC  |  Edited by: Mike Voidstar
Sure, short range EM missile with a bonus to range through velocity, and 5% bonus to the damage. Edit: frok the medium launcher.

Edit: My apologies, I misread this earlier. I had thought you were questioning if I understood what a Mjolner HAM missile was. I do, but that isn't what you asked.

Under my proposal, given 172 damage including the 5% EM bonus per missile, it would do an additional 8.17 (ish) Kinetic damage as well.

As I covered in the lower post, my proposal would not affect the global portion of the damage bonus, only the part that emphasizes one damage over all the others.

This particular hull is an outlier in the pattern that most of the specific bonus hulls have, in that all of the types are bonused, and just one is bonused more. That does not really change my intent, but it is something I had not considered.
Bertrand Butler
Cras es Noster
#46 - 2014-03-07 00:45:38 UTC  |  Edited by: Bertrand Butler
Quote:
Rather than applying the bonus damage on certain hulls to one specific kind of missile, apply that damage bonus to any missile fired.



According to the idea you posted in the OP, it should get 172 EM, 69 Kinetic, 34 Thermal and 34 Explosive damage.

Now, lets say that you fire a Scourge heavy assault missile.

According to the idea you posted in the OP, it should get 206 Kinetic, 34 EM, 34 Thermal and 34 Explosive damage.
epicurus ataraxia
Illusion of Solitude.
Illusion of Solitude
#47 - 2014-03-07 00:51:18 UTC  |  Edited by: epicurus ataraxia
Mike Voidstar wrote:
I dont fly a lot of missile ships, so maybe this is just goofy...

Rather than applying the bonus damage on certain hulls to one specific kind of missile, apply that damage bonus to any missile fired.

For instance, You have a Drake with 50% Kinetic Damage bonus using a Thermal missile... It deals 100 thermal damage and the bonus deals 50 Kinetic.

This resolves the pigeonholing of the damage while retaining some of the predictability of the damage type. You will still want to insure you are well covered in Kinetic when facing Caldari (or Explosive when facing Minmatar, and Kin/Therm when facing Gurista), but you don't get to just discount the damage all together when they arent using kinetic missiles.


It is lovely to see someone who is able to think laterally,
Real improvements only occur when people take a fresh interpretation of what is accepted as "natural" and familiar.

It is a really good idea, and well worth expanding on. It can bring a new dimension to the upcoming (hopefully) missile rebalance.
We must be careful not to strangle new ideas at birth, by assuming the status quo is the best way of doing things.
Even if just a thought experiment, good things can come from thoughts like this.

Tl;dr +1 for originality

There is one EvE. Many people. Many lifestyles. WE are EvE

Mike Voidstar
Voidstar Free Flight Foundation
#48 - 2014-03-07 01:19:52 UTC  |  Edited by: Mike Voidstar
Bertrand Butler wrote:
Quote:
Rather than applying the bonus damage on certain hulls to one specific kind of missile, apply that damage bonus to any missile fired.



According to the idea you posted in the OP, it should get 172 EM, 69 Kinetic, 34 Thermal and 34 Explosive damage.

Now, lets say that you fire a Scourge heavy assault missile.

According to the idea you posted in the OP, it should get 206 Kinetic, 34 EM, 34 Thermal and 34 Explosive damage.


You misunderstand my intent. According to my OP, you would get a flat 5% bonus to all damage, and an extra amount of Kinetic damage equal to 5% of that base damage amount, assuming that the balance review that would naturally come with any such change didn't change the bonus slightly in some way.

That bonus is really a 5% to everything, which is a pretty standard bonus, and then another 5% focus on Kinetic damage, which is the sort of thing I meant to address. You could, if you wanted to make it a rainbow special do 100+5+5+5+10, but that's not really the intent of that bonus.
Humang
Sudden Buggery
Sending Thots And Players
#49 - 2014-03-07 01:55:27 UTC  |  Edited by: Humang
A unique and interesting concept, I could support this, at least open it up to testing.

EDIT:
Actually its a damn good idea, it still hold the caldari kinetic theme that CPP want to hold on to, but incorporates the damage selectability that should be innate to all missile ships.

I can't +1 this enough.

AFK cloaking thread Summary - Provided by Paikis Good Post Etiquette - Provided by CCP Grayscale

Daichi Yamato
Jabbersnarks and Wonderglass
#50 - 2014-03-07 04:06:53 UTC
i like the thinking

but caldari ships often come with strengths most likely to make up for their strict damage types. they often do more damage than comparable missile boats e.g. hawk vs vengeance, cerb vs sac, crow vs malediction.

the idea that they should have adjustable damage types AND keep the higher missile damage would be imbalanced. It is apparently the caldari way to have high kinetic damage or low adjustable damage, love it or hate it.

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

Arthur Aihaken
CODE.d
#51 - 2014-03-07 06:17:40 UTC
Daichi Yamato wrote:
i like the thinking

but caldari ships often come with strengths most likely to make up for their strict damage types. they often do more damage than comparable missile boats e.g. hawk vs vengeance, cerb vs sac, crow vs malediction.

the idea that they should have adjustable damage types AND keep the higher missile damage would be imbalanced. It is apparently the caldari way to have high kinetic damage or low adjustable damage, love it or hate it.

Play extensively with missiles some time. Unlike turrets, listed DPS only drops when you undock. There's no critical and minimal ways to improve damage application.

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

Anhenka
The New Federation
Sigma Grindset
#52 - 2014-03-07 06:21:14 UTC
Arthur Aihaken wrote:
Daichi Yamato wrote:
i like the thinking

but caldari ships often come with strengths most likely to make up for their strict damage types. they often do more damage than comparable missile boats e.g. hawk vs vengeance, cerb vs sac, crow vs malediction.

the idea that they should have adjustable damage types AND keep the higher missile damage would be imbalanced. It is apparently the caldari way to have high kinetic damage or low adjustable damage, love it or hate it.

Play extensively with missiles some time. Unlike turrets, listed DPS only drops when you undock. There's no critical and minimal ways to improve damage application.


There's a small number of ways to improve application because there's a small number of ways to lose application....
Daichi Yamato
Jabbersnarks and Wonderglass
#53 - 2014-03-07 21:17:50 UTC
Arthur Aihaken wrote:
Daichi Yamato wrote:
i like the thinking

but caldari ships often come with strengths most likely to make up for their strict damage types. they often do more damage than comparable missile boats e.g. hawk vs vengeance, cerb vs sac, crow vs malediction.

the idea that they should have adjustable damage types AND keep the higher missile damage would be imbalanced. It is apparently the caldari way to have high kinetic damage or low adjustable damage, love it or hate it.

Play extensively with missiles some time. Unlike turrets, listed DPS only drops when you undock. There's no critical and minimal ways to improve damage application.


And this is relevant when comparing missile ships with other missile ships how?

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

Humang
Sudden Buggery
Sending Thots And Players
#54 - 2014-03-07 23:41:25 UTC  |  Edited by: Humang
Daichi Yamato wrote:
Arthur Aihaken wrote:
Daichi Yamato wrote:
i like the thinking

but caldari ships often come with strengths most likely to make up for their strict damage types. they often do more damage than comparable missile boats e.g. hawk vs vengeance, cerb vs sac, crow vs malediction.

the idea that they should have adjustable damage types AND keep the higher missile damage would be imbalanced. It is apparently the caldari way to have high kinetic damage or low adjustable damage, love it or hate it.

Play extensively with missiles some time. Unlike turrets, listed DPS only drops when you undock. There's no critical and minimal ways to improve damage application.


And this is relevant when comparing missile ships with other missile ships how?


He saying that the relative bonuses that caldari ships receive look good on paper, but in real world application where resists come into play, the damage selectability of other missile ships (such as the vengeance) compensates the kinetic bonus of caldari boats; and that and the general nature of missiles, with being difficult to apply full damage when compared to turrets. (eg a large gun shooting a small sig, still possible to do full damage, while a large missile shooting the same target cannot unless aided by E-Warfare)

The issue that the OP and others are raising is the fact that a lot of caldari boats (and a few Minmatar boats) are using a weapon systems that in its very nature, is a flexible, adaptive, consistent damage dealing weapon with selectable damage; and caldari are restricted to using a single damage type to achieve their max effectiveness.

Yes, this change would require a balance pass, there is no getting around that. But what we want to to is use a weapon system to its full potential.

AFK cloaking thread Summary - Provided by Paikis Good Post Etiquette - Provided by CCP Grayscale

Anhenka
The New Federation
Sigma Grindset
#55 - 2014-03-07 23:53:29 UTC  |  Edited by: Anhenka
Humang wrote:

He saying that the relative bonuses that caldari ships receive look good on paper, but in real world application where resists come into play, the damage selectability of other missile ships (such as the vengeance) compensates the kinetic bonus of caldari boats; and that and the general nature of missiles, with being difficult to apply full damage when compared to turrets. (eg a large gun shooting a small sig, still possible to do full damage, while a large missile shooting the same target cannot unless aided by E-Warfare)

The issue that the OP and others are raising is the fact that a lot of caldari boats (and a few Minmatar boats) are using a weapon systems that in its very nature, is a flexible, adaptive, consistent damage dealing weapon with selectable damage; and caldari are restricted to using a single damage type to achieve their max effectiveness.

Yes, this change would require a balance pass, there is no getting around that. But what we want to to is use a weapon system to its full potential.
Sure. I honestly don't think there's any significant opposition to the idea that the racial missiles could be balanced equally for all missile ships. (Aside from the racial bonuses on stealth bombers, which would stay) But if a change increases the functionality and overall power of ships already balanced or on the the strong side, there will need to be changes made to compensate.

And everyone understands that except the OP. I doubt anyone here has any objections to permitting the other missiles to be as effective as kinetic ones. But if they are to be as effective as kinetic, the current damage of kinetic will need to be brought down, or nerfs to other aspects of the ships to bring them back down to a balanced state. 10% flat damage per level (on the drake) to all missile types would be a huge buff compared to the current state.

Mike Voidstar wrote:
The forum kneejerk reaction of "OMG, BUFFS MUST COME WITH NERFS" does not need to apply here, because the performance of these ships would not be improved beyond their current levels.
Until he understands that his idea is a flat out buff to kinetic bonused ships that would require compensation for their newfound power, this thread is still ridiculous.
Humang
Sudden Buggery
Sending Thots And Players
#56 - 2014-03-08 00:57:37 UTC
Anhenka wrote:
10% flat damage per level (on the drake) to all missile types would be a huge buff compared to the current state.

From what I understood its not a damage bonus to all damage types, its the base damage with an added kinetic damage tacked on. A Nova missile does a base 100 EXP damage, then an additional 10%-50% of that as kinetic (depending on the level) with this proposed change, so a Mjolnir does 100 EM + 10 KIN at level 1.

Agreed that this will require some balance (eg 7.5% instead of 10% maybe) so it's isn't more powerful than it is now, but I don't think the OP was asking for or implying more damage, the kinetic damage is still going to be effected by resists, he was asking for the ability to be selective in the damage type, an aspect that missiles allow for.

(And I agree about the stealth bombers, no complaint there)

AFK cloaking thread Summary - Provided by Paikis Good Post Etiquette - Provided by CCP Grayscale

Daichi Yamato
Jabbersnarks and Wonderglass
#57 - 2014-03-08 01:21:57 UTC
Humang, u seem to be posting under the assumption that kinetic damage is awful. Why?

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

Humang
Sudden Buggery
Sending Thots And Players
#58 - 2014-03-08 02:15:06 UTC
Daichi Yamato wrote:
Humang, u seem to be posting under the assumption that kinetic damage is awful. Why?


I'm not saying its awful, and didn't intend to imply that it is. What I want to say is that it seems a waste to have a system that can shoot multiple damage types, but then restrict a faction to one of them for the sake of of effectiveness. I'm all for keeping the caldari kinetic flavor, but I also would like the ability to use one of the base aspects of missiles without having to sacrifice the primary bonus that most caldari missile boats give.

AFK cloaking thread Summary - Provided by Paikis Good Post Etiquette - Provided by CCP Grayscale

Daichi Yamato
Jabbersnarks and Wonderglass
#59 - 2014-03-08 02:35:05 UTC
Most? The amount of caldari missile boats with ONLY a kinetic bonus are a minority. Missile boats that get a bonus to all damage types, plus a little extra kinetic is the majority.

For the most part (basically everything but condors, maybe crows and drakes) they already do decent omni damage, but get a good boost on top of that with kinetic damage.

Maybe think about it how amarrs ganky ships only do em and thermal, galentes do only therm and kin(or sacrifice dps for exp damage) and projectile t2 ammo only does exp and kinetic. Seems everyone gets their max damage set-ups restricted to damage types at some point.

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

Arthur Aihaken
CODE.d
#60 - 2014-03-08 03:15:11 UTC  |  Edited by: Arthur Aihaken
Daichi Yamato wrote:
Most? The amount of caldari missile boats with ONLY a kinetic bonus are a minority. Missile boats that get a bonus to all damage types, plus a little extra kinetic is the majority.

I wouldn't necessarily say a minority... Kestrel, Condor, Hookbill, Crow, Buzzard, Hawk (6/6 frigates) ... Corax, Flycatcher (2/2 destroyers) ... Osprey Navy, Cerberus, Tengu (3/5 cruisers) ... Drake, Nighthawk (2/3 battlecruisers). I'm not saying there aren't exceptions, but other than battleships it's extremely prevalent. And the Phoenix also has a kinetic bonus.

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