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target painter - cruise missile relations on bs+ ship size

Author
Shivanthar
#1 - 2014-12-10 16:30:02 UTC  |  Edited by: Shivanthar
A huge problem (problim):
We have missiles that can travel 170km in space.
Example: A typhoon fleet issue pilot can launch cruise missiles up to 170km with good skills. (can be even more with stuff)

The problem is TP is more like to miss at these ranges because having trained frequency modulation V and long distance jamming V, my republic fleet painter goes up to 45000+90000 at most. I often experince missing cycles over 100km, generally starting over 90km.

This unintentionally creates a unique "optimal range" for cruise missiles over 90-100km, where target painter starts to miss and this effect becomes more obvious at ranges of 130km and up due to max cruise missle travel range.

Edit:
Situation for cruise missiles is a little bit more unfair over other insta-hitting large artillery platforms, because missiles have very long travel time at those distances.

Missiles flying over long ranges should have no consequences as distance increases, because unlike artillery platforms, damage application balance for missiles is coming from explosion velocity and explosion radius, not optimal and/or falloff.
/Edit

Solution:
For *only bs and higher* hulls that specializes in missiles, add %7,5 target painter optimal and falloff bonus per level, so that tp range matches with cruise missile range.

---

I'm very open to discuss any idea about this, because as always, there might be side effects I can't think of right now.

What is your opinion Shocked?

_Half _the lies they tell about me **aren't **true.

AnimeHeretic
Ministry of War
Amarr Empire
#2 - 2014-12-10 16:37:48 UTC
Shivanthar wrote:
A huge problem (problim):
We have missiles that can travel 170km in space.
Example: A typhoon fleet issue pilot can launch cruise missiles up to 170km with good skills. (can be even more with stuff)

The problem is TP is more like to miss at these ranges because having trained frequency modulation V and long distance jamming V, my republic fleet painter goes up to 45000+90000 at most. I often experince missing cycles over 100km, generally starting over 90km.

This unintentionally creates a unique "optimal range" for cruise missiles over 90-100km, where target painter starts to miss and this effect becomes more obvious at ranges of 130km and up due to max cruise missle travel range.

Solution:
For *only bs and higher* hulls that specializes in missiles, add %15 target painter optimal and falloff bonus per level, so that tp range matches with cruise missile range.

---

I'm very open to any idea right now, because as always, there might be side effects I can't think of right now.

What is your opinion Shocked?


You know all that range should have some downsides. Poor damage application is one of them.

And target painters aren't JUST for missiles. Can we get a target painter bonus on the other BS 's too then?
Shivanthar
#3 - 2014-12-10 16:41:52 UTC  |  Edited by: Shivanthar
AnimeHeretic wrote:


You know all that range should have some downsides. Poor damage application is one of them.

And target painters aren't JUST for missiles. Can we get a target painter bonus on the other BS 's too then?


I understand it. Yet problem is unique to cruise missiles. Because any other missile below it flies within TP range, where they can show their potential, but cruise missiles with TP can't.

[Goto :Edit: part of base post]

TL;DR;
Poor damage application over distance is not a balance metric for missiles. Missiles have other stats for balance.

_Half _the lies they tell about me **aren't **true.

afkalt
Republic Military School
Minmatar Republic
#4 - 2014-12-10 16:53:25 UTC
AnimeHeretic wrote:
Shivanthar wrote:
A huge problem (problim):
We have missiles that can travel 170km in space.
Example: A typhoon fleet issue pilot can launch cruise missiles up to 170km with good skills. (can be even more with stuff)

The problem is TP is more like to miss at these ranges because having trained frequency modulation V and long distance jamming V, my republic fleet painter goes up to 45000+90000 at most. I often experince missing cycles over 100km, generally starting over 90km.

This unintentionally creates a unique "optimal range" for cruise missiles over 90-100km, where target painter starts to miss and this effect becomes more obvious at ranges of 130km and up due to max cruise missle travel range.

Solution:
For *only bs and higher* hulls that specializes in missiles, add %15 target painter optimal and falloff bonus per level, so that tp range matches with cruise missile range.

---

I'm very open to any idea right now, because as always, there might be side effects I can't think of right now.

What is your opinion Shocked?


You know all that range should have some downsides. Poor damage application is one of them.

And target painters aren't JUST for missiles. Can we get a target painter bonus on the other BS 's too then?


That a double plated, mwding battleship can align and warp off before they land is probably enough of a disadvantage tbh.

And the low paper dps

As well as the application you mentioned.


In fact, the ONLY thing going for them is range.
Shivanthar
#5 - 2014-12-11 09:24:17 UTC
Either it is just me or nobody else is using cruise missiles+tp combination O.o
Does nobody else have this problem really?

Come on guys, say something! Let's discuss about this!

_Half _the lies they tell about me **aren't **true.

Aran Hotchkiss
School of Applied Knowledge
Caldari State
#6 - 2014-12-11 11:00:04 UTC
The two areas I want to chime in on are
A)
I'm interpreting 45000+90000 as 45km optimal, 90km falloff, which should translate into
45km: full effect
135km: 50% effect
225km: approaching 0%

nvm, click this link to see a much better repesentation
http://i.imgur.com/aAiEGQI.png

On a side note... some modules when you mouse over them have a "max range" and an "optimal range" - outside the max range I don't think the module can even be activated, whilst other modules have an optimal + a falloff, which can be activate as long as you have a lock iirc.

TL;DR - you're still getting some oomf out of your target painter at 170km. Not much though.

B)
Missiles seems to have atrocious application in general, as far as I know a target painter is almost mandatory on missile boats compared to non-missile boats.
A counterpoint to this is missiles have a higher dps which a poorer application scales down to equivalent applied dps with turrets... but I'd much rather have the application increased and the dps toned down so it's much easier to compare them.
Assuming the raw dps is good in the first place.

TL;DR - I'd rather have missile application in general fixxed as opposed to this unique situation

You should have enough control over your herd of cats to make them understand. If they constantly make misstakes, get better cats.

Shivanthar
#7 - 2014-12-11 11:09:29 UTC
@Aran; yep, general fix should be the long-term goal. However, as a short-term, wouldn't it be good if all missile boats (bs+) have TP optimal+Falloff bonus? ^^

_Half _the lies they tell about me **aren't **true.

Catherine Laartii
Doomheim
#8 - 2014-12-11 11:55:13 UTC
A pretty easy fix to this is to get a trial account set up (or your cheap alt) with a rigged Vigil. The total TP range on a vigil with t1 rigs goes out to a whopping 196km, and while a fair bit of that is in falloff, if you have multiple target painters staggered on the target, you can still be fairly effective. Does this solve your issue?
Shivanthar
#9 - 2014-12-11 12:20:10 UTC
Catherine Laartii wrote:
A pretty easy fix to this is to get a trial account set up (or your cheap alt) with a rigged Vigil. The total TP range on a vigil with t1 rigs goes out to a whopping 196km, and while a fair bit of that is in falloff, if you have multiple target painters staggered on the target, you can still be fairly effective. Does this solve your issue?


I appreciate your answer, but unfortunately I have no interest in multiboxing :(

_Half _the lies they tell about me **aren't **true.

baltec1
Bat Country
Pandemic Horde
#10 - 2014-12-11 12:53:07 UTC
Truth be told nothing engages at 270km these days due to other reasons.
Shivanthar
#11 - 2014-12-11 13:16:29 UTC  |  Edited by: Shivanthar
@baltec1: Neither this topic has any interest in engaging 270km, nor the answer prior to yours is the solution of an existing imaginary optimal/falloff problem :(

_Half _the lies they tell about me **aren't **true.

James Baboli
Warp to Pharmacy
#12 - 2014-12-11 13:24:27 UTC
Everything has a tradeoff, and most trade offs have a method of mitigation for another trade off.

Missiles already have it good comparatively at ranges 100km+ as turrets have to deal with the same falloff mechanics as the TPs, and have much shorter engagement envelopes in general. It sets up turrets being unable to compete at range, because of the now much increased application of missiles at extreme range.

As for adding free bonuses to ships, -1. While I can't see any use for it other than MJD sniping, it is a bad precedent.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

Joe Risalo
State War Academy
Caldari State
#13 - 2014-12-11 14:54:10 UTC
James Baboli wrote:
Everything has a tradeoff, and most trade offs have a method of mitigation for another trade off.

Missiles already have it good comparatively at ranges 100km+ as turrets have to deal with the same falloff mechanics as the TPs, and have much shorter engagement envelopes in general. It sets up turrets being unable to compete at range, because of the now much increased application of missiles at extreme range.

As for adding free bonuses to ships, -1. While I can't see any use for it other than MJD sniping, it is a bad precedent.


I don't believe I've ever seen a missile boat used at over 100km, unless you're structure or capital bashing.
Perhaps maybe even mass fleet...
However, CCP is wanting to get away from mass fleets and go to more, smaller engagements.

Now, missiles are ineffective in small gangs at long range.
I've never heard of a snip fleet that allowed missiles... Hell, I don't even know that I've heard of gate camps that allow missiles.
Their time to target is just miserable...

This, coupled with TP optimal being at max of 45km, means that even long range missiles are best suited within 45km.
Might as well just fit short range for higher dps and close the gap a little.

Basically, this puts long range missiles in the role of "useless" in pvp combat.
Tabyll Altol
Viziam
Amarr Empire
#14 - 2014-12-11 15:26:18 UTC
Shivanthar wrote:
A huge problem (problim):
We have missiles that can travel 170km in space.
Example: A typhoon fleet issue pilot can launch cruise missiles up to 170km with good skills. (can be even more with stuff)

The problem is TP is more like to miss at these ranges because having trained frequency modulation V and long distance jamming V, my republic fleet painter goes up to 45000+90000 at most. I often experince missing cycles over 100km, generally starting over 90km.

This unintentionally creates a unique "optimal range" for cruise missiles over 90-100km, where target painter starts to miss and this effect becomes more obvious at ranges of 130km and up due to max cruise missle travel range.

Edit:
Situation for cruise missiles is a little bit more unfair over other insta-hitting large artillery platforms, because missiles have very long travel time at those distances.

Missiles flying over long ranges should have no consequences as distance increases, because unlike artillery platforms, damage application balance for missiles is coming from explosion velocity and explosion radius, not optimal and/or falloff.
/Edit

Solution:
For *only bs and higher* hulls that specializes in missiles, add %7,5 target painter optimal and falloff bonus per level, so that tp range matches with cruise missile range.

---

I'm very open to discuss any idea about this, because as always, there might be side effects I can't think of right now.

What is your opinion Shocked?


Thats strange that its harder to get the same amount of damge at a high range.
All other weapons need different types of ammo to get such a range and loose more dmg than you missles, deal with it.

-1
Joe Risalo
State War Academy
Caldari State
#15 - 2014-12-11 15:54:39 UTC
Tabyll Altol wrote:


Thats strange that its harder to get the same amount of damge at a high range.
All other weapons need different types of ammo to get such a range and loose more dmg than you missles, deal with it.

-1



Turrets have instant engagement. When Facing a Missile boat, you're actually better off getting further away due to this.
Also, if you know max range of certain missiles, you can kite at their limit.

You can sit 5-10k in from my max range and I still wouldn't be able to hit you due to acceleration time and having to chase your ship for added range. Not to mention you can warp before I ever hit you.

TPs are also the weakest form of ewar their is, even on a dedicated ship.
my Golem gets a 10% bonus, and I still need 2 in order for fury to do more damage to battleships than precision, even against a target sitting still and with a t2 exp rad rig.

Now, I knew about TP effectiveness due to optimal/falloff, but this notion that you can miss cycles? I didn't even know about that..
You can miss cycles with TPs???

Might as well fit a web and get in close then. This makes TPs even more useless compared to other ewar.
Not to mention its the only module missiles have to increase application..
Agondray
Avenger Mercenaries
VOID Intergalactic Forces
#16 - 2014-12-11 15:54:51 UTC
Tabyll Altol wrote:
Shivanthar wrote:
A huge problem (problim):
We have missiles that can travel 170km in space.
Example: A typhoon fleet issue pilot can launch cruise missiles up to 170km with good skills. (can be even more with stuff)

The problem is TP is more like to miss at these ranges because having trained frequency modulation V and long distance jamming V, my republic fleet painter goes up to 45000+90000 at most. I often experince missing cycles over 100km, generally starting over 90km.

This unintentionally creates a unique "optimal range" for cruise missiles over 90-100km, where target painter starts to miss and this effect becomes more obvious at ranges of 130km and up due to max cruise missle travel range.

Edit:
Situation for cruise missiles is a little bit more unfair over other insta-hitting large artillery platforms, because missiles have very long travel time at those distances.

Missiles flying over long ranges should have no consequences as distance increases, because unlike artillery platforms, damage application balance for missiles is coming from explosion velocity and explosion radius, not optimal and/or falloff.
/Edit

Solution:
For *only bs and higher* hulls that specializes in missiles, add %7,5 target painter optimal and falloff bonus per level, so that tp range matches with cruise missile range.
---

I'm very open to discuss any idea about this, because as always, there might be side effects I can't think of right now.

What is your opinion Shocked?


Thats strange that its harder to get the same amount of damge at a high range.
All other weapons need different types of ammo to get such a range and loose more dmg than you missles, deal with it.

-1





other weapons have more then 1 damage type and damages change based on how the other ship is flying.
IE if i gun snipe at a ship like the interceptor that was doing 5kms a second at me, my 2 tempest guns 1 hit it....missiles on the other hand will not do that ever if the ship is moving.

missiles need a buff to make people want to use them past a tengu/drake fight which actually got the heavies nerfed from 70kms to under 60kms causing trouble for the beginner mission runners and missiles heavy use comes in to pve since the AI upgrades as even i experience increased EW usage by rats compared to what they used to do.
Ive left guns boats for missions alone if ive had to go against sansha with their tracking disrupters
and go with FOF cruise missile for anything that heavy jams or sensor dampners
and left drones alone for missions for anything that isnt rouge drones (as they seem to have not have gotten the AI changes that cause them to have the antidrone syndrome)

"Sarcasm is the Recourse of a weak mind." -Dr. Smith

TheMercenaryKing
School of Applied Knowledge
Caldari State
#17 - 2014-12-11 17:13:01 UTC  |  Edited by: TheMercenaryKing
Down vote.

There is no "huge problem" just a care bear problem.

There are Rigs to increase range: Particle Dispersion Projector
There are implants to boost range: Centurion implant set
There are ships that boost range: Hyena, Vigil, and others too (probably)

Here is an all level 5 Hyena with a lowgrade centurion set and particle dispersion rig: 114 optimal + 90 fall off.

For the hell of it, i added a boosting Damnation:
143+90
Joe Risalo
State War Academy
Caldari State
#18 - 2014-12-11 17:44:58 UTC
TheMercenaryKing wrote:
Down vote.

There is no "huge problem" just a care bear problem.

There are Rigs to increase range: Particle Dispersion Projector
There are implants to boost range: Centurion implant set
There are ships that boost range: Hyena, Vigil, and others too (probably)

Here is an all level 5 Hyena with a lowgrade centurion set and particle dispersion rig: 114 optimal + 90 fall off.

For the hell of it, i added a boosting Damnation:
143+90



it's funny you should say it's a carebear problem, considering this proves the point of missiles not being used for long range engagements, outside of PVE.
NEONOVUS
Mindstar Technology
Goonswarm Federation
#19 - 2014-12-11 18:01:48 UTC
What would be interesting is if when the metacide happens, missile launchers get a speed boost as part of the why to choose option.
So you have super ammo bay or say 10% faster missiles with maybe -10% flight time to balance.
As for target painters and distance, what are you using to lock that far? My missile BS max 100km for locking unless modded to go farther.
Rino00 Madeveda
Pator Tech School
Minmatar Republic
#20 - 2014-12-11 18:31:16 UTC
The problem with missiles isn't an easy fix.

First- missiles can be evaded, or destroyed. Imagine in pvp if you used a Golem, which only has 4 launcher hard points. If 1 of them gets destroyed that is 25% of the ships missile dps. I propose for ships that get an increase by damage (but fewer launches- prime example a Golem), get an increase of their respective system's missile's hp. The hp would be based off what the effective launcher's is considered (so for the Golem it would be double missile hp). That would allow 'effective' launchers to be harder to destroy and harder to negate a portion of their dps and up until this is implemented they are penalized for being counterable for less (uses less system resources using their straight up missile damage).

Second- Delayed damage. Yes, I strongly believe it needs to be delayed, but the problem is when 'sniping' out to 100 km even, a target can warp off! Yes, they get perfect damage selection but that doesn't carry vary far if you can't hit your targets. I propose that the acceleration rate for missile based systems be doubled, flight time halved, max speed doubled. That would effectively cut the travel time in half, but not make the damage instant. The new missile ships (Garmur, Orthrus, and Barghest) seem to be the concept that I'm meaning, although they'd retain their bonus and get even faster. This should greatly increase missile based systems use in pvp, since it will allow FCS to easily count on their damage if it isn't countered.


An Orthrus wtih 1 target painter is capable of doing more dps to a Garmur than a Raven with a target painter. Missiles do less damage to ships and actually need the target painter's effect to apply full damage to same class ships. Never mind the precision missiles don't increase the damage enough for lower class ships. And the issue of range is primarily saying if the target painter doesn't work for a cycle you'll face reduced dps. By giving each missile battleship the bonuses to target painters optimal within 100 km, that will allow more interesting options.
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