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Missile Balance

Author
Nina Pappotte
The Scope
Gallente Federation
#1 - 2015-03-09 09:49:04 UTC  |  Edited by: Nina Pappotte
I think that missiles deserve a balancing pass. They're able to deliver long range dps without sacrificing dps or tank, something turrets can't.

The problem lies in the skills: missiles are more skill-dependent than turrets. Skilling the Turret skills to maximum gets you 25% extra range, 100% extra dps and 25% extra tracking. Compare this to 125% extra range, 100% extra dps, 50% increased explosion velocity and 25% decreased explosion radius.

This makes it quite clear that while the straight damage bonus is equal, the bonus to damage application is anything but. To match the turret range bonus the skill bonus from Missile Bombardment and Missile Projection should be nerfed from 10% per skill-level to 2.5%. Since they get multiplied together this results in a 26.6% increase in range at maximum level.

Explosion velocity and explosion radius are more difficult. The formula for missile damage is Base Damage * min[1, S/E, (S/E*Ve/Vt)^(ln(drf)/ln(5.5))] where S is the signature radius, E is the explosion radius, Ve is the explosion velocity, Vt is the target velocity and drf is the damage reduction factor.
The most common case of speed-tanking is where the signature radius is bigger than the explosion radius (or S/E > (S/E*Ve/Vt)^(ln(drf)/ln(5.5))), so (S/E*Ve/Vt)^(ln(drf)/ln(5.5)),, is the part of the missile damage equation that applies. The damage reduction factor looks complicated, but delivers exponents ins the range of [0.56 , 1], so it increases the value of the the formula, but most significant when it's close to zero, so I'll ignore it.
That leaves us with (S/E*Ve/Vt). This term becomes 50% greater with 50% increase in explosion velocity as well as 33% greater with a 25% smaller explosion radius for a total increase of 100% with max skills. That is slightly compensated by the drf, but still a lot more significant than the 25% tracking bonus.

Guided Missile Precision still has a job to do in slow targets so I think that lowering it to 4% per skill level is the most it can be nerfed to, as this means 25% damage bonus against slow, small targets (S/E applies).
Target Navigation Prediction still incurs almost a 50% damage bonus against speed-tanked targets, so lowering it to 5% per skill-level seems appropriate.

This means that the damage application against speed-tanked targets is lowered from 100% skill-bonus to 56% skill-bonus. That is still much higher than the 25% tracking the turrets get, but turrets have the option of negating any tracking issues by piloting.


To compensate for these severe nerfs the missiles base stats need to be increased. With less range in damage application it should be possible to better balance missiles against turrets and other missiles.

I also propose new modules that mimic the functionality of tracking computer / enhancers. Missile guidance systems that increase the missile velocity as well as the explosion velocity. They'd come in low slot and med slot varieties, and as usual the med slot can be scripted.

So to sum up:
- Decrease the Missile Bombardment and Missile Projection bonuses to 2.5% each.
- Decrease the Guided Missile Precision bonus to 4%.
- Decrease the Target Navigation Prediction bonus to 5%.
- Increase the missiles base stats.
- Create Missile Guidance System modules that increase Missile Velocity and Explosion velocity
Duchess Starbuckington
Doomheim
#2 - 2015-03-09 10:12:44 UTC
Quote:
I think that missiles deserve a balancing pass

They certainly do, half of them are useless.

Quote:
To compensate for these severe nerfs I propose new modules that mimic the functionality of tracking computer / enhancers.

Not a bad idea per se, but half the missile types being complete **** kinda takes priority before a massive overhaul of the entire system.

Quote:
To complement this I also propose changing the missiles themselves similar to the change in sentry drones, so that say EM missiles do the most damage at the shortest range up to kinetic doing the least damage at the longest range.


Yes, let's apply a completely arbitrary and pointless nerf while we're at it wrecking this weapon system, because go big or go home right?

Quote:
This should make sure people have the option of sniping as far as they could before

People don't snipe with missiles because turrets utterly eclipse them in that role, but I notice you've not addressed that issue anywhere in favour of just nerfing them into the ground for no coherent reason instead.

Nina Pappotte
The Scope
Gallente Federation
#3 - 2015-03-09 10:51:12 UTC
Quote:

People don't snipe with missiles because turrets utterly eclipse them in that role, but I notice you've not addressed that issue anywhere in favour of just nerfing them into the ground for no coherent reason instead.

You don't pve do you? Because probably half the mission runners out there snipe with cruise missiles.
Anyway if you don't snipe with missiles you should be happy: you'd be getting ammo types with extra dame at short range and a single scripted Missile Guidance System would get you 30% explosion velocity if we're taking our cue from tracking computers, so you'd already have better damage application than before.

The idea is not to wrecking the weapon system but nerf the skills and take it from there. If that means boosting the base stats go ahead.

Also I have no idea where you get the idea that half the missile systems are useless, they all have their purpose. If your goals don't match those just don't use them.
Duchess Starbuckington
Doomheim
#4 - 2015-03-09 11:13:25 UTC  |  Edited by: Duchess Starbuckington
Quote:
You don't pve do you? Because probably half the mission runners out there snipe with cruise missiles.

This is a PVP oriented balance pass. Cruise carebear ships don't factor into this.

Quote:
Anyway if you don't snipe with missiles you should be happy: you'd be getting ammo types with extra dame at short range and a single scripted Missile Guidance System would get you 30% explosion velocity if we're taking our cue from tracking computers, so you'd already have better damage application than before.

Yes because we have nowhere near enough short range high damage missiles already.
Then we get into the issue of ships having to sacrifice more mids and lows in favour of just competing with turret boats, meaning you get situations where missiles are comperable in ability, but need extra support ships to work.

Quote:
Also I have no idea where you get the idea that half the missile systems are useless, they all have their purpose. If your goals don't match those just don't use them.

The more you speak the more I get the impression you have a copy of EFT rather than any actual experience with missiles.
I'll give you a quick summary:

Rockets - fine.
Lights - fine, though some debate exists on them verging on OP.

Heavies - laughable pile of **** with no niche, utterly eclipsed by turrets in all roles.
HAMs - Very niche. Good at what they do, but what they do is only useful in a handful of circumstances/ship hulls. Not exactly an ideal state of affairs.
Rapid lights - Love em or hate em, I personally regard them as fine but there are valid arguments against that.

Cruises - They're designed around a niche that doesn't really exist in PVP, relegating them to carebear ships.
Torps - Hilariously niche.
Rapid heavies - Hilariously niche.

Edit:
Citadel cruise/torp - these are the size I don't have any practical experience with, so not commenting.

So we see a handful of good types, and the rest are either terrible or have very limited roles. Hardly a ringing endorsement.
You also notice that the summary gets progressively more negative the larger you get, though heavies are by far the worst there are.

Given how much different this weapon system gets across different sized hulls, your sweeping blanket change will hit some a lot harder than others - and guess which ones get nerfed most? Oh right, the ones that are between passable and crap.

Fix the existing system, then start thinking about module issues. Also I think it's worth repeating how laughably terrible your damage type idea was and how utterly pointless it is.
afkalt
Republic Military School
Minmatar Republic
#5 - 2015-03-09 11:14:51 UTC
Yes, let's nerf the worst weapon PVP systems in med/high/capital sizes.

Brilliant.


Also using PvE to show missiles are unbalanced. LOL
Nina Pappotte
The Scope
Gallente Federation
#6 - 2015-03-09 12:13:00 UTC
Ok so the damage type idea is bad. It was kind of spur of the moment when i was typing this up, I'll edit it out of the post.

But I stand by the skill changes. As long as you can afford to double anything it's probably not balanced. And as long as you can double the stat with skills you can't really balance it either. Nerfing the skills is essential to getting the balance right. But it's a starting point, not the endgame.

I did have PvE in mind when I started this. But you have a point PvP should be considered as well. But not considering PvE is equally wrong. So I would like you to state what the missile types you don't like should do different and I'll gladly work that into my approach.
Sisohiv
Center for Advanced Studies
Gallente Federation
#7 - 2015-03-09 12:28:06 UTC
Even on the PvE front I'd say most who use missiles do so because it's all they have used and they just can't be bothered to change habit. I've missioned with missiles, rails and lasers and of the three, missiles apply the least real damage. That's not a complaint. The trade off is more tank but it's usually tank you don't need or more specific, I don't need. With rails I can snipe faster than I can lock. I've never had that problem with missiles.
Duchess Starbuckington
Doomheim
#8 - 2015-03-09 12:44:32 UTC
Quote:
But I stand by the skill changes. As long as you can afford to double anything it's probably not balanced. And as long as you can double the stat with skills you can't really balance it either. Nerfing the skills is essential to getting the balance right. But it's a starting point, not the endgame.

Or you could just leave both of them alone, as there's no actual need to nerf anything right now except MAYBE lights. And frankly even that is worth essays worth of discussion.

Quote:
I did have PvE in mind when I started this.

Yeah no ****, believe me it shows. But weapons are not balanced around PVE, that way madness lies.
This is without even getting started on the fact there's no problem with missiles (besides Incursions where IIRC they're disliked? I wouldn't know, never done them with a missile ship.)

Quote:
But you have a point PvP should be considered as well.

PVP should be considered FIRST, as that's what your ideas completely and horribly break. I repeat: weapons are not balanced around PVE. Never have been, never will. Thank god.

Quote:
So I would like you to state what the missile types you don't like should do different and I'll gladly work that into my approach.

Feel free to re-read the above summary. Heavies in particular are godawful (which is why I laughed so hard at you saying all missiles are useful for something...) and battleship missiles are a mess. Frigate-sized ones are basically fine.
Nina Pappotte
The Scope
Gallente Federation
#9 - 2015-03-09 13:04:54 UTC
Well ideally PvE would have better rats, that are more similar to PvP fits with stupid pilots. That way the gap between PvP and PvE would not be as big. But still I'm pretty sure the PvE pilots outnumber the PvPers.

Anyway here's what i think about the missile systems you dislike:

- Heavys really don't stand up against the competition, but we'll see how the rebalance of medium turrets goes.

- Rapid heavies seem quite useless because their only job would be killing cruisers, but they can't do it without reloading, and they reload so long that the cruiser has ample opportunity do do something about it.

- Cruises are convenient for shooting BS from a safe distance while the sentries take care of everything else. So purely PvE.

- Torps are useful when combined with the stealth bombers bonuses, but on BS they seem quite pointless.

No idea about citadel either, but they look like their main purpose is bashing structures.

The question of what do do with them remains. I don't think simply dialing up the damage would really fix things.
afkalt
Republic Military School
Minmatar Republic
#10 - 2015-03-09 13:11:13 UTC
You know there's a reason I use a vargur over golem.

It's because missiles are crap next to turrets.

Sniping is an irrelevance with the advent of bastion and LOLTANKED marauders. I've eft'd it up the yingyang as ratting is dull and turrets smash missiles to pieces in every normal engagement range. Exceptions may be newbies in MJD ravens. But then...MJD domis dunk them too so....yeah.....
Duchess Starbuckington
Doomheim
#11 - 2015-03-09 13:20:07 UTC
Quote:
Well ideally PvE would have better rats, that are more similar to PvP fits with stupid pilots. That way the gap between PvP and PvE would not be as big

The PVP-PVE gulf is far, far bigger than you know. But yeah, say it with me here: weapons are not balanced around PVE, never have been, never will be. You really need to grasp that simple fact before suggesting anything that affects an entire weapon system.

Also can I take this as confirmation you have no actual experience using missiles outside of your carebear-mobile?
Ix Method
Doomheim
#12 - 2015-03-09 13:45:51 UTC  |  Edited by: Ix Method
Nina Pappotte wrote:
But still I'm pretty sure the PvE pilots outnumber the PvPers.

Probably but that's not the point. When something i broken for PVP it becomes oppressive/worthless and fundamentally ruins the game for the masses. When something breaks for PVE you simply switch to one of 50 alternatives and maybe have to train a bit.

PVE fits are so obtuse rebalancing from that viewpoint is always going to give ridiculous results.

That said it doesn't matter what happened last time, application mods for missiles needs to be a thing.

Travelling at the speed of love.

Agondray
Avenger Mercenaries
VOID Intergalactic Forces
#13 - 2015-03-09 13:52:07 UTC
yeah missiles aren't used widely in pvp and none at all in incursions unless you lack gun skills because of time delay.
Nerfing them into the group won't make more people use them.
I can do the same work in a mission with guns that I can do with missiles assuming the rats don't EW you to death first.

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

Tineoidea Asanari
Perkone
Caldari State
#14 - 2015-03-09 14:12:43 UTC
Nina Pappotte wrote:
I think that missiles deserve a balancing pass. They're able to deliver long range dps without sacrificing dps or tank, something turrets can't.


I totally agree with you! Missiles need a balancing pass, or, as I would call it, a straight-through buff. Missiles are by far the worst weapon system that currently exists. Even smartbombs are more effective!

Here are the reasons why:
Balancing needs to be done primarily around PvP, because of imbalanced PvP ruins everybodys day, whilst imbalanced PvE means just flying at lower efficiency.
In PvP missiles are close to not existant due to the only thing they are good is, is creating high volley damage. Same thing do artillery systems, and they do their damage instantly. If 150 cruise fitted typhoons or ravens start yellow or redboxing me, I immediatly call for reps, so logis can prelock me. Until the CMs are at my position, my buddies can save me and everything is okay. When alpha Machariels or Maelstroms redbox me, I can still broadcast for reps, but chances are that I'm alpha'd from the field before anyone has a chance of locking me.
Also, missiles can be firewalled against. Just have a few guys with smartbombs guarding the fleet and you drastically reduce the incoming DPS, a flaw not one other weapon system has. Sure, there is EWAR, but the effectiveness of this is reduced at longranges.

Now you say you want it for PvE, but I have to tell you: Even in PvE missiles are by far the worst weapon system. Yes, they are easy to fly. When I help a new player who asks which weapon system he shall train, I usually point him to drones or missiles. They are pretty easy to use, can apply damage from long ranges, cost no cap and you dont have to worry about tracking. But as the pilot gets more skills, missiles start to fall behind the rest.
If you do nullsec anomalies, most people tend to use drones, unless you are doing combat signatures for what Heavy Tengus are still a very good choice. But then you have two other PvE income sources where missiles are totally useless: Incursions and high class wormholes. I have never seen or heard someone doing C5 or C6 sites with missile boats. Usually it were dreadnoughts with webber support (Loki) or spidertank Dominix/Nestors. And in Incursions you have to deal with missiles being only usefull as snipers, a job Vindicators and Machariels do even better than the missileships, even if some people use Barghests, it's more because of they are fun to fly instead of them being actually better.

So I ask you, why is every one doing "end"-content quite strictly not using missiles if they are so op?
Leyete Wulf
Caldari Provisions
Caldari State
#15 - 2015-03-09 14:19:20 UTC
OP: CCP publishes from time to time some very interesting information about the weapons systems in EVE, how often they're used, and how much of all damage done is done by each. They even make this available in a nice neat graph for people who aren't so good at reading. I highly recommend you look for the missile weapons systems on these graphs (Hint: look down towards the bottom, very down).

I fail to see how your proposal adds meaningful gameplay, balances existing gameplay, or in any other way improves our lives as capsuleers. I also second the proposal that you undock regularly in hostile space with the weapons you're proposing nerfing (start with a torpedo fit battleship) until you understand why people disagree with your assessment so vehemently.
Donnachadh
United Allegiance of Undesirables
#16 - 2015-03-09 14:33:34 UTC
Adding another voice to the no side of thie one.

Missiles need a balance pass badly, but they do not need such a heavy handed nerf.
sabre906
The Scope
Gallente Federation
#17 - 2015-03-09 14:42:16 UTC
Larger size missiles are already the worst pvp weapon system. Rockets are alright, situationally, but hardly op enough to warrant nerf.

"Pve balance" is a laugh. We don't balance based on pve, it ruins the game.
Thonys Visser
The Scope
Gallente Federation
#18 - 2015-03-09 14:56:01 UTC
NO ..
look at the drake
do you see a pvp drake lately ?

buffed ..yes
nerved ...no

if there is a nerve again .... i quit
Nina Pappotte
The Scope
Gallente Federation
#19 - 2015-03-09 15:10:58 UTC
I have thought a bit more and i think i have some solutions:

- Keep the skill nerfs about range. Increase the missile velocity to keep the total range the same. That makes this very much a buff shortening flight time and increasing the range for lower skill pilots.

- Get rid of the damage reduction factor. A big problem for applying missile damage is the quadratic decrease for smaller sized ships as ships that are twice as fast and half as big take roughly 1/4 of the damage. Replace that with a square root instead. To match that the square root would need to be in the signature radius as well to make the formula
Base Damage * min[1, sqrt(S/E), sqrt(S/E*Ve/Vt)]
This simplifies the formula and smooths out the effects of the signature radius and target velocity. A target of half the size and twice the speed would take half the damage. Therefore the skill bonuses of Guided Missile Precision and would be less pronounced, and i could live with them being bigger than I initially proposed, perhaps even unchanged. HAMs, Cruise Missiles and Torpedoes would be the biggest winners of that change because of their high damage reduction factor.

- Missile Guidance Systems should still be part of the plan, but they'd need to also bonus the explosion radius to keep the bonus somewhat linear.

- Heavy missiles still need about 25% damage bonus to rival long range turrets.

- Cruise seem to be on equal footing dps wise, so I'm not sure what to change there.
Duchess Starbuckington
Doomheim
#20 - 2015-03-09 15:32:01 UTC
Quote:
- Keep the skill nerfs about range

Speed could indeed use a buff on a lot of them, especially cruise missiles, but smaller ones are pretty ok there.

Quote:
- Get rid of the damage reduction factor.

Oh my god no, that exists for a reason. Tweaks to the numbers are sufficient for now, rather than overhauling it all.

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- Heavy missiles still need about 25% damage bonus to rival long range turrets.

You may be a bit too new to remember, but pre-nerf HMLs were quite a bit too good, but the nerf they got was an absolute sledgehammer. Leave the DPS the same, maybe increase it a tad (5-10% tops, if that), but undo the explosion velocity nerf which is what REALLY crippled them.
Right now their DPS isn't great, but that'd be passable if most of it wasn't mitigated by all but the biggest targets. Damage isn't really the problem, application is.

Quote:
- Cruise seem to be on equal footing dps wise, so I'm not sure what to change there.

Make them significantly faster and they'd be pretty passable. Trouble is you've got missiles there with more range than they can make any kind of effective use of, given they shoot to like 150k+ but take about 3 years to get that far
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