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[Aegis] Missile balance package

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Author
Frostys Virpio
State War Academy
Caldari State
#141 - 2015-06-19 20:49:15 UTC
Gleb Koskov wrote:
In the past the only way to diminish your explosion radius and velocity would have been through the use of specific rigs, grabbing a set of implants or find a hull that filled the desired bonus to precision or range.

With these new modules giving bonuses to four respective stats, doesn't these make the rigs obsolete specially since having your computers scripted offers almost a bonus of 20% for both precision or range stats and they only offer one bonus in one of these areas? Will CCP be planning to bake Flare / Rigors, Fuel Cache / Bay Thrusters into each other in the future, and maybe perhaps looking into the penalties associated with these?


They didn't do that for gunnery rigs so I don't see them doing it for the missile ones.
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#142 - 2015-06-19 20:49:21 UTC
Deacon Abox wrote:
Kalen Pavle wrote:
Firewalls? Flying away really quickly? ECM? Damps?

Turrets have tracking disruptors and maybe neuts. Missiles can be negated by moving away from your target and smartbombs. Things do not have to be the same to be equal.

Of course ecm and damps don't effect turrets as well Roll And flying in a way to reduce tracking doesn't either.Ugh

Your list is only firewall. That was never meant to be the counter to missiles. It was created to address the lack of a dedicated antimissile ewar when Drakes were everywhere.

You don't need to fly in a way to "reduce tracking" for missiles, you just need to be moving. You can have a 0 angular velocity while moving and suffer no turret damage reduction but the fact that you are moving reduces missile damage application.

Soldarius
Dreddit
Test Alliance Please Ignore
#143 - 2015-06-19 20:56:06 UTC
Typical CCP procedure is to post the stats for scriptable modules used without scripts or heat. Scripts typically reduce one set of bonuses to 0 and double the other set. So we're looking at a 19% reduction to expRad and expVel, or a 19% increase in both missile velocity and flight time, which is also good.

Counter to extreme missile range is still damps, which are Gallente. his fits well with lore. GL to CCP on the missile disruptors. I know you need it.

5% bonus to Heavy missile damage is.... lel. But in combination with the new mods, it may be enough. Guess we'll see.

http://youtu.be/YVkUvmDQ3HY

Leonardo Adami
Doomheim
#144 - 2015-06-19 21:01:42 UTC  |  Edited by: Leonardo Adami
Daemun Khanid wrote:
I like missiles, I don't like these changes. None of these ships were designed or balanced with these extra modules in mind. Turret ships are designed with the idea in mind that you need "x" number of slots for offensive and "x" number of slots for defensive while maintaining the option to choose between the 2. Missile boats were NOT. All this if going to do is put a few pathetically weak ship fits out there that people will try and then say "screw that." With most of my missile ships now the tank is comparable to turret ships, dps is less but application (in most cases) is pretty good. So you're making modules that
A. Are just going to reduce the missile boats tank and/or dps so that they are (even more) sub par.
B. Do nothing to actually increase dps, just improve application and range.
C. If anti-missile modules are introduced missile ships will just become more worthless and speed will continue to be king.

Perhaps in null-sec where engagements might be more likely to happen out in open space with large alpha fleets the range and application improvements might be worth while. But in FW space where most combat takes place on a button and where anything outside 20k just means you don't have point, your target leaves at will. So you can take your 100km range and ... well needless to say I don't want it. But pretty much everything lately seems to be all about the null-sec so I guess it's on deaf ears anyway.

This entire thing seems very poorly thought out and should not be introduced unless part of a fully worked package of missile ship balancing, DPS and EHP balancing, improvement module balancing, ammo balancing and counter-module balancing. This just reeks of the same lack of real consideration that was put into polarized modules.

If missiles are weak, buff missiles. Injecting new modules just complicates things and creates new issues all across the spectrum.

DON'T RELEASE CONTENT FOR THE SAKE OF "CONTENT"


qq

Edit, also you're not taking into account to fit these new modules you either a ) give up dps for trading in a BCU or b) give up EHP with losing a mid slot that would be used for shields
Wizzard117
Wizzard117 Corporation
#145 - 2015-06-19 21:07:58 UTC
How about 4 diffrerent script variations that actually influence only missile velocity OR missile flight time OR missile explosion radius OR missile explosion velocity.

This could create even more variety as
- one may want TP and MGC with missile explosion velocity
- one might go for webs and MGC with explosion radius
- one may want to choose between TP and MGC with explosion radius based on their preferred distance
- so on
Terra Chrall
Doomheim
#146 - 2015-06-19 21:12:39 UTC
Gleb Koskov wrote:
In the past the only way to diminish your explosion radius and velocity would have been through the use of specific rigs, grabbing a set of implants or find a hull that filled the desired bonus to precision or range.

With these new modules giving bonuses to four respective stats, doesn't these make the rigs obsolete specially since having your computers scripted offers almost a bonus of 20% for both precision or range stats and they only offer one bonus in one of these areas? Will CCP be planning to bake Flare / Rigors, Fuel Cache / Bay Thrusters into each other in the future, and maybe perhaps looking into the penalties associated with these?

Not every missile ship will want to use a module slot for these 4 stats and may prefer to use the rig options. This will be especially true of missile frigates with limited slots.
Viribus
Wilderness
IIIIIIIIIIIIIIIIIIIIIIIII
#147 - 2015-06-19 21:19:29 UTC
Hanazava Karyna wrote:
Now we need only some effective EWAR that works on missiles.


Missiles already have inherent disadvantages to guns, like destructibility and travel time, doesn't it make sense for them to have inherent advantages as well?

Besides, at the fleet level they already have a really effective counter in the form of firewall.
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#148 - 2015-06-19 21:19:29 UTC
Leonardo Adami wrote:
Edit, also you're not taking into account to fit these new modules you either a ) give up dps for trading in a BCU or b) give up EHP with losing a mid slot that would be used for shields

This logic would leave TP's unused for the same reason. If you can't fit these because of slot counts you weren't fitting target painters but no one argues for their removal because of it. These are the same, those ships that have the room to spare will use them, those that can't won't. This isn't a bad thing.
Deacon Abox
Black Eagle5
#149 - 2015-06-19 21:33:29 UTC
Viribus wrote:
Besides, at the fleet level they already have a really effective counter in the form of firewall.

Which appears to be getting various module and ammo treatments to dissuade the use of it. Watch the o7 show and read the blogs. Firewalll was an ingenious invention of players to address the lack of missile defense when Drake missile spam was omnipresent because drakes were omnipresent. And with the perma mwd drakes it wasn't always effective. But now it is getting nerfed. So there will be a need for a dedicated antimissile ewar.

CCP, there are off buttons for ship explosions, missile effects, turret effects, etc. "Immersion" does not seem to be harmed by those. So, [u]please[/u] give us a persisting off button for the jump gate and autoscan visuals.

Michael Oskold
Beyond Good and Evil.
#150 - 2015-06-19 21:35:29 UTC
man, caracal navys may actually not be **** anymore lel

have heavies that apply to frigs is pretty baller B)


gun have to train them missile skills now :/
MeBiatch
GRR GOONS
#151 - 2015-06-19 21:39:11 UTC  |  Edited by: MeBiatch
Viribus wrote:
Hanazava Karyna wrote:
Now we need only some effective EWAR that works on missiles.


Missiles already have inherent disadvantages to guns, like destructibility and travel time, doesn't it make sense for them to have inherent advantages as well?

Besides, at the fleet level they already have a really effective counter in the form of firewall.


no it does not... in fact in real life ECM is used against missiles.

https://en.wikipedia.org/wiki/Electronic_countermeasure

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

baltec1
Bat Country
Pandemic Horde
#152 - 2015-06-19 21:41:11 UTC
My minds-a-tingling.
Vic Jefferson
Stimulus
Rote Kapelle
#153 - 2015-06-19 21:44:12 UTC
So you are treating the symptoms again, rather than the disease. Speed meta is the disease.

Vote Vic Jefferson for CSM X.....XI.....XII?

Viribus
Wilderness
IIIIIIIIIIIIIIIIIIIIIIIII
#154 - 2015-06-19 21:55:35 UTC
Hey CCP could you give some rationale for torps having the exact same range as HAMs despite supposedly being a larger weapon system? Every missile and turret in the game gets increased range as it goes up in scale, with the sole exception of torps

Coincidentally, the only ships that actually use torps in PVP are bombers
Viribus
Wilderness
IIIIIIIIIIIIIIIIIIIIIIIII
#155 - 2015-06-19 21:56:20 UTC
MeBiatch wrote:
Viribus wrote:
Hanazava Karyna wrote:
Now we need only some effective EWAR that works on missiles.


Missiles already have inherent disadvantages to guns, like destructibility and travel time, doesn't it make sense for them to have inherent advantages as well?

Besides, at the fleet level they already have a really effective counter in the form of firewall.


no it does not... in fact in real life ECM is used against missiles.

https://en.wikipedia.org/wiki/Electronic_countermeasure


Oh okay if it's done in real life it makes complete sense for a sci-fi videogame set in a different galaxy
Viribus
Wilderness
IIIIIIIIIIIIIIIIIIIIIIIII
#156 - 2015-06-19 21:59:14 UTC
Deacon Abox wrote:
Viribus wrote:
Besides, at the fleet level they already have a really effective counter in the form of firewall.

Which appears to be getting various module and ammo treatments to dissuade the use of it. Watch the o7 show and read the blogs. Firewalll was an ingenious invention of players to address the lack of missile defense when Drake missile spam was omnipresent because drakes were omnipresent. And with the perma mwd drakes it wasn't always effective. But now it is getting nerfed. So there will be a need for a dedicated antimissile ewar.


Honestly more than anything I don't think missiles need any more help being completely irrelevant in PVP (with the sole exception of light missiles)

MIssiles are already so universally terrible the only reason people seem to want anti-missile EWAR is some weird desire for everything to be the same
Wizzard117
Wizzard117 Corporation
#157 - 2015-06-19 22:06:27 UTC
btw also
How about Remote Missile Guidance modules for logistic ships?
stoicfaux
#158 - 2015-06-19 22:22:22 UTC
Wizzard117 wrote:
btw also
How about Remote Missile Guidance modules for logistic ships?

Target Painters.

Pon Farr Memorial: once every 7 years, all the carebears in high-sec must PvP or they will be temp-banned.

Ele Rebellion
Vertex Armada
The Initiative.
#159 - 2015-06-19 22:23:26 UTC
Will the computers use scripts?

If so, what will be effected by the scripts? I assume one script will effect 2 of the 4 areas? Will it be an explosion script for explosion velocity and radius and a flight script for speed and flight time?
ivona fly
Black Fox Marauders
Pen Is Out
#160 - 2015-06-19 22:27:15 UTC  |  Edited by: ivona fly
While you are changing the missiles mods....

Can you re balance the ballistic controls please take a look at the tech2 vs an afordable / but usable meta.



I have used Hyrbids damage mods to compare but you can take any turret damage mod and it will be the same

Ballistic controls come in 3 flavors "hard to fit tech2", "trash", or "really expensive"

the same can be told for drone damage amps, tech2, trash, or really expensive.. except they don't volley your cpu fitting quite as much as bc !


Yet for turrets there are lots of options, and afforable fit-able options




ballistic controll II
fitting 40
+10 Damage -10.5% duration

800k isk


Muon Coil bolt array 1
fitting 39
+8.4 Damage -9% duration

950k isk





Magnetic Feild Stabilizer II
fitting 30
+10% Damage -10.5% duration

800k isk


Magnetic Vortex stabilizer I
fitting 34
+9.8% damage -10.5% duration

270k isk