These forums have been archived and are now read-only.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

[Aegis] Missile balance package

First post First post First post
Author
Mario Putzo
#541 - 2015-07-01 18:19:35 UTC
I have faith that this is just part of an engineered meta shift to Minmatar. Nerfs to DDAs, Nerfs to Missiles. Its all just a ruse...get ready to go..

V
E
R
T
I
C
A
L

Good play CCP. In Rust we Trust.



Jeremiah Saken
The Fall of Leviathan
#542 - 2015-07-01 18:29:32 UTC
Terra Chrall wrote:
If rigs are now stacking penalized, can I change my vote to no we don't want these modules? For smaller ships rigs are what get used the most for range and application. If these now do less and I can't equip a new MGC/E this is a nerf to a system that didn't need a nerf.

If you can get the balance right, i am all for the newness. I am a CCP supporter and promoter, I want to believe that you are making things better for missile users. Please prove my faith in you correct.

This will end exactly as frighters change. I have two words for you: "meaningfull choices". Nerf from the begining, I told you all. They will gather intel about change from TQ, chewing the results (devs are really bad at statistics) so I pressume missiles will be usefull in 1,5 to 2 years.

OF: anybody know how many devs taking care about balancing? Is it just Rise and Fozzman? Because both are losing it imo.

"I am tormented with an everlasting itch for things remote. I love to sail forbidden seas..." - Herman Melville

GreyGryphon
The Spartains
#543 - 2015-07-01 18:55:36 UTC
Mario Putzo wrote:
GreyGryphon wrote:

The problem with changing missile stats is that their effectiveness against intended targets and unintended targets is closely related. There is also little difference between explosion radius or explosion velocity outside of shooting much smaller targets. I don't have room to explain why here, but I have tried to explain this in my forum post on the missile damage equation.


Not in all cases the DRF and MVF keep things in check. Frigates take a pile less damage than cruisers in most cases and ER is a stat you can play with for the most part.

VS Heavy Missiles (Frig v Cruiser)
Sig difference ~83% smaller
Speed difference 73% Faster
Roughly 62 % less damage received

Now this of course ONLY applies to ER and EV factors. a 5% increase to damage is a flat 5% increase no matter what size you are or how fast you are moving. Another stat that will always result in more damage is adding explosion velocity, increasing EV by 5% will increase damage by 5% on anything that checks with EV.

Explosion Radius however will not increase everything by 5%. because ER is check with EV in 1 of 2 equations its value can be freely adjusted with minimal consequence on smaller objects.

For example with the above, reducing heavy missiles from 140 m> 125m will result in about 9% more applied damage vs cruisers, it only results in ~3.4% more damage against frigates. It will have either no impact or minimal impact on BC or BS depending on the target and their sig and speed. This means CCP can tweak damage application to a desired point vs Cruisers, while having a minimal impact on Frigates/Dessie or anything above it. At least less then their proposed 5% flat increase to damage.

Which is why reverting the change to Heavy Missile Explosion Radius > Adding 5% to Damage. In addition of course to stepping on toes of medium arty. 5% damage is 5% damage, a change to ER still is dependent on your relative size, and your relative speed.
The DRF controls how quickly missile damage drops. I agree that the DRF helps a little, but it also hurts missiles like HAMs and torpedoes. HAM damage % is actually only applied better than a HM for a very small window even though HAMs have better application stats. The DRF for HAMs should probably be below 4. For torpedoes, the DRF must be high so that they can not apply their damage too well to small targets, but this causes torpedoes to be terrible at applying damage to intended targets too. The MVF is an analysis tool, so I do not know how that helps.

By unintended targets I mean smaller ones because all weapons apply damage well to larger targets.

A 5% increase to EV (explosion velocity) causes between a 2.77% and 5% increase in damage when the when applicable (1.05^(ln(DRF)/ln(5.5)).

A 5% decrease to ER (explosion radius) causes either a ~5.26% (1/.95) or between a 2.92% and 5.26% increase in damage when applicable (1.05263^(ln(DRF)/ln(5.5)).

Roughly speaking, "when applicable" is when damage application is below 100%.
A change from 140 to 125 (or 105 to 93.75 at level 5 skills) would cause at least a 8% increase for both frigates and cruisers. I am curious how you got those numbers.
Chan'aar
State War Academy
Caldari State
#544 - 2015-07-01 19:01:20 UTC
is it just me or has the amount of interaction / back-and-forth between the community and the dev's decreased in these balancing threads?

I am sure we used to have some blue bar's appear just about everyday back at the beginning of teircide and the balance pass. These days its "here are the new numbers" then if we are lucky an "ok we had a read and have changed the numbers slightly".

Sad

Kalen Pavle
Brutor Tribe
Minmatar Republic
#545 - 2015-07-01 19:14:26 UTC
Chan'aar wrote:
is it just me or has the amount of interaction / back-and-forth between the community and the dev's decreased in these balancing threads?

I am sure we used to have some blue bar's appear just about everyday back at the beginning of teircide and the balance pass. These days its "here are the new numbers" then if we are lucky an "ok we had a read and have changed the numbers slightly".

Sad



The game is easier to balance when everyone has to fly the same ships because only 3 of them are viable.
Hakaari Inkuran
State War Academy
Caldari State
#546 - 2015-07-01 19:16:49 UTC
Chan'aar wrote:
is it just me or has the amount of interaction / back-and-forth between the community and the dev's decreased in these balancing threads?

I am sure we used to have some blue bar's appear just about everyday back at the beginning of teircide and the balance pass. These days its "here are the new numbers" then if we are lucky an "ok we had a read and have changed the numbers slightly".

Sad


Ccp doesnt give a **** and have not for months now. They need to forget this rapid developmen cycle and reprioritize.
Fourteen Maken
Karma and Causality
#547 - 2015-07-01 19:17:43 UTC
Jeremiah Saken wrote:
Is it just Rise and Fozzman? Because both are losing it imo.


I think they just listen to all the wrong people.

Ship balance is in a really bad place now when I look at my own killboard i see 2 missile boats killed out of 40 or 50: an rlml caracal and one kestrel. That's what I'm seeing in space when I roam and it's all backed up by the usage stats from killboards and even CCP's own metrics. It's not good enough when 4 of the 6 missile sizes are rarely used in pvp, it feels like every time they try to do something for missiles all the whining turret and drone neckbeards come out in force and make all kinds of absurd sweeping statements. My favorite ship's are the Tristan's, Thrashers Cormorants Algos and Harpies, so I'm not just a missile fanboy, I hardly ever use missiles unless I'm asked to, but look at the people arguing against missile buffs and changes nearly always neckbeards that only fly one race of ships (usually Gallente or Amarr) These people should not be taken seriously anymore listening to them all the time is what made this mess in the first place and it is a mess. The most important metric for ship balance should be usage stats. We can blame Rise and Fozzie but the buck stops with Ytterbuim, even if he's not the one driving the agenda he should at least have stepped in to make changes before now.
Karti Aivo
KarmaFleet
Goonswarm Federation
#548 - 2015-07-01 19:46:04 UTC  |  Edited by: Karti Aivo
Basicly every ship that uses application rigs right now on Live server now needs 2-3 of the new modules to get the same values they got now, so i guess missiles end up less viable with the current stats
Jeremiah Saken
The Fall of Leviathan
#549 - 2015-07-01 19:46:37 UTC
Fourteen Maken wrote:
We can blame Rise and Fozzie but the buck stops with Ytterbuim, even if he's not the one driving the agenda he should at least have stepped in to make changes before now.

I don't know how is their key to balance ships. For example proposal change to Tempest hull. Ok I don't fly it, don't know in what place it is. So now we will have some change to BS hull, so what? How do they estimate the ship is balanced? Usage? Damage? We need whole class to look at from PvP perspective, all they can is tweak one perk per hull...
State of missile ships? I fly Stratios or VNI lately, so much better damage selection not to mention application.

"I am tormented with an everlasting itch for things remote. I love to sail forbidden seas..." - Herman Melville

scorchlikeshiswhiskey
Totally Abstract
O X I D E
#550 - 2015-07-01 20:01:06 UTC
Chan'aar wrote:
is it just me or has the amount of interaction / back-and-forth between the community and the dev's decreased in these balancing threads?

I am sure we used to have some blue bar's appear just about everyday back at the beginning of teircide and the balance pass. These days its "here are the new numbers" then if we are lucky an "ok we had a read and have changed the numbers slightly".

Sad


From what I've seen, and I could be wrong, CCP devs prefer to speak from on high when it comes to missiles. They don't seem to like a lot of discourse about the subject. This is why it is not uncommonly said that certain appendages are rigid from hate when missiles come up. I can't say for certain but I think that, at the least, missiles give devs the heebie jeebies. This.... uneasiness is exhibited when they try to force missiles into the turret mold when, in the past, they have justified missile imbalance because they're different from turrets.

Typed from my phone, just in case there are errors.
GreyGryphon
The Spartains
#551 - 2015-07-01 21:27:22 UTC
scorchlikeshiswhiskey wrote:
Chan'aar wrote:
is it just me or has the amount of interaction / back-and-forth between the community and the dev's decreased in these balancing threads?

I am sure we used to have some blue bar's appear just about everyday back at the beginning of teircide and the balance pass. These days its "here are the new numbers" then if we are lucky an "ok we had a read and have changed the numbers slightly".

Sad


From what I've seen, and I could be wrong, CCP devs prefer to speak from on high when it comes to missiles. They don't seem to like a lot of discourse about the subject. This is why it is not uncommonly said that certain appendages are rigid from hate when missiles come up. I can't say for certain but I think that, at the least, missiles give devs the heebie jeebies. This.... uneasiness is exhibited when they try to force missiles into the turret mold when, in the past, they have justified missile imbalance because they're different from turrets.

Typed from my phone, just in case there are errors.

I honestly believe that missiles are a nightmare to balance, so I wouldn't be surprised if this is true. The reason Rise gave for toning down the numbers seems to suggest that their is no effort to keep missiles as a unique weapon system. It bothers me that Rise has refused some changes to drones so they remain different and does a 180 in this thread.
Lloyd Roses
Artificial Memories
#552 - 2015-07-01 22:04:04 UTC
Jeremiah Saken wrote:
Fourteen Maken wrote:
We can blame Rise and Fozzie but the buck stops with Ytterbuim, even if he's not the one driving the agenda he should at least have stepped in to make changes before now.

I don't know how is their key to balance ships. For example proposal change to Tempest hull. Ok I don't fly it, don't know in what place it is. So now we will have some change to BS hull, so what?


The Tempest never was a truly bad choice in a cruiser meta simply for having 2 heavy neuts while not being that slow. Just put any cruiser/BC next to a tempest in pointrange and see the cap drained. However the dps has been so anemic at 20k you'd usually be just better off flying a geddon, which also neuts, but has rapid heavies and drones. Some traits next to each other: Tempest got more dps, goes a bit faster, the geddon has longer range on the neuts and can choose from light to heavy drones. So the geddon isn't flat-out better at a tempest's job.
stoicfaux
#553 - 2015-07-01 22:23:31 UTC
*chuckle* How do you balance weapons when ship hulls have huge weapon bonuses/modifiers? There's a reason why every balancing blog nowadays uses the term "effective guns," "effective launchers," and/or "effective drones."

I, for one, am quite looking forward to watching CCP try to balance Rapid Launchers after the Jackdaw's reload bonus gets applied to a cruiser/BC/BS hull.

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

elitatwo
Zansha Expansion
#554 - 2015-07-01 22:54:40 UTC
stoicfaux wrote:
*chuckle* How do you balance weapons when ship hulls have huge weapon bonuses/modifiers? There's a reason why every balancing blog nowadays uses the term "effective guns," "effective launchers," and/or "effective drones."

I, for one, am quite looking forward to watching CCP try to balance Rapid Launchers after the Jackdaw's reload bonus gets applied to a cruiser/BC/BS hull.

The day it hit TQ, I'll bring my Drake TwistedTwistedTwisted

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Hakaari Inkuran
State War Academy
Caldari State
#555 - 2015-07-01 23:09:18 UTC
GreyGryphon wrote:
scorchlikeshiswhiskey wrote:
Chan'aar wrote:
is it just me or has the amount of interaction / back-and-forth between the community and the dev's decreased in these balancing threads?

I am sure we used to have some blue bar's appear just about everyday back at the beginning of teircide and the balance pass. These days its "here are the new numbers" then if we are lucky an "ok we had a read and have changed the numbers slightly".

Sad


From what I've seen, and I could be wrong, CCP devs prefer to speak from on high when it comes to missiles. They don't seem to like a lot of discourse about the subject. This is why it is not uncommonly said that certain appendages are rigid from hate when missiles come up. I can't say for certain but I think that, at the least, missiles give devs the heebie jeebies. This.... uneasiness is exhibited when they try to force missiles into the turret mold when, in the past, they have justified missile imbalance because they're different from turrets.

Typed from my phone, just in case there are errors.

I honestly believe that missiles are a nightmare to balance, so I wouldn't be surprised if this is true. The reason Rise gave for toning down the numbers seems to suggest that their is no effort to keep missiles as a unique weapon system. It bothers me that Rise has refused some changes to drones so they remain different and does a 180 in this thread.

If missiles are so hard to balance then these modules just make the problem worse. They should not go live. Ccp is opening pandora's box and they won't be able to close it. Missiles will always be either weak or op, never balanced. Worse than the way they are now.
Arla Sarain
#556 - 2015-07-02 00:08:22 UTC  |  Edited by: Arla Sarain
I think proper balancing of missiles cannot avoid doing a full analytical breakdown. Following the dumbfire "Ishtar treatment" where you do small changes every update won't cut it.


The reality is that missiles have few real-time, reactive counters. That is burning away from the missiles and exploit their malleable effective range. That and ABs were the only real counters to missiles.

Missiles in general are not weak - the apply damage always and at ranges reaching as far as railguns. You definitely cannot apply previous turret principles to balance missiles.

Hence as the above post states, these upgrades are just a knee jerk reaction to the cries of "turrets have these modules - missiles should too" which is not a wise action.
GreyGryphon
The Spartains
#557 - 2015-07-02 00:12:03 UTC
Hakaari Inkuran wrote:
GreyGryphon wrote:
scorchlikeshiswhiskey wrote:
Chan'aar wrote:
is it just me or has the amount of interaction / back-and-forth between the community and the dev's decreased in these balancing threads?

I am sure we used to have some blue bar's appear just about everyday back at the beginning of teircide and the balance pass. These days its "here are the new numbers" then if we are lucky an "ok we had a read and have changed the numbers slightly".

Sad


From what I've seen, and I could be wrong, CCP devs prefer to speak from on high when it comes to missiles. They don't seem to like a lot of discourse about the subject. This is why it is not uncommonly said that certain appendages are rigid from hate when missiles come up. I can't say for certain but I think that, at the least, missiles give devs the heebie jeebies. This.... uneasiness is exhibited when they try to force missiles into the turret mold when, in the past, they have justified missile imbalance because they're different from turrets.

Typed from my phone, just in case there are errors.

I honestly believe that missiles are a nightmare to balance, so I wouldn't be surprised if this is true. The reason Rise gave for toning down the numbers seems to suggest that their is no effort to keep missiles as a unique weapon system. It bothers me that Rise has refused some changes to drones so they remain different and does a 180 in this thread.

If missiles are so hard to balance then these modules just make the problem worse. They should not go live. Ccp is opening pandora's box and they won't be able to close it. Missiles will always be either weak or op, never balanced. Worse than the way they are now.

The problem will not get worse because the modules are not strong enough to make anything worse. However, I am pretty sure we are going to see is the rise of the Rapid Heavy Missile Launcher. Most battleships have one bonus for RHML and the worst bonus (RoF), but with the new module they should be competitive. Battleships also have the extra slots that smaller ships do not. Nothing will be broken, but we will have another strange weapon system like RLML.

elitatwo
Zansha Expansion
#558 - 2015-07-02 00:20:35 UTC
Hakaari Inkuran wrote:
...If missiles are so hard to balance then these modules just make the problem worse. They should not go live. Ccp is opening pandora's box and they won't be able to close it. Missiles will always be either weak or op, never balanced. Worse than the way they are now.


I don't believe they are and I disagree on them getting overpowered, I mean overpowered to what?

The other day on SiSi I insta-popped that poor Crow (distance was 33km and I adjusted my position slightly to a very low transversal value and BOOM) in a Nightmare with tachyons, go figure. Now let's make a thread that claim that all turrets in EVE are overpowered too.
Imagine the following threadnought..

Nope, since you cannot fit torpedo launchers to Caracals anymore the volley damage is appropiate to the missile launcher amount and ship size.

What people are whining about are values from third party applications that almost show all information. How dare a missile volley applies damage from 0- flight time x missile speed (this one is very important)??

They never have but since the introduction of polarized guns they could now.

In the early days of New Eden missiles had almost 100% application but they couldn't reach that 100% volley damage and many ships used to have one or two launcher hardpoints, where crafty people put rocket launchers on to have defender missiles.

In case missiles would get 100% application those defender missiles will shoot down incoming missiles already and smartbombs can kill them to, that doesn't change.

Now the fear of those whiners and carebears is that with 100% application comes 100% damage which is not the same, so theoretical 1500hp damage volley from 6 grouped launchers can only do 100 / 80 / 70 / 50% of that 1500hp damage (base shield resistance values) which used to be multiplied with a factor but I don't recall the formular for that, it is somewhere in the old forums archive.

Since I am pvping I have some experience how a fight starts or how fast things can deteriorate or suddenly be turned depending what happens and the most common experience is that most people are starting to bail when a fight doesn't go as they had hoped.
Instead of making fun of missiles they should be taken a lot more serious, guns are taken serious all the time and for them the range does not change, for missles the range is not a constant but a maximum IF the ship fireing the missiles is sitting still AND IF the target is sitting still and only then true.

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Caleb Seremshur
Commando Guri
Guristas Pirates
#559 - 2015-07-02 00:21:07 UTC
stoicfaux wrote:
*chuckle* How do you balance weapons when ship hulls have huge weapon bonuses/modifiers? There's a reason why every balancing blog nowadays uses the term "effective guns," "effective launchers," and/or "effective drones."

I, for one, am quite looking forward to watching CCP try to balance Rapid Launchers after the Jackdaw's reload bonus gets applied to a cruiser/BC/BS hull.



Why would they ever do that?

Personally I think the new modules are great and they're more effective than painters against frigates and destroyers. I've been experimenting quite a bit with heavies since the changes launched on sisi and I will say that I approve.

It remains to be seen whether or not heavy missile boats will become worth the buy&fly for the average joe (I don't see it happening) but this is a massive first step in the right direction.

If or when CCP decides to introduce missile specific ewar they can damned well script ecm aswell so that I can be a furious ******* to as many people as possible. You get blanket ewar? So do I.
FT Diomedes
The Graduates
#560 - 2015-07-02 01:32:06 UTC
Typically, we hear back from developers on Fridays...

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.