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Heavy Missile Rebalance

Author
Tikktokk Tokkzikk
V0LTA
OnlyFleets.
#1 - 2015-07-10 17:57:52 UTC
I compared the damage application for the different long range missiles:
T1 light missiles apply 80% of their damage to frigates.
T1 heavy missiles apply 65% of their damage to cruiser.
T1 cruise missiles easily apply 100% of their damage to battleships.
T1 cruise missiles apply 66% of their damage to combat battlecruisers.
As you can see, cruise missiles have the best application, followed by light missiles, followed by heavy missiles with the worst application. In fact, heavy missiles apply worse to its own ship class than cruise missiles apply to a ship class below it.
This is why heavy missiles are bad.

Solution:
Increase all heavy missiles' explosion velocity by 50% and reduce their explosion radius by 16.5%. This will put heavy missile application right between light missiles (worst application) and cruise missiles (best application).

Here's some examples comparing new and old numbers:
T1 heavy missiles now apply 97% instead of 65% to cruisers.
T1 heavy missiles now apply 54% instead of 36% to cruisers with an afterburner.
T1 heavy missiles now apply 100% instead of 68% to 1x webbed cruisers with an afterburner.
T1 heavy missiles now apply 100% instead of 84% to 1x webbed, 1x target painted cruisers with an afterburner.
T1 heavy missiles now apply 67% instead of 45% to 1x target painted cruisers with an afterburner.
T1 heavy missiles now apply 56% instead of 38% to destroyers.
T1 heavy missiles now apply 74% instead of 61% to 1x webbed destroyers.
T1 heavy missiles now apply 100% instead of 85% to 1x webbed, 1x target painted destroyers.
Precision heavy missiles now apply 36% instead of 24% to frigates.
Precision heavy missiles now apply 47% instead of 39% to 1x webbed frigates.
Precision heavy missiles now apply 47% instead of 39% to 2x webbed frigates.
Precision heavy missiles now apply 45% instead of 30% to 1x target painted frigates.
Precision heavy missiles now apply 51% instead of 34% to 2x target painted frigates.
Precision heavy missiles now apply 65% instead of 54% to 1x webbed, 1x target painted frigates.
Precision heavy missiles now apply 77% instead of 65% to 2x webbed, 2x target painted frigates.
Precision heavy missiles now apply 20% instead of 14% to frigates with an afterburner.
Precision heavy missiles now apply 38% instead of 25% to 1x webbed frigates with an afterburner.
Precision heavy missiles now apply 47% instead of 39% to 2x webbed frigates with an afterburner.
Precision heavy missiles now apply 25% instead of 17% to 1x target painted frigates with an afterburner.
Precision heavy missiles now apply 28% instead of 19% to 2x target painted frigates with an afterburner.
Precision heavy missiles now apply 47% instead of 32% to 1x webbed, 1x target painted frigates with an afterburner.
Precision heavy missiles now apply 77% instead of 56% to 2x webbed, 2x target painted frigates with an afterburner.

Here's a pretty graph!

Heavy missile launchers are now better than rapid light missile launchers against cruisers.

Numbers are based on unbonused missiles with max skills against the average signature radius and velocity for T1 ships with max skills excluding logistics and exploration ships: 37m and 456m/s for frigates, 65m and 315m/s for destroyers, 127m and 277m/s for cruisers, 280m and 189m/s for combat battlecruisers, and 439m and 135m/s for battleships.
Modules are T2 and propulsion modules are based on the maximum velocity bonus and signature radius bonus only.
Andy Koraka
State War Academy
Caldari State
#2 - 2015-07-10 19:14:02 UTC
It's almost like they just gave us a new class of modules which improve the damage application stats for missiles.
Bronson Hughes
The Knights of the Blessed Mother of Acceleration
#3 - 2015-07-10 19:20:55 UTC
Andy Koraka wrote:
It's almost like they just gave us a new class of modules which improve the damage application stats for missiles.

They did, and they'll help, but there should still be some semblance of balance in the base stats of missiles when considering damage application to their own class.

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Tikktokk Tokkzikk
V0LTA
OnlyFleets.
#4 - 2015-07-10 19:25:11 UTC
Andy Koraka wrote:
It's almost like they just gave us a new class of modules which improve the damage application stats for missiles.


Missile Guidance Computers doesn't change the underlying problem of heavy missiles.
afkalt
Republic Military School
Minmatar Republic
#5 - 2015-07-10 19:30:09 UTC
Andy Koraka wrote:
It's almost like they just gave us a new class of modules which improve the damage application stats for missiles.


Yeah and they were ALMOST as good as the gang assist, easier to fit target painter.

Almost.

And my stacked rigs are ALMOST as good as they used to be.
Arla Sarain
#6 - 2015-07-10 19:30:10 UTC
Andy Koraka wrote:
It's almost like they just gave us a new class of modules which improve the damage application stats for missiles.

It's almost like slots are not in abundance.
Muon Farstrider
Hidden Flame
The Ancients.
#7 - 2015-07-10 19:30:29 UTC
Tikktokk Tokkzikk wrote:
Andy Koraka wrote:
It's almost like they just gave us a new class of modules which improve the damage application stats for missiles.


Missile Guidance Computers doesn't change the underlying problem of heavy missiles.


And not to mention that it's not like new slots to fit those application modules just sprung up out of the ground when they were released. And it's still not balanced if heavy missiles need to fit more of those modules than other types of missiles do.
Iain Cariaba
#8 - 2015-07-10 19:54:23 UTC
Oh, if only target painters any effect at all on missiles...
Tabyll Altol
Viziam
Amarr Empire
#9 - 2015-07-10 20:07:23 UTC
Tikktokk Tokkzikk wrote:
I compared the damage application for the different long range missiles:
T1 light missiles apply 80% of their damage to frigates.
T1 heavy missiles apply 65% of their damage to cruiser.
T1 cruise missiles easily apply 100% of their damage to battleships.
T1 cruise missiles apply 66% of their damage to combat battlecruisers.
As you can see, cruise missiles have the best application, followed by light missiles, followed by heavy missiles with the worst application. In fact, heavy missiles apply worse to its own ship class than cruise missiles apply to a ship class below it.
This is why heavy missiles are bad.

Solution:
Increase all heavy missiles' explosion velocity by 50% and reduce their explosion radius by 16.5%. This will put heavy missile application right between light missiles (worst application) and cruise missiles (best application).

Here's some examples comparing new and old numbers:
T1 heavy missiles now apply 97% instead of 65% to cruisers.
T1 heavy missiles now apply 54% instead of 36% to cruisers with an afterburner.
T1 heavy missiles now apply 100% instead of 68% to 1x webbed cruisers with an afterburner.
T1 heavy missiles now apply 100% instead of 84% to 1x webbed, 1x target painted cruisers with an afterburner.
T1 heavy missiles now apply 67% instead of 45% to 1x target painted cruisers with an afterburner.
T1 heavy missiles now apply 56% instead of 38% to destroyers.
T1 heavy missiles now apply 74% instead of 61% to 1x webbed destroyers.
T1 heavy missiles now apply 100% instead of 85% to 1x webbed, 1x target painted destroyers.
Precision heavy missiles now apply 36% instead of 24% to frigates.
Precision heavy missiles now apply 47% instead of 39% to 1x webbed frigates.
Precision heavy missiles now apply 47% instead of 39% to 2x webbed frigates.
Precision heavy missiles now apply 45% instead of 30% to 1x target painted frigates.
Precision heavy missiles now apply 51% instead of 34% to 2x target painted frigates.
Precision heavy missiles now apply 65% instead of 54% to 1x webbed, 1x target painted frigates.
Precision heavy missiles now apply 77% instead of 65% to 2x webbed, 2x target painted frigates.
Precision heavy missiles now apply 20% instead of 14% to frigates with an afterburner.
Precision heavy missiles now apply 38% instead of 25% to 1x webbed frigates with an afterburner.
Precision heavy missiles now apply 47% instead of 39% to 2x webbed frigates with an afterburner.
Precision heavy missiles now apply 25% instead of 17% to 1x target painted frigates with an afterburner.
Precision heavy missiles now apply 28% instead of 19% to 2x target painted frigates with an afterburner.
Precision heavy missiles now apply 47% instead of 32% to 1x webbed, 1x target painted frigates with an afterburner.
Precision heavy missiles now apply 77% instead of 56% to 2x webbed, 2x target painted frigates with an afterburner.

Here's a pretty graph!

Heavy missile launchers are now better than rapid light missile launchers against cruisers.

Numbers are based on unbonused missiles with max skills against the average signature radius and velocity for T1 ships with max skills excluding logistics and exploration ships: 37m and 456m/s for frigates, 65m and 315m/s for destroyers, 127m and 277m/s for cruisers, 280m and 189m/s for combat battlecruisers, and 439m and 135m/s for battleships.
Modules are T2 and propulsion modules are based on the maximum velocity bonus and signature radius bonus only.


They just got buffed don´t get greedy.

-1
Tikktokk Tokkzikk
V0LTA
OnlyFleets.
#10 - 2015-07-10 20:10:39 UTC
Tabyll Altol wrote:
[quote=Tikktokk Tokkzikk]They just got buffed don´t get greedy.

-1

Made this thread to show why 5% damage doesn't matter.
Master Sergeant MacRobert
Red Sky Morning
The Amarr Militia.
#11 - 2015-07-10 20:25:38 UTC
Tabyll Altol wrote:
Tikktokk Tokkzikk wrote:
... common sense ... .



They just got buffed don´t get greedy.

-1


Fail rebalance is still fail. Failed argument.



+1 to Tikktokk ... coz he is "smarter than the average bear"

"Remedy this situation or you shall live out the rest of your life in a pain amplifier"

Azhu
Star Frontiers
Brotherhood of Spacers
#12 - 2015-07-10 20:45:21 UTC
+1
JAF Anders
Adenosine Inhibition
#13 - 2015-07-10 21:38:50 UTC
Greatly appreciating the thought that goes into the clever solution to a muddy yet obvious problem. +1

The pursuit of excellence and stabbed plexing alts.

Baali Tekitsu
AQUILA INC
#14 - 2015-07-10 21:58:43 UTC
+1

Now lets wait another 2 years and 50 forum threads until they get the next micro balance pass.

RATE LIKE SUBSCRIBE

Reaver Glitterstim
The Scope
Gallente Federation
#15 - 2015-07-10 22:29:16 UTC
Hey look, someone who actually understands math. You should hire this man, CCP!

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Mayrin Hawke
Nobody in Local
Of Sound Mind
#16 - 2015-07-10 22:43:13 UTC
Would sure be nice if RLMLs and HMLs had reasonable tradeoffs against cruisers instead of RLMLs completely outclassing them for small-scale fights. BCs aren't numerous enough to justify bringing HMLs to any gang.

+1
HippoWhisperer
Anime Masters
#17 - 2015-07-10 23:10:54 UTC
+1

sure would be nice for hmls to not suck again
Amera Khan
Regiment Of Naga Association
OnlyFleets.
#18 - 2015-07-10 23:52:36 UTC
+1
elitatwo
Zansha Expansion
#19 - 2015-07-10 23:53:24 UTC
Tikktokk Tokkzikk wrote:
..T1 heavy missiles apply 6,5% of their damage to cruiser..


I have no objections and corrected a tiny typo in your list, you're welcome.

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This is the law of ship progression!

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Caleb Seremshur
Bloodhorn
Patchwork Freelancers
#20 - 2015-07-11 00:25:46 UTC
Arla Sarain wrote:
Andy Koraka wrote:
It's almost like they just gave us a new class of modules which improve the damage application stats for missiles.

It's almost like slots are not in abundance.


Speaking of which I'd really like it if the cerb exchanges a low to a mid. That would make the ship much better.
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