These forums have been archived and are now read-only.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.
123Next page
 

Missile Damage Lock Discussion

Author
Ransu Asanari
Perkone
Caldari State
#1 - 2015-09-11 23:40:21 UTC
From the [Vanguard] Combat and Navy BC Rebalance thread:

CCP Fozzie wrote:
I know some players will be dissapointed that the damage bonus continues to be restricted to kinetic, but we do believe that damage specific bonuses are a useful tool for creating interesting distinctions between ships and we have no plans to phase them out.

Start making plans.

Seriously. PLEASE consider it.


I grind my teeth every time I see a missile damage locked bonus, because it goes against the advantages and philosophy of the weapon system - which is CHOICE. The advantage of missiles is the consistent damage application, and flexibility of choosing the damage type; with less overall damage, and delayed damage application compared to turrets. It's the same reason I hate the 30 second reload on the Rapid Light/Heavy Launchers, but at least there I can make some decisions in combat to reload or not, or split my launchers.

Locking 50% of the damage bonus into Kinetic (such as with the Drake) doesn't let you make interesting choices in combat, where you can try to determine your opponent's resist profile, and decide if it's worth the time to reload ammo to try to exploit a potential resist hole. Most of the time it's not worth switching to lose raw damage bonus. It's more pronounced on the Drake because there is fewer cases in the current meta where firing Kinetic is actually preferred. The only race that MIGHT have a Kinetic hole is Minmatar, and even then with the more even resist profile and choice of using Shield or Armor, it won't be a very large one. Compare that to firing EM into some Caldari ships with a default 0% shield resist, which may or may not have been plugged in some builds. Someone can run the numbers to compare the damage bonus against racial resist profiles to show when it's actually beneficial to fire unbonused ammo on a ship like the Drake. In a PVP Drake Blobfleet scenario this may work, but we shouldn't balance around that.

It's all over the place in terms of consistency anyway - out of the Minmatar missile ships, only the Talwar has an Explosive lock to my knowledge, and none of the Amarr missile ships are damage type locked. Stealth Bombers are probably the only torpedo ship locked to racial damage type consistently, but it's not as much of an issue because with the SP level a lot of players have - they can have all Frigates 5 and take the ship with the damage type they want. It's really just the Caldari missile ships that get screwed, and I don't understand why.

I don't think this would be as big of a sticking point if the range of the locked damage bonus was so large. The Hookbill and Osprey Navy Issue have a "halfway" measure of 2x Kinetic damage, but still has damage bonus to the other types - this gives you CHOICE where the disparity isn't as high, and firing slightly less damage bonused type could be beneficial to exploit a smaller resist hole and be worth time to reload.

So some ideas to try to mitigate this:


  • Acknowledge that locking missile ships into one damage bonus type is not creating a beneficial distinction between ships, and is just pissing off the player base. Accept the philosophy of choice in combat, and get rid of racially locked damage on missile ships completely. Most of the ships are differentiated by missile flight time, rate of fire, explosion velocity/radius, or other factors. Continue with differentiating on these terms, rather than locking damage type for missiles.

  • Give all of the damage locked missile ships a bonus similar to the Hookbill or Osprey Navy Issue to reduce the damage gap when firing unbonused ammo. Reduce the gap in damage bonus for the Hookbill/ONI even further, or change it to something else to give the faction ships a distinctive flair.

  • Change the missile damage application so the ship always deals a percentage of it's damage in the racial type, regardless of what ammo is loaded. For example if I'm firing Nova ammo on a Drake, I could deal 80% of my damage as Explosive, but always 20% of the damage as Kinetic. If I'm firing Inferno on a Bellicose, I could deal 80% of my damage as Thermal, but always 20% of the damage as Explosive. If I fire Scourge from a Drake then it's 100% Kinetic. This would be my preferred option for balance, and could be applied evenly to all missile ships across the races for consistency. The amount of racial damage could be tweaked depending on T1/Faction/T2/Pirate Ammo.
Ransu Asanari
Perkone
Caldari State
#2 - 2015-09-11 23:40:31 UTC
Reserved for Updates
Awkward Pi Duolus
Pator Tech School
Minmatar Republic
#3 - 2015-09-12 00:23:21 UTC
What is the difference between giving bonuses to all damage types, and giving it to none? Also, giving omni damage to a weapons system that applies perfect damage out to a certain envelope is obviously not the best idea..

Other races are locked into damage types too. Lasers and hybrid only deal two of the four types of damage. And there is no max damage kinetic ammo for ACs and arties.

I'll file this away under, 'don't fix what ain't broke, CCPlease!' folder.

A quite note on the recommendations:

Ransu Asanari wrote:


  • Acknowledge that locking missile ships into one damage bonus type is not creating a beneficial distinction between ships, and is just pissing off the player base. Accept the philosophy of choice in combat, and get rid of racially locked damage on missile ships completely. Most of the ships are differentiated by missile flight time, rate of fire, explosion velocity/radius, or other factors. Continue with differentiating on these terms, rather than locking damage type for missiles.

Who's pissed? (Other than you, obviously..) I'm fine with it. Along with the other folks I fly with in droves of caracals and cerbs.

Ransu Asanari wrote:
  • Give all of the damage locked missile ships a bonus similar to the Hookbill or Osprey Navy Issue to reduce the damage gap when firing unbonused ammo. Reduce the gap in damage bonus for the Hookbill/ONI even further, or change it to something else to give the faction ships a distinctive flair.

  • No one's special if everyone is special.

    Ransu Asanari wrote:
  • Change the missile damage application so the ship always deals a percentage of it's damage in the racial type, regardless of what ammo is loaded. For example if I'm firing Nova ammo on a Drake, I could deal 80% of my damage as Explosive, but always 20% of the damage as Kinetic. If I'm firing Inferno on a Bellicose, I could deal 80% of my damage as Thermal, but always 20% of the damage as Explosive. If I fire Scourge from a Drake then it's 100% Kinetic. This would be my preferred option for balance, and could be applied evenly to all missile ships across the races for consistency. The amount of racial damage could be tweaked depending on T1/Faction/T2/Pirate Ammo.


  • Yes.. because that wouldn't be lore breaking at all. Imagine lasers doing kinetic damage.. unless of course you make the case that energy got transferred to mass when it hit your face.
    Globby
    Never Ignorant Gettin' Goals Accomplished
    Gimme Da Loot
    #4 - 2015-09-12 00:25:02 UTC
    You seem to have posted in the incorrect location. Reddit is a much more effective place to post ideas, feedback, discussion and constructive criticism. Although your effort here is appreciated, it is in your interest to instead post this on Reddit. Thank you.
    Globby
    Never Ignorant Gettin' Goals Accomplished
    Gimme Da Loot
    #5 - 2015-09-12 00:27:01 UTC
    I was gonna add on you're going to be [censored] on by people who don't know what they're talking about, but I wanted to give the EvE Online: Forums Community the benefit of the doubt. That is, until I saw what the guy who sniped my first post said.
    Ransu Asanari
    Perkone
    Caldari State
    #6 - 2015-09-12 00:39:36 UTC  |  Edited by: Ransu Asanari
    I try to keep my posts on the EVE Forums constructive, but sometimes I'll max shitpost on Reddit when I'm frustrated. And I linked this post on Reddit, so I'll be sure to loose my frustration there.

    I'm going to briefly debunk Reply#1 so others don't drink the KoolAid, but having argued with those kind of discussions before, I'm not going to waste a ton of effort.
    Quote:
    What is the difference between giving bonuses to all damage types, and giving it to none? Also, giving omni damage to a weapons system that applies perfect damage out to a certain envelope is obviously not the best idea..


    • I'm trying to explain why the concept that damage-type specific bonuses are a bad way of differentiating ships. If we have to iterate (which is something CCP says they like to do), I'm giving constrictive suggestions on how we could move in that direction without getting rid of damage specific bonuses altogether for coding reasons.

    • With the current speed creep and Cruiser meta, missiles have an increased difficulty actually applying their damage. It certainly isn't "perfect". This was made even worse with the MWD rebalance, where all of the modules, especially the T2 versions got a speed increase. Also made worse with a lot of the recent ship rebalances decreasing mass and increasing agility.

    • HML are still in a bad place due to the 2012 nerfs and the recent 5% damage increase doesn't fix this. Adding the Missile Guideance Computers but then adding stacking penalties didn't change much either.

    • Stopping here before I go on a Full Missile Rantâ„¢

    Quote:
    Other races are locked into damage types too. Lasers and hybrid only deal two of the four types of damage. And there is no max damage kinetic ammo for ACs and arties.

    Drones would like to have a word with you.

    Quote:
    Yes.. because that wouldn't be lore breaking at all. Imagine lasers doing kinetic damage.. unless of course you make the case that energy got transferred to mass when it hit your face.

    Lore is a terrible excuse for making balancing decisions. It's easy to rationalize your way around it anyways if you use your imagination.
    Nox Mani
    Safe-Space
    #7 - 2015-09-12 01:09:32 UTC
    I concur.
    Feodor Romanov
    Caldari Provisions
    Caldari State
    #8 - 2015-09-12 01:27:08 UTC  |  Edited by: Feodor Romanov
    Awkward Pi Duolus wrote:
    What is the difference between giving bonuses to all damage types, and giving it to none? Also, giving omni damage to a weapons system that applies perfect damage out to a certain envelope is obviously not the best idea..

    Other races are locked into damage types too. Lasers and hybrid only deal two of the four types of damage. And there is no max damage kinetic ammo for ACs and arties.

    I'll file this away under, 'don't fix what ain't broke, CCPlease!' folder.


    Missiles have very bad damage application. Much worse then turrets or drones. Only light missiles is ok. Try to kill the unwebbed light drone with the rockets. That will take much more time then with turrets. Or try to apply damage to unwebbed AB cruiser with heavy missiles. And of course there are many Raven doctrines fly over the low and nulls.

    Lasers and Hybrids are equal to hybrid caldari ships. But all other races have ships line with unlocked damage types. All Gallente and Amarr drone boats can choose between all 4 damage types. All difference between drone damage type compensated by drone speed, tracking and etc. Amarrs and Matars ships have all miissile boats with unlocked damage type, only talwar has locked. All Projectile turrets have minimum full 3 damage types , and one(kinetic) with less damage, but that still much better then one full damage type most of missile boats Caldari have.

    Locked damage type is ok if you are raiding solo or in small gang. But that is terrible if you need to make ship doctrine for the fleet. Any organised opponents usually quickly make counter fits. For example, if your alliance have Drake doctrine, most of your neighbors will have high kinetic res doctrines.
    Missile ships traditionally have lower DPS then turret or drone boats. So use Thermal or EM missiles on Drakes or Hawks is usually fatal to fleet's total DPS.
    Caldari have really only 3 good ships with unlocked damage type: Kestrel, Jackdow, Caracal. Other rarely used.

    PS: Cerbs have locked damage type, but this is the only missile ship with locked damage that is often used.
    Zan Shiro
    Doomheim
    #9 - 2015-09-12 05:08:34 UTC  |  Edited by: Zan Shiro
    Awkward Pi Duolus wrote:
    What is the difference between giving bonuses to all damage types, and giving it to none? Also, giving omni damage to a weapons system that applies perfect damage out to a certain envelope is obviously not the best idea..


    Please define your definition of perfect.

    You seem to forget at some point sig radius determines damage in some way. Which is why it is quite possible to fire at a stationary target...and not get full damage.

    Target moving faster than 0 m/s....watch the damage start to drop.


    This is what the type specific of missiles fights to make it a legit system. Beyond shooting serp or gurista rats anyway.

    Sometimes it loses the fight as missile chuckers can generate tables where using the right type ammo (but not kinetic) is worse than running wrong type ammo of kinetics. IE kinetic against bloods....can pan out better than using em missiles.


    That and ccp's stance of because of diversity....where the hell are they maintaining it at. See caldari missile chuckers tank for kinetic. Be missile chucker pack kinetic. Diversity I am not seeing. I tried spicing it up to bring other ammo and hope if kinetic tanked I'd get extra points going for another resist hole. Didn't pan out to where the constant ammo changes to/from cn kinetic worked too well for my liking.


    OP even nice enough to make this split damage ammo. I vaguely said lets this have a caveat long long ago. I'd give up my 100% ammo to go split type ammo with a more universal bonus. I'd give it happily tbh.
    Humang
    Sudden Buggery
    Sending Thots And Players
    #10 - 2015-09-12 05:56:46 UTC
    I can agree, seems silly to restrict a weapon system that is by design intended to be flexible to the situation.

    Particulate fond of the last point in the OP, that of the split damage concept.

    AFK cloaking thread Summary - Provided by Paikis Good Post Etiquette - Provided by CCP Grayscale

    Arthur Aihaken
    Kenshin Academia.
    Kenshin Shogunate.
    #11 - 2015-09-12 06:53:05 UTC
    I'd honestly rather see rate of fire bonuses or damage application bonuses (explosion radius, explosion velocity) instead of kinetic-specific damage bonuses.

    I am currently away, traveling through time and will be returning last week.

    Zan Shiro
    Doomheim
    #12 - 2015-09-12 08:08:44 UTC  |  Edited by: Zan Shiro
    Arthur Aihaken wrote:
    I'd honestly rather see rate of fire bonuses or damage application bonuses (explosion radius, explosion velocity) instead of kinetic-specific damage bonuses.



    Last time CCP looked at this we got 2 new lackluster mods and they gimped missiles rigs with stacking (that were never even all that omfg great in the first place sans stacking penalty before) so have to go no to this lol. Only Out of fear they will ruin something even more with this...to be honest missiles (lack of) applied damage being resolved a more decent avenue to look at to fix.


    Does wonders for some turrets. As 5% ROF per level (indirect damage application of sorts) can pay out in the end better than raw 5% per level straight damage.
    Aiyshimin
    Shiva Furnace
    #13 - 2015-09-12 08:34:43 UTC
    There is o such thing as missile damage lock. Accept the fact that missiles are by nature a low damage weapon system, because applying their damage requires no piloting skills like turrets.
    afkalt
    Republic Military School
    Minmatar Republic
    #14 - 2015-09-12 09:07:04 UTC
    Aiyshimin wrote:
    There is o such thing as missile damage lock.


    Firing unbonused missiles is like putting lasers on my thorax.

    I *CAN* but its fucktarded.
    Feodor Romanov
    Caldari Provisions
    Caldari State
    #15 - 2015-09-12 10:13:51 UTC
    Aiyshimin wrote:
    There is o such thing as missile damage lock. Accept the fact that missiles are by nature a low damage weapon system, because applying their damage requires no piloting skills like turrets.


    I disagree. The only difference in "piloting skills" that turret guys keep angular velocity on their minds and missile guys keep transversal one. But what percentage of pilots really use this? The only true "unskilled" weapon system in the game is drones, like fire and forget weapon. Even drone guys must play launch\scoop game or to maneuver if they use centry drones.

    Missiles have low damage and bad damage application. Why it is necessary to even lock their damage type? That's why the most of missile boats use LML and RLML nowadays. For example, compare Navy Osprey and Fleet Scythe. They are near equal ships, but last one much more popular because of unlocked damage type:
    Osprey - 254 kills https://zkillboard.com/ship/29340/top/
    Scythe - 1938 kills https://zkillboard.com/ship/29336/top/
    Aiyshimin
    Shiva Furnace
    #16 - 2015-09-12 10:30:59 UTC
    Feodor Romanov wrote:
    Aiyshimin wrote:
    There is o such thing as missile damage lock. Accept the fact that missiles are by nature a low damage weapon system, because applying their damage requires no piloting skills like turrets.


    I disagree. The only difference in "piloting skills" that turret guys keep angular velocity on their minds and missile guys keep transversal one. But what percentage of pilots really use this? The only true "unskilled" weapon system in the game is drones, like fire and forget weapon. Even drone guys must play launch\scoop game or to maneuver if they use centry drones.

    Missiles have low damage and bad damage application. Why it is necessary to even lock their damage type? That's why the most of missile boats use LML and RLML nowadays. For example, compare Navy Osprey and Fleet Scythe. They are near equal ships, but last one much more popular because of unlocked damage type:
    Osprey - 254 kills https://zkillboard.com/ship/29340/top/
    Scythe - 1938 kills https://zkillboard.com/ship/29336/top/


    Your own angular velocity has absolutely effect on how your missiles hit. You simply press F1, and bacon magically appears in your bacon hold- making missiles the only skill-free weapon system, since you dont need micro manage your missiles like drones.

    Again, caldari ship damage type is not locked.
    elitatwo
    Zansha Expansion
    #17 - 2015-09-12 11:45:09 UTC
    Aiyshimin wrote:
    ...Your own angular velocity has absolutely effect on how your missiles hit. You simply press F1, and bacon magically appears in your bacon hold- making missiles the only skill-free weapon system, since you dont need micro manage your missiles like drones.

    Again, caldari ship damage type is not locked.


    I am sorry honey but no. You still have to fly your ship and when your opponent is halfway competent she or he can evade missiles entirely. It is not as simple as you think it is.

    You may not evade cruise missiles but if you think about this for a second, you won't outrun a Tomahawk that is locked on your boat.
    And on top of it there are anti-missile missles which you can fit to shoot them down.

    Eve Minions is recruiting.

    This is the law of ship progression!

    Aura sound-clips: Aura forever

    Jacob Holland
    Weyland-Vulcan Industries
    #18 - 2015-09-12 12:31:09 UTC
    Ransu Asanari wrote:
    Locking 50% of the damage bonus into Kinetic (such as with the Drake) doesn't let you make interesting choices in combat, where you can try to determine your opponent's resist profile, and decide if it's worth the time to reload ammo to try to exploit a potential resist hole.

    Of course it does - it actually encourages interesting decisions.
    If your opponent is on 0% EM resists then at anything greater than 33% kinetic resists you'll do better with EM... so choose the right moment to switch.
    Their armour however is likely to have 50% or greater resists so it's highly likely that your Kinetics will be a far better choice. Where are the bulk of their hitpoints? should you be running EM to blast down their shields and sucking up the slower armour chew, sucking the reduced damage on their shield while anticipating a much better result once it''s down? Is the fight likely to last long enough that an ammo change is worth the lost cycles?
    Even factoring in hardening, Kinetic is a utilitarian damge type - 2 EANM & damage control? Kinetic is the second lowest resist... They use a rig to plug holes it'll be the lowest because it's explosive they're going to plug. 2 Invulns? Kinetic with a damage bonus still beats Thermal by a pretty wide margin...

    Even in PvE (where resists tend to be consistent across layers and therefore midfight ammo changes are less likely) and where Kinetic damage is particularly valuable (lowest resist for Guristas, Serpentis, EoM...etc. Second lowest/most consistant for Mercs (by a small margin) and some Drones, Second lowest for Angels and only slightly behind Thermal for Blood Raiders, Sansha...etc.) the choices are not as clear cut as people's bios would have you believe...

    Kinetic damage bonuses give advantages to people who can think, who do the maths (or who, through communications tools, can get other people to do the maths for them)...
    Feodor Romanov
    Caldari Provisions
    Caldari State
    #19 - 2015-09-12 13:35:12 UTC
    Jacob Holland wrote:
    Ransu Asanari wrote:
    Locking 50% of the damage bonus into Kinetic (such as with the Drake) doesn't let you make interesting choices in combat, where you can try to determine your opponent's resist profile, and decide if it's worth the time to reload ammo to try to exploit a potential resist hole.

    Of course it does - it actually encourages interesting decisions.
    If your opponent is on 0% EM resists then at anything greater than 33% kinetic resists you'll do better with EM... so choose the right moment to switch.
    Their armour however is likely to have 50% or greater resists so it's highly likely that your Kinetics will be a far better choice. Where are the bulk of their hitpoints? should you be running EM to blast down their shields and sucking up the slower armour chew, sucking the reduced damage on their shield while anticipating a much better result once it''s down? Is the fight likely to last long enough that an ammo change is worth the lost cycles?
    Even factoring in hardening, Kinetic is a utilitarian damge type - 2 EANM & damage control? Kinetic is the second lowest resist... They use a rig to plug holes it'll be the lowest because it's explosive they're going to plug. 2 Invulns? Kinetic with a damage bonus still beats Thermal by a pretty wide margin...

    Even in PvE (where resists tend to be consistent across layers and therefore midfight ammo changes are less likely) and where Kinetic damage is particularly valuable (lowest resist for Guristas, Serpentis, EoM...etc. Second lowest/most consistant for Mercs (by a small margin) and some Drones, Second lowest for Angels and only slightly behind Thermal for Blood Raiders, Sansha...etc.) the choices are not as clear cut as people's bios would have you believe...

    Kinetic damage bonuses give advantages to people who can think, who do the maths (or who, through communications tools, can get other people to do the maths for them)...


    Ships in the same class mostly have equal dps. So ships with unlocked damage types would have better results in playing with resists holes, then for example drake or hookbil. Kinetic damage bonuses give advantages to people who can't fly ships with unlocked damage.
    Feodor Romanov
    Caldari Provisions
    Caldari State
    #20 - 2015-09-12 13:54:47 UTC
    Aiyshimin wrote:
    Feodor Romanov wrote:
    Aiyshimin wrote:
    There is o such thing as missile damage lock. Accept the fact that missiles are by nature a low damage weapon system, because applying their damage requires no piloting skills like turrets.


    I disagree. The only difference in "piloting skills" that turret guys keep angular velocity on their minds and missile guys keep transversal one. But what percentage of pilots really use this? The only true "unskilled" weapon system in the game is drones, like fire and forget weapon. Even drone guys must play launch\scoop game or to maneuver if they use centry drones.

    Missiles have low damage and bad damage application. Why it is necessary to even lock their damage type? That's why the most of missile boats use LML and RLML nowadays. For example, compare Navy Osprey and Fleet Scythe. They are near equal ships, but last one much more popular because of unlocked damage type:
    Osprey - 254 kills https://zkillboard.com/ship/29340/top/
    Scythe - 1938 kills https://zkillboard.com/ship/29336/top/


    Your own angular velocity has absolutely effect on how your missiles hit. You simply press F1, and bacon magically appears in your bacon hold- making missiles the only skill-free weapon system, since you dont need micro manage your missiles like drones.

    Again, caldari ship damage type is not locked.


    Angular velocity of miisile boat has no effect, but transversal does. Missiles do less damage to the ship who moves away and more damage to the approaching ship. Plus you need to calc your targets range and speed to understand what range do you need to apply missile damage, because of missiles speed and flight time. Factually missile boats need near the same piloting skills and pilot's attention as turret ships.
    123Next page