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Missile Rebalancing in Inferno?

Author
Corina Jarr
en Welle Shipping Inc.
#21 - 2012-04-10 22:05:25 UTC
Super Chair wrote:
If they're gonna make TDs work against missiles they need to fix torps (add range, improve explosion velocty), and to some extent HAMs. Oh and remove these penalties from javelin ammo. Straight

They couldn't make TDs work on missiles. They don't have a tracking modifier.
Markus Reese
Deep Core Mining Inc.
Caldari State
#22 - 2012-04-10 22:19:47 UTC
Corina Jarr wrote:
Super Chair wrote:
If they're gonna make TDs work against missiles they need to fix torps (add range, improve explosion velocty), and to some extent HAMs. Oh and remove these penalties from javelin ammo. Straight

They couldn't make TDs work on missiles. They don't have a tracking modifier.


Think it is they affect explosion radius for missiles. Or that is what I think I read.

To quote Lfod Shi

The ratting itself is PvE. Getting away with it is PvP.

Skydell
Bad Girl Posse
#23 - 2012-04-10 23:28:46 UTC
Once the TD effect is applied to missiles they will be in essence what they were made after the nano nerf that changed missiles. Any old timer knows that missiles before that were viewed as OP and Torp Raven fleets were the flavor of the day.

Now missiles are nothing more than glorified artillery with launch times and no damage multipliers on the launcher.

That said, that is the answer as well. A Missile launcher should have a T2 multiplier of 1.8 and a T1 base should have a 1.4 multiplier. Short range, missiles aren't so bad. Long range, they are useless. That is an issue in the ships though because the Bomber Torp bonus is 20% velocity on the frigate bonus meaning you have default 200% velocity to your Torp. That needs to be default for a Raven and Golem too.
Ranger 1
Ranger Corp
Vae. Victis.
#24 - 2012-04-10 23:53:09 UTC  |  Edited by: Ranger 1
In no particular order...

If you are getting 4 damage out of 100 possible, that is called not using the right tool for the job.

Webs and Target painters are your friend... as are tacklers.

Tracking computers should also work with missiles, improving the way they deal with both speed (outside of flat being outrun) and and signature radius issues.

Fitting in some area's could be tweaked a bit, yes.

The ability to switch targets in mid flight by highlighting a different targeted ship would help long range missiles (especially) become much more effective in PVP.

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

Kengutsi Akira
Doomheim
#25 - 2012-04-11 00:13:51 UTC  |  Edited by: Kengutsi Akira
Richard Hammond II wrote:


why IS that by the way?


Ive wondered this myself seems if they worked it so missiles COULD miss its settle a lotta qq


and why do Torps have that HUGE explosion effect when theyre not AOE? that explosion certainly looks AOE lol

"Is it fair that CCP can get away with..." :: checks ownership on the box ::

Yes

Patient 2428190
DEGRREE'Fo'FREE Internet Business School
#26 - 2012-04-11 00:18:46 UTC
Tyberius Franklin wrote:
Patient 2428190 wrote:
Spurty wrote:
If the target moves, you may never reach your target at all as well as if you do, it'll be for 10 damage


Are you stuck in 2007 by any chance?

Are you saying explosion velocity has since been rendered irrelevant?


Granted my missile experience is strictly limited to HML and Rockets, but I've never had anything out run my missiles, or a case where I hit for 10 damage. Anything MWDing has the signature bloom to counter-act its higher speed and anything lolABing isn't fast enough to escape my webs.
Tarn Kugisa
Kugisa Dynamics
#27 - 2012-04-11 00:24:20 UTC
Kengutsi Akira wrote:


Ive wondered this myself seems if they worked it so missiles COULD miss its settle a lotta qq


and why do Torps have that HUGE explosion effect when theyre not AOE? that explosion certainly looks AOE lol


It is a bit obnoxious. If it has that big of an effect, why doesn't the blast wave cause damage?


It has a lol factor though, like doing plex's and my Tengu gets hit with a torp - for 5 damage

Be polite. Be efficient. Have a plan to troll everyone you meet - KuroVolt

Kengutsi Akira
Doomheim
#28 - 2012-04-11 00:24:55 UTC  |  Edited by: Kengutsi Akira
Ranger 1 wrote:


The ability to switch targets in mid flight by highlighting a different targeted ship would help long range missiles (especially) become much more effective in PVP.


Yes, why CANT you retarget on the fly? Hell, NOW they have tech to retarget ARTILLERY on the fly so the shells hit a different target AFTER theyre fired. Theyre called Excaliber.

And thats a weapon system without constant thrust like a missile

Tarn Kugisa wrote:
Kengutsi Akira wrote:


Ive wondered this myself seems if they worked it so missiles COULD miss its settle a lotta qq


and why do Torps have that HUGE explosion effect when theyre not AOE? that explosion certainly looks AOE lol


It is a bit obnoxious. If it has that big of an effect, why doesn't the blast wave cause damage?


It has a lol factor though, like doing plex's and my Tengu gets hit with a torp - for 5 damage


It was funny, on coms with my friends running our first lvl IVs just after Need for Speed (used to be Id load into a lvl IV in my pod cause of lag) and I got hit by a torp for like the first time, my friends freaking cause of the effect an I was like "eh I didnt take anything lol it just looks pretty"

"Is it fair that CCP can get away with..." :: checks ownership on the box ::

Yes

Mythra
La Mortis
#29 - 2012-04-11 01:04:36 UTC
Tarn Kugisa wrote:
Kengutsi Akira wrote:


Ive wondered this myself seems if they worked it so missiles COULD miss its settle a lotta qq


and why do Torps have that HUGE explosion effect when theyre not AOE? that explosion certainly looks AOE lol


It is a bit obnoxious. If it has that big of an effect, why doesn't the blast wave cause damage?


It has a lol factor though, like doing plex's and my Tengu gets hit with a torp - for 5 damage


Because there used to be AOE splash damage on torps. They just didn't change the effect when they took the aoe away. It wasn't much damage really.
Sunviking
Doomheim
#30 - 2012-04-11 09:16:51 UTC
Response from Dev please? Pretty please?
Roime
Mea Culpa.
Shadow Cartel
#31 - 2012-04-11 09:20:43 UTC
Devs have responded that missiles will be brought in line with other weapon systems, meaning that missile range and damage will be nerfed across the board.

They simply do too much damage with unnatural accuracy at too long ranges, so this nerf is balanced.

.

Sunviking
Doomheim
#32 - 2012-04-11 09:22:17 UTC
Roime wrote:
Devs have responded that missiles will be brought in line with other weapon systems, meaning that missile range and damage will be nerfed across the board.

They simply do too much damage with unnatural accuracy at too long ranges, so this nerf is balanced.



How did you manage to arrive at this 'nerf missiles' conclusion? Missiles are most definitely not overpowered.
Bubanni
Center for Advanced Studies
Gallente Federation
#33 - 2012-04-11 09:38:22 UTC
I think missiles should be made much much faster (and have their flight time reduced to give same distance)....

I think this would also reduce lag a little as they will be in space for less time :)

Supercap nerf - change ewar immunity https://forums.eveonline.com/default.aspx?g=posts&t=194759 Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934

Sunviking
Doomheim
#34 - 2012-04-17 09:39:30 UTC
Bump

Would love to see a dev answer on this please.
Vaal Erit
Science and Trade Institute
Caldari State
#35 - 2012-04-17 10:03:52 UTC
HAMs don't have enough DPS to justify the short range compared to HMLs
Torpedoes need a boost, they should be able to hit web'd non-AB'ing battleships for near full damage, but they don't
6th launcher for the cerb/sac?
Remove defender missiles + skill, reimburse the sp
Sunviking
Doomheim
#36 - 2012-04-17 10:52:31 UTC
Vaal Erit wrote:
HAMs don't have enough DPS to justify the short range compared to HMLs
Torpedoes need a boost, they should be able to hit web'd non-AB'ing battleships for near full damage, but they don't
6th launcher for the cerb/sac?
Remove defender missiles + skill, reimburse the sp


I can agree with removing Defender missiles from the game.
Arkady Vachon
The Gold Angels
Sixth Empire
#37 - 2012-04-17 10:53:00 UTC
Ranger 1 wrote:

The ability to switch targets in mid flight by highlighting a different targeted ship would help long range missiles (especially) become much more effective in PVP.


Hmm or at least let them choose their own targets if their original target is taken out, kind of like real-world antiship missiles and especially torpedoes, whereas if the torp loses its target it has its own onboard scanner and looks for a target in range as it continues on its original trajectory. If it finds a target in its own scanner range it attempts to acquire and go after that target, and if it does not find a target it self-destructs at maximum range.

so if the primary target is destroyed, then all of his nearby buddies could now be in danger.

dunna if that can be done, tho.

Nothing Personal - Just Business...

Chaos Creates Content

Sunviking
Doomheim
#38 - 2012-04-17 10:56:25 UTC
Arkady Vachon wrote:
Ranger 1 wrote:

The ability to switch targets in mid flight by highlighting a different targeted ship would help long range missiles (especially) become much more effective in PVP.


Hmm or at least let them choose their own targets if their original target is taken out, kind of like real-world antiship missiles and especially torpedoes, whereas if the torp loses its target it has its own onboard scanner and looks for a target in range as it continues on its original trajectory. If it finds a target in its own scanner range it attempts to acquire and go after that target, and if it does not find a target it self-destructs at maximum range.

so if the primary target is destroyed, then all of his nearby buddies could now be in danger.

dunna if that can be done, tho.


Missile randomly seeking a new target? This is a cool idea and one way of mitigating one of the main reasons people don't use Missiles for long-range PvP - wasted vollies on targets that die while your missiles are in mid-flight.
Malcanis
Vanishing Point.
The Initiative.
#39 - 2012-04-17 10:59:21 UTC
Tippia wrote:
Sunviking wrote:
As the title suggests, have you got around to looking at the issues with Missiles in time for Inferno?
What issues?


Cruise missiles are particularly sucky, for one thing.

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Malcanis
Vanishing Point.
The Initiative.
#40 - 2012-04-17 11:03:26 UTC
Skydell wrote:
Once the TD effect is applied to missiles they will be in essence what they were made after the nano nerf that changed missiles. Any old timer knows that missiles before that were viewed as OP and Torp Raven fleets were the flavor of the day...


I'm an old timer who remembers the nano-nerf. Missiles were essentially unused in PvP in the period leading up to the nano-nerf because it was so easy to exceed their explosion velocity by enough to reduce each hit to 0.1hp damage.

Long, long ago, once upon a time, years before both the nano-nerf and Malc, missiles did always do full damage regardless, and all missiles fitted in all launchers; the only limitation was the missile volume vs launcher capacity, so Cruise Missile Kestrels ruled the skies.

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016