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T2 Ammo. vs T2 Missiles

Author
Patri Andari
Thukker Tribe Antiquities Importer
#81 - 2012-07-10 21:02:22 UTC
Cambarus wrote:

Turret ship vs. missile ship of same class in a small gang or 1v1 situation: When deciding which ammo to use, the missile ship can freely choose its damage type, while all the guns (even autocannons if we're talking about t2 ammo) are forced to use a specific damage profile regardless of the enemy's resistances. Any sane person would see this for the imbalance it is.


So let me be clear here, you are saying that missiles having the ability to choose damage type is an imbalance. Seriously? Because if you do not think that then you should realize the above post makes you look derp.

If you are trying to turn my argument on its head you failed to do that also as this is a discussion of the disparity of applying ship based drawbacks to one class of T2 weapons. It is not a thread discussing all the many differences between turrets and missiles.

Now i realize that trying to turn it into such a discussion suits you because on every salient point about the present topic you look dumb.

Furthermore:

Patri Andari wrote:


A more eloquent balancing solution would be to remove all "ship based" penalties from T2 missiles. {FULL STOP}

Then, if you still think T2 missiles are too good and/or out of balance tinker with their range, explosion velocity or explosion radius. Keeping punishing ship based penalties on one class of weapon system is not balanced and nothing you have said refutes that.


Carry on.

Be careful what you think, for your thoughts become your words. Be careful what you say, for your words become your actions. Be careful what you do, for your actions become your character. And character is everything. - author unknown

Cambarus
The Baros Syndicate
#82 - 2012-07-10 21:04:25 UTC
Patri Andari wrote:
Cambarus wrote:

Sig radius against guns only really affects tracking


Wrong again! It affects chance to hit, quality of hit AND tracking. It also affects missiles even more which is why artillery fired from a BS at a stationary frig will obliterate the frig, while a torp will just tickle it (unless the frig is loaded with rage missiles then it takes more damage) And therein lies the imbalance. Roll
Do you actually know how the tracking formula works? Hit quality and chance to hit (range issues aside) are determined by TRACKING, and ONLY TRACKING. A frigate sitting still will take full damage from a 1400mm, or even a dreadnought, despite being so much smaller than the guns. What sig radius does is it affects tracking, thereby indirectly affecting the other things, a ship with twice the sig radius is twice as easy to track and so on.

That's why sig radius is less important than speed; with higher speed you get all the advantages of a lower sig, AND you can dictate the terms of the engagement, which in the end has a much bigger overall effect on reducing incoming damage.

Patri Andari wrote:


Your "points" are meaningless and just a rehash of your proven poor logic. I have decided to stay in this thread with my limited pvp experienced character both to annoy you and because this issue is dear to me.


Given how many times you've literally just quoted a point that you made like 20 posts ago, the irony is killing me.

Patri Andari wrote:


A more eloquent balancing solution would be to remove all "ship based" penalties from T2 missiles. {FULL STOP}

Then, if you still think T2 missiles are too good and/or out of balance tinker with their range, explosion velocity or explosion radius. Keeping punishing ship based penalties on one class of weapon system is not balanced and nothing you have said refutes that.


Carry on.[/quote]
Cambarus
The Baros Syndicate
#83 - 2012-07-10 21:21:57 UTC
Patri Andari wrote:

So let me be clear here, you are saying that missiles having the ability to choose damage type is an imbalance. Seriously? Because if you do not think that then you should realize the above post makes you look derp.
The whole point is that arguing that it's under/overpowered because they have different drawbacks is stupid. I was using the same type of argument as you, so by pointing out that I look stupid in doing so....
Patri Andari wrote:

If you are trying to turn my argument on its head you failed to do that also as this is a discussion of the disparity of applying ship based drawbacks to one class of T2 weapons. It is not a thread discussing all the many differences between turrets and missiles.
And I'm telling you that these penalties are fine because missiles have other advantages to make up for them.

Patri Andari
Thukker Tribe Antiquities Importer
#84 - 2012-07-10 21:31:21 UTC
Cambarus wrote:
Patri Andari wrote:
Cambarus wrote:

Sig radius against guns only really affects tracking


Wrong again! It affects chance to hit, quality of hit AND tracking. It also affects missiles even more which is why artillery fired from a BS at a stationary frig will obliterate the frig, while a torp will just tickle it (unless the frig is loaded with rage missiles then it takes more damage) And therein lies the imbalance. Roll
Do you actually know how the tracking formula works? Hit quality and chance to hit (range issues aside) are determined by TRACKING, and ONLY TRACKING.


Tracking Formula wrote:


ChanceToHit = 0.5 ^ ((((Transversal speed/(Range to target * Turret Tracking))*(Turret Signature Resolution / Target Signature Radius))^2) + ((max(0, Range To Target - Turret Optimal Range))/Turret Falloff)^2)


Tracking Formula wrote:

If X < ChanceToHit, the shot is a hit. If X > ChanceToHit, the shot is a miss or zero damage is applied.

X also determines the quality of a hit. If X < 0.01, then the Quality Of Hit multiplier = 3. (i.e. a 'Wrecking' shot) If X > 0.01 the Quality Of Hit multiplier = X + 0.5)



Source: Evelopedia http://wiki.eveonline.com/en/wiki/Turret_damage

Once again proven wrong. Please don't quit while you are behind, sad, proven wrong and broken. This can only get better from here.

Be careful what you think, for your thoughts become your words. Be careful what you say, for your words become your actions. Be careful what you do, for your actions become your character. And character is everything. - author unknown

Patri Andari
Thukker Tribe Antiquities Importer
#85 - 2012-07-10 21:31:33 UTC
Furthermore:

Patri Andari wrote:


A more eloquent balancing solution would be to remove all "ship based" penalties from T2 missiles. {FULL STOP}

Then, if you still think T2 missiles are too good and/or out of balance tinker with their range, explosion velocity or explosion radius. Keeping punishing ship based penalties on one class of weapon system is not balanced and nothing you have said refutes that.


Carry on.

Be careful what you think, for your thoughts become your words. Be careful what you say, for your words become your actions. Be careful what you do, for your actions become your character. And character is everything. - author unknown

Cambarus
The Baros Syndicate
#86 - 2012-07-10 21:49:52 UTC  |  Edited by: Cambarus
From literally the same page that you linked:
Tracking formula wrote:
Note that ChanceToHit is a number between 0 and 1, and is primarly determined by Transversal Speed and Range To Target.


Have a nice day :)

EDIT:
And until you explain WHY removing ship based penalties is in any way more elegant, rather that what I would call it (making everything the same for the sake of not having to put effort into balancing things) repeating yourself doesn't make what you're saying true.
Patri Andari
Thukker Tribe Antiquities Importer
#87 - 2012-07-10 22:11:12 UTC  |  Edited by: Patri Andari
Cambarus wrote:
Do you actually know how the tracking formula works? Hit quality and chance to hit (range issues aside) are determined by TRACKING, and ONLY TRACKING.



Cambarus wrote:
From literally the same page that you linked:
Tracking formula wrote:
Note that ChanceToHit is a number between 0 and 1, and is primarly determined by Transversal Speed and Range To Target.


Back pedal much?

Furthermore:

Patri Andari wrote:


A more eloquent balancing solution would be to remove all "ship based" penalties from T2 missiles. {FULL STOP}

Then, if you still think T2 missiles are too good and/or out of balance tinker with their range, explosion velocity or explosion radius. Keeping punishing ship based penalties on one class of weapon system is not balanced and nothing you have said refutes that.


Carry on.

Be careful what you think, for your thoughts become your words. Be careful what you say, for your words become your actions. Be careful what you do, for your actions become your character. And character is everything. - author unknown

Cambarus
The Baros Syndicate
#88 - 2012-07-11 01:03:18 UTC
Honestly that last reply was just a half-assed copy/paste because you were grasping at straws so thin you'd need a magnifying glass to see them (not to mention how far off topic we've gone, but this thread was shite anyway so whatever).

So looking at it it does actually look like I was backpedaling, which was not my intention, so I'll take the time to actually address the post properly:

First off, let's define tracking, because I think this is where you went wrong:

When we talk about actual gameplay, tracking (and talking about people not being able to track you, out-tracking someone etc) is a term that refers to how fast your ship has to go in a circle around another ship before the other ship starts hitting you less/not hitting you at all. If you're going too fast to get hit, the ship you're fighting can't TRACK you, and if you are getting hit, it can.

You can of course argue this point with me until you're blue in the face, but I think everything I need to prove you wrong is here:
Patri Andari wrote:

Tracking Formula wrote:


ChanceToHit = 0.5 ^ ((((Transversal speed/(Range to target * Turret Tracking))*(Turret Signature Resolution / Target Signature Radius))^2) + ((max(0, Range To Target - Turret Optimal Range))/Turret Falloff)^2)


In your own post, you called it the TRACKING formula. Which is, in essence, what it is. It's the formula that you use to figure out if you've got enough tracking to hit the guy you're shooting.

So, with that in mind, would you not agree that your chance to hit, as well as your hit quality, are determined by the "tracking formula" (your words not mine) and that this means that it is in fact tracking that gets used to determine these things, with signature radius having an effect, but only indirectly (as one of the things considered when calculating the tracking formula is signature radius)

Alternately you could try a more hands on, practical proof:
Grab some ships with really small radii, get a ship with guns with a very large sig res, sit both ships perfectly still (remember we're trying to see if sig radius does anything without the help of tracking, so no tracking can be added to this) and keep shooting until you miss a shot. I think you'll find that you will not only never miss, you'll never get a barely scratches, because once transversal = 0, the chanceToHit becomes 0.5^0, which = 1, which means the shot will always be a hit.

It's also worth noting (and I actually didn't know this until I read that link more carefully) that the hit quality not only isn;t affected by signature radius, it's not actually affected by tracking, as tracking only limits the max hit quality you can get while still hitting. Basically if you roll a well aimed shot, the game then checks your tracking, and if you're tracking well the well aimed shot is a hit, and if you're tracking poorly then your well aimed shot was aiming into space for some reason :D
Tor Gungnir
Sebiestor Tribe
Minmatar Republic
#89 - 2012-07-11 07:16:19 UTC  |  Edited by: Tor Gungnir
Cambarus wrote:
Tor Gungnir wrote:

So yes, there is a reason why we pretty much only see Torpedoes on either Golems or Stealth Bombers. No matter how you twist and turn it, this is bad. Real bad.

So you have a problem with the phoon then? Aside from raven hulls and stealth bombers there aren't really a whole lot of options for people who want to use torps, and tbh that sounds like something that could be fixed (if, indeed, it needs fixing at all)


The 'phoon is fine, just that you can't use Torpedoes on it. It is a design flaw of Torpedoes rather than the ship.

You can use Rockets/Light Missiles as you please, i.e a Caldari Frigate (I forget the name, but the Manticore used the same model before they got pimped) does fine with both.

You can use HAMs/Heavy Missiles as you please, i.e a Drake/Caracal does fine with both.

You can only use Torpedoes on ships designed for it, rest have to use Cruise Missiles.

So yeah, in addition to the stupid ship penalties on T2 ammo, there is some staggering design problems with "Large" Missiles.

Space. It seems to go on and on forever. But then you get to the end and a gorilla starts throwing barrels at you.

Yoshite McLulzypants
Center for Advanced Studies
Gallente Federation
#90 - 2012-07-11 07:32:31 UTC
jesus **** boys just use faction ammo like everyone else and stop crying if you ever find yourself thinking god damn i sure could use some javelin thats when you hit approach and overload that mwd with faction loaded.
Onictus
Federal Navy Academy
Gallente Federation
#91 - 2012-07-11 07:35:05 UTC
Torps work fine.....on big ships, or webbed down BCs with their mwd.

Believe it or not, this is much like large turrets. If you have ever tried to use 800mm repeaters or any large pile on smaller hulls its generally a pain unsupported.

The T2 penalties are bullshit, but the DPS delay is the reason you don't see more BS sized missile. You can warp a fleet out before a slow ass cruise missile crosses 80km.
Cpt Branko
The Scope
Gallente Federation
#92 - 2012-07-11 07:44:55 UTC
Tor Gungnir wrote:

The 'phoon is fine, just that you can't use Torpedoes on it. It is a design flaw of Torpedoes rather than the ship.


What? It uses them just fine if you fit a painter. Torpedoes are why it's so awesome after all. Shortrange yes, but it is a good shortrange BS. It does great DPS to any BS or BC.

Rage torps are only situationally useful, even with painter, though.
Tor Gungnir
Sebiestor Tribe
Minmatar Republic
#93 - 2012-07-11 07:45:46 UTC
Yoshite McLulzypants wrote:
jesus **** boys just use faction ammo like everyone else and stop crying.


I think this post pretty much summed up T2 Missiles.

Space. It seems to go on and on forever. But then you get to the end and a gorilla starts throwing barrels at you.

Onictus
Federal Navy Academy
Gallente Federation
#94 - 2012-07-11 08:06:18 UTC
Tor Gungnir wrote:
Yoshite McLulzypants wrote:
jesus **** boys just use faction ammo like everyone else and stop crying.


I think this post pretty much summed up T2 Missiles.


Indeed.

To be fair it was pretty much all T2 ammo sans scortch and barrage till recently.
Mfume Apocal
Brutor Tribe
Minmatar Republic
#95 - 2012-07-11 08:29:24 UTC
I use Fury HMLs and Rage rockets.
Cambarus
The Baros Syndicate
#96 - 2012-07-11 14:52:05 UTC
Tor Gungnir wrote:

The 'phoon is fine, just that you can't use Torpedoes on it. It is a design flaw of Torpedoes rather than the ship.
You can only use Torpedoes on ships designed for it, rest have to use Cruise Missiles.

So yeah, in addition to the stupid ship penalties on T2 ammo, there is some staggering design problems with "Large" Missiles.

Torps are fine, just that the phoon isn't very good with them (even though it totally is). When you say "ships designed to use them" you're undoubtedly referring to the raven hulls and the stealth bombers, and I'm guessing that the ships that aren't "designed" to use them are the phoon and the...RF phoon? That sounds like a problem with those ships rather than the weapons in question, assuming there is in fact a problem (there isn't).

It's probably also worth noting that the drawbacks aren't that big a deal with the phoon anyway, you're in a BS so your sig radius is already huge, and while a phoon loading jav torps will, for example, be slower than a megathron (800m/s vs 900 with a MWD running, assuming 2 plates and 3 trimarks) it's also faster than the mega with anything else loaded (990 vs 900) and I don't see mega pilots complaining about it.
Mfume Apocal wrote:
I use Fury HMLs and Rage rockets.

And I go out of my way to ensure my stealth bombers have t2 launchers because of how useful t2 torps have proven to be on roams.
Mechael
Tribal Liberation Distribution and Retail
#97 - 2012-07-12 00:22:00 UTC  |  Edited by: Mechael
Patri Andari wrote:


A more eloquent balancing solution would be to remove all "ship based" penalties from T2 missiles. {FULL STOP}

Then, if you still think T2 missiles are too good and/or out of balance tinker with their range, explosion velocity or explosion radius. Keeping punishing ship based penalties on one class of weapon system is not balanced and nothing you have said refutes that.


That's all that really needs to be said about this, honestly. Ship based penalties make zero sense for ammunition. Although, to be completely frank, the damage formulas in this game are pretty abysmal no matter which way you slice it so they're what needs fixing first.

Whether or not you win the game matters not.  It's if you bought it.

Caitlyn Tufy
Perkone
Caldari State
#98 - 2012-07-13 07:03:52 UTC  |  Edited by: Caitlyn Tufy
Tor Gungnir wrote:
What's with the rather severe penalties applied to T2 Missiles? There is no penalty on T2 Turret ammo. Hardly seems fair.


The penalties are there so you don't stick with one cookie-cutter ammo. Missiles are fine - well, Fury are, Precisions are usually replaced by T1 or faction ammo instead.

Cambarus wrote:
[quote=Tor Gungnir]When you say "ships designed to use them" you're undoubtedly referring to the raven hulls


Tbh, the only raven hull "designed for torpedoes" is the marauder, Golem. Using them on CNR is a big no-no, while a normal raven with torps is passable, but usually only used in pvp.
Cambarus
The Baros Syndicate
#99 - 2012-07-13 10:49:11 UTC
Caitlyn Tufy wrote:

Tbh, the only raven hull "designed for torpedoes" is the marauder, Golem. Using them on CNR is a big no-no, while a normal raven with torps is passable, but usually only used in pvp.

Tor Gungnir wrote:


There is a problem. Not everyone flies Golems or Stealth Bombers than can sit and pretty much fire Torpedoes the same range they do Cruise Missiles. Some ships actually have to get into brawler range to use them.
He was complaining that he has to get in brawler range while having a speed penalty from his t2 torps, it's the whole reason he started this thread.

Why he'd be getting into brawler range with javelin torps is beyond me, but whatever.
Onictus
Federal Navy Academy
Gallente Federation
#100 - 2012-07-13 11:33:36 UTC
Caitlyn Tufy wrote:

Tbh, the only raven hull "designed for torpedoes" is the marauder, Golem. Using them on CNR is a big no-no, while a normal raven with torps is passable, but usually only used in structure grinds.


Fixed that for you.

I've only ever seen Ravens outside hisec for POS bashes.