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[Updated][Winter] Missile Rebalance 2.0 + Hurricane tweak

First post First post First post
Author
Matthius Carole
University of Caille
Gallente Federation
#561 - 2012-09-18 20:41:12 UTC
The first thing I would like to say is that this is a feature and ideas DISCUSSION thread. These changes have not been made yet. They aren't even on the test server. All of the folks that are only saying things like "this, this, and this ship sucks now!" and "just give me my SP back" are in the wrong forum. The devs post this stuff so that intelligent people can give constructive feedback and work to make eve better. Once again, make EVE better. Not YOU, YOUR ship, or the the type of weapon YOU use. All some of you are doing is making the constructive ones have to read through more bull crap to get to the discussion at hand.

One thing I would like to say about missiles is that the the paper dps and the applied dps are completely different things on this weapon system. The payoff you get for a lower amount of paper dps is that so long as you are in range and you're engaging the proper sized ship, your missiles are going to hit for the same amount of damage every time.

I think a 20% nerf to the damage of heavy missiles will be a good starting point. We can work from there. The range nerf had a long time coming. Firing vollies from 100km away and not having to worry about tracking always seemed a little unbalanced to me.

Missiles being affected by tracking enhancers and disruptors is awesome but I agree with some of the others in the thread that this will be used by a lot of ships that aren't bonused to td's. There's nothing inherently wrong with that but that last thing a lot of us want to see is yet another piece of ewar that is part of the standard pvp fit. We'll see what happens with that when we get to buckingham though.



Seleene
Body Count Inc.
Mercenary Coalition
#562 - 2012-09-18 20:42:46 UTC
This thread was worth the wait.

2004-2008: Mercenary Coalition Boss

2007-2010: CCP Game Designer | 2011-2013: CSM6 Delegate & CSM7 Chairman

2011-2015: Pandemic Legionnaire

2015- : Mercenary Coalition Boss

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James1122
Perimeter Trade and Distribution Inc
#563 - 2012-09-18 20:43:24 UTC  |  Edited by: ISD Suvetar
Wolfstorm wrote:
James1122 wrote:
The knee jerk unreasoned tears in this thread are simply depressing.


This nerf is completely needed to bring hml in-line with the other weapon systems. You should see proliferation of other ships and setups now because of this.

+1 fozzie!


Other ships need to be brought in line with being useful - not taking a working and nuanced platform and making it 100% useless.

CCP forgot how to make new content and fix broken stuff - they got their tech in hand but lost all of the designers worth a damn.

Edit: removed rant - ISD Suvetar



I don't understand this argument, If everything is equally useless then surely everything is also equally useful ? (i.e. balanced, nothing is significantly OP or UP compared to each other ?)

Edit: removed rant - ISD Suvetar

....

Ensign X
#564 - 2012-09-18 20:43:51 UTC
Elise Randolph wrote:
Hey look on the bright side, your TDing HAM Sacs are starting to look good!


Hey look, it's the only person who made an intelligent and thoughtful proposal in the recent CSM minutes to the "drake problem". Too bad they ignored you completely, Elise. A CPU nerf to the Drake would have fixed the biggest problem with the drake, it's huge buffer combined with it's massive range.
I'm Down
Macabre Votum
Northern Coalition.
#565 - 2012-09-18 20:44:51 UTC  |  Edited by: ISD Suvetar
Edit: removed rant

Please feel free to debate this 'tentative' change in a constructive manner.

ISD Suvetar.
Laura Dexx
Blue Canary
Watch This
#566 - 2012-09-18 20:45:21 UTC
Reticle wrote:
Laura Dexx wrote:
Guns can't be outrun? I guess I must have missed tracking all this time.
try outrunning them in a straight line some time
Whoa we're settling on a direction now?

Pick any direction you like with a firewall setup. Do those work on turret based weapon ammo? Didn't think so.


So lets see those Muninns perform in killing small ships orbiting at close range versus Drakes/Tengus.
Proletariat Tingtango
Viziam
Amarr Empire
#567 - 2012-09-18 20:45:24 UTC
Daneel Trevize wrote:
Proletariat Tingtango wrote:
So hey look, I hated drakefleet and i dont mind the pvp ramifications, but what am I supposed to make money with in nullsec as a low-sp pilot? I can salvage off of kinder vets sometimes, but that's a finite and pretty limited source of isk. I'm just now able to do forsaken hubs on my own, and that's my only steady source of isk. With these nerfs on the board it really sounds like you're dicking low-sp pilots that live in nullsec out of one of their major sources of income, which wasn't that major to begin with.

I was also slowly training for a tengu to rat and now i'm second guessing that. Did you guys even think this nerf through? Do you actually want people to never use the drake or heavy-missile based ships ever again?

It seems like you could have reduced the viability of heavy missiles in pvp without completely screwing low-sp income sources.

Edit: And if anyone tells me that I should mine I will take a veldspar asteroid and cram it waaayyy up your ass.
Group PvE, in this MMO?!

Seriously, do it, surprise yourself. It's not like you even need to worry about aggro switching when shooting non-sleepers & non-incursion sanshas.


I already group when I can because it's faster/easier to generate more money and way less boring, but no, I should not have to group up to generate income. If the only time I can log in is during off-peak hours I have no chance of grouping up.

It's worth repeating, I'm almost glad to see the drake nerfed in pvp, but there's no real viable replacement for newbies in nullsec pve, and while i'd rather not, if I have to set foot in low sec or high-sec to generate a reasonable amount of income, I'm just going to scam it out of someone rather than waste my time.

Jhan Niber
Brutor Tribe
Minmatar Republic
#568 - 2012-09-18 20:47:43 UTC
The Hurricane nerf might be a bit too heavy. I understand it does too many things too well but a 1/6 cut seems like a bit too large of a cut.

While I wish that missiles had their own counter *looks at the broken defender missiles* so that we could have a fleet anti missile ship ala Patriot missiles, this will make for an interesting dynamic. As usual though we will adapt to the given constraints and I'm glad I'm already training Amarr cruiser V.
Misanth
RABBLE RABBLE RABBLE
#569 - 2012-09-18 20:47:44 UTC  |  Edited by: Misanth
Takeshi Yamato wrote:
Here are some raw numbers useful for understanding the proposed HML, beam laser and artillery changes:

250mm Railgun II with Spike:
DPS: 20
Alpha: 92
Optimal: 65 km
Falloff: 15 km
Cap/sec: -1.1
PG: 187.2
CPU: 31.5

Heavy Beam Laser II with Aurora:
DPS: 21
Alpha: 91
Optimal: 54 km
Falloff: 10 km
Cap/sec: -3.8
PG: 223.2 (previously 248.5)
CPU: 27.8

720mm Artillery II with Tremor:
DPS: 17
Alpha: 242
Optimal: 54 km
Falloff: 22 km
Cap/sec: 0
PG: 223.2 (previously 248.5)
CPU: 24

Heavy Missile Launcher II with Caldari Navy Scourge:
DPS: 23 (previously 29)
Alpha: 189 (previously 237)
Range: 63 km (previously 84)
Cap/sec: 0
PG: 94.5
CPU: 41.3

This is without any ship bonuses. My view on this is that a 25% range and a 20% dps nerf only seem ridiculous if one ignores just how much better HMLs were than other weapon systems.


..because comparing guns with missiles is good to begin with? Why don't you add in drones in that equation too, that's about as reasonable as your apples and oranges. If you wanted to be fair, you'd at the very least also mention missiles travel time, and mention smartbomb/FoF that kills missiles/drones but not gun damage (but you could mention TDs affect guns/drones but not missiles).

You also forgot to mention which ships that is affected in what way with what bonuses (gun- and missile ships tend to have a different way of handing out bonuses, like your beam comment should mention that almost every damn Amarr ship there is has a cap bonus built in).

Horrible one-sided argument with obvious flaws, mate, try again.

AFK-cloaking in a system near you.

Lakshata Chawla
State War Academy
Caldari State
#570 - 2012-09-18 20:48:27 UTC
My poor drake.... Guess I'll have to upgrade to a raven until they change the drakes kinetic bonus out to something useless.

I see the need for changes, and think the range nerf is a good start.

I don't exactly agree with the nerf to damage because I fly primarily drakes, but it would be nice to see HAM's be useful.
Laura Dexx
Blue Canary
Watch This
#571 - 2012-09-18 20:48:28 UTC
Proletariat Tingtango wrote:
Daneel Trevize wrote:
Proletariat Tingtango wrote:
So hey look, I hated drakefleet and i dont mind the pvp ramifications, but what am I supposed to make money with in nullsec as a low-sp pilot? I can salvage off of kinder vets sometimes, but that's a finite and pretty limited source of isk. I'm just now able to do forsaken hubs on my own, and that's my only steady source of isk. With these nerfs on the board it really sounds like you're dicking low-sp pilots that live in nullsec out of one of their major sources of income, which wasn't that major to begin with.

I was also slowly training for a tengu to rat and now i'm second guessing that. Did you guys even think this nerf through? Do you actually want people to never use the drake or heavy-missile based ships ever again?

It seems like you could have reduced the viability of heavy missiles in pvp without completely screwing low-sp income sources.

Edit: And if anyone tells me that I should mine I will take a veldspar asteroid and cram it waaayyy up your ass.
Group PvE, in this MMO?!

Seriously, do it, surprise yourself. It's not like you even need to worry about aggro switching when shooting non-sleepers & non-incursion sanshas.


I already group when I can because it's faster/easier to generate more money and way less boring, but no, I should not have to group up to generate income. If the only time I can log in is during off-peak hours I have no chance of grouping up.

It's worth repeating, I'm almost glad to see the drake nerfed in pvp, but there's no real viable replacement for newbies in nullsec pve, and while i'd rather not, if I have to set foot in low sec or high-sec to generate a reasonable amount of income, I'm just going to scam it out of someone rather than waste my time.



This game isn't supposed to be easy for newer players. I started Amarr and I had a hell of a hard time trying to work my way through the Omen, Harbinger and Apocalypse with T1 fittings. The fact that this game is such a breeze with a t1 drake or raven is an insult to all other races.
Adriel Malakai
Shoulda Checked Local
Break-A-Wish Foundation
#572 - 2012-09-18 20:48:48 UTC
CCP Fozzie wrote:

Since we planning to reduce the powergrid needs of all medium artillery by 10% across the board, we are also planning to subtract 225 PG from the Hurricane, leaving it with a base powergrid of 1125.
The upshot is that fitting a full rack of 720s with a MWD and LSE and full mids and lows will require a RCUII and either an ACR or PG implant. Also fitting a standard shield autocane with neuts and LSE will require dropping a few guns down to 220mm.
The hurricane will likely receive significantly more changes when we get to battlecruisers in the balance pass, but this is designed as a compensation for the drop in Arty PG and to help alleviate the problem of Arty ships having so much free PG when they use autocannons.


Way to completely hamstring the hurricane. You won't be able to fit a decent armor cane with these changes. It's now a ****** nano-cane or nothing. Nice work on making the game even more uniform and less interesting.
Lili Lu
#573 - 2012-09-18 20:50:24 UTC
Reticle wrote:
Laura Dexx wrote:
Guns can't be outrun? I guess I must have missed tracking all this time.
try outrunning them in a straight line some time
Whoa we're settling on a direction now?

Pick any direction you like with a firewall setup. Do those work on turret based weapon ammo? Didn't think so.

Firewall was an extreme solution to the lack of a dedicated anti-missile mechanic in the game. It is hardly ideal and has problems in application. Now with this single buff/nerf masses of newbies in Crucifiers, Vigils, Arbitrators, and Bellicoses and their tech II varietes may become as sought after as those in Griffins and Blackbirds et al. We can only hope damp boats are made as desireable as well.

This will open up the game to new fleet doctrines and even better, non-monoculture fleets. This will be good for the health of the game. And eventually some of you who put all your eggs in the one basket of heavy missile boats will realize the joys of crosstraining.
Lord Ryan
True Xero
#574 - 2012-09-18 20:50:31 UTC
Ana Fox wrote:
Proletariat Tingtango wrote:
So hey look, I hated drakefleet and i dont mind the pvp ramifications, but what am I supposed to make money with in nullsec as a low-sp pilot? I can salvage off of kinder vets sometimes, but that's a finite and pretty limited source of isk. I'm just now able to do forsaken hubs on my own, and that's my only steady source of isk. With these nerfs on the board it really sounds like you're dicking low-sp pilots that live in nullsec out of one of their major sources of income, which wasn't that major to begin with.

I was also slowly training for a tengu to rat and now i'm second guessing that. Did you guys even think this nerf through? Do you actually want people to never use the drake or heavy-missile based ships ever again?

It seems like you could have reduced the viability of heavy missiles in pvp without completely screwing low-sp income sources.

Edit: And if anyone tells me that I should mine I will take a veldspar asteroid and cram it waaayyy up your ass.


This is my main concern.New players will be those who will have hard time.When I say new I think those that are up to 6-7 months old.It is not problem to get other ships more used it is that they / we dont have what other ships to use to be if nothing close to effective as those two are mostly reason for this nerf it seems.

I would not have problem to use T2 cruiser on my Caldari pilot ,but that T2 suck so bad .

I will say same as I did in my previous post ,HML was op in some things like range and same dps application no matter of target distance ,but was that dmg so much op to be 20% less now with this proposed changes?

Again I would not have problem if I am player that is two years old and you have gunnery and cross trained ship options,but sadly I dont have.For us it will be even more hard to get involved in some cool stuff older players do just cause some went Caldari way.

Lucky for me I have one more pilot with gunnery :/.



Take away the range and damage, than you need to make missle instant damage with short fire cycles. Not mention you can only load 24 charges


Do not assume anything above this line was typed by me. Nerf the Truth, it's inconvenient.

Powers Sa
#575 - 2012-09-18 20:51:13 UTC  |  Edited by: Powers Sa
CCP Fozzie wrote:


Heavy Missiles
-Base flight time reduced by 30%
-Base velocity increased by 6.66%
-In total, base range reduced by ~25%
-Damage decreased by 20% (rounded to closest digit)
-Affects all variant Heavy missiles, including FOF.

Tech Two Missiles
-At the moment Fury missiles at Light and Heavy sizes have a faster explosion velocity than precision missiles, we'll be fixing this defect as part of the changes.
-Remove ship penalties from tech two missiles (ship velocity and signature radius)
Precision: Improve bonuses to explosion velocity and explosion radius, increase damage to match T1 missiles, reduce flight time slightly
Fury: Increase damage, increase the severity of penalties to explosion radius and velocity
Javelin: Just remove ship penalties
Rage: Reduce range, increase damage slightly

Tracking/Range Mods and Ewar
-These changes apply equally to guided and unguided missiles
-Modify tracking enhancers and tracking computers to affect:
Max flight time (with optimal range script)
Explosion radius and explosion velocity (with tracking speed script)
-Make TDs affect Missiles
Tracking speed disruption script lowers explosion velocity and increases explosion radius
Optimal range disruption script lowers flight time

As someone who spends a lot of time in things that have to shoot at drakes, I think a 20% decrease in range vs 25% is a bit more fair. Reducing flight time by only 20% instead of 30% also seems a bit more fair.

On a large fleet scale, drakes will have to be realigning more when shooting towers making them much more susceptible to bombing runs.

Do you like winning t2 frigs and dictors for Dirt Cheap?https://eveninggames.net/register/ref/dQddmNgyLhFBqNJk

Remeber: Gambling addiction is no laughing matter unless you've lost a vast space fortune on the internet.

Barrak
The Painted Ones
#576 - 2012-09-18 20:51:58 UTC  |  Edited by: Barrak
Re-arrange these words:

Worms Can of Open.


I can not see past this being an ISK controlling exercise.... and an incredibly badly though out one.

*just wanted to list some things that are not good about missiles for those that don't really use them.

1. The training for one weapon platform. Gun supports support three different races. Missile support only supports Missiles.
2. Only ammo that can be speed tanked whilst flying directly at it.
3. As far from 'instant' damage as you can get. You can actually align and warp before these things hit you sometimes.
4. Low Alpha compared to other similar platforms.
Warde Guildencrantz
Caldari Provisions
Caldari State
#577 - 2012-09-18 20:51:58 UTC  |  Edited by: Warde Guildencrantz
Laura Dexx wrote:


This game isn't supposed to be easy for newer players. I started Amarr and I had a hell of a hard time trying to work my way through the Omen, Harbinger and Apocalypse with T1 fittings. The fact that this game is such a breeze with a t1 drake or raven is an insult to all other races.


Yes, because the raven is a breeze to use.

Because everyone always waits until they do level 4s before starting PvP right?

Drake is op, everyone knows that. Nerfing it down to 250 dps in the classic setup isn't really a good way of fixing it, nerfing a bit and improving the other options it has than heavies is better.

TunDraGon ~ Low sec piracy since 2003 ~ Youtube ~ Join Us

Elder Ozzian
Perkone
Caldari State
#578 - 2012-09-18 20:52:18 UTC
"...and missiles will act in a way that is more intuitive to newer players."

Does this mean that finally you are fixing the infamous 'When i hit warp button, all my missiles are losing it's payload and will not do any damage' -function? ...Or is it still working as intended?

I disagree!

Ensign X
#579 - 2012-09-18 20:52:50 UTC
Adriel Malakai wrote:
Way to completely hamstring the hurricane. You won't be able to fit a decent armor cane with these changes. It's now a ****** nano-cane or nothing.


Sure you can. You just won't be able to fit 2 1600mm plates, 2x Medium Neuts and 425mm ACs. You'll have to work for your fitting. Try using 1 plate. Or downgrade your neuts. Or downgrade your ACs. Trust me, it works.
Wolfstorm
School of Applied Knowledge
Caldari State
#580 - 2012-09-18 20:53:37 UTC  |  Edited by: ISD Suvetar
James1122 wrote:



I don't understand this argument, If everything is equally useless then surely everything is also equally useful ? (i.e. balanced, nothing is significantly OP or UP compared to each other ?)

Edit: Removed rant - ISD Suvetar.


The other ships are actually useful - the real issue and it's been an issue for years - is blobbing. It's not that missiles are OP - they have very strict drawbacks and uses and counters - like everything in game is supposed to have. The current proposed changes make them useless for everything except blobbing where they will then be just ok.

This is not good game design, in fact it's more of what I'd expect out of one of my first year students.

Edit: Removed rant - ISD Suvetar.