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

First post First post First post
Author
Pinky Denmark
The Cursed Navy
#1921 - 2012-09-20 13:21:25 UTC
If you are chasing frigates heavy missiles shouldn't be the primary weapon either - you should use light missiles in a rapid launcher... Talking about HAMs being bad at this is completely irrelevan and HAMs doesn't need a buff to enable it to perfom in this situation!!
deart laves
State War Academy
Caldari State
#1922 - 2012-09-20 13:26:42 UTC
i disapprove of heavy missile damage nerf. Missions aren't really worth it as is and the best thing to my knowledge is using a missile boat for missions. So we decrease the damage coming out of a tengu and put it on par w/ running lvl 4's w/ a hawk?

and why is it when missile boats get a damage bonus it's only towards racial damage types but minmatar which can also switch damage types (though not as specific) get's a general damage bonus?
Tiger Armani
End-Game
#1923 - 2012-09-20 13:28:57 UTC
Hopefully CCP will take the time to look serious problems using Phoenix doing C5/C6 capital escalation sites.
Basically Phoenix is the only dread that is totally useless against them.
Theo Ramone
Stryker Industries
Stryker Group
#1924 - 2012-09-20 13:30:02 UTC
Lets see, the following are heard..

"We need a gank gang, grab the Drakes!"
" I worked up my new solo ship. I went with a Drake for its awesome gank abilities"
"Fit for maximum DPS, bring heavies!'
"They have a Drake in fleet, flee you fools!"

never. Like.....NEVER.

20% damage reduction? On an already lackluster platform?

Yeah, great idea. Roll

Now the range idea I can get behind. The reason the Drake is so prevalent is because of its range. It can project mediocre damage a long, long ways. Having said that, its also great at driving away that Scimitar thats repping his gang at 70k that no one else can hit. So maybe that range isnt such a bad thing.....
HELLBOUNDMAN
Aliastra
Gallente Federation
#1925 - 2012-09-20 13:56:58 UTC
Posting this again because I feel it's a good suggest instead of the proposed nerfs and put ALL guided missiles in line with other weapons systems

HELLBOUNDMAN wrote:
OK, I'm going to throw out some numbers.

This is going to be all skills lvl 5 and I'll use the 4 tier 2 bc's with their respective weapon systems, with boh t2 ammo types, and drones for the Myrmidon since that is it's specialty.

Now, one thing that will be different is I will use my proposed change to missiles.

That is,

PRECISION WILL BE LONG RANGE AND FURY WILL BE SHORT RANGE.

This is on par with how every other weapon system is balanced. Greater range means less dps.

Also, keep in mind that I'm not adding faction or t1 ammo because these will need to be balanced similar to unguided missiles, and I don't feel like doing that myself.

However, if you would like to do that, than just use unguided missiles as an example (i.e. the precentage difference between t1 and faction compared to t2 will be roughly equal)

Ok, here it goes (no other modules)

{ammo - dps @ range}

Drake
Hams II
Rage - 349 @ 18.1
Javelin - 197 @ 30.4

Hml II - (with my proposed swap in ranges)
Fury - 224 @ 42.2
Precision - 189 @ 75.9

Hurricane
425mm AC II
Hail - 417 @ 1.5+9 = 10.5
Barrage - 298 @ 3+18 = 21

720mm HA II
Quake - 294 @ 7.5 + 22 = 29.5
Tremor - 168 @ 54 + 22 = 77

Harbinger
Heavy Pulse II
Conflagration - 406 @ 7.5 + 5 = 12.5
Scorch - 290 @ 23 + 5 = 28

Heavy Beam II
Gleam - 323 @ 7.5 + 10 = 17.5
Aurora - 184 @ 54 + 10 = 64

Myrmidon
Heavy Neutron Blaster II
Void - 341 @ 3.4 + 3.1 = 6.5
Null - 244 @ 6.3 + 8.8 = 15.1

250mm Railgun II
Javelin - 210 @ 9 + 15 = 24
Spike - 120 @ 65 + 15 = 80

With 5 x t2 medium drones each set gets plus 238 dps @ up to 60km with all skills lvl 5.

close range high damage
The drake has the greatest range by 5.6km to 11.6km
Has lowest dps by 230 to 57

high damage with range
Drake has greatet range by 2.4km to 15.3km
Lowest dps by 285 dps to 93 dps

(REMEMBER, THESE NEXT TWO ARE WITH MY PROPOSED SWAP TO GUIDED MISSILES)
Long range high damage
Drake has greatest range by 12.7km to 24.7km
But lowest dps by 224dps to 70 dps

Max range
Drake has 3rd greatest range being 4.1km from the top, and 11.9km from the bottom
Drake has greatest dps by 69 to 5 dps (behind by 169 @ up to 60km from myrm drones & turrets)


Now, the myrmidon shines in dps up to 60 km and has the greatest possible range @ 80km, but lowest dps at max range

The drake has the highest range until max range, but the highest dps at max range, but by substationally less dps than it is overpowered by in other ranges.

Now, when you consider my suggested change of swapping fury and precision ranges for all guided missiles, these weapon systems actually seem fairly balanced apart from hybrids on a myrm, but it makes up for it with drones.


I think this would negate the need for a range AND dps nerf to heavy missiles.

Instead, then needed nerfs could be aimed directly at the tengu and drake themselves.

Perhaps drop the drake shield recharge rate so that it can't fit a passive tank as effectively as it does.

With the tengu, drop its range bonuses, and reduce cpu and pg so that it can't fit 100mn afterburners and so that it has tochoose between dps or tank.

BOOM!!! besides balancing faction and t1 guided missiles, the drake and tengu are balanced and guided missiles become balanced in the same manner as every other weapon system.



To add to this, perhaps they could do the same with T.D.s that they do with jammers.

That is, make them racial.
Develop a T.D. that is anti race.

So, if you're fitting TD against gravimetric, then you're going to be more effective at disrupting Caldari ships but unusable against everything else.

Or, you could fit multispectrum disruptors that are effective against all types, but much less effective as a racial on specific race.

Again, just like jammers.


This coupled with my suggested change to guided missiles is actually pretty fair.

Missiles become reasonable damage at long range, and TDs don't become an I win button.
Tomcio FromFarAway
Singularity's Edge
#1926 - 2012-09-20 13:57:42 UTC
deart laves wrote:
Missions aren't really worth it as is


That's probably the reason why EvE suffers from mission runner shortage.

deart laves wrote:
and the best thing to my knowledge is using a missile boat for missions.


Aren't the Machariel and Nightmare considered to be the best mission boats while missile boats are just easier?

deart laves wrote:

and why is it when missile boats get a damage bonus it's only towards racial damage types


Kestrel getting 5% bonus to damage of all missiles
Carcal getting 5% bonus to ROF

You should probably read more before posting.

deart laves wrote:

but minmatar which can also switch damage types (though not as specific) get's a general damage bonus?


Because they are limited to one damage type on T2 ammo unlike missiles?
Terik Deatharbingr
Ministry of War
Amarr Empire
#1927 - 2012-09-20 13:57:43 UTC
HELLBOUNDMAN wrote:
Terik Deatharbingr wrote:
XxRTEKxX wrote:
Cheap tengu in missions with hml's is pushing 500dps+/- depending on fitting. Much more dps with hams. Problem with hams is range. Chasing targets in a mission to apply damage takes a long time. Instead of neutering hml's, why not buff other weapons and ammo to match? I've always wished a loki or legion or proteus performed like a tengu in missions.

If it comes down to chasing targets in a ham tengu, or **** hml dps in a tengu after nerf, ill just sell the tengu and go back to a rigorraven.

Nerfing for reasons of pvp balance affects pve as well. Nerf the tengu when you finally release a tech 3 battlecruiser or battleship.


That's what I've been saying...alter the other weapons/guns to balance it out.....basically, just give them a little more range....switch the pg requirements of HM's and HAM's.....if you want switch fury to lower dps/ long range and precision to higher dps/shorter range, fine....but everyone is assuming that they hit for full damage everytime....at least with guns, you may not hit full every time, but you've got a chance....with missiles, good or bad, you're going to hit for the same amount everytime whether you're a peeping tom or dry humping their hull.

nerfing the range by 25% and damage by 20%...those numbers are just asinine.

Instead of bashing an entire weapon system making it utterly worthless, espcially considering the alternate weapon system, HAMs, are absolutely utterly worthless....try balancing it

I've got straight tank/dps fits for all 4 T3 cruisers....and honestly, the Tengu is near the bottom in head to head competition on the DPS graphs.


This is wrong.

Missiles do not always hit targets for the same damage.

I will hit a stationary target harder than a moving target and I'll hit an approaching target harder than I'll hit an orbiting target.
Also, they'll hit a wmd battleship harder than a bs with no prop mod, and them less so than an afterburner bs.
Now, they'll hit a frig, but less so a frig with an afterburner, and no chance of hitting a mwd frig in orbit.

So, anyone who says missiles always hit for the same damage has either never used missiles, has no clue what they're talking about, or are making things up just to ensure a missile nerf


First, you are incorrect, direction has NO bearing on missile mechanics. Guns, yes, Missiles no. Non what-so-ever. If you don't believe me....go test it.

Second, you mis-understood my statement. My statement is such that...as long as you keep speed, my dps against said ship will not fluctuate. If my first volley against said ship is 1100.....then unless they change speeds or a target painter is used, every subsequent volley is going to be the same 1100.

I use missiles all the time, I don't want the nerf, and I've probably spent more time in EFT than I have in game.
HELLBOUNDMAN
Aliastra
Gallente Federation
#1928 - 2012-09-20 13:58:48 UTC
I find it funny that there's all this concern that a blob of drakes is an issue, but yet a blob of hurricane now able to successfully fit arty isn't going to be a poblem???
Terik Deatharbingr
Ministry of War
Amarr Empire
#1929 - 2012-09-20 14:03:45 UTC
King Rothgar wrote:
The HM nerf has been much needed for a long time. For all those crying over it, let's put this in perspective:

1) A Harbinger with Heavy beam laser II's using IN MF does 318 dps at 15km + 10km falloff (25km total).

2) A Hurricane with 720mm Howitzer II's using RF PP does 290 dps at 15km + 22km falloff (27km total).

3) A Brutix with 250mm railgun II's using CN antimatter does 302 dps at 18km + 15km falloff (28km total).

4) A drake with HML II's using CN scourge does 250 dps at 84.4km.

Now tell me which one of these isn't even remotely like the rest. All of these numbers are at lvl5 skills without any other mods/drones fitted and without implants. This is just the base damage on a typical damage/RoF bonused ship. Toss in the fitting requirements of these various mods and things skew more heavily in favor of HM's than they do in the above example.


Troll is trolling is correct...use the correct Ammo, as in tech two range ammo.....and redo the numbers....also be sure to take into consideration the speed of target, signature radius, neither of which have mods or rigs to affect those statistics, as well as using T2 ammo inflates the sig radius enough to make a battle ship laugh. Stop skewing the numbers to further your cause. CCP is wrong, especially with the values they intend to use, and you know it.
HELLBOUNDMAN
Aliastra
Gallente Federation
#1930 - 2012-09-20 14:07:44 UTC
Terik Deatharbingr wrote:


First, you are incorrect, direction has NO bearing on missile mechanics. Guns, yes, Missiles no. Non what-so-ever. If you don't believe me....go test it.

Second, you mis-understood my statement. My statement is such that...as long as you keep speed, my dps against said ship will not fluctuate. If my first volley against said ship is 1100.....then unless they change speeds or a target painter is used, every subsequent volley is going to be the same 1100.

I use missiles all the time, I don't want the nerf, and I've probably spent more time in EFT than I have in game.



I have been flying missile boats since '08. I have flown with heavy, torp, cruise, and have used t2 on all but rapid light.

I am well aware of their capabilities and have experienced it many times. Less so with heavy missiles but still occurs.

I flew a torp golem. Using javelin missiles I could 1 shot a cruiser and a frig approaching me using 2 target painters.

However, once they were in orbit it would take me at least 4 volleys to down a frig.

The reasoning for this is

If you fire at a target approaching you, the missile will explode in front of the target forcing it to fly into the explosion.

Now, when you fire at an orbitting target or a target moving away from you, then the missile will explode behind it, thus it's flying out of the explosion.

This has a direct impact on the damage you do to the target expecially with frigates and cruisers because their base speeds are equal to or faster than the explosion velocity of the missile fired at them.

So, it is you that should go test it.

I am 100% sure that you CANNOT hit an orbitting frig or cruiser for the same damage as an approaching frig/cruiser.

Also, mwd and afterburners have play as well, and with these modules, hitting them while aproaching is still going to be more effective than hitting them while they're running or orbitting.

TRUST ME... Go test it on some rats in the test server.
MIrple
Black Sheep Down
Tactical Narcotics Team
#1931 - 2012-09-20 14:07:50 UTC
Everyone really needs to wait to see what they are going to change in the T2 missiles before everyone is up in arms over this.

They do need to switch the PG needs of HAMs and HM and give a slight damage increase to HAMS then they will be right on par with other ships.

Now if people want to argue for 2 more versions of each type of missile that is T1 shorter range more damage and a longer range less damage I am ok with this.

If people keep complaining about HM being so underpowered I am going to argue that HM, LM, and Cruise should have a arming period where if the target is under the range they don't get hit as the missile has not armed yet.

Please stop comparing HM with short ranged weapon systems.
Krystyn
Serenity Rising LLC
Controlled Chaos
#1932 - 2012-09-20 14:08:39 UTC
Who dreams up these horrible ideas?
Worst DPS BC gets a dps nerf?!? I thought the range was meant to balance the pathetic DPS

I bet it was the same guys who thought the inventory changes were a good idea too...
The inventory UI is still worse than it was before.
Will it ever be as functional as it was before. We're like 6 months past and still not there yet
Nagarythe Tinurandir
Einheit X-6
#1933 - 2012-09-20 14:10:14 UTC
HELLBOUNDMAN wrote:
I find it funny that there's all this concern that a blob of drakes is an issue, but yet a blob of hurricane now able to successfully fit arty isn't going to be a poblem???


no it wont.
see pg reduction of hurricanes.


and fyi, canes were able to fit arties successfully all the time ;)
Lord Ryan
True Xero
#1934 - 2012-09-20 14:18:09 UTC
So yeah Canes, Drakes and Tengu will suck as bad Gallente ships. But we get a new Stabber and Tempest so we'll look sexy ship spinning.

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

DeBingJos
Sebiestor Tribe
Minmatar Republic
#1935 - 2012-09-20 14:18:45 UTC
HELLBOUNDMAN wrote:
Terik Deatharbingr wrote:


First, you are incorrect, direction has NO bearing on missile mechanics. Guns, yes, Missiles no. Non what-so-ever. If you don't believe me....go test it.

Second, you mis-understood my statement. My statement is such that...as long as you keep speed, my dps against said ship will not fluctuate. If my first volley against said ship is 1100.....then unless they change speeds or a target painter is used, every subsequent volley is going to be the same 1100.

I use missiles all the time, I don't want the nerf, and I've probably spent more time in EFT than I have in game.



I have been flying missile boats since '08. I have flown with heavy, torp, cruise, and have used t2 on all but rapid light.

I am well aware of their capabilities and have experienced it many times. Less so with heavy missiles but still occurs.

I flew a torp golem. Using javelin missiles I could 1 shot a cruiser and a frig approaching me using 2 target painters.

However, once they were in orbit it would take me at least 4 volleys to down a frig.

The reasoning for this is

If you fire at a target approaching you, the missile will explode in front of the target forcing it to fly into the explosion.

Now, when you fire at an orbitting target or a target moving away from you, then the missile will explode behind it, thus it's flying out of the explosion.

This has a direct impact on the damage you do to the target expecially with frigates and cruisers because their base speeds are equal to or faster than the explosion velocity of the missile fired at them.

So, it is you that should go test it.

I am 100% sure that you CANNOT hit an orbitting frig or cruiser for the same damage as an approaching frig/cruiser.

Also, mwd and afterburners have play as well, and with these modules, hitting them while aproaching is still going to be more effective than hitting them while they're running or orbitting.

TRUST ME... Go test it on some rats in the test server.


The reason you are hitting approaching frigs harders is because of the sig bloom from the mwd. Once they are in orbit their sig will go down and you will do less damage.

It does not matter in what direction they are traveling in relation to you.

Ungi maðurinn þekkir reglurnar, en gamli maðurinn þekkir undantekningarnar. The young man knows the rules, but the old man knows the exceptions.

Unit757
North Point
#1936 - 2012-09-20 14:19:36 UTC  |  Edited by: Unit757
So, even with the 20% nerf, these things are still well inline with other long ranged weapon systems. How the hell is that an issue? If anything this is just what it needs. Your failing to realize that the drake can still push out over 600DPS with HAM's, and hit out to about 18KM.

The only people I can see it really hurting are mission runners, in which case, sorry you can no longer clear a L4 in 60 seconds with your tengu that costs more then a fleet.

As for the hurricane, who gives a ****? It cant fit its 425's now on an armor fit, my harbi could never fit a full rack of heavies on its armor fit either. It's still quicker then most, I dought loosing a little power grid is going to hurt it.

The only thing I don't agree with is the tracking disruptor plan. It seems like way to much of a lazy mans feature to counter missiles. The idea behind a tracking disruptor simply does not work with how a missile does. So your shooting my ship with a tracking disruptor, that means my missiles all burn way more fuel? Even more so, half of the missile systems are "unguided", so it shouldn't even affect them.

IMO, if you want to have an actual counter that works on missiles (because defenders blow), implement a CIWS or CHAFF system in a med slot or utility high.

Edit - Oh, and its more like a 15% nerf, because on the flip side, you can now use fury missiles without having the sig radius of a small moon.
Okarina
Weihnachtsstern
#1937 - 2012-09-20 14:22:04 UTC
I don't like the "tweak" of my favourite Hurricane, beacause compared to the Cyclone it already has:
- smaller Dronebay/Bandwith 30(40)
- smaller shield Capacity 4297(4395) - (passive tanking)
- smaller CPU 400(425)

The stronger Armor and the Extra Low-Slot (you might need to use for Reactor control Unit after the tweak) don't make this ship a Tier 2 ship anymore compared to the Cyclone (my opinion).

It does make more damage, but I find the Powergrid decrease (to 1125) way under the Cyclone Powergrid (1210) to be badly thought over.

To replace a Heavy Missle Launcher (100 Powergrid) with An 720mm Artillery Cannon (250 Powergrid/225 Powergrid after the Tweak) requires around 125 Powergrid. That is Exactly the Powergrid the Hurrican has more than the Cyclone (at the moment). And, being a Armor Tanker, it might need to reduce it's Gunpower already to fit needed Armor repairers.

I'd be better (wanting to decrease it's gunpower) to take away the Projectil Damage+, increase the rate of fire+, and give it another bonus making it a unique Tier 2 Battlecruiser (which in my opinion, it already is).

+ 7,5% bonus to Medium Turret rate of fire per level

and something else like
+ 5% bonus max velocity per level (like the stabber)
+ 10% bonus Medium Turret ammo capacity per level
+ 10% bonus Medium Turret falloff range
+ 5% bonus Medium Turret tracking speed

+ 5% Missle launcher rate of fire (it does have 3 Launcher hardpoints)
shandroki
Bent-Not-Broken
#1938 - 2012-09-20 14:25:30 UTC
Still have borken features from last patch.....................CHECK
Gonna break the game even more by destroying ships people love.........................CHECK
Gonna **** off the palyer base AGAIN...........................................Check

Good luck guys the way you keep going your gonna go out of business when people finally get tired of your ****.
HELLBOUNDMAN
Aliastra
Gallente Federation
#1939 - 2012-09-20 14:32:29 UTC
Tomcio FromFarAway wrote:


deart laves wrote:

and why is it when missile boats get a damage bonus it's only towards racial damage types


Kestrel getting 5% bonus to damage of all missiles
Carcal getting 5% bonus to ROF

You should probably read more before posting.



There are actually quite a few missile boats limited one damage type.
bombers of course with reason but also

Tengu -
Tengu offensive "Accelerated Ejection Bay" - 5% bonus to kinetic missile damage
(there are 3 other offensive subs that don't get a kinetic bonus, but also don't get as much dps)

(not including all damage buffs, just specifically where is shows a damage type making that damage type more dps)
Drake - 5% bonus kinetic damage of heavy missiles and heavy assault missiles per level

Caracal - 5% bonus Kinetic Missile Damage

Caracal Navy - 5% bonus Kinetic Missile Damage

Cerberus - 5% bonus to Kinetic Missile damage

Onyx - 5% bonus to Kinetic Missile damage

Nighthawk - 5% bonus to heavy missile Kinetic damage

Flycatcher - 5% bonus to Rocket and Light Missile kinetic damage per level

Condor - 5% bonus to light missile and rocket kinetic damage

Heron - 5% bonus kinetic missile damage per level

Kestrel - 10% bonus to Kinetic missile damage and 5% bonus to EM, Explosive, and Thermal missile damage per level

Caldari Navy Hookbill - 20% bonus to Kinetic missile damage, 10% bonus to EM, Explosive, and Thermal missile damage per level

Hawk - 10% bonus to Missile Kinetic Damage per level

Buzzard - 5% bonus to Missile Kinetic Damage per level

Crow - 10% bonus to Kinetic Missile damage per level

Phoenix - 5% bonus to kinetic missile damage

Leviathan - 125% bonus to Citadel Missile kinetic damage per level



"These aren't the missile boats you're looking for"
Tomcio FromFarAway
Singularity's Edge
#1940 - 2012-09-20 14:33:04 UTC
Okarina wrote:
I don't like the "tweak" of my favourite Hurricane, beacause compared to the Cyclone it already has:
- smaller Dronebay/Bandwith 30(40)
- smaller shield Capacity 4297(4395) - (passive tanking)
- smaller CPU 400(425)

The stronger Armor and the Extra Low-Slot (you might need to use for Reactor control Unit after the tweak) don't make this ship a Tier 2 ship anymore compared to the Cyclone (my opinion).

It does make more damage, but I find the Powergrid decrease (to 1125) way under the Cyclone Powergrid (1210) to be badly thought over.

To replace a Heavy Missle Launcher (100 Powergrid) with An 720mm Artillery Cannon (250 Powergrid/225 Powergrid after the Tweak) requires around 125 Powergrid. That is Exactly the Powergrid the Hurrican has more than the Cyclone (at the moment). And, being a Armor Tanker, it might need to reduce it's Gunpower already to fit needed Armor repairers.

I'd be better (wanting to decrease it's gunpower) to take away the Projectil Damage+, increase the rate of fire+, and give it another bonus making it a unique Tier 2 Battlecruiser (which in my opinion, it already is).

+ 7,5% bonus to Medium Turret rate of fire per level

and something else like
+ 5% bonus max velocity per level (like the stabber)
+ 10% bonus Medium Turret ammo capacity per level
+ 10% bonus Medium Turret falloff range
+ 5% bonus Medium Turret tracking speed

+ 5% Missle launcher rate of fire (it does have 3 Launcher hardpoints)



Straight......What?........Lol

For a moment I thought you were being serious.