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Torpedoes and other unguided missiles need fixing

Author
Soon Shin
Scarlet Weather Rhapsody
#1 - 2012-09-20 23:54:40 UTC  |  Edited by: Soon Shin
Torpedoes have the same range as HAMs, increase the range of Torpedoes.

Oh and don't say that TE and TC will fix that problem because Large Blasters shouldn't have the same range as medium blasters.


Infact I think all unguided missiles should be looked at.

They have shorter range than guided long range missiles, yet they have worse "tracking".


Rigs and Guided Missile Precision(should be changed) skill does not affect Rockets, HAMs, or Torpedoes.

This makes short range missile inferior than guided missiles even within short range, due to poor effective dps.

A Heavy missile will do more applied dps to a cruiser than a Heavy Assault Missile does.

Heavy missile vs Heavy Assault:

Heavy missile:
125m exp radius
81ms exp velocity

Heavy Assault:
125m exp radius
101 exp velocity

You can see here that it may seem that Heavy Assault Missiles are better, but look at the results once we factor Guided Missile Precision:

Heavy Missile:
94m exp radius
81ms exp velocity

Heavy Assault:
125m exp radius
101 exp velocity

What do these numbers mean?

Heavy Missiles have a much lower exp radius that Heavy Assaults. In the missile damage formula, the Explosion Radius has a MUCH more significant affect on damage application compared to Explosion Velocity.

Missile Damage Formula:

Damage = D * MIN(1, Sr/Er, (Ev/V * Sr/Er)^(log(DRF) / log(5.5)) )

where D = base damage of the missile, Sr = signature radius of the target, Er = Explosion radius of the missile, Ev = Explosion Velocity of the missile, V = velocity of the target ship, DRF = damage reduction factor of the missile. MIN being a function that chooses the lower of two given vaules, and log being the natural logarithm of the given value.

TL:DR:

HAMs, Rockets, and Torpedoes should receive exp radius reduction from guided missile precision and rigs, in order to be better at close range applied dps than their long range variants.

Torpedoes need an increase in range, it has the same range as its medium range counterpart HAM's.
Tragedy
The Scope
Gallente Federation
#2 - 2012-09-21 00:04:38 UTC
OOORRRRR nerf HAMs range. To around say 15kms. Which you could get to around 25-30 with tracking enhancers. Just like med autocannons! Then torpedos could get to 30-40 with the TEs, still better than blasters right? Right?

I like my idea better.
Soon Shin
Scarlet Weather Rhapsody
#3 - 2012-09-21 00:14:06 UTC
Tragedy wrote:
OOORRRRR nerf HAMs range. To around say 15kms. Which you could get to around 25-30 with tracking enhancers. Just like med autocannons! Then torpedos could get to 30-40 with the TEs, still better than blasters right? Right?

I like my idea better.


Lex Luther says: WRONG!

Neutron Blasters with T1 Antimatter: 4.5 optimal + 13 km falloff. Optimal + 2 x falloff= max range. = 31 km max range. Still does damage within this range

Torpedo Launcher with T1 Mjolnir: <20.3 ~ 16-18 km based on missile acceleration. Beyond that range does zero damage.

Neutron Blasters will Null: 13 km optimal + 18 km falloff. = 49-50 km max range.

Torpedo Launcher with Javelin: <30.4 km ~ 26-27 km based on missile acceleration.
Zhilia Mann
Tide Way Out Productions
#4 - 2012-09-21 01:11:57 UTC
Orrrr... We could wait until missile changes hit test and see where things actually stand. Given that we have no clue what TEs/TCs will do for missiles it's kind of hard to prescribe specific changes right now, isn't it?

Oh, and you're discounting flares, which do in fact help unguided missiles. It's only rigors that don't work.
Soon Shin
Scarlet Weather Rhapsody
#5 - 2012-09-21 01:40:46 UTC  |  Edited by: Soon Shin
Zhilia Mann wrote:
Orrrr... We could wait until missile changes hit test and see where things actually stand. Given that we have no clue what TEs/TCs will do for missiles it's kind of hard to prescribe specific changes right now, isn't it?

Oh, and you're discounting flares, which do in fact help unguided missiles. It's only rigors that don't work.


Explosion radius is a much bigger factor in damage application than Explosion Velocity. There is a reason why Level 4 Ravens fit rigors rather than flares.

Every larger weapon system has more range than their smaller weapon system. Why don't Torpedoes have more range than HAMs?
Paikis
Vapour Holdings
#6 - 2012-09-21 04:04:56 UTC
Guided Missile Precision needs to apply to unguided missiles... this currently is the same as if Motion Prediction didn't apply to short range guns. It's silly.

Also, +5kms range on Torps seems reasonable.
Jacob Holland
Weyland-Vulcan Industries
#7 - 2012-09-21 12:38:17 UTC
As I've already gone into the issue elsewhere I'll just link to the thread.

Linky linky

TL;DR:
Short range systems have higher absolute accuracy but long range systems tend to have much higher effective tracking when operating at their intended range - therefore missiles, with the long range system having the higher effective tracking, are in keeping with this trend.

RTL;DERT:
Working as intended.
Exploited Engineer
Creatively Applied Violence Inc.
#8 - 2012-09-21 13:49:22 UTC
Soon Shin wrote:
[quote=Zhilia Mann]Explosion radius is a much bigger factor in damage application than Explosion Velocity. There is a reason why Level 4 Ravens fit rigors rather than flares.


Err ... the real reason is that 1/0.9 is greater than 1.1 ...and that explosion radius vs. sig radius determine the maximum damage you'll ever do to the target with a missile, even when the target is not moving at all.
Soon Shin
Scarlet Weather Rhapsody
#9 - 2012-09-21 18:03:16 UTC  |  Edited by: Soon Shin
Jacob Holland wrote:
As I've already gone into the issue elsewhere I'll just link to the thread.

Linky linky

TL;DR:
Short range systems have higher absolute accuracy but long range systems tend to have much higher effective tracking when operating at their intended range - therefore missiles, with the long range system having the higher effective tracking, are in keeping with this trend.

RTL;DERT:
Working as intended.


The problem is that short range missiles don't even have higher absolute accuracy than its longer range counterpart.

Its like saying that short range turrets are fine even though they don't get bonus from motion prediction that long range turrets are.

What do you have to say about that?

Do you not see a flaw in your reasoning?


Exploited Engineer wrote:
Soon Shin wrote:
[quote=Zhilia Mann]Explosion radius is a much bigger factor in damage application than Explosion Velocity. There is a reason why Level 4 Ravens fit rigors rather than flares.


Err ... the real reason is that 1/0.9 is greater than 1.1 ...and that explosion radius vs. sig radius determine the maximum damage you'll ever do to the target with a missile, even when the target is not moving at all.


Exactly, what you says proves my point. Longer range missiles have superior damage application and "tracking" its shorter range counter parts. Longer range missiles tend to do better efffective dps than the short range group.


For those who say "Oh TC and TE will fix this blah blah blah." You simply don't get it. You completely ignore the fact that Unguided Missiles like HAMs have worse damage application therefore comes down to worse effective dps compared to their guided missile counterparts.

TC and TE will NOT fix the issue that long range missiles will have superior "tracking" and "damage application" than short range missiles; due to the fact that only guided missiles can get reduction in exp radius from skills and rigs

Neither will it address the issue that Torpedoes still have the same range as HAMs. Why do every Larger weapon have more range than its shorter range counterpart, except for Torpedoes.
half of eve
Royal Amarr Institute
Amarr Empire
#10 - 2012-09-21 18:45:11 UTC  |  Edited by: half of eve
Soon Shin wrote:

The problem is that short range missiles don't even have higher absolute accuracy than its longer range counterpart.

Its like saying that short range turrets are fine even though they don't get bonus from motion prediction that long range turrets are.

What do you have to say about that?

Do you not see a flaw in your reasoning?

There is no flaw here. Longer range turrets have better effective tracking than shorter range ones, since tracking is affected by range. If you were to balance missiles despite their "tracking" not being affected by range, you could do so by either making the close range OR the long range better at applying their damage, because in the end either can be justified quite easily.

That said, you do seem to ignore a few key factors in missile balancing:
DPS/range before bonuses (max skills, t1 ammo) of the 4 main large weapon types:

800mm AC II: 43 / 3km
Mega Pulse II: 48 / 15km
Neutron Blaster II: 59 / 4.5km
Torp launcher II: 62 / 20km

And I know from your other posts that you want to include falloff in range, which is fine, but then we also have to take into account the reduced damage from fighting in falloff (which averages out to full DPS at optimal, and half dps anywhere from optimal+1m to 2X falloff) so I'll throw those numbers out there, mostly because I'm bored:

Average DPS of each main BS weapon from 0 - optimal + 2X falloff:
800mm AC II: 23.7 / 51km
Mega Pulse II 34.3: / 35km
Neutron Blaster II: 33.85 / 30.5km
Torp launcher II: 62 / 20km

Less total range (though counting range as optimal+2X falloff is hilariously stupid to begin with) but MUCH more DPS applied. This also ignores damage types and cap use.

The point I'm trying to make here is that you can't just point out the flaws of a weapon system and claim that it's unbalanced because of that. All weapons have drawbacks, that's how they're supposed to be. If you want to show that something is underpowered, prove that it's ADVANTAGES are crap.


EDIT:
Soon Shin wrote:

TC and TE will NOT fix the issue that long range missiles will have superior "tracking" and "damage application" than short range missiles; due to the fact that only guided missiles can get reduction in exp radius from skills and rigs

Trading damage application for raw DPS is arguably the most important aspect of balancing any weapon system in any game ever. This is working as intended.

Soon Shin wrote:

Neither will it address the issue that Torpedoes still have the same range as HAMs. Why do every Larger weapon have more range than its shorter range counterpart, except for Torpedoes.
So why buff torps instead of nerfing HAMs?

Hams themselves aren't bad, the reason they see little use is that heavies are hilariously OP.
Soon Shin
Scarlet Weather Rhapsody
#11 - 2012-09-21 19:23:27 UTC  |  Edited by: Soon Shin
The advantage of falloff on the turrets is that turrets will still continue to do damage beyond the optimal range and is not affect by low range high damage ammo (other than tech 2 ammo). Not to mention Tracking Computers and Tracking enhancers gives a massive 30% bonus to falloff.

Autocannons use their large falloff range as an advantage to continue to do damage at ranges that pulse lasers and blasters cannot reach. Autocannons can use short range high damage ammo with virtually no loss in range, while the other turrets receive a massive reduction in range.

Falloff is indeed an advantage factor that you cannot discount.

Torpedos will do full damage up to their max range, after that they do no damage. Their range is susceptible of being kited by fast orbiting ships that sit at the max range, due to missile acceleration and traveling.


I am also in favor of buffing Torpedo range, if you read my post you could clearly see that.

half of eve wrote:



Soon Shin wrote:

TC and TE will NOT fix the issue that long range missiles will have superior "tracking" and "damage application" than short range missiles; due to the fact that only guided missiles can get reduction in exp radius from skills and rigs

Trading damage application for raw DPS is arguably the most important aspect of balancing any weapon system in any game ever. This is working as intended.



Tell me why do Autocannons, Blasters, and Pulse lasers do more dps AND have more tracking than their long range variants, its because they sacrifice range for it.

HAM's and other unguided missiles however have to sacrifice BOTH TRACKING AND RANGE for more damage.

If we have to adapt to your argument then we must nerf tracking of all short range guns to be less than their longer range variants.

Ladies and Gentleman -"working as intended"
half of eve
Royal Amarr Institute
Amarr Empire
#12 - 2012-09-21 19:49:15 UTC  |  Edited by: half of eve
I never mentioned that falloff should be discounted, but this:
Soon Shin wrote:


Neutron Blasters with T1 Antimatter: 4.5 optimal + 13 km falloff. Optimal + 2 x falloff= max range. = 31 km max range. Still does damage within this range

Is just laughably stupid. Like that sort of post can get you kicked out of good pvp corps kind of stupid.

If you want to argue with numbers, then do it right. You can't base your entire argument on numbers and formulas, then just arbitrarily chalk something up as "an advantage" Especially not something as important as falloff mechanics.
Look back at the second set of numbers I posted. You want to buff torp range? Then they would need to nerf the damage to compensate, and if, for example, you wanted to bring it up to blaster levels, keeping it even on that graph would require the DPS on torps to be almost cut in half, for a ~50% range increase. (I really should point out that at this point this is mostly pointless number bickering, and in no way reflective of how the game is actually balanced, nor how I myself perceive it to be balanced)
The whole point of that second set of numbers is to show that yes, while torps have the lowest total range(though the highest optimal), they also have by FAR the most raw damage over that range, and trading range for damage is fine when it comes to weapon systems.
So, would you be willing to cut its damage in half in exchange for 50% more DPS?

Soon Shin wrote:

If we have to adapt to your argument then we must nerf tracking of all short range guns to be less than their longer range variants.

Ladies and Gentleman -"working as intended"

You argument is wrong and invalid.

Get out of here NPC alt.

I'm going to suggest you try a little experiment, since you seem unaware of the difference between tracking and effective tracking:

Grab a ship, toss some railguns and some blasters (or some pulses + beams or ACs + arty)
Have a friend orbit you at the optimal range in of the close range guns in an undersized ship, then have them orbit you at the optimal range of the long range gun. See which tracks better.

The difference here is that missile tracking doesn't get affected by range, so you could make an argument that missiles SHOULD track better at close range (looking at base tracking) or that they shouldn't (looking at effective tracking)

That said, I like how you completely ignored the bulk of my post to pick at one of the smaller points (and one that's irrelevant no less; even if you conclusively PROVE that, say, HAMs are underpowered compared to heavies, you would then need to prove that it's the HAMs that need changing, rather than the heavies (instead of making HAMs apply their DPS more easily, why not make HMs worse at applying their damage?)

But again, these are small points compared to the real issue at hand (that you can't just look at the drawbacks of a weapon to determine if it's OP, see my last post for more on that)

Oh and come back with a less scrubby KB if you're going to dismiss people for being alts Big smile

LAST EDIT:
Ideally if you want to show that a ship is underpowered this is the way you should be doing it:

Come up with a scenario in which the ship/weapon system in question SHOULD win. Prove that it loses. Show why this happens, and what can be done to fix it. Don't just spew out numbers, because numbers not lining up on a spreadsheet means nothing when it comes to game balance.
Soon Shin
Scarlet Weather Rhapsody
#13 - 2012-09-21 20:02:58 UTC  |  Edited by: Soon Shin
half of eve wrote:
Blah Blah Blah, you're a scrub and I'm a tough guy that hides behind an NPC alt


You're correct in saying that longer range turrets have better "relative tracking" than shorter range turrets.

But shorter range turrets have better "absolute tracking". Look at the tracking of autocannons vs artillery and you will see that it is a completely truth.

HAMs however it is not the case. They may have higher explosion velocity, but have the same base explosion radius as guided variants.

HAM: 125 exp rad. 101 exp vel.
Heavy: 125 exp rad. 81 exp vel.

However HAM does not receive the bonus from Guided Missile Precision that Heavy missiles gains from.

HAM: 125 exp rad. 101 exp vel.
Heavy: 94 exp rad. 81 exp vel.

Explosion radius is that factor of the maximum damage you can do to the target based on their sig radius, regardless of velocity.

If the explosion radius is much smaller than the target, the explosion velocity does no difference unless the target is moving ridiculously high speed that it exponentially. overcomes the explosion radius and sig radius ratio.

Explosion velocity is a factor, but even if the target is moving slower than the explosion velocity, the damage is limited by its explosion radius/sig radius ratio.

Conclusion: Explosion Radius is a far bigger factor in missile "tracking" than explosion velocity.

With Guided missile precision skill HML has a better absolute tracking than HAM's.

HAM's do reduced damage to cruisers, while HML do full damage because of GMP. HAMs have no ability to reduce the explosion radius. Even with the TC and TE changes, as long as HAM's and other unguided do not receive benefits from GMP, they will continue to have inferior "tracking" than their long range guided variants.
half of eve
Royal Amarr Institute
Amarr Empire
#14 - 2012-09-21 20:09:08 UTC
Soon Shin wrote:
Passive aggressive jab goes here.

From my last post:
Half of eve wrote:

The difference here is that missile tracking doesn't get affected by range, so you could make an argument that missiles SHOULD track better at close range (looking at base tracking) or that they shouldn't (looking at effective tracking)


Also aren't most cruisers in the 125m sig radius anyway?

Oh and it's also worth noting that heavy missiles are laughably OP, and have been for ages, arguing that HAMs are worse than heavies doesn't really mean anything when the same can be said of literally every single medium weapon system in the game, both close AND long range, but then I already mentioned that, had you bothered to read my last post.
Soon Shin
Scarlet Weather Rhapsody
#15 - 2012-09-21 20:50:16 UTC  |  Edited by: Soon Shin
half of eve wrote:
Soon Shin wrote:
Passive aggressive jab goes here.

From my last post:
Half of eve wrote:

The difference here is that missile tracking doesn't get affected by range, so you could make an argument that missiles SHOULD track better at close range (looking at base tracking) or that they shouldn't (looking at effective tracking)


Also aren't most cruisers in the 125m sig radius anyway?

Oh and it's also worth noting that heavy missiles are laughably OP, and have been for ages, arguing that HAMs are worse than heavies doesn't really mean anything when the same can be said of literally every single medium weapon system in the game, both close AND long range, but then I already mentioned that, had you bothered to read my last post.


There is no reason why rigs and the precision skill shouldn't apply to unguided missiles.

The issue with HAM's is that there is no way to reduce its exp radius. But other guided missiles can.

Against a 125m cruiser that typically moves at 200+ ms without prop mods, you're going to be losing a lot of damage just by having the target move.

You're going to need dual webs to guarantee full damage application. Meaning you will not have an space left in the mids to fit TC's.

If GMP applies to HAM's this will reduce the sig radius to 94 which will allow it to do better applied dps to cruisers.
half of eve
Royal Amarr Institute
Amarr Empire
#16 - 2012-09-21 21:18:54 UTC
Soon Shin wrote:

You're going to need dual webs to guarantee full damage application. Meaning you will not have an space left in the mids to fit TC's.

If GMP applies to HAM's this will reduce the sig radius to 94 which will allow it to do better applied dps to cruisers.

You haven't actually explained why any of this is BAD. All you're doing is making that claim that heavy assault missiles are worse than heavy missiles.

You know what? So are medium blasters, rails, pulses, beams, ACs and artillery, let's boost all of them \o/.

Needing webs to apply damage to targets is not a big deal, and is in no way indicative of HAMs needing a buff. You're also ignoring the other (MUCH more used) half of the medium weapon spectrum, namely BCs, to which you should have no problem applying full DPS.
Eckyy
Sebiestor Tribe
Minmatar Republic
#17 - 2012-09-21 21:27:51 UTC
I posted this in Features and Ideas:


Eckyy wrote:
I think the entire missile system needs a rework.

Small - Rockets (unguided)
Medium - Heavy
Large - Cruise
XL - Torps (unguided)

When the game was released, there was no such thing as short- and long-range missiles. The largest and smallest missiles (rockets and torps) were considered "unguided" and not all skills and modules applied to them. In the early days, it seems CCP went out of its way to make sure there was no symmetry in any aspect of the game (including ship aesthetics).

However, somewhere along the line CCP decided to introduce some symmetry and made torpedos a hard to fit, close range weapon system for battleships (and improved their DPS), which left cruise an easier to fit, long range weapon system. They also introduced HAMs which follow a similar pattern - long range weapons are easier to fit, and short range are harder to fit.

With frigate-sized weapons, this is still backward. Rockets are more like turrets, in that they are close-range weapons that do more damage and are easier to fit, which allows "brawling" ships to fit the extra tank they need to survive. Ships like the Drake received a tanking bonus perhaps in compensation for the general backwardness of missile fitting requirements.



In the early days, missiles tended to have higher base damage than other weapon systems. Ships that used them as a primary weapon system tended to either have fewer launchers than turret ships and a damage bonus to compensate, OR had the same number of turrets and no damage bonus. This allowed missiles to function as a secondary weapon system and not totally useless as supplementary DPS. Recently CCP has started giving missile ships a full rack of missiles and damage bonuses, and is now concerned with their DPS. By hitting missile DPS directly, CCP stands to damage them as a secondary weapon system.

In short, the whole missile tree is a mess.


Some other info (approximated):

Rockets do 33% more DPS than light missiles, and have 1/4 the range
Rockets require 55% less grid and 39% less CPU

HAMs do 25% more DPS than heavy missiles, and have 1/4 the range
HAMs require 20% more PG and 10% less CPU

Torpedos do 83% more DPS than cruise, and have 1/8 the range
Torpedos require 40% more PG and 33% more CPU

Guided missile precision only applies to long-range missiles and allows them to hit smaller targets for higher damage.


Food for thought.
Soon Shin
Scarlet Weather Rhapsody
#18 - 2012-09-21 22:26:09 UTC  |  Edited by: Soon Shin
half of eve wrote:
Soon Shin wrote:

You're going to need dual webs to guarantee full damage application. Meaning you will not have an space left in the mids to fit TC's.

If GMP applies to HAM's this will reduce the sig radius to 94 which will allow it to do better applied dps to cruisers.

You haven't actually explained why any of this is BAD. All you're doing is making that claim that heavy assault missiles are worse than heavy missiles.

You know what? So are medium blasters, rails, pulses, beams, ACs and artillery, let's boost all of them \o/.

Needing webs to apply damage to targets is not a big deal, and is in no way indicative of HAMs needing a buff. You're also ignoring the other (MUCH more used) half of the medium weapon spectrum, namely BCs, to which you should have no problem applying full DPS.


I have stated several times that HAM's have poor damage applied.

I've have made my points clear on the top. Your lack of reading comprehension and logical understanding indicates that:

1. English is not your primary language.

2. You are a moron.

If you don't get it after I have clearly shown and stated why then you are dumb. Now if you want to talk more, then talk on your main. Otherwise I will not listen to some NPC noob.
Zhilia Mann
Tide Way Out Productions
#19 - 2012-09-21 23:44:06 UTC
Soon Shin wrote:
I have stated several times that HAM's have poor damage applied.


You have, and it's been acknowledged. In fact, I don't think anyone in the thread is contesting that point. But we also know a few more things.

First, many short range weapon systems struggle to apply damage without ancillary modules. HAMs need the same (usually in the form of a web).

Second, HAM damage application is going up in completely unknown ways. Until we know more about how TCs/TEs are going to help them it's rather hard to say what, if anything, should be tweaked about their base stats.

Third, as missiles, HAMs rely on a narrow analysis of damage application. Turrets don't. This means that while HAM damage is always reduced by a set amount relative to signature radius, they also always apply that much damage. The same cannot be said of turrets in either case.

Would you agree to any of the above? Forget arguing about what should change, would you at least accept those premises?

Soon Shin wrote:
I've have made my points clear on the top. Your lack of reading comprehension and logical understanding indicates that:

1. English is not your primary language.

2. You are a moron.

If you don't get it after I have clearly shown and stated why then you are dumb. Now if you want to talk more, then talk on your main. Otherwise I will not listen to some NPC noob.


I'd suggest dropping this line. It's not going to get anyone anywhere.
Soon Shin
Scarlet Weather Rhapsody
#20 - 2012-09-22 00:08:38 UTC
Zhilia Mann wrote:
Soon Shin wrote:
I have stated several times that HAM's have poor damage applied.


You have, and it's been acknowledged. In fact, I don't think anyone in the thread is contesting that point. But we also know a few more things.

First, many short range weapon systems struggle to apply damage without ancillary modules. HAMs need the same (usually in the form of a web).

Second, HAM damage application is going up in completely unknown ways. Until we know more about how TCs/TEs are going to help them it's rather hard to say what, if anything, should be tweaked about their base stats.

Third, as missiles, HAMs rely on a narrow analysis of damage application. Turrets don't. This means that while HAM damage is always reduced by a set amount relative to signature radius, they also always apply that much damage. The same cannot be said of turrets in either case.

Would you agree to any of the above? Forget arguing about what should change, would you at least accept those premises?

Soon Shin wrote:
I've have made my points clear on the top. Your lack of reading comprehension and logical understanding indicates that:

1. English is not your primary language.

2. You are a moron.

If you don't get it after I have clearly shown and stated why then you are dumb. Now if you want to talk more, then talk on your main. Otherwise I will not listen to some NPC noob.


I'd suggest dropping this line. It's not going to get anyone anywhere.


Yes, I would agree with the premises you are saying. I believe that TC and TE will however not fix the fundamental flaws that remain with the missile systems. They will allevate those issues but the issues still remain. I believe a complete revamp is in order for all missile systems.
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