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

First post First post First post
Author
Doddy
Excidium.
#2121 - 2012-09-20 22:44:08 UTC
Max Devious wrote:
I just have one small comment here. This change in missile range may see it's most profound effect on small Wormhole corps. Many sites that can now be completed by a solo Tengu will become impossible to complete solo due to the inablilty to kite the neuts at range. The solution is to spyder tank with energy transfers, but many small corps don't have enough people online at the same time to do much of this, and some of these corps will be forced out of Wspace.

Max.


Seems like a good thing tbh, whs are not meant to be solo paradises ....
Soko99
Caldari Provisions
Caldari State
#2122 - 2012-09-20 22:47:30 UTC
Doddy wrote:
Max Devious wrote:
I just have one small comment here. This change in missile range may see it's most profound effect on small Wormhole corps. Many sites that can now be completed by a solo Tengu will become impossible to complete solo due to the inablilty to kite the neuts at range. The solution is to spyder tank with energy transfers, but many small corps don't have enough people online at the same time to do much of this, and some of these corps will be forced out of Wspace.

Max.


Seems like a good thing tbh, whs are not meant to be solo paradises ....


It's not.. but just like you can run an L4 solo.. You should be able to run certain sites in a WH solo.
Terik Deatharbingr
Ministry of War
Amarr Empire
#2123 - 2012-09-20 22:48:48 UTC
Soko99 wrote:
Doddy wrote:
Max Devious wrote:
I just have one small comment here. This change in missile range may see it's most profound effect on small Wormhole corps. Many sites that can now be completed by a solo Tengu will become impossible to complete solo due to the inablilty to kite the neuts at range. The solution is to spyder tank with energy transfers, but many small corps don't have enough people online at the same time to do much of this, and some of these corps will be forced out of Wspace.

Max.


Seems like a good thing tbh, whs are not meant to be solo paradises ....


It's not.. but just like you can run an L4 solo.. You should be able to run certain sites in a WH solo.


WH sites aren't that profitable unless you run them solo....and even then it's iffy because it depends on the drops.
Lin-Young Borovskova
Doomheim
#2124 - 2012-09-20 22:54:04 UTC
CCP Fozzie, some thoughts:

Cut HM's flight time from 14 to 12sec would probably be enough if in current ships rebalancing bonus will also affect this nonsense of HM's hitting stuff for 130km with right subs and skills. Take those speed bonus away and HM's will now with 12sec hit for about 70Km only with top skills and probably implant. This would bring it on line with other LR medium class weapon systems.

DPS on missiles, well this is a dam huge nerf stick on "THA" face if you add:

TD changes
Flight time changes
Ships bonus changes

Then you add a -25% dmg on missiles that clearly don't have the best alpha/dps and only work almost properly in very specific hulls. Think about trying a first step by reducing flight time and see what happens before changing dmg, it's just an opinion OC.
This will not make players choose HAM's over HM's, HAM's are bad and only work on some hulls because either huge tank or huge ROF, they don't have enough alpha and a mediocre dps giving nasty smiles when looking at EFT numbers.

These changes announcement without a clear list of also ships changes using them has nasty effects.
You have "OLOLOLZ BLOBZ WILL DIE": please create some wiki page to explain some people the "THING" will only be replaced by another "THING" but doesn't change anything about numbers game.

Changes to Hurricane, I rather look like this Roll when I read those changes, this will not make Brutixes better because their LR weapon system is clearly awful and that awesome active armor bonus makes peanuts effect when you fit lows of MFS highs of T2 blasters to gank freighters and mining barges.
-Will not make it a desirable ship in fleets
-will not make it valid choice vs next "thing" (still canes and drakes imho)
-will not get the "stacking" interest you WILL search for your cost/effective fleets/gangs other than gank freighters/barges
-will probably make Harby more desirable but then armor speed penalties are so awesome :suicide:

Not sure where this is going but I'm about to think the next interesting "THING" will be cruisers. As it stands I'm not unhappy I've trained BC 5, unlocked Command ships but can't see a very good future for those too.

brb

Lili Lu
#2125 - 2012-09-20 22:54:17 UTC
Doddy wrote:
Max Devious wrote:
I just have one small comment here. This change in missile range may see it's most profound effect on small Wormhole corps. Many sites that can now be completed by a solo Tengu will become impossible to complete solo due to the inablilty to kite the neuts at range. The solution is to spyder tank with energy transfers, but many small corps don't have enough people online at the same time to do much of this, and some of these corps will be forced out of Wspace.

Max.


Seems like a good thing tbh, whs are not meant to be solo paradises ....

Also tells you something is either wrong with the Tengu or the wormhole design or both. If only one ship allows you to run a pve site that is bad design. I don't like Tengus, but thanks for bringing up the wormholes. Because the AI is heavily selecting one type of ship and one weapon system. This surely can't be "intended," can it?

So while we're all focused on the ship and weapons systems CCP might also want to revisit that entire pve environment and think about how it could be made more open to other weapon systems and types of ships.
Doddy
Excidium.
#2126 - 2012-09-20 22:54:48 UTC
Terik Deatharbingr wrote:
Garviel Tarrant wrote:
HELLBOUNDMAN wrote:



Actually

https://forums.eveonline.com/default.aspx?g=posts&m=1947535#post1947535

Look at thse comparisons.

And heavy missiles still need target painters for everything but battleships if not using rigors


Uhm, HML drakes **** frigates..

And i'm pretty sure frigates are smaller than battleships..

Miss Le NerfSxBye wrote:

So there's a frigate somewhere that can outrun turret weapons?

rofl
Don't you start being bad too...


You have to be the dumbest Eve player in the history of the game! Go Rat an elite frigate with a drake....and when you've fired off more volleys to kill that then it takes to kill a BS, then come back and say that. Another Caldari hater with no basis for their arguments.


Then you try to rat an elite frig with med artys and come back and ask for the hmls back.
Terik Deatharbingr
Ministry of War
Amarr Empire
#2127 - 2012-09-20 22:59:46 UTC  |  Edited by: Terik Deatharbingr
Doddy wrote:
Terik Deatharbingr wrote:
Garviel Tarrant wrote:
HELLBOUNDMAN wrote:



Actually

https://forums.eveonline.com/default.aspx?g=posts&m=1947535#post1947535

Look at thse comparisons.

And heavy missiles still need target painters for everything but battleships if not using rigors


Uhm, HML drakes **** frigates..

And i'm pretty sure frigates are smaller than battleships..

Miss Le NerfSxBye wrote:

So there's a frigate somewhere that can outrun turret weapons?

rofl
Don't you start being bad too...


You have to be the dumbest Eve player in the history of the game! Go Rat an elite frigate with a drake....and when you've fired off more volleys to kill that then it takes to kill a BS, then come back and say that. Another Caldari hater with no basis for their arguments.


Then you try to rat an elite frig with med artys and come back and ask for the hmls back.


I've done both...they have about the same effect. my tech II light drones *with just enough training to fly them* will kill an elite frig faster than either of them. But with the projectiles, I can get lucky with a couple critical hits and take one out quickly....that doesn't happen with missiles

I've got an amarr, minnie and gallante pilot *trained into caldari as hybrids blow nuts*
Doddy
Excidium.
#2128 - 2012-09-20 22:59:47 UTC
Soko99 wrote:
Doddy wrote:
Max Devious wrote:
I just have one small comment here. This change in missile range may see it's most profound effect on small Wormhole corps. Many sites that can now be completed by a solo Tengu will become impossible to complete solo due to the inablilty to kite the neuts at range. The solution is to spyder tank with energy transfers, but many small corps don't have enough people online at the same time to do much of this, and some of these corps will be forced out of Wspace.

Max.


Seems like a good thing tbh, whs are not meant to be solo paradises ....


It's not.. but just like you can run an L4 solo.. You should be able to run certain sites in a WH solo.


You mean in C3 plus that ccp designed to be multiplayer like lvl 5s? cos C1 and C2 you sure don't need a tengu for.
Doddy
Excidium.
#2129 - 2012-09-20 23:09:50 UTC
Terik Deatharbingr wrote:
Doddy wrote:
[quote=Terik Deatharbingr]

Then you try to rat an elite frig with med artys and come back and ask for the hmls back.


I've done both...they have about the same effect. my tech II light drones *with just enough training to fly them* will kill an elite frig faster than either of them. But with the projectiles, I can get lucky with a couple critical hits and take one out quickly....that doesn't happen with missiles


The missile will do damage constantly while the turrets will miss entirely. Unless you have terrible missile skills you will always be better off with the drip of damage than relying on getting lucky. Of course rats are dumb you can manage the transversal a bit, but if the rat(s) is webing you it won't have much effect. This helplessness is compensated for by the fact the turret ship will wtfpwn frigs closing much faster than the missile ship (who will only get a small bonus from the mwd bloom), transversal giveth, transversal taketh away.
Wpolo
Perkone
Caldari State
#2130 - 2012-09-20 23:17:51 UTC
The only thing good about a HAM drake is the tank/dps.
Drake isnt fast or agile.
Sig res isnt good.
Now i see a nerf coming on a drake tank, so....
Doddy
Excidium.
#2131 - 2012-09-20 23:20:05 UTC
Wpolo wrote:
The only thing good about a HAM drake is the tank/dps.
Drake isnt fast or agile.
Sig res isnt good.
Now i see a nerf coming on a drake tank, so....


Its no less fast or agile than a armour buffered bc ......
RavenTesio
Liandri Corporation
#2132 - 2012-09-20 23:26:59 UTC
Several more pages of EFT Warrioring with Damage Ammo used as a basis... wonder if anyone will actually start up EVE and use these weapon systems, ya know like most of us engaged in PvP tend to.

On the whole the Weapon Systems DO need to be sat down and rebalanced.
The funny thing is if you just look at pure numbers, Heavy Missiles do seem a little inbalanced ... but the problem here is the mechanics of HOW the Missiles work is considerably different to Turrets.

I will make this clear now... TRACKING DISRUPTORS SHOULD NEVER AFFECT MISSILES.
Don't put in some bull**** stop-gap measure because you can't get Defender Missiles working how you want them to, frankly they're a lost cause and the entire system should be completely replaced.

What should be in their place are Chaff and Flare Defensive Systems.
Chaff should be used for UnGuided Missiles (Rocket, Assault, Torpedo) causing premature detonation.
Flare should be used for Guided Missiles (Missile, Heavy, Cruise) to provide a temporary "alternative" target they lock on to.

In both cases they should be activated systems that have passive effects, rather than the ******** "Suicide Drone" effect Defender Missiles have.

I would also focus here on how they are intended to work... Sure the Assault Launchers were added specifically so Missiles also had a "Close" and "Long" range option like the Turrets, but look at how they work or rather how they're suppose to work.

To me each of the weapon Systems shouldn't really be defined by "Is this a Long-Range or Short-Range Weapon" but rather the Role they are intended to play / playstyle they cater to. I mean they should be more unqiuely defined and specialised.

As this is a thread for Missiles, I will quickly rundown how I think the Missiles should be handled.

UnGuided • Rocket, Assault, Torpedo
The Role of UnGuided Warheads should be primarily be to create a Firestorm, as such that is how they should work.
This would mean that they would create Area-of-Effect Explosions that the more UnGuided Warheads used, the stronger it becomes; or they could be used in a more informal capacity a bit like an explosive machine gun.

Guided • Missile, Heavy, Cruise
The Role of Guided Warheads should be that of a well focused precision attack.
As such they would rely heavily on their Alpha Strike ability, to do considerable amounts of damage in a single hit as opposed large numbers focused on a target.

In this sense both of these would then gain Tech 2 Payloads based upon their given roles.
UnGuided would be Barrage (Hydra Multi-Warhead, Increased Size) and Bombardment (Hellfire Multi-Stage Warhead, Increased Size)
Guided would be Fury (Heavy Payload, Reduced Flight Time) or Ballistic (Light Payload, Faster Speed)

The UnGuided might need a little explaination here, but basically their power comes from being able to put down as many rounds as possible on to a target. The Increased size of the Tech 2 would reduce the number you can load (and carry) before reloading, this is offset by the Hydra creating a larger AoE Explosion; while the Hellfire creates a quicker succession of warheads prior to the next round fired thus focusing the damage more.

I mean basically what it boils down to for the Tech 2 is Fury/Hydra are for a Larger Target(s), while Ballistic/Hellfire are for a Smaller Target.

The difference in the missile types, shouldn't be Damage either; but rather follow the same SKU that the Projectiles and Hybrids follow; where-by there are multiple warheads types that have Multi-Resist Damage Variations;

e.g.
Mjolnir - • 75 • 05 • 15 • 05 - 35 • 65 (EM • TM • KN • EX - Armour • Shield)
Nova --- • 05 • 15 • 05 • 75 - 65 • 35
Inferno - • 05 • 75 • 05 • 15 - 50 • 50
Scourge • 15 • 05 • 75 • 05 - 50 • 50

As a base they would have Damage and Range Balanced... then they would be Skued towards a 35% - 65% balance for either Damage or Range to create the 2 sets. Providing 8 Missiles in Total consisting of Short and Long Range variants.

This would allow UnGuided Short > Medium Range and Guided Medium > Long Range capabilities.
Extending this focus on the ranges would be how they achieve their speed (i.e. the propulsion systems)

With UnGuided being designed with Fast Burning Microwarp Drives and Guided using Slow Burning Afterburners.
While they would both achieve similar overall speeds (let's suggest around 4.5km/second) but their ability to reach their top speed would be considerably different.

Until a Missile reaches it's top speed the Explosion Velocity should be reduce accordingly (thus reducing the damage), in this way you could technically be "under the guns" of Long-Range Missiles.
Frac Tal
Deep Core Mining Inc.
Caldari State
#2133 - 2012-09-20 23:28:16 UTC
I don't usually post, so don't expect a reply, but I just had to comment....

CCP Fozzie wrote:



missiles will act in a way that is more intuitive to newer players..




Excuse me while I indulge in an enjoyable recollection of past events when Tomb was a dev an when I was a new player.

"The Heavy Launcher: also shoots faster than before, increasing the DPS against cruisers / battleships from currently on Tranquility.
Heavy Missiles:
Like all other guided missiles they have maximum velocity, are able to cross long distances in xl-greatly shortened time, significantly increased range and very high velocity is needed to affect their damage - the reason for all guided missiles to have the same velocity is because the velocity of the missiles are not considered a factor for being able of catching a ship or not, they all have to cross long distances and need the highest possible velocity.

# The DPS for Heavy Missiles against cruisers has been increased with Launcher improvements (listed below), but only deal average damage to frigates.

# Velocity has been increased from 1600m/s to 3750m/s base, capable of 5625m/s with skills and 8438m/s with a single ship bonus.

# Distance that these can cross has been increased by a big number, capable of 84km with skills and 127km with a single velocity or flight time ship bonus.

# Increased missile velocity - this is to make them more friendly & feared at long distanced combat engagements

# Increasing the missile skill group advancement - players that want to become ultra violent with missiles will be able to get skills to improve their missiles in various ways.

# Missile Navigation - Increased missile velocity.

# Warhead Upgrades - Increased missile damage"



Forgive me Fozzie dear boy but I for one is tired and bored of missile changes/nurfs with pinky extended whilst sipping Quafe may I add, but credit where credit is due though... the graphic improvements to missiles is a no brainer over the tactical display for new players to look at.

Missile Nurf: http://community.eveonline.com/ingameboard.asp?a=topic&threadID=197955&page=1#3
Missile Nurf: http://community.eveonline.com/ingameboard.asp?a=topic&threadID=920962
And now Fozzie's Winter (seasonal now?) Missile Nurf/Balance as previously mensioned quite a few pages back.


To me it's seems quite simple, there are those that wish to PVE and those that PVP that are old and new, the balancing always has been lead (scuse the pun and spelling mistake intended) to shutting up the PVP moaners and hence balancing.

Your the game developers, **** missiles as you wish but perhaps provide a module for PVE players that like to solo, unless there is a financial thing involved here in that players just might be making too much Isk and not paying real money for there gametime?

Now speaking of great ideas, that was a fantastic idea by some bright spark there at CCP to return the useless training skills learned that could be banked and used elsewhere, nice touch...

But unless I can get all my SP in missile skills banked and let me put them to into gunnery, i disappointingly with respect have to say to blow it up your ass with a potential 30% less DPS which should soften the blow.



Errand Girl
State War Academy
Caldari State
#2134 - 2012-09-20 23:30:40 UTC
OT Smithers wrote:
Hurricane: 720mm 2 TEs, 2 Gyros

RF PP = 426 dps (19 + 36km total: 55km) instant alpha: 3744
Tremor 247dps (70+36km total: 106km) instant alpha: 2170


Harbinger: HB Laser II, 2 TE, 2 Heats Sinks
IN MF = 468dps (19+16km total: 35km) instant alpha: 1664
Aurora = 271dps (70+16km) instant alpha: 953


Brutix: 250mm Rails, 2 MFS, 2 TEs
CN Antimatter = 444 dps (23km + 25km, total: 48km) instant alpha: 1657
Spike = 257dps (84+25km total: 109km) instant alpha: 961


Drake: HMs, 2 BCU
CN Scourge = 368 dps, 84km missile travel distance, Delayed Volley: 2474

NOTES:
1. The Drake damage is delayed while the others hit instantly
2. While the total maximum missile travel distance is theorestically 84km, this is NOT the range at which the missile will strike as it does not take into account either acceleration or the motions of the two ships relative to one another.
3. All damage numbers are ideal. HM damage is reduced by target size and velocity. Missiles are also incapable of "critical hits"



This.

HML DPS is already in the middle of close range/high damage ammo and long range/low damage ammo when compared against other medium LR weapons. Guns have the flexibility to switch between ammo types to control damage and range in a way that missiles do not. I think a nerf to HML makes sense, to bring their range to a midpoint as well. HML damage is clearly not radically high, it's their damage projection that's unbalanced. A 25-30% nerf of range alone would balance HMLs pretty well IMO. An argument could be made to nerf the damage slightly, by 5-10%. I'm not sure I agree it's necessary, but an argument could be made. 20% is clearly out of line based on the numbers that I see. Further balancing issues with the drake and tengu ships in particular should be handled on the ships, not to HMLs as a whole.

Fozzie, please share the numbers you used to determine that 20% is an appropriate HML damage nerf so that we can better understand your reasoning. Based on what I've seen and my experience as a Caldari pilot, I just don't see the rationale for such a large nerf.

Also, will you comment on the claim I've seen made several times that lag from HML spam in large sov blobs is causing performance issues and is a motivating factor in the HML nerf?
Soon Shin
Scarlet Weather Rhapsody
#2135 - 2012-09-20 23:45:57 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 short 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.
Frac Tal
Deep Core Mining Inc.
Caldari State
#2136 - 2012-09-20 23:49:21 UTC
Errand Girl wrote:


Also, will you comment on the claim I've seen made several times that lag from HML spam in large sov blobs is causing performance issues and is a motivating factor in the HML nerf?


Bookmarked this and ears for the reply...
Bloutok
Perkone
Caldari State
#2137 - 2012-09-21 00:01:07 UTC  |  Edited by: Bloutok
Frac Tal wrote:
Errand Girl wrote:


Also, will you comment on the claim I've seen made several times that lag from HML spam in large sov blobs is causing performance issues and is a motivating factor in the HML nerf?


Bookmarked this and ears for the reply...



+1

Edit : Is this the same thing as asking CCP staff to lie ?
Or, would you believe it if he said no.

Edit again: I could also ask things like.
Why not do launchers like guns. 2 medium launchers, one for close range and one for long range with all kinds of ranged based amo.?

Answer, because we want things to be different. What it means. It would require a lot more man/hour of coding and it's already a mess

Insert more questions.........
HELLBOUNDMAN
Aliastra
Gallente Federation
#2138 - 2012-09-21 00:08:44 UTC
Marlona Sky
State War Academy
Caldari State
#2139 - 2012-09-21 00:11:25 UTC
James Amril-Kesh wrote:
Marlona Sky wrote:
You guys are impossible. All you care about is your precious 'do everything' Drake.

"I've given up trying to argue substance. Nerf all the things!"

When you provide some, I'll be happy to discuss it with you.
Soon Shin
Scarlet Weather Rhapsody
#2140 - 2012-09-21 00:22:15 UTC
CCP need to either reduce exp radius of HAM's or allow GMP skill to affect all unguided missiles as well.

Because currently HAM's have shorter range than HML and worse "tracking" because there is no possible way to reduce its exp radius that guided missiles can.

Rigs that reduce exp radius and the skill the reduce exp radius do not apply to Unguided Missiles.