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

First post First post First post
Author
Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#2541 - 2012-09-22 03:09:55 UTC
Terik Deatharbingr wrote:
Garviel Tarrant wrote:
Terik Deatharbingr wrote:

Let's break this down real simple for you:

A) We aren't comparing HML's to autocannon's and blasters. We are comparing them to Arty's, Hybrids and Beams, albet with short range ammo...but the fact of the matter remains, HML's don't have a short range ammo.....HAM's are worthless....ask the eve population....Do the math...close range, people want volley damage, and frankly, that's what the hams are.

B) it has more to do with skill requirements and the and the fact that I can fit a better tank while maximizing DPS as damage mods go in lows, shield mods go in mediums.....versus armor mods go in close as well as needing tracking. If I could've trained Large Arty Specialization without all the ridiculous requirements necessary to get there....it's not rocket science, it's common sense....every corp/alliance/coalition member I talk to all says the same thing....it's the ability to maximize tank while having ok dps and the fact you don't have to do all the extra training to use T2 weapons that makes them hate the drake. It's easier to get a fleet cross-trained into a drake with T2 weapons then any other.



First its late so i'm prolly going to be making minor errors, over all point still stands.
A)
First you're ignoring the fact that HML's are quite good at dealing with small fast moving targets unlike the other long range weapons, a HML drake with webs generally has a very easy time taking down tackle. Thats a huge plus.

Lets do a slight comparison as things are now

Heavy beam laser: PG: 275 CPU: 37 cap use -3.61 Using Gleam 36.9 dps (gleam is terrible though) Aurora (Shockingly bad ammo) 21 dps at 54km (due to HORRIBLE tracking final dps will be way worse (a frig moving at 800 m/s with a 90° transversal will be getting hit for about .0002dps.. That is epicly bad tracking)

250mm rails: PG 208 CPU 42 cap use -1.1 using javelin 35 dps. With spike 20 dps at around 70km with even WORSE tracking than aurora.

720mm Howitzer artillery PG 275 CPU 32 cap use naught. Using quake 29,4 dps. With Tremor 16,8 dps with the worst tracking yet.

HML PG 105!! CPU 55 using any faction ammo 28.6 dps at 81km

And lets not forget that those numbers above from the long range weapons are ON paper numbers, The real numbers in a fight would be significantly worse due to those ammo types being really ******* bad at everything else than dps numbers.

In a fight at 0 on paper the HML's have a slight disadvantage to the other long range weapons but in practice it outdpses them easily. And even if it didn't it so highly outdpses those weapon types at long range that it isn't even a comparison. After a 20% dps nerf this weapon system will still be one of the HIGHEST damaging ones at any range in terms of applied dps.

If anything HML's should be further nerfed because they are still WAY to good at killing frigates. And now if you add TE's into the mix? a frig orbiting at 0 will go down in flames in moments, something the other long range weapons can't do AT THEIR MAXIMUM range

B) is stupid so i won't bother replying to it.

This is a long range weapon with the damage output of a short range weapon, now its being brought in line. Now is it to much to ask for people to just stop being bad in here?


A) first you point out the PG usage where the base PG of a drake is 500 less than a cane, 650 less than a harby...of course a missile boat has a lower PG, therefore their weapons would not use as much PG.

you still aren't accounting for the fact that HM can't change to short range ammo....if he proposes to nerf the fury damage, and change the precision into a higher dps short range missile, then FINE.

I challenge you to get on sisi with a perfect drake pilot versus a perfect Cane pilot....with just 2 damage mods and add a tracking mod if you wish....orbit each other at 60k and see who wins

B) it's only stupid because it's accurate and at this point useless because obviously, it means you already did the training and would be upset that future people wouldn't have to. I know tons of people that would cross train into other races if that wasn't such an issue.

For people to stop being bad, they have to actually see real situations to know that the numbers they throw out are inaccurate. therefore, if you stop replying, then the number of bad will be reduced.


I AM accounting for that. HML's can't do everything as well as turrets can do but it does other things better..

Surely you're not saying the HAVE to be better at everything?

And a perfect cane pilot vs a perfect drake pilot orbiting each other at 60? I really don't need to go on Sisi to know that the drake would easily win hands down...

BYDI recruitment closed-ish

4IN1
School of Applied Knowledge
Caldari State
#2542 - 2012-09-22 04:16:02 UTC  |  Edited by: 4IN1
CCP Fozzie wrote:


  • Why are you nerfing the weapon system when the real problem is two ships?
  • It is true that the use of heavy missiles is very strongly concentrated on the Drake and Tengu at this time. There are some problems with those ships that will need to be solved in time, and we also need to make ships like the Caracal, Cerb and Nighthawk more viable with Heavy Missiles. But doing that rebalance requires a stable foundation to build upon, and the truth is that Heavy Missiles were skewing the balance of everything they touched. The fact that the Drake is so dominant at long range damage when it has no range bonus, and the weakest damage bonus we give ships (5% per level to just one damage type) makes balancing through the ships themselves unfeasible. Once we get Heavy Missiles to some semblance of balance we can begin the work of making sure each individual ship is viable without having to go back and redo our work right away to compensate for a midstream weapon change.


    Fair point, yet I would like to point out that while fixing one thing at a time sounds good enough, some thing are better fix together as a package, right now we have a "fix" of sort that breaks everything other ships that use HML, and god knows when will the other more broken thing be eventually fix given the Valve time that you guys are working with.

    CCP: Ambition but rubbish

    Rose Honey
    Small Holdings Inc.
    #2543 - 2012-09-22 05:23:00 UTC
    Okay can we stop with the delayed crap, cause that's a weak ass argument for not nerfing them. Sure missiles take some time to get there, but there next volley is there in cycle time, again and again. All the way up to 110km of the Cerb and Tengu(249 of a cruise raven). A range I guess I again need to say, WILL BE THE SAME AFTER THE CHANGE(actually more but whatever, you're clearly not reading that fact anyway. It was said by Fozzie in one of his post but ignore it anyway). If you choose to add a TC or TE to your set up.

    What is it about that people aren't getting. The range is being moved from a god given gift to an option in exchange for.... Blank.(Tank or DPS in Caldari ships.)

    Its like people read range reduced and miss the entire piece were the dev pointed out the mod that not only returned it, but actually INCREASE it.

    I guess you can't stop the emo in some people.

    Range isn't nerfed, its an option.
    Dps is nerfed, but it needed it.

    What they actually did, was make missile ships have to make a choice like armor ships. Armor ships are slow as **** and have to pick a tank/dps option.

    Caldari ships are also slow(bad example damn Caldari), and have to pick between dps and range or Tank and Range. So instead of getting all three, you have to pick, only you get to pick which two out of three you get.

    OT Smithers
    A Farewell To Kings...
    Dock Workers
    #2544 - 2012-09-22 05:29:51 UTC
    CCP Fozzie wrote:

    I have a few changes to the proposal we're considering and testing internally. Once we get past that stage I'll take them to the CSM, then to you all. We have plenty of time before the winter expansion, so we're not going to rush anything. I plan to do this right. Accordingly, this dialogue between us here at CCP and you all in the playerbase on this issue will be measured in weeks or months, not days.


    I am impressed (but not surprised) to find you awake and reading this at this time.

    Obviousoy you guys are going to do whatever you think is best for your game -- that's your job and I assume you are good at it. I would remind you of this:

    Many Eve players have little faith in CCPs ability to react quickly to flawed game mechanics. My opinion, and I suspect it is shared by many Caldari players, is that if you break Heavy Missiles now, then they will remain broken for the forseeable future.

    Further, there is some concern that Caldari missile pilots are now about to be left with nothing at all other than Frigates and Tengus. For years we didn't even have that. As a Caldari pilot you either flew an HM Drake or you trained a different race. Heavy Missiles were the only weapon we had that even worked. Given CCPs track record, there is a damn good reason for Caldari players to be skeptical today: we don't currently have a lot, half of our ships are broken, and you are talking about finishing the job.

    The new Caracal might have been fine enough, but this proposed HM change leaves this currently broken ship worse off than it is today. What exactly do you expect it to do? The same applies to the other Caldari missile boats. The worst assault and command ships in the game are getting nerfed, Caldari Battleships are still hangar queens, and there have been no announced plans or time frames offered for when this will be corrected.

    We understand that you want to wreck the Drake. we understand the load missile spam causes on your servers, and we know that your job wont be done until the Drake is no longer the go-to ship for blob warfare. But where does that leave the missile pilot?

    That's the REAL question. And it is a question that I suggest you need to have a good answer to.

    Eckyy
    United Caldari Navy
    United Caldari Space Command.
    #2545 - 2012-09-22 06:00:09 UTC  |  Edited by: Eckyy
    I assume that when heavy missiles become effected by tracking enhancers, it'll be something like +velocity -explosion radius. On the bright side, split weapon system ships that fit TE's will gain benefit on both of their weapon systems.

    Why not go through with the missile nerf and then make them affected by all damage mods? Heat sinks, gyrostabs, tracking enhancers, etc., which would keep them viable as a secondary weapon, but also hurt the ships that use them primarily?

    ^^^ Not a serious suggestion, but fact is, missiles are too poor on most ships and too good on a few. There's more than one way to slug a bug, and I'm personally more in favor of stripping the damage bonus off of the offending Caldari ships and giving them another non-damage bonus, because missiles aren't a (good)broken weapon system on other ships. The damage nerf to the missiles themselves will probably cause more problems than it solves.
    Jorma Morkkis
    State War Academy
    Caldari State
    #2546 - 2012-09-22 06:25:31 UTC  |  Edited by: Jorma Morkkis
    - Drake will be "fixed" when they get to balance battlecruisers
    - Your max range will drop from 110km to ~80km. You can increase that with modules.
    - Just think what those modules can do to Raven/CNR for PVE...

    "Why I have choose between tank and range/utility/damage mods?"
    - We turret users have to do that everyday. It's one of those choices you have to make when you choose modules for your ship.
    Nestara Aldent
    Citimatics
    #2547 - 2012-09-22 06:41:13 UTC
    OT Smithers wrote:
    CCP Fozzie wrote:

    I have a few changes to the proposal we're considering and testing internally. Once we get past that stage I'll take them to the CSM, then to you all. We have plenty of time before the winter expansion, so we're not going to rush anything. I plan to do this right. Accordingly, this dialogue between us here at CCP and you all in the playerbase on this issue will be measured in weeks or months, not days.


    I am impressed (but not surprised) to find you awake and reading this at this time.

    Obviousoy you guys are going to do whatever you think is best for your game -- that's your job and I assume you are good at it. I would remind you of this:

    Many Eve players have little faith in CCPs ability to react quickly to flawed game mechanics. My opinion, and I suspect it is shared by many Caldari players, is that if you break Heavy Missiles now, then they will remain broken for the forseeable future.

    Further, there is some concern that Caldari missile pilots are now about to be left with nothing at all other than Frigates and Tengus. For years we didn't even have that. As a Caldari pilot you either flew an HM Drake or you trained a different race. Heavy Missiles were the only weapon we had that even worked. Given CCPs track record, there is a damn good reason for Caldari players to be skeptical today: we don't currently have a lot, half of our ships are broken, and you are talking about finishing the job.

    The new Caracal might have been fine enough, but this proposed HM change leaves this currently broken ship worse off than it is today. What exactly do you expect it to do? The same applies to the other Caldari missile boats. The worst assault and command ships in the game are getting nerfed, Caldari Battleships are still hangar queens, and there have been no announced plans or time frames offered for when this will be corrected.

    We understand that you want to wreck the Drake. we understand the load missile spam causes on your servers, and we know that your job wont be done until the Drake is no longer the go-to ship for blob warfare. But where does that leave the missile pilot?

    That's the REAL question. And it is a question that I suggest you need to have a good answer to.



    If rail Proteus cant do 400 DPS at 65km, why the Drake should?
    If rail Proteus cant do 750 DPS at 100Km, like Machariel, why the Tengu should?
    Col Baxter
    Deep Core Mining Inc.
    Caldari State
    #2548 - 2012-09-22 06:48:00 UTC
    This thread is the embodiment of why Yaay is terrible and should not be taken seriously.
    4IN1
    School of Applied Knowledge
    Caldari State
    #2549 - 2012-09-22 06:51:43 UTC  |  Edited by: 4IN1
    Jorma Morkkis wrote:
    - Drake will be "fixed" when they get to balance battlecruisers
    - Your max range will drop from 110km to ~80km. You can increase that with modules.
    - Just think what those modules can do to Raven/CNR for PVE...

    "Why I have choose between tank and range/utility/damage mods?"
    - We turret users have to do that everyday. It's one of those choices you have to make when you choose modules for your ship.


    And that is why I don't really like the change where TC/TE should affect missile as a hold: it gives yet another reason to nerf all other missile class.

    And on a common sense side, why should those be affecting range at all? If anything that these mods should affect it should be things like explosion velocity or explosion radius. Range, by every account, should always and only should be affect by the amount of fuel it carries, fuel consumption rate and amount of thrust to weight radio of its rocket engines, You can think up some way to make the burn more efficient but skills and ship bonus already cover that. In fact we have a saying in rocket science: Its all about delta V.

    CCP: Ambition but rubbish

    Ocih
    Space Mermaids
    #2550 - 2012-09-22 06:55:25 UTC
    Sleipnir 300 mill
    Damnation 180 mill
    Nighthawk 220 mill
    Eos 225 mill

    T2 Nova on that Damnation with no damage mods (tank and e-war) has 118.2 dps in the launchers. It only has 62.5 km target ability so it won't make any difference to me if you nerf range but you really need to nerf the damage? If you force the Drakes to match optimals with their opposition you won't need to nerf damage on heavy missile.
    Allison A'vani
    Native Freshfood
    Minmatar Republic
    #2551 - 2012-09-22 07:06:55 UTC
    4IN1 wrote:
    Jorma Morkkis wrote:
    - Drake will be "fixed" when they get to balance battlecruisers
    - Your max range will drop from 110km to ~80km. You can increase that with modules.
    - Just think what those modules can do to Raven/CNR for PVE...

    "Why I have choose between tank and range/utility/damage mods?"
    - We turret users have to do that everyday. It's one of those choices you have to make when you choose modules for your ship.


    And that is why I don't really like the change where TC/TE should affect missile as a hold: it gives yet another reason to nerf all other missile class.

    And on a common sense side, why should those be affecting range at all? If anything that these mods should affect it should be things like explosion velocity or explosion radius. Range, by every account, should always and only should be affect by the amount of fuel it carries, fuel consumption rate and amount of thrust to weight radio of its rocket engines, You can think up some way to make the burn more efficient but skills and ship bonus already cover that. In fact we have a saying in rocket science: Its all about delta V.



    The whole point of all of this is to make missile platforms and turret platforms on par with each other, which you apparently missed, hence why no one really cares (including CCP) if you or anyone else dislikes the TE/TD change.
    Lev Arturis
    The Scope
    Gallente Federation
    #2552 - 2012-09-22 07:07:03 UTC
    Ocih wrote:
    Sleipnir 300 mill
    Damnation 180 mill
    Nighthawk 220 mill
    Eos 225 mill

    T2 Nova on that Damnation with no damage mods (tank and e-war) has 118.2 dps in the launchers. It only has 62.5 km target ability so it won't make any difference to me if you nerf range but you really need to nerf the damage? If you force the Drakes to match optimals with their opposition you won't need to nerf damage on heavy missile.



    Why are comparing Field and Fleet Command ships? (you know apples & oranges...).

    Also a Damnation has a bonus to HAM and not to HM Roll
    Soon Shin
    Scarlet Weather Rhapsody
    #2553 - 2012-09-22 07:10:50 UTC
    Lev Arturis wrote:
    Ocih wrote:
    Sleipnir 300 mill
    Damnation 180 mill
    Nighthawk 220 mill
    Eos 225 mill

    T2 Nova on that Damnation with no damage mods (tank and e-war) has 118.2 dps in the launchers. It only has 62.5 km target ability so it won't make any difference to me if you nerf range but you really need to nerf the damage? If you force the Drakes to match optimals with their opposition you won't need to nerf damage on heavy missile.



    Why are comparing Field and Fleet Command ships? (you know apples & oranges...).

    Also a Damnation has a bonus to HAM and not to HM Roll


    Fleet Command ships shouldn't even be considered, their role is to boost the fleet and have huge tank, dps is the least of their concern.

    Infact I would exchange the weapon bonus for even more tank.
    4IN1
    School of Applied Knowledge
    Caldari State
    #2554 - 2012-09-22 07:48:18 UTC  |  Edited by: 4IN1
    Allison A'vani wrote:

    The whole point of all of this is to make missile platforms and turret platforms on par with each other, which you apparently missed, hence why no one really cares (including CCP) if you or anyone else dislikes the TE/TD change.


    Sorry, but you might want to read DEV reply, because they already stated that its not quite as to bring everything on par, but to reduce the idiotic advantage of HML on that 2 ships in question (which I totally agree, even through I am more a missile guy then a gun guy), with that said the only thing that leaves for you gun guys is the fact that "missile are not guns".
    Or, really, do you gun guys really want to start crying for love again when trops suddenly can do huge damage pass 80KM?

    CCP: Ambition but rubbish

    Jock Johnson
    We Are Down Syndrome
    #2555 - 2012-09-22 08:11:50 UTC  |  Edited by: Jock Johnson
    Those HML changes are all welcomed.
    Please consider taking a look at HAM.

    Also, the changes to Rage missiles seems nice, but I wonder if it's sufficient for people to switch from arbalest bombers to T2.
    Seranova Farreach
    Biomass Negative
    #2556 - 2012-09-22 10:20:29 UTC
    HELLBOUNDMAN wrote:
    Hannott Thanos wrote:
    HELLBOUNDMAN wrote:

    The drake doesn't have much capabilty to fit TCs if it wants to maintain EHP and still have web and scram.

    I can see where this could be problematic.

    Ever used turrets and ships with 3 mids?



    No, but here's a fun build you'll like

    Hurricane (all skills lvl 5)

    highs
    6 x 425mm AC II
    2 x small energy neut II

    mids
    warp scrambler II
    stasis Webifier II
    2 x Tracking disruptor II (exp velocity/exp radius script)

    lows
    2x gyrostabilizer II
    Damage control II
    Medium armor rep II
    explosive Hardener II
    Kinetic hardener II

    rigs
    anti-thermic pump I
    2 x trimark armor pump I

    stats

    Capacitor
    2m 20sec
    With armor rep off - 9m 54s (stable by turning off one neut)

    Dps
    Hail - 593 @ 1.5+9km
    Barrage - 423 @ 3+18km

    Velocity - 182m/s

    EHP - 42,284


    With tracking disruptors, this fit will pwn drakes, and it will fit the reduced PG nerf coming to the hurricane


    no propmod = fail

    [u]___________________ http://i.imgur.com/d9Ee2ik.jpg[/u]

    Doddy
    Excidium.
    #2557 - 2012-09-22 11:55:51 UTC  |  Edited by: Doddy
    Much as I think hmls do need nerfed i do think this nerf is going the wrong way. Missiles SHOULD be long range. I have no problem with heavy missiles being the longest ranged medium weapon. Missiles SHOULD have high alpha, even highest, they are a great big warhead after all. A missile ship using long range missiles should be able to whack out a big volley of damage at long range, with the balancing factor being that you can gtfo before they get there (or use defenders if they weren't broken, or a smartbomb if you happen to have one). It is the dps that is out of kilter. HMLs should get a rof nerf to tone the dps down, probably doesn't even need to be as much as 20%.. All missile bonuses should be rof bonuses, and to that sized launchers in general (no more kin only bonuses, no more hml or ham only bonuses). Hams (and rockets/torps) are more basic missiles that don't carry as much fuel or as fancy guidance systems so they have a far higher rof and this is how they do more damage. GMP difference seems dumb to me and an unnecessary nerf to short range missiles since all missiles are really guided anyway.

    A rof rather than damage nerf has added benefits in server performance too Blink

    I bet a 15% rof nerf to hmls (maybe changed to 10% or 20% after testing) coupled with the missile velocity increases and more general bonuses on hulls would be a win win situation tbh. Bear in mind that increased velocity and nerfed rof means many less wasted volleys as well.

    Same goes for the tracking disruptor thing, make it 2 different mods with the same sort of effects and you would get rid of most of the issues. Guidance scrambler, guidance computer, guidance enhancer, guidance link. Launcher skills instead of gunnery for the buffing ones (though weapon upgrades is a special case that effects both anyway). Guidance scrambler uses weapon disruption but gets a new buffing skill instead of turret destabilization (launcher destabilisation?). Tracking disruptor bonus become weapon disruption bonus and are applied to both. 1 ship still can't fit one mod to own all, amarr ewar is no longer useless against missiles spammers, missile users can buff thier missiles.
    ISD TYPE40
    Imperial Shipment
    Amarr Empire
    #2558 - 2012-09-22 12:23:04 UTC
    I have had to clean some posts out of this thread, including trolling and personal attacks.

    This is an official warning, do NOT make personal attacks on members of CCP staff, it will not be tolerated in any way. If you have questions or comments to make on this subject then post them in a polite and decent fashion. Breaching this rule will result in warnings and/or a ban for anyone involved.

    These forums are for everyone to use, a valuable part of the EVE community and a place where all of us, including staff, should be able to come without having to worry about having childish personal insults slung at them. In future, please post sensibly, or do not post at all - ISD Type40.

    [b]ISD Type40 Lt. Commander Community Communication Liaisons (CCLs) Interstellar Services Department[/b]

    Rita May
    State War Academy
    Caldari State
    #2559 - 2012-09-22 12:30:53 UTC  |  Edited by: Rita May
    one thing i could not see till now (I know, hard to believe after 128 pages Blink):
    TC will affect missles, but need a gunnery skill (TA) to operate.
    So, is this going to be changed like it is possible to use TCs with GMP too instead of TA only or will we HAVE to skill a "useless" gunnery skill on a missle toon?
    Or should i say make it like that all those gunnery folks need to skill GMP to use their TC again? Roll

    *edit*
    one more thing
    CCP seems to like to change DMG bonuses to RoF bonuses, which on paper looks like nothing changes, but:
    Is this not a stealth ISK sink like "buff"?
    like, if i need x% more volleys to kill stuff i seems to me that all missle generated income is nerved?


    cu
    Terik Deatharbingr
    Ministry of War
    Amarr Empire
    #2560 - 2012-09-22 13:09:11 UTC
    Garviel Tarrant wrote:


    I AM accounting for that. HML's can't do everything as well as turrets can do but it does other things better..

    Surely you're not saying the HAVE to be better at everything?

    And a perfect cane pilot vs a perfect drake pilot orbiting each other at 60? I really don't need to go on Sisi to know that the drake would easily win hands down...


    No, actually it doesn't win hands down....which further shows how you are WRONG...make sure it's a 10MN aft...and the cane will win....while the drake will win with a MWD because of the signature bloom....the cane will give it a run for it's money.

    Now do the same thing at 10k....if you say anything but the cane, then you are lost. Drakes use missiles....missiles are a better long range platform. How can you argue that a drake is better at close range when you can load gleam ammo into a beam laser and have better dps than the HM's. If you have an issue with the flawed tracking systems....or the even greater flawed armor tanking system that uses your dps/tracking slots...that's not an issue with the drake....it's a problem with the lack of intelligent design by the developers, not the drake

    Not asking the HML's to be better at everything...but unless the TE/TC's are going to adjust explosion radius and explosion velocity, then this combination of nerfs WILL push the drake off the shelf entirely for PVP. Because at that point, ANY BC with LR guns w/ LR ammo, a 10MN Aft and a TD will be able to tank a drake at full range of his guns and laugh. While I know that's what all you caldari haters want *And don't lie, you really do....I hear it all the time. Jealousy is an ugly color* I'm to the point that I actually hope he does implement these changes. Then when all of us that have been trying to give him possible solutions laugh at being right...and all those of you in support of the change are laughing because you love the fact that the drake is out of commission...then what? Bunch of people saying screw it, quitting the game