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

First post First post First post
Author
OT Smithers
A Farewell To Kings...
Dock Workers
#2561 - 2012-09-22 13:10:09 UTC
Rita May wrote:
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



Good catch!

But useless? Hardly! Think of it as further encouragement (and a headstart) training out of missiles.
TradingTooth
Deep Core Mining Inc.
Caldari State
#2562 - 2012-09-22 13:14:35 UTC  |  Edited by: TradingTooth
To be honest, this feels like a missile buff, not nerf:

the sacrilege might finally be useful because of tracking comps enhancing missile range, glass cannon caracals (are there any other) might become really REALLY long range t1 low skill sniper ships, rocket interceptors of all kinds will benefit from this,

hams will probably see a WHOLE lot of use now as they'll become something like scorch, a high dps short range weapon which when fitted to do it on a bonused ship could hit quite far out indeed with javelin.

Torpedo mission golem just became awesome,

Old school sniping stealth bombers?


Basically, up until these changes, your ship either had the range, or it didn't, the little tweaking power that the rigs provided didn't let you wriggle far out of the hull and mod limitations, this opens up new possibilities,


but two most boring to fly and overused ships in the game get nerfed a little (1 slot tank nerf and some dps or range nerf and dps boost, depending if you keep fitting hml or switch to haml) and crying will be had.. boohooo hoo



Good news,

Brb,

buying lotsa sacrileges
Terik Deatharbingr
Ministry of War
Amarr Empire
#2563 - 2012-09-22 13:15:39 UTC
Doddy wrote:
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.


I could accept that....maybe up the cycle time slightly to 10ish seconds

I'm ok with the TD's as long as TE/TC up explosion velocity and explosion radius....otherwise, it's going to be an I win button for non-drakes....
Akturous
The Scope
Gallente Federation
#2564 - 2012-09-22 13:19:46 UTC
In regards to the hurricane nerf, have you considered removing a utility high? I really think 225 pg loss is a bit much. it shouldn't take more than 1 t2 RC to fit the largest long range weapons to any bc with 1 LSE.

Having TD's affect missiles seems ok, I'll finally be able to kill drakes with my curse, though perhaps general td effectiveness really needs nerfing and bonused ships buffing.

TEs affecting missiles is quite frankly, stupid. It makes absolutely no sense at all. Making everything the same is not a good idea, you just make ship fits and play styles generic.

Vote Item Heck One for CSM8

TradingTooth
Deep Core Mining Inc.
Caldari State
#2565 - 2012-09-22 13:21:38 UTC
On a second note, it would be nice to see more implants and boosters influencing missiles
OT Smithers
A Farewell To Kings...
Dock Workers
#2566 - 2012-09-22 13:24:45 UTC
The day small gang FC's are laughing at people for bringing Canes, Merms, Harbis then you will know that Drakes are objectively significantly overpowered. The only time I have ever seen an FC in any corp ask people to grab a Drake is when it is an actual Drake fleet, and even then half the pirates wont even own one.

This is the reality I have experienced in game, not only in my own corps, but in the ships I see people grabbing for themselves. No one needs to order people to fly overpowered ships -- they do that on their own.

I don't really have an opinion on the HM nerf one way or the other. I don't really use them and have never had any particular problem with what they can do when I am fighting against them. They are deadly and effective when used correctly -- the same can be said for every other BC in the game.

My concern is for Caldari missile pilots. When it comes to cruiser and up combat ships they have only one weapon choice (HMs) and one ship worth fitting it on (Drake). Take this away and they will have nothing. Caldari missile pilots don't have a working Cruiser (nor will they after this), they don't have HACs, they don't have BS's... they have Drakes.
HELLBOUNDMAN
Aliastra
Gallente Federation
#2567 - 2012-09-22 13:50:39 UTC
OT Smithers wrote:
The day small gang FC's are laughing at people for bringing Canes, Merms, Harbis then you will know that Drakes are objectively significantly overpowered. The only time I have ever seen an FC in any corp ask people to grab a Drake is when it is an actual Drake fleet, and even then half the pirates wont even own one.

This is the reality I have experienced in game, not only in my own corps, but in the ships I see people grabbing for themselves. No one needs to order people to fly overpowered ships -- they do that on their own.

I don't really have an opinion on the HM nerf one way or the other. I don't really use them and have never had any particular problem with what they can do when I am fighting against them. They are deadly and effective when used correctly -- the same can be said for every other BC in the game.

My concern is for Caldari missile pilots. When it comes to cruiser and up combat ships they have only one weapon choice (HMs) and one ship worth fitting it on (Drake). Take this away and they will have nothing. Caldari missile pilots don't have a working Cruiser (nor will they after this), they don't have HACs, they don't have BS's... they have Drakes.



Perhaps they should just nerf goons.
Then maybe drake blobs won't exist.
Lili Lu
#2568 - 2012-09-22 13:51:45 UTC  |  Edited by: Lili Lu
Rita May wrote:
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?

On your first point-

Trajectory Analysis is indeed a gunnery skill. However, so is Weapons Upgrades (needed for TE). Now one could argue that WU and AWU could be moved into Mechanics (which would necessitate a change to intel and mem as attributes for it). Which would make TEs whether split missile and gun modules or remaining a unified module an easy and backstory consistent module to train for. Trajectory Analysis would probably have to stay in the Gunnery skill group.

This might be a good reason for there to be a separate modules for missiles akin to TC II, that could build off of Target Navigation Prediction 4 (which to my mind is the rough analogue of Trajectory Anaysis) and/or Guided Missile Precision. The trouble with keying any new mTC solely on TNP skill is that it is only a 2x skill while for turret users TA skill is a 5x skill. This would create yet another slight sp advantage for missile use (a la missile skill type ease v gunnery tree sp slogs). I suppose one could key the mod off of GMP 4 but then it would seem odd to have the then also boost "unguided" missiles. One could maybe do some hybrid skill requirement between the two missile skills that would roughly equate to having to train TA4, say like (without running the numbers and only for example purposes) TNP3 and GMP2 as a requirement for a mTC.

This of course brings up the sp investment disparity between TCs and TEs whether for missiles or gunnery and the advantage it could present due to racail slot and fitting propensities. But then there are always choices to be made. You fit a TE or mTE you lose a slot for a damage mod (or a tank mod on an armor tank), you fit a TC or mTC you lose a tackle slot (or a tanking slot on a shield tank). My guess is that shield tankers (being used to their drake tank risk aversion) will sacrifice a low slot damage mod before they sacrifice a mid tanking slot. That the damage nerf on HM is as proposed it may be some inducement to rethink it. It would be a no brainer to use a mTE over a mTC if there was no damage nerf on HM as so many are complaining about. And when talking about Drakes one cannot ignore the tanking advantage they have over other BCs.

On your second point -

I'm not sure to what you are referring when you say that CCP balancing is favoring a rof bonus over a damage bonus. Some examples might be needed to discuss that.

Edit - and thanks Rita. This is the kind of discusion that should be occuring itt, by page 128, and not the hyperbolic sky is falling that OT Smithers is still posting.
Doddy
Excidium.
#2569 - 2012-09-22 14:13:30 UTC
TradingTooth wrote:
On a second note, it would be nice to see more implants and boosters influencing missiles


Implants wise all the attributes already have implants. Booster wise there could be more. Both implants and boosters use the skill system though so i think ccp thought a GMP booster would be too confuzzling (as it wouldn't effect half the missiles), just one more reason to let GMP effect all missiles. That really only leaves missile velocity and flight time, and no one would use fligh time when they could use velocity instead. So +1 missile velocity booster, which seems a good idea.
Doddy
Excidium.
#2570 - 2012-09-22 14:15:59 UTC
Lili Lu wrote:
WU and AWU could be moved into Mechanics (which would necessitate a change to intel and mem as attributes for it).


It wouldn't actually necessatize any such thing, there are plenty of skills in the same branch with different attributes. Wups is allready needed for bcus for missile pilots in any case. It should really be an electronics skill.
Lili Lu
#2571 - 2012-09-22 14:19:16 UTC  |  Edited by: Lili Lu
Doddy wrote:
Lili Lu wrote:
WU and AWU could be moved into Mechanics (which would necessitate a change to intel and mem as attributes for it).


It wouldn't actually necessatize any such thing, there are plenty of skills in the same branch with different attributes. Wups is allready needed for bcus for missile pilots in any case. It should really be an electronics skill.

Or one could say an engineering skill. Blink Definitely multiple possibilities. However, off the top of my head I'm not coming up with any different attibrute skills within a skill group (other than the flipping of perception and willpower in the ship command skills when looking at tech I v tech II ship skills). Do you have any examples?

Edit - and the more I think about it TEs may have been too easy to train into all along since they use the same skill prereqs as a damage mod. (?) Of course changing the reqs for TEs might present the old problem of what about pilots that have TE IIs fit and use them presently but have not trained TA4 (if the prereq was made to conform to TCs).
Doddy
Excidium.
#2572 - 2012-09-22 14:30:59 UTC
Terik Deatharbingr wrote:
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.


No it won't, because hurricane dps is terrible at that range and wont break a drake tank, this in spite of a cane being double bonussed for damage as its supposed to be ganky. Apart from anything else the cane has to use a terrible damage type (for against drakes) at that range as projectile damage choice is not what everyone pretends it is. At close range a buffer ham drake will usually beat an auto-cane as well simply because its so much more tanky and because hams are actually very good vs bcs. The canes only real advantage is the cookie cutter 2 med neuts to shut off the drakes hardeners, and ccps grid nerf is going to make that harder.

Comparing ships in a 1v1 situation is dumb anyway, it is not how ships are balanced.
Bloutok
Perkone
Caldari State
#2573 - 2012-09-22 14:37:39 UTC  |  Edited by: Bloutok
Doddy wrote:
Terik Deatharbingr wrote:
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.


Comparing ships in a 1v1 situation is dumb anyway, it is not how ships are balanced.


Are you implying that the way to balance is to see what ship is used a lot and nerf it ?

Edit : Nice empty post by the way, but it does ask the question. What are the criteria for balance ?
Doddy
Excidium.
#2574 - 2012-09-22 14:37:52 UTC  |  Edited by: Doddy
Lili Lu wrote:
Doddy wrote:
Lili Lu wrote:
WU and AWU could be moved into Mechanics (which would necessitate a change to intel and mem as attributes for it).


It wouldn't actually necessatize any such thing, there are plenty of skills in the same branch with different attributes. Wups is allready needed for bcus for missile pilots in any case. It should really be an electronics skill.

Or one could say an engineering skill. Blink Definitely multiple possibilities. However, off the top of my head I'm not coming up with any different attibrute skills within a skill group (other than the flipping of perception and willpower in the ship command skills when looking at tech I v tech II ship skills). Do you have any examples?

.


Much of the trade tree has different attributes, planetary management, possibly social and a few science. It is indeed mostly non ship related stuff though. I say electronics because it is to do with computers/sensors and it reduces cpu need, hard to see how it would be an engineering or mechanic skill...

I checked and none of the social ones are different, some science are though in things like doomsday operation.
Doddy
Excidium.
#2575 - 2012-09-22 14:44:31 UTC
Bloutok wrote:
Doddy wrote:
Terik Deatharbingr wrote:
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.


Comparing ships in a 1v1 situation is dumb anyway, it is not how ships are balanced.


Are you implying that the way to balance is to see what ship is used a lot and nerf it ?

Edit : Nice empty post by the way, but it does ask the question. What are the criteria for balance ?


Um no, and what do you mean empty post? Shocked The way to test ships is to compare them in several different situations, be that 1v1, 1v5, 5v5, 5v5, 100v100, 100v50 or even 100v structure. 1v1 will show the drake as being better than it really is as drake is pretty good in 1v1 situations, especially ones with an escape route (docking games ftl), thanks to its passive regens which become irrelevant in larger fights. Similarly anything with a local rep bonus is going to seem alot better 1v1 while anything long range is gonna seem fail as it needs tackling suppoort.
Bloutok
Perkone
Caldari State
#2576 - 2012-09-22 14:54:35 UTC
Doddy wrote:
Bloutok wrote:
Doddy wrote:
Terik Deatharbingr wrote:
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.


Comparing ships in a 1v1 situation is dumb anyway, it is not how ships are balanced.


Are you implying that the way to balance is to see what ship is used a lot and nerf it ?

Edit : Nice empty post by the way, but it does ask the question. What are the criteria for balance ?


Um no, and what do you mean empty post? Shocked The way to test ships is to compare them in several different situations, be that 1v1, 1v5, 5v5, 5v5, 100v100, 100v50 or even 100v structure.


You left the 1vs1 and also say that to compare in 1vs1 is dumb......

The drake is also going to lose it's resist bonus, so when you say a cane loses, first, i desagree and after nerfs, i desagree even more.
Otherwise, yes, all scenarios count. And in my point of view, the current proposition makes the drake an obsolete ship.

Make amo for different distances. Then we can compare.
Kaikka Carel
Ziea
#2577 - 2012-09-22 15:00:11 UTC
All right how about skills and rigs affecting close range missiles' explosion radius now?

An HML Tengu clears C3 sites way much faster than the HAM Tengu with 100 more DPS and it is not about the range. It is about the applied damage.
Davon Mandra'thin
Das Collective
#2578 - 2012-09-22 15:11:38 UTC
Im happy with the 25% HM range nerf, and Im happy that TDs now affect missiles. But the 20% damage nerf to HMs is stupid and wil wreck the entire medium missile platform range (HAMs are already terrible).
JusticeForJake Auduin
Republic Military School
Minmatar Republic
#2579 - 2012-09-22 15:13:37 UTC
Alua Oresson wrote:
Time to stock up on some Pilgrims and curses and go hunting Drakes.Twisted


NICE :D
Doddy
Excidium.
#2580 - 2012-09-22 15:14:29 UTC
Bloutok wrote:


You left the 1vs1 and also say that to compare in 1vs1 is dumb......

The drake is also going to lose it's resist bonus, so when you say a cane loses, first, i desagree and after nerfs, i desagree even more.
Otherwise, yes, all scenarios count. And in my point of view, the current proposition makes the drake an obsolete ship.

Make amo for different distances. Then we can compare.


i should have said comparing "only" 1v1 is dumb which is what pretty much every poster in here does, my mistake.

Afaik Ccp has not confirmed drake is losing its resist bonuses at any point, in fact from the number of times they say "the csm minutes are just brainstorming" i think they are back pedalling a bit and certainly wouldn't do anything till after they see what these missile changes do. If no one drops tank mods for tes/tcs then they might still do the velocity bonus for resist bonus thing, idk.

There is pretty much no situation a current arty cane will beat a current hml drake if the pilots are similar sp and the drake pilot understands transversal. A current ham drake has an even chance against an autocane unless the autocane has neuts. Though all this is pointless discussion as what you or I or joe bloggs has fit on them is gonna be different and everyone has different experiences on tq. Certainly if i met a solo autocane in my hamdrake i would feel i had a good chance, especially if i saw launchers in the 7th and 8th highs.