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

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Author
Galphii
Caldari Provisions
Caldari State
#2701 - 2012-09-24 01:51:12 UTC
Ruareve wrote:
Stuff

Good analysis, and I concur with most things in your post, except that I'd just swap torp and cruise fitting requirements around; no battleship weapon should have a base pg under 1000.

"Wow, that internet argument completely changed my fundamental belief system," said no one, ever.

Terik Deatharbingr
Ministry of War
Amarr Empire
#2702 - 2012-09-24 01:51:28 UTC
Zetheral wrote:
Here at some of my thoughts about the missile changes.

http://importantbomber.blogspot.com/2012/09/progression-new-eve.html

No it is not just nonsensical raging either. I know I am sad about it also What?

Zeth


Very nice article...well articulated and thought out....and I think you're right. They basically want everyone in BS's for ratting/mission running. Which would be fine if the missile boats didn't blow nuts at it. I've got a Navy Issue Scorpion and the problem is elite frigates take FOREVER to kill with Cruise missiles....and the range on torpedo's blow *not like those would be better anyway* and I'm not going to alpha any frigate like a mach would simply because the ship is burning towards me. But, as they say...it's not our game...it's theirs....we just pay to play it their way....
Ruareve
Caldari Provisions
Caldari State
#2703 - 2012-09-24 02:13:08 UTC
Galphii wrote:
Ruareve wrote:
Stuff

Good analysis, and I concur with most things in your post, except that I'd just swap torp and cruise fitting requirements around; no battleship weapon should have a base pg under 1000.


You make a good point. I was basing the torp changes on the % difference of the smaller weapons. I just took a look at blasters and AC's and I see what you mean about the 1000pg threshold. Swapping torp and cruise fitting requirements does make sense.


I think the biggest problem is the way explosion velocity and radius work and how it's more difficult to calculate than tracking. If CCP is truly sincere about bringing some balance to missiles they can not overlook the fitting imbalances and the applied damage problems of the entire missile line. Pointing at HMLs and saying they are the only thing needing to be addressed is like reading a portion of a report the defends your point and ignoring the rest of the pages talking about inconvenient truths which need to be addressed as well.

Yet another blog about Eve- http://ruar-eve.blogspot.com/

Eckyy
United Caldari Navy
United Caldari Space Command.
#2704 - 2012-09-24 03:06:15 UTC  |  Edited by: Eckyy
HELLBOUNDMAN wrote:
I have numbered each of your statements I want to comment to.

1) Targetting range is an easy thing to resolve

2) 720mm arty II with tremor rounds reaches 77km. That's without any modules.
A drake can hit 84.4km with navy without factoring acceleration, which puts it around 79km.

3) Drake would lose a good amount of ehp by fitting a mwd, or would lose a web or scram.
The hurricane essentially loses nothing.
Also, since 720mm arty II's can reach missile range without any modules, then they hurricane needs one sensor booster II with
a targetting range script in order to hit @ 77km.

4) actually, it's only 82 dps, but yeah, it's higher. However, it will be losing 20% of that

5) They simply could have reduced the targetting range of the drake itself like I suggested and force it to require a sensor booster
like I suggested with the hurricane fit.

6) See, the only thing the drake has going for it over the hurricane is range and ehp.
The hurricane has more utility capability, more speed, and higher dps at close range.
So, it's a matter of which ship gets the upper hand in this fight.
If the hurricane warps in on the drake with close range guns, then he'll have much higher dps and be able to dictate the fight.
The drake on the other hand would warp in at long range in order to dictate the fight.

The major difference here is that the drake will lose close range, however, the only way the drake can win is close range because of warp scram/disrupt.
This means for a drake to come in at range on anything requires that they have support to tackle whatever their target is.


So, we'll have a missile range and damage nerf.
An increase to fury missile explosion radius (sucks)
Plus more upcoming drake nerfs where it will probably lose its ehp.

The drake on its isn't good for pvp unless facing a crappy cruiser/frig

I don't feel heavy missiles need to be nerfed over two ships, one that's only strong in pvp blobs, and one that is OP outright.

Like I've stated, heavy missiles are rarely used for anything but drakes and tengus.
Even when they are used on a different ship, they're not as effective.

Fix the ships, cause the missiles aren't the problem.


I agree generally in fixing the ships but it's more complex than just that. I'll respond to your points with numbers as well:

1. Targeting range is easy to resolve, but it requires a slot. The Drake has 3 additional slots (if you count rig slots as a slot, otherwise it's 2 + Drake still has a tanking bonus) in a fit with the same range. The Hurricane loses a slot getting out to the Drake's targeting range.

2. Sure it reaches 77km, but do you know how much DPS you do at optimal + falloff? Hint: it's less than 50% of what EFT shows your DPS to be in optimal. A rule of thumb I use with projectiles is I consider their range to be approximately optimal + 1/2 falloff because damage drops off sharply beyond that point. At 77km, without TE's, your Hurricane is doing something like 115 DPS.

3. How do you figure a Hurricane loses nothing? Is it perhaps because it can't even fit a tank with 720mm's? The Drake can fit a healthy shield tank and still hit out to ~80km, while the Hurricane is basically going to be nothing but gun mods and a sensor booster. Add to that the Drake's resist bonus. I really want you to open EFT and try and fit a Hurricane out with 720mm's and come back with a number for its EHP.

4. A Hurricane with 3x gyro and a rack of 720's does 278 DPS at optimal with tremor - which is 54km + 22km falloff. A Drake with 3x BCUs and Navy Scourge does 414 paper DPS at beyond its lock range of 75km. 414 - 278 = 136 DPS difference. I'm not counting Fury here because its DPS is harder to apply.

5. They could. That is one way to force the Drake to give up one of its extra slots. It would be equally effective to give heavy missiles a range nerf and force the drake to fit one "tracking computer". As an aside, one of the balance factors CCP uses is targeting range vs scan resolution, and the Hurricane DOES lock a lot faster than the Drake. It's definitely an important point though.

6. "See, the only thing the drake has going for it over the hurricane is range and ehp." -> The only thing the Drake has going for it is 50% higher DPS at its max range and DOUBLE the tank, because you need to spend slots in the Hurricane to get its targeting and optimal range up. It's not a matter of what ship gets the upper hand, if a HML Drake meets a 720mm Hurricane (and both of them happen to be tackled), the 'Cane is dead any day of the week. Heck, the Drake can probably fit tackle and still have a better DPS:tank ratio than an artillery Hurricane without. Remember, Hurricanes don't fly around sporting both autocannons and artillery at the same time... and the debate here is at longer ranges. It's a more equal fight when in HAM range, and CCP isn't talking about a HAM nerf.



Again, CCPs changes WOULD fix the Drake, but unfortunately they break every other missile ship in the game, and that's why I'm opposed to them - not because there isn't something seriously wrong with the Drake in the 30-75km range bracket.

The Drake could lose its resist bonus and would still be out of line with the other battlecruisers at 30km+ because heavy missiles coupled with the Drake's damage bonus are quite potent, and require the Drake to sacrifice zero slots of its tank.

There's a reason heavy missiles are rarely used on anything but Drakes and Tengus, but I feel that a base range nerf + adding missiles to the effect of tracking modules wouldn't necessarily be a bad thing, especially if they gave tracking enhancers a bonus to explosion velocity as well.
Lili Lu
#2705 - 2012-09-24 03:46:03 UTC  |  Edited by: Lili Lu
Terik Deatharbingr wrote:
I've got a Navy Issue Scorpion and the problem is elite frigates take FOREVER to kill with Cruise missiles.....

And that's what you are doing wrong. Even with those wonderful turret boats, which you appear to have no experience with, some frigs will get on you. Yes you can blap sometimes at range with your guns. But they can get under the tracking on your guns.

And guess what, when they get under your guns you will never hit them. It won't even be but but it takes "forever" to kill them, because you won't hit them, you won't do any damage to them, you won't kill them, period

What do you do? What does any sane player do? YOU USE YOUR TECH II LIGHT DRONES. Ding ding. Seriously, have you really been wasting standard, precision, even faction cruises on elite frigates?Ugh
HELLBOUNDMAN
Aliastra
Gallente Federation
#2706 - 2012-09-24 03:55:04 UTC
Terik Deatharbingr wrote:
You know, implement this. It's pointless to argue. They are going to go through with it. So the drake and the cane will go on the shelf with the rest of the BC's. Just please make sure the TE/TC adjust explosion velocity and explosion radius....also remove the trajectory analysis requirements of TC's as the support skills for missiles already dwarfs that of gunnery and since TA will have no other affects towards missiles, kind of further supports any ideas that you might be attempting to kill missiles all together.



it's not a matter of the drake and tengu going on the shelf for me. I don't care about that.

However, as a mission runner the tengu is the be all end all of missile boats.

So, when my tengu goes up on the shelf, it's going to be how long before I get a missile boat battleship that can compete with the tengu?

Or am I just gonna have the dps of a cruise launcher raven (maybe less) in a billion dollar package?

That's my only concern is how long I'm going to have to wait for them to rebalance a missile boat that I can use effectively for missioning, and when I say effectively, I'm not talking about a 500 dps battleship.
I'm talking the quality ship of a machariel or vindicator. (p.s. the golem sucks)

Terik Deatharbingr
Ministry of War
Amarr Empire
#2707 - 2012-09-24 04:04:12 UTC  |  Edited by: Terik Deatharbingr
Lili Lu wrote:
Terik Deatharbingr wrote:
I've got a Navy Issue Scorpion and the problem is elite frigates take FOREVER to kill with Cruise missiles.....

And that's what you are doing wrong. Even with those wonderful turret boats, which you appear to have no experience with, some frigs will get on you. Yes you can blap sometimes at range with your guns. But they can get under the tracking on your guns.

And guess what, when they get under your guns you will never hit them. It won't even be but but it takes "forever" to kill them, because you won't hit them, you won't do any damage to them, you won't kill them, period

What do you do? What does any sane player do? YOU USE YOUR TECH II LIGHT DRONES. Ding ding. Seriously, have you really been wasting standard, precision, even faction cruises on elite frigates?Ugh


Yes, I use my drones on my missile boat toon. And I do the same with this toon as well...however, unless it's a trigger, that elite frigate is the first thing targeted because there is a good chance that I'll alpha that thing on it's way into me. With missiles, it doesn't matter. In fact, with my missile toon, I don't use t2 fury ammo because I can actually hit a frigate for MORE damage with T1 ammo. Tell me there isn't something wrong with that picture? And he plans on making the penalty even BIGGER for T2 ammo, if anyone missed that??

btw, I would rather see them just drop a high slot on the cane than reduce the PG. it minimizes their neuting ability...but at least leaves and alpha ability with 720's....I think across the board it's difficult on most ships to fit the larger LR turrets, which I really don't agree with....why should I have to choose between 650's w/ tank versus 720 alpha. I agree the tengu could use some nerfing...however I think the real issue boils down to armor tanking versus shield.....I agree that it's wrong that in armor tanking, I have to choose between tank or dps/tracking....versus shield, not so much.

You know what happens when you ASSume?
Lili Lu
#2708 - 2012-09-24 04:20:11 UTC
Terik Deatharbingr wrote:
In fact, with my missile toon, I don't use t2 fury ammo because I can actually hit a frigate for MORE damage with T1 ammo. Tell me there isn't something wrong with that picture? And he plans on making the penalty even BIGGER for T2 ammo, if anyone missed that?? . . . You know what happens when you ASSume?

But you keep stepping in it, I don't need to assume. There isn't anything wrong with the picture.

Fury against frigates? of course it will do less damage. Fury is specifically for large targets that you want to nuke. Precision is what you should be shooting at small targets. But a cruise missile, even a precision cruise missile is not made for frigates, it's made for cruisers.

A drake has a drone bay. A Nighthawk has a drone bay. You can shoot precision heavys at frigates and it will take a while. But better to combine that with your 5 tech II light drones. Btw, it appears precisions are getting some small buffs.

I am officially shocked by your use of fury cruises against frigates Straight
HELLBOUNDMAN
Aliastra
Gallente Federation
#2709 - 2012-09-24 04:35:22 UTC
Eckyy wrote:


I agree generally in fixing the ships but it's more complex than just that. I'll respond to your points with numbers as well:

1. Targeting range is easy to resolve, but it requires a slot. The Drake has 3 additional slots (if you count rig slots as a slot, otherwise it's 2 + Drake still has a tanking bonus) in a fit with the same range. The Hurricane loses a slot getting out to the Drake's targeting range.

2. Sure it reaches 77km, but do you know how much DPS you do at optimal + falloff? Hint: it's less than 50% of what EFT shows your DPS to be in optimal. A rule of thumb I use with projectiles is I consider their range to be approximately optimal + 1/2 falloff because damage drops off sharply beyond that point. At 77km, without TE's, your Hurricane is doing something like 115 DPS.

3. How do you figure a Hurricane loses nothing? Is it perhaps because it can't even fit a tank with 720mm's? The Drake can fit a healthy shield tank and still hit out to ~80km, while the Hurricane is basically going to be nothing but gun mods and a sensor booster. Add to that the Drake's resist bonus. I really want you to open EFT and try and fit a Hurricane out with 720mm's and come back with a number for its EHP.

4. A Hurricane with 3x gyro and a rack of 720's does 278 DPS at optimal with tremor - which is 54km + 22km falloff. A Drake with 3x BCUs and Navy Scourge does 414 paper DPS at beyond its lock range of 75km. 414 - 278 = 136 DPS difference. I'm not counting Fury here because its DPS is harder to apply.

5. They could. That is one way to force the Drake to give up one of its extra slots. It would be equally effective to give heavy missiles a range nerf and force the drake to fit one "tracking computer". As an aside, one of the balance factors CCP uses is targeting range vs scan resolution, and the Hurricane DOES lock a lot faster than the Drake. It's definitely an important point though.

6. "See, the only thing the drake has going for it over the hurricane is range and ehp." -> The only thing the Drake has going for it is 50% higher DPS at its max range and DOUBLE the tank, because you need to spend slots in the Hurricane to get its targeting and optimal range up. It's not a matter of what ship gets the upper hand, if a HML Drake meets a 720mm Hurricane (and both of them happen to be tackled), the 'Cane is dead any day of the week. Heck, the Drake can probably fit tackle and still have a better DPS:tank ratio than an artillery Hurricane without. Remember, Hurricanes don't fly around sporting both autocannons and artillery at the same time... and the debate here is at longer ranges. It's a more equal fight when in HAM range, and CCP isn't talking about a HAM nerf.



Again, CCPs changes WOULD fix the Drake, but unfortunately they break every other missile ship in the game, and that's why I'm opposed to them - not because there isn't something seriously wrong with the Drake in the 30-75km range bracket.

The Drake could lose its resist bonus and would still be out of line with the other battlecruisers at 30km+ because heavy missiles coupled with the Drake's damage bonus are quite potent, and require the Drake to sacrifice zero slots of its tank.

There's a reason heavy missiles are rarely used on anything but Drakes and Tengus, but I feel that a base range nerf + adding missiles to the effect of tracking modules wouldn't necessarily be a bad thing, especially if they gave tracking enhancers a bonus to explosion velocity as well.


1) with a standard drake fit, the rigs, 2 low, and 3-4 mids are dedicated to tank. That means you have 2 low slots for added dps, 2-3 mids depending on if you want propultion or more tank, and a high.

This basically means you have two utility mids and 1 high.
The hurricane has 3-4 mids depending on propultion, 3 rigs, and 2 highs.

2) Yes, it may be only half dps at 77km, but you WILL hit a target at 77km reguardless of movement. Also, while you may only have 84 dps @ 77km (all skill 5 with no other modules) they hurricane will have superior dps at close range even if the drake is fitted with assault launchers.

3) With the upcoming changes to arty, they'll be able to fit them with a tank probably.

4) Again, if your target is at 75km and moving, the missiles will probably not hit them due to the added range by the movement of the ship.
Now, using your fit at close range with auto cannons and hams, the hurricane has 689 dps with hail while the drake has 578...
So 689 - 578 = 111.
However, since I've rarely seen a drake fitted with 3 x bcu, then with 2 x bcu the drake has 514 dps, for a difference of 175.
Also, the added midslot utility and high slot utility of the hurricane makes a huge difference.
So while the drake is superior at long range, the hurricane is superior at short range

5) I figured the loss of targetting range was enough to make a difference. At close range drakes have to choose between propultion, effective dps, tank, and other utility. Reducing the targetting range means that they would have to make similar decisions at long range.

6) This is the trade off. The hurricane has way more utility at close range and a pretty good amount more dps.
This is the trade off. The drake has more effective long range, while the hurricane slightly better mid range, and a lot better close range.
Perhaps the drake could get a bit of a ehp nerf, but missiles themselves don't need a nerf like this...
Terik Deatharbingr
Ministry of War
Amarr Empire
#2710 - 2012-09-24 04:36:13 UTC
Lili Lu wrote:

But you keep stepping in it, I don't need to assume. There isn't anything wrong with the picture.

Fury against frigates? of course it will do less damage. Fury is specifically for large targets that you want to nuke. Precision is what you should be shooting at small targets. But a cruise missile, even a precision cruise missile is not made for frigates, it's made for cruisers.

A drake has a drone bay. A Nighthawk has a drone bay. You can shoot precision heavys at frigates and it will take a while. But better to combine that with your 5 tech II light drones. Btw, it appears precisions are getting some small buffs.

I am officially shocked by your use of fury cruises against frigates Straight


Didn't say I used them primarily. I've tested it out of curiousity....even explained it to many people that were clueless about the difference. To be honest, I don't even carry fury ammo for ratting anymore...just T1 and precision of all damage types and 3 different sets of T2 light drones. Again, you're assuming that I don't know what I'm doing. The point I'm attempting to make is the popularity of HML's isn't their "INSANE" dps....

quicker training time than T2 medium guns
decent dps with good range
while not great against frigates or BS's, it's a good balance of the 2.

but now if you factor the drawbacks of T2 versus faction, which is less damage to smaller/quicker targets *which is about to be even more* and less range....stock up on your faction missiles and sell off all your T2 as the difference in prices is going to increase even more.
Deerin
East Trading Co Ltd
#2711 - 2012-09-24 05:50:31 UTC
HELLBOUNDMAN wrote:
I have numbered each of your statements I want to comment to.

2) 720mm arty II with tremor rounds reaches 77km. That's without any modules.
A drake can hit 84.4km with navy without factoring acceleration, which puts it around 79km.




I don't know what math you are using when coming up with these numbers and I see similar arguments from missile users.

Let me fix you:

54km optimal = %100 damage
54km optimal + 22km falloff= %50 damage at 77km

I see many people putting optimal + falloff and stating it as effective range:

It is not.

I'll put this here again just so you guys can have an idea on how things are atm and how things are going to be:

http://imgur.com/xAlKi
OT Smithers
A Farewell To Kings...
Dock Workers
#2712 - 2012-09-24 06:03:44 UTC
Sigras wrote:
Javius Rong wrote:
I am not against rebalancing. The issue I have is they are rebalancing a major weapons platforms before addressing any of the effected ship platforms. This is out of order!! the HM changes effects Drakes, Tengus and Rooks is major ways and essentially diminishing their value to the player while those ships will not be addressed for 1 to 2 to 3 patches at least later.

I would rather see the HM changes delayed till they deal with the ships that are effected and rebalance medium hybrids (blaster and rails) way before this as that would make both Gallente and Caldair gun boats viable vs. Minmatar (winmatar as it is now).

The problem is that either way you do it, someone is left out in the cold for a while.

If they nerf the missiles now, and balance the ships later people will be left out because theyre waiting on all the ships to get adjusted to the new missile stats

if they nerf the ships now and adjust the missiles later, people will be left out because now theyre waiting on the missiles to get adjusted to the new lowered ship stats

if they change both at the same time, theyre simultaneously changing two variables in a function simultaneously . . . this is how horrific changes and unexpected interactions happen.

TL;DR
Any way you do it, someone gets screwed.



True enough. The problem, however, is that Caldari Missile pilots are already largely screwed in that the Drake is really pretty much the only viable ship they have. Yes, they have the Tengu, but a billion isk ship is not something you use for casual PvP. They don't have a working Command Ship, they don't have working HACs, they don't have working Battleships. They have the Drake, which works, but not so well that small gang FCs are ordering their pilots to grab one.

I think that this is pretty much the one critical component of this debate. If CCP breaks the Drake, Caldari Missile pilots will have literally nothing left to fly. And let's be honest here: there is absolutely NO reason to believe that CCP will do anything quickly to fix these other broken ships. It might be years before these are looked at. And a missile pilot doesn't even have the fallback the general gunnery support skills provides. It's a big deal.

And I say this as someone who is unaffected by this change. Like everyone in Eve, I can fly a Drake, I just don't. The so-called overpowered Drake is nice enough, but I prefer speed, range control, and instant damage.

Neomaro
Caldari 1
Caldari Alliance
#2713 - 2012-09-24 06:05:41 UTC
If it feels like CCP nerfs you a lot that's just a sign that you're doing it right and getting good at staying on top of the best trends so pat yourself on the back.

As a person who stays on top of trends, just finished being able to fit nano drake was heading towards tengu... pushing that off desk into trash can and going different road, Caldari is now not trendy in anything.
HELLBOUNDMAN
Aliastra
Gallente Federation
#2714 - 2012-09-24 06:06:02 UTC  |  Edited by: HELLBOUNDMAN
Deerin wrote:



I don't know what math you are using when coming up with these numbers and I see similar arguments from missile users.

Let me fix you:

54km optimal = %100 damage
54km optimal + 22km falloff= %50 damage at 77km

I see many people putting optimal + falloff and stating it as effective range:

It is not.

I'll put this here again just so you guys can have an idea on how things are atm and how things are going to be:

http://imgur.com/xAlKi



HELLBOUNDMAN wrote:
I have numbered each of your statements I want to comment to.

2) 720mm arty II with tremor rounds ****REACHES**** 77km. That's without any modules.
A drake can hit 84.4km with navy without factoring acceleration, which puts it around 79km.



No where in there did I say it did max damage at 77km, nor did I even say it was effective.

I mearly stated that it reaches 77km.


P.S.
I love how that graphs shows the new HML staring at the bottom and ending at the bottom.

Basically that graph shows(from greatest to least value)

0-25km
Heavy beam laser
250mm railgun
720mm arty
Heavy missiles

30-65km
heavy missiles
heavy beam - 250mm rail
720mm arty

65-75km
250mm rails
720mm arty
heavy beam

75-95km
250mm rail
720mm arty

95-100km
720mm arty

(keep in mind I'm only factoring the NEW planned heavy missile changes)

Now, that shows that heavy missiles are the kings of about a 35km stretch out of 100km.

Heavy beam need some balancing because for some reason they only seem to be that effective at close range.

250mm rails seem to be the highest rated across the board

Arty may need some balance at close range or long range depending on which they would prefer.


The way I feel it should be(changes from the graph are underlined)

Beam lasers - best close range, worst mid range(nerf), moderate long range (buff)

Rails - worst short range(nerf), moderate mid range, best long range(good, but with some buff)

Arty - moderate short range(slight buff), best mid range(buff), worst long range(nerf, but not out of range)

heavy missiles - moderate short range(buff), moderate mid range(nerf), moderate long range(actually present/buff)

This means every weapon system has a range at which they are the king, but also a range at which they are the worst.

While missiles would never be the worst at any range, they'd never be the best at any range either.


Building each weapon system in this manner (including close range weapon systems) this would actually help to keep a check on combat so that no single weapon system would be the trump card.
This would also help to suggest a mixed fleet doctrine.

This puts all systems in check because if someone ever makes a pure fleet again, well then a mixed, or possibly pure fleet of another weapon type will be able to determine the range of combat, thus defeating the enemy by putting themselves at optimal, but not their target.

Now, it suggests to them mixed fleets because you'll be prepared for any type of fleet reguardless of what range they come in at, and you'll still be able to determine the range of battle when you attack someone else.
OT Smithers
A Farewell To Kings...
Dock Workers
#2715 - 2012-09-24 06:26:18 UTC
Connall Tara wrote:


of course in turn before we get the endless cries of "CALDARI WON'T HAVE A WEAPON!" I should probably remind people that there is MORE TO CALDARI THAT HEAVY BLOODY MISSILES. it might be the only thing you fit but crying like a lost sheep won't change the fact that while caldari hybrid platforms are currently not all that good they are ALSO being rebalanced, Moas, Ferox, Nagas, Rokhs and cormorants all actually exist in eve and some of us like flying these ships and in accordance with the Rebalancing of all ships these other hulls will be brought back up into line with their counter parts.

just look at the merlin, arguably the most powerful and dangerous of the T1 "combat" frigates. Caldari are being fixed, quit whining about what you'll lose and realise how much we're actually gaining :D


It's a little disengenuous to criticize Caldari pilots for training their race's signature weapon system while ignoring the (up unil very recently) broken secondary weapons. Missiles are the Caldari signature weapon. Further, do you REALLY think it reasonable or balanced that Caldari pilots are forced to train both gunnery support and missile support skills in order to be effective as a race? That's as silly as CCP announcing they are nerfing lasers into oblivion, but that's okay because Amarr pilots should have maxed their missile skills anyway.

Finally, let's cut through CCPs spin:

The problem is NOT that the Drake does too much damage at range, nor is that CCPs concern. The Drake is not even CLOSE to being the highest damage BC or the highest damage at range BC. There are four other BC's that leave it in the dust. CCP's latest BC additions significantly outdamage the drake at any range, they can hit much further (and instantly), and they are far more agile. CCP has no problem with these.... only the Drake. The reasosn, of course, is that HMs add significantly to server load.

I don't have a problem with CCP nerfing the Drake or HMs -- I dn't use them anyway. But I do have a problem if CCP leave Caldari missile pilots high and dry. They've done that long enough. Caldari pilots have been waiting YEARS for their ships to work, and instead all they have been offered is nerfs.

Before CCP breaks the only non-frigate combat ship Caldari pilots have left, they need to actually FIX their other boats. In my opinion.

Deerin
East Trading Co Ltd
#2716 - 2012-09-24 06:26:59 UTC
HELLBOUNDMAN wrote:
No where in there did I say it did max damage at 77km, nor did I even say it was effective.

I mearly stated that it reaches 77km.


The thing is: HM's DO max damage at that range....and you were comparing arties to HM's. Also accordingto that logic 720's *reach* to 99k.
Morrigan LeSante
Perkone
Caldari State
#2717 - 2012-09-24 06:40:53 UTC
Terik Deatharbingr wrote:
I've got a Navy Issue Scorpion and the problem is elite frigates take FOREVER to kill with Cruise missiles....


TP's & rigor rigs ;)
Texty
State War Academy
Caldari State
#2718 - 2012-09-24 06:50:01 UTC  |  Edited by: Texty
Where did the cruise missile buff go ... ? Shocked
I often heard people saying HMs are fair, but the other missiles are totally terrible. And now you're going to nerf the only viable missile system in the game?
HELLBOUNDMAN
Aliastra
Gallente Federation
#2719 - 2012-09-24 07:03:55 UTC
Texty wrote:
Where did the cruise missile buff go ... ? Shocked


actually, while fury cruise got a slight damage buff, they also got a exp radius nerf.
This sucks since cruise missile damage application is their bad part.

Precision are getting buffed pretty nicely which is good, but at a loss of range I think.
Kara Vix
Perkone
Caldari State
#2720 - 2012-09-24 07:04:21 UTC
I have spent alot of time training for a max skilled Nighthawk, perhaps not the best ship in the game but my favorite nonetheless. I have both an active and passive tanked one for various things. The dps on them have always been low compared to the other ships I fly (Amarr-Minmatar-Caldari cross trained). I think its a slap in the face to Caldari pilots to nerf the weapons system without balancing the ship at the same time. So now I am stuck with a ship that is skill point intensive that won't be able to fight its way out of a paper bag. This ship has always needed more dps, not less, why is it so hard to balance all the ships effected by the missile change at the same time?