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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
#2801 - 2012-09-24 18:43:05 UTC
Doddy wrote:


They must be buffing cruise, its the most obviously broken thing in the game (even more obvious than op hmls Twisted). I would imagine they will buff them when they buff bs though otherwise it would be kinda hard to balance the raven.

It would also obviously calm down alot of angry mission runners if thier ravens were worth using again like the old days.



The entire point of this nerf is to significantly reduce server loads by eliminating missile spam in fleet battles. They are not goiong to turn around and make cruise missiles the new lag weapons. Hell, they are so opposed to long range missile combat that they changed the Naga from missiles to hybrids -- and they did so knowing that they were pissing in the faces of every Caldari missile pilot. Caldari Missile pilots who were excited that they would FINALLY have something other than the Drake to fly got screwed as usual, and Gallente hybrid pilots got their choice between two new BC's.

So no, I think you would be foolish to look for some fix for cruise missiles. Torpedoes maybe, as they time out basically immediately, but Cruise Missiles I think you can write off.

CCP is (probably) trying to find some "sweet spot" at which long range missile fire isn't totally worthless, but is a poor choice for fleet combat. They could probably accomplish this without screwing Missile pilots completely, but that would require a complete rewrite of the missile combat system, and there is no way they want to tackle that. They want fleets using direct fire weapons, and I think they will continue these nerfs until they achieve this.
OT Smithers
A Farewell To Kings...
Dock Workers
#2802 - 2012-09-24 18:51:14 UTC
TriadSte wrote:
All im gonna say is this:

Agreeing with an above poster when he states you should rebalance battlecruisers before you rebalance missiles.

If you rebalance HMLs BEFORE battlecruisers, the Drake will be capable of about 200 DPS..Lets open EFT

490 DPS Drake [all lvl5 skills no implants]

4xT2 BCU
7xT2 HML launcher w/Scourge Fury

If we take off the proposed 25% DPS we go down to 367.5 DPS; Bear in mind this is with Scourge Fury, it's BONUSED for this damage type missile. Yeah nobody uses kinetic missiles really, I would guess that EM are used most? So lets bang some T2 Mjol Fury and see the DPS..

As it is now it would pump 392 DPS minus the proposed 25% DPS nerf and that gives us a staggering 294 DPS will all lvl5 skills..

ALL LVL5 SKILLS WITH 7 PERFECTLY SKILLED HML LAUNCHERS ----- 294 DPS

CCP - seriously? your going to do this?

For comparsion lets take say a..........Tornado

800mm Repeating artillery
2 x T2 Gyro
2X T2 Tracking Enhancer

All lvl5 skills - barrage ammo [same range as HMLs and there we have 622 DPS

How is that balanced?

An Oracle can easily get into the 650 DPS range and more...

How is this balanced?

CCP your making the biggest F**K up in the history of this game, do NOT allow it to happen.


It's not about damage at range, as you correctly point out there are already four other BCs that signifi9cantly outdamage and outrange the Drake, and they are all faster and more agile to boot. This whole damage discussion was never more than a smokescreen. Nor is the Drake any better than the other BCs, or if so it is so marginal that it's irrelevant. They aren't risking pissing off fifty thousand missile pilots over something as insignificant as that. And in any case, we know the Drake isn't particularly overpowered, we know this simply by looking at what small gangs and individual pilots choose to fly for themselves.

The POINT is to reduce server loads, and if they have to screw Caldari pilots (once again) to do it, so be it.

And that's fine I suppose, but if so then CCP needs to come up with some use for these things and they need to fix the other currently broken missile boats before they F$#@ up the only heavy combat ship Caldari pilots have left.

Doddy
Excidium.
#2803 - 2012-09-24 19:03:55 UTC
OT Smithers wrote:
Doddy wrote:


They must be buffing cruise, its the most obviously broken thing in the game (even more obvious than op hmls Twisted). I would imagine they will buff them when they buff bs though otherwise it would be kinda hard to balance the raven.

It would also obviously calm down alot of angry mission runners if thier ravens were worth using again like the old days.



The entire point of this nerf is to significantly reduce server loads by eliminating missile spam in fleet battles. They are not goiong to turn around and make cruise missiles the new lag weapons. Hell, they are so opposed to long range missile combat that they changed the Naga from missiles to hybrids -- and they did so knowing that they were pissing in the faces of every Caldari missile pilot. Caldari Missile pilots who were excited that they would FINALLY have something other than the Drake to fly got screwed as usual, and Gallente hybrid pilots got their choice between two new BC's.

So no, I think you would be foolish to look for some fix for cruise missiles. Torpedoes maybe, as they time out basically immediately, but Cruise Missiles I think you can write off.

CCP is (probably) trying to find some "sweet spot" at which long range missile fire isn't totally worthless, but is a poor choice for fleet combat. They could probably accomplish this without screwing Missile pilots completely, but that would require a complete rewrite of the missile combat system, and there is no way they want to tackle that. They want fleets using direct fire weapons, and I think they will continue these nerfs until they achieve this.


If you were remotely right they would be nerfing mssile dps through rof rather than alpha and changing rof bonuses to damage. But oh look they are doing completely the opposite so you are wrong, yet again.
OT Smithers
A Farewell To Kings...
Dock Workers
#2804 - 2012-09-24 19:04:41 UTC
Sigras wrote:
HELLBOUNDMAN wrote:
Bouh Revetoile wrote:

People here either don't know a crap about what they are talking about or are completely dishonnest.

Some things to know :
- HML will only be hit by a SLIGHT nerf for their intended purpose ;
- HML are LONG RANGE weapons, they should be balanced around LONG RANGE weapons ;
- ALL other missiles will get a BUFF due to TE/TC and T2 missiles buff.
- Caracal will be BETTER.


slight nerf?
This nerf negates have trained any missile boat that can fit heavy missiles with damage bonus past lvl 1.
Everyone of them has a 25% bonus to damage at lvl 5.
We're losing 4 lvls of dps from every ship we've trained for.
slight nerf...hmm

What they're doing to the hurricane is a slight nerf.

What they're doing to heavy missiles is neutering them.

And lets face it, there's no such thing as a slightly neutered animal.

ok, check out the numbers.

The a drake with HML 2s and 3 BCS and no other mods does 398 DPS using caldari navy scourge at 80 km or so
The hurricane with 720 arty and 3 gyrostabs and no other mods does 262 DPS using tremor at 54 + 22 km
The harbinger with Heavy beam 2s, 3 heat sinks and no other mods does 305 DPS using Aurora at 54 + 10 km
The brutix with 250 mm Rails, 3 mag stabs and no other mods does 279 DPS using spike at 65 + 15

The drake out ranges everything except for the brutix basically, and it out damages the next best weapon by 30%

The best thing about this comparison is that they all get a 5% damage bonus except for the cane because most matari ships get two damage bonuses.

Stop comparing HMLs to autocannons, they are long range weapons.

Oh and the stats about the drake after the change will be around 318 DPS using caldari navy scourge at 60 km or so



You continue to post bull$#@ numbers. The cane is not running around without TE's. Neither are these other ships. That's why they have all these low slots that the Drake lacks. It's like posting a drake without LSEs, comparing it to a Myrm with two LSEs and an Invul, and then saying the Drake lacks a tank.

With 2 TE's and 720's, the Cane's OPTIMAL with Tremor is 70km. And yes, it is going to hit a MWD Drake (about the size of a small planet) with every shot for full damage.

I fly arty canes by choice. I didn't choose it because I felt the need to handicap myself. Amazingly, I don't feel disadvantaged at all, and if I did I would fly the Drake. For me personally, as an arty cane pilot, this Drake nerf is fantastic -- my ship becomes even better in comparison to the soon-to-be-nerfed Drake.

Yet I am here saying that I don't need the help. I don't need to see CCP break the only non-frigate combat ship Caldari missile pilots have left. If the Drake is situationally better, what of it? That's the point of the game. It's SUPPOSED to be situationally better.
Doddy
Excidium.
#2805 - 2012-09-24 19:15:15 UTC
OT Smithers wrote:
Sigras wrote:
HELLBOUNDMAN wrote:
Bouh Revetoile wrote:

People here either don't know a crap about what they are talking about or are completely dishonnest.

Some things to know :
- HML will only be hit by a SLIGHT nerf for their intended purpose ;
- HML are LONG RANGE weapons, they should be balanced around LONG RANGE weapons ;
- ALL other missiles will get a BUFF due to TE/TC and T2 missiles buff.
- Caracal will be BETTER.


slight nerf?
This nerf negates have trained any missile boat that can fit heavy missiles with damage bonus past lvl 1.
Everyone of them has a 25% bonus to damage at lvl 5.
We're losing 4 lvls of dps from every ship we've trained for.
slight nerf...hmm

What they're doing to the hurricane is a slight nerf.

What they're doing to heavy missiles is neutering them.

And lets face it, there's no such thing as a slightly neutered animal.

ok, check out the numbers.

The a drake with HML 2s and 3 BCS and no other mods does 398 DPS using caldari navy scourge at 80 km or so
The hurricane with 720 arty and 3 gyrostabs and no other mods does 262 DPS using tremor at 54 + 22 km
The harbinger with Heavy beam 2s, 3 heat sinks and no other mods does 305 DPS using Aurora at 54 + 10 km
The brutix with 250 mm Rails, 3 mag stabs and no other mods does 279 DPS using spike at 65 + 15

The drake out ranges everything except for the brutix basically, and it out damages the next best weapon by 30%

The best thing about this comparison is that they all get a 5% damage bonus except for the cane because most matari ships get two damage bonuses.

Stop comparing HMLs to autocannons, they are long range weapons.

Oh and the stats about the drake after the change will be around 318 DPS using caldari navy scourge at 60 km or so



You continue to post bull$#@ numbers. The cane is not running around without TE's. Neither are these other ships. That's why they have all these low slots that the Drake lacks. It's like posting a drake without LSEs, comparing it to a Myrm with two LSEs and an Invul, and then saying the Drake lacks a tank.

With 2 TE's and 720's, the Cane's OPTIMAL with Tremor is 70km. And yes, it is going to hit a MWD Drake (about the size of a small planet) with every shot for full damage.

I fly arty canes by choice. I didn't choose it because I felt the need to handicap myself. Amazingly, I don't feel disadvantaged at all, and if I did I would fly the Drake. For me personally, as an arty cane pilot, this Drake nerf is fantastic -- my ship becomes even better in comparison to the soon-to-be-nerfed Drake.

Yet I am here saying that I don't need the help. I don't need to see CCP break the only non-frigate combat ship Caldari missile pilots have left. If the Drake is situationally better, what of it? That's the point of the game. It's SUPPOSED to be situationally better.


Right so you are saying everything is fine because a cane using 2 low slots (for tes) and a med slot (for an invul to get back the drakes resist bonus) does ALMOST (but not really) the same damage at that range? We will just pretend drakes don't have those 3 slots to do something else with right.
Miss Le NerfSxBye
State War Academy
Caldari State
#2806 - 2012-09-24 19:20:29 UTC
Zarnak Wulf wrote:
If you're going to have TE and TC affect missiles ala turrets then why not go Full Monty and have short range ammo and long range ammo like the turrets as well?


^This, why not have tech 1 short range high damage and long range low damage versions of missiles?
OT Smithers
A Farewell To Kings...
Dock Workers
#2807 - 2012-09-24 19:23:16 UTC
Doddy wrote:

If you were remotely right they would be nerfing mssile dps through rof rather than alpha and changing rof bonuses to damage. But oh look they are doing completely the opposite so you are wrong, yet again.


Yeah, except I am basing the statement on what CCP said just last year in their previous "nerf the drake" trial balloon. THEY were the ones who initially named server load as their motivation for nerfing the Drake. And it makes sense if you look at the numbers.

Two-Hundred HM Drakes engaging two-hundred HM Drakes adds 2,800 additional server tracked objects every six seconds or so, and over longer ranges it is entirely possible to have multiple volleys of missiles in flight at the same time. So yeah, server load from missile spam is HUGE. Instead of tracking 400 ships and some drones, the servers have to keep track of an additional FIVE to TEN THOUSAND individual missiles crawling across the field.

An ROF nerf helps here, but it doesn't address the reason blob fleets like Drakes in the first place -- Alpha damage. It helps lag a bit, but unless the reduction is large enough to eliminate a second salo, it would have minimal effect on server load and no effect on fleet doctrine.

The missile velocity bonus, however, does reduce lag. It gets missiles off the servers faster. And reducing missile range gets them off the server faster still. In that 200 on 200 fight, even removing one additional volley from the servers saves them from tracking an additional 2,800 objects. That's a huge savings right there.

But even that's not enough. CCP doesn't want every blob to be a Drake blob. So they added the new long range direct fire BCs to see if that would do the trick. Apparently it didn't do enough. So we are back here again. And it seems this time CCP plans to do the job correctly and just nerf the crap out of them. I'm sure they would love to find some sweet spot where HMs work fine for small gangs but suck for blobs, but that's probably impossible without a major rewrite.

CCP is free to step in here and clear this up if they like. But until then I'll go with what they said previously and what my own objective reason tells me.
Grey Azorria
Federation Industries
#2808 - 2012-09-24 19:25:08 UTC
Miss Le NerfSxBye wrote:
Zarnak Wulf wrote:
If you're going to have TE and TC affect missiles ala turrets then why not go Full Monty and have short range ammo and long range ammo like the turrets as well?


^This, why not have tech 1 short range high damage and long range low damage versions of missiles?

Because missiles are not turrets.

Do not argue with an idiot. He will drag you down to his level and beat you with experience.

Sometimes when I post, I look at my sig and wish that I'd follow my own god damned advice.

MIrple
Black Sheep Down
Tactical Narcotics Team
#2809 - 2012-09-24 19:25:24 UTC
Miss Le NerfSxBye wrote:
Zarnak Wulf wrote:
If you're going to have TE and TC affect missiles ala turrets then why not go Full Monty and have short range ammo and long range ammo like the turrets as well?


^This, why not have tech 1 short range high damage and long range low damage versions of missiles?


The only thing I can see why this wouldn't work is because you don't have windows where your missiles will not hit. If you are using long range ammo in a gun you can get under there tracking and not take any damage. With missiles you can not do this. I really think people just need to be patient for the changes to be updated or for solid numbers to be giving on all the changes that are going to happen with missiles. We are still 2 months out and they already got cruisers into the mix. Maybe they will get battle cruisers in as well as they are seeing that they cannot properly fix the weapon systems without changing the hulls. Lets wait and see I am fully behind the ideas 100% and cant wait to see what all comes about from this.
Deerin
East Trading Co Ltd
#2810 - 2012-09-24 19:30:56 UTC  |  Edited by: Deerin
OT Smithers wrote:
You continue to post bull$#@ numbers. The cane is not running around without TE's. Neither are these other ships.


EXACTLY!!!!!

Now you are beginning to understand.

Cane and other ships HAVE TO waste 2 more slots to be able to compete with drake in range....where as Drake is usually using his 2 slots for additional tank. (Hence the brick reputation). There are some creative setups that utilize webs and painters too....I especially love the dual web setup.

Now please stop discussing about battle cruisers and go back to weapons. Here is their non bonused damage with their best ammo for given range:

http://i.imgur.com/xAlKi.jpg

Matari ships usually get an additional dmg bonus with reduced turret amount. Which roughly results in 15% performance increase, which puts them slightly below rails.

Please compare weapons. Not the ships....and please FFS stop comparing BS size weapons with medium weapons. That's not contributing at all.
OlRotGut
#2811 - 2012-09-24 19:35:24 UTC
Grey Azorria wrote:
Miss Le NerfSxBye wrote:
Zarnak Wulf wrote:
If you're going to have TE and TC affect missiles ala turrets then why not go Full Monty and have short range ammo and long range ammo like the turrets as well?


^This, why not have tech 1 short range high damage and long range low damage versions of missiles?

Because missiles are not turrets.




So why are we bringing them more in line with Turrets then?

Look, he's got a point. The missile ammunition is what needs to be mainly focused on for change here. Not the launchers themselves. (Albeit, I think the fitting requirements should be changed with HAMS).

The ammo needs to be tweaked to be LIKE turrets (exchange tracking w/Explosion velocity) or something.

Remove damage types and focus on Short-range powerful, long-range weaker mentality and don't overly nerf the launcher.

TLDR
Focus on the ordinance, and the fittings; not the launchers.

Unit757
North Point
#2812 - 2012-09-24 19:39:20 UTC
I love the people who are trying to justify not nerfing HMLs by comparing it to oracles and tornados Yeah, no **** it does more damage, they use LARGE weapon system. HMLs are medium, and the nerf brings them inline with the other medium LR systems.
Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#2813 - 2012-09-24 19:40:24 UTC
OT Smithers in terrible posts shocker. FYI, missiles other than Heavies exist.
Doddy
Excidium.
#2814 - 2012-09-24 19:40:57 UTC
OT Smithers wrote:
Doddy wrote:

If you were remotely right they would be nerfing mssile dps through rof rather than alpha and changing rof bonuses to damage. But oh look they are doing completely the opposite so you are wrong, yet again.


Yeah, except I am basing the statement on what CCP said just last year in their previous "nerf the drake" trial balloon. THEY were the ones who initially named server load as their motivation for nerfing the Drake. And it makes sense if you look at the numbers.

Two-Hundred HM Drakes engaging two-hundred HM Drakes adds 2,800 additional server tracked objects every six seconds or so, and over longer ranges it is entirely possible to have multiple volleys of missiles in flight at the same time. So yeah, server load from missile spam is HUGE. Instead of tracking 400 ships and some drones, the servers have to keep track of an additional FIVE to TEN THOUSAND individual missiles crawling across the field.

An ROF nerf helps here, but it doesn't address the reason blob fleets like Drakes in the first place -- Alpha damage. It helps lag a bit, but unless the reduction is large enough to eliminate a second salo, it would have minimal effect on server load and no effect on fleet doctrine.

The missile velocity bonus, however, does reduce lag. It gets missiles off the servers faster. And reducing missile range gets them off the server faster still. In that 200 on 200 fight, even removing one additional volley from the servers saves them from tracking an additional 2,800 objects. That's a huge savings right there.

But even that's not enough. CCP doesn't want every blob to be a Drake blob. So they added the new long range direct fire BCs to see if that would do the trick. Apparently it didn't do enough. So we are back here again. And it seems this time CCP plans to do the job correctly and just nerf the crap out of them. I'm sure they would love to find some sweet spot where HMs work fine for small gangs but suck for blobs, but that's probably impossible without a major rewrite.

CCP is free to step in here and clear this up if they like. But until then I'll go with what they said previously and what my own objective reason tells me.


Except that ccp introduced weapon grouping so unless players are deliberatly not grouping them its actually 400 objects not 2800 (the whole point of weapon grouping was this) from each volley and a missile group has far less calculations than a ship or even a drone (as the only things effecting a missile after launch are its targets position and whether it has been smartbombed). Sure it effects server performance but you are massively exagerrating it in comparison with what else goes on. Its not like server performance is particularly bad in this age of drake blobs.
CCP Fozzie
C C P
C C P Alliance
#2815 - 2012-09-24 19:41:53 UTC
OT Smithers wrote:

CCP is free to step in here and clear this up if they like. But until then I'll go with what they said previously and what my own objective reason tells me.

If only I had already answered that question we could have avoided this whole debate.
CCP Fozzie wrote:
  • Is it true that this change is being made to reduce lag?
  • Nope. Those of you who experience large fleet warfare on a regular basis know that the lag production from missile has been vastly reduced thanks to Team Gridlock's efforts behind the scenes. Although it would be possible for us to make missiles a problem again through design (If I were to increase the ROF of heavy missiles 10 times over CCP Veritas would probably poison my coffee), the game design department has received no pressure at all to nerf heavy missiles for any server performance reasons.
    Considering what causes the majority of lag nowadays if we wanted to design away more lag we'd have to nerf docking games.
    .
    ..
    ...
    Hmmm


I also wanted to once again let people know that I'm still reading, and that since I got back from the weekend I've been continuing to work on an adjusted proposal to pass to the CSM then on you all.

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

MIrple
Black Sheep Down
Tactical Narcotics Team
#2816 - 2012-09-24 19:48:40 UTC
CCP Foozie I understand you guys are taking on a huge project already, but with the changes coming is there any chance you might get around to BC this patch. I think that would make most of the arguments in this thread stop.
Doddy
Excidium.
#2817 - 2012-09-24 19:52:26 UTC
MIrple wrote:
CCP Foozie I understand you guys are taking on a huge project already, but with the changes coming is there any chance you might get around to BC this patch. I think that would make most of the arguments in this thread stop.


This to be honest, i know you guys are going as fast as you can but i think balancing cruisers and not bcs would be a mistake, especially if you are touching weapon systems. Probably better to hold the cruisers back till the bcs are ready than that.
CCP Fozzie
C C P
C C P Alliance
#2818 - 2012-09-24 19:52:54 UTC  |  Edited by: CCP Fozzie
MIrple wrote:
CCP Foozie I understand you guys are taking on a huge project already, but with the changes coming is there any chance you might get around to BC this patch. I think that would make most of the arguments in this thread stop.


I would absolutely love to, but there's no way we'd be able to get them done for this release.

Out of curiosity what exactly are you guys hoping you'd see from a BC balance pass that would change your opinion of this missile proposal? The Drake has a fine set of bonuses so once heavy missiles are balanced I don't expect I'd want to change it very drastically.

If I was to find the time by some miracle to skip ahead and fix another few ships along with this pass it would be the Nighthawk and Cerb, not the Drake.

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

Savira Terrant
Native Freshfood
Minmatar Republic
#2819 - 2012-09-24 19:55:24 UTC  |  Edited by: Savira Terrant
Just like I said before. We appreciate your hard work. But you should pull back with missiles untill you can have a look at the damage output and range projection of all missile platforms.

.

Warde Guildencrantz
Caldari Provisions
Caldari State
#2820 - 2012-09-24 19:56:05 UTC
CCP Fozzie wrote:
MIrple wrote:
CCP Foozie I understand you guys are taking on a huge project already, but with the changes coming is there any chance you might get around to BC this patch. I think that would make most of the arguments in this thread stop.


I would absolutely love to, but there's no way we'd be able to get them done for this release.


What about with a mini-release like inferno 1.2 and the attack frigs, etc.

TunDraGon ~ Low sec piracy since 2003 ~ Youtube ~ Join Us