These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

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

First post First post First post
Author
CCP Fozzie
C C P
C C P Alliance
#2821 - 2012-09-24 19:58:12 UTC
Warde Guildencrantz wrote:
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.


Will depend on the actual release schedule but it's possible.

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

Tyberius Franklin
Federal Navy Academy
Gallente Federation
#2822 - 2012-09-24 20:02:36 UTC
OlRotGut wrote:
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.

Damage and range are determined by the ordinance. The launcher has no range or damage mod, only capacity and ROF which look as if they are not being altered. Additionally your suggestion would be a big step to fully homogenizing weapons systems. In this case why not save effort and drop the whole skill tree?
Miss Le NerfSxBye
State War Academy
Caldari State
#2823 - 2012-09-24 20:04:59 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.

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.


A Drake with eight launchers, begs.
OT Smithers
A Farewell To Kings...
Dock Workers
#2824 - 2012-09-24 20:07:41 UTC
Doddy wrote:


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.



A fairly typical nano arty cane:

MWD
Disruptor
LSE x2

DCU
TE x2
Gyro x2
Nano

A fairly typical nano HM drake:

MWD
Disruptor
Web x2
LSE x2

Nano x2
BCU x2

Obviously people mix and match to taste. Comparing these two, and assuming both are rigged for tank, the Drake has about a 5k ehp advantage in tank, about a 30% advantage in dps at range, and loses about 300m/sec. I have NEVER said that the Drake does not do more damage at range. What I have said, repreatedly, is that it probably SHOULD do more damage at range as this is it's job. If the Drake lands at range there is no way an unsupported Cane can close the range and kill it before it dies in a fire. That's okay because the Drake has no way to stop that cane from leaving.

Knowing this, why then do you suppose that you can go into virtually any low sec system in the game and see PvP pilots who can choose to fly anything they like, choosing the Cane over the Drake?

The answer for most is probably SPEED, AGILITY, and instant damage application. In Eve, speed is LIFE. You cannot overestimate it's importance. Speed alone might not save your butt, but the lack of it ensures that your enemy has control over your fate. And when you start adding in things like implants and T3 boosts, the difference between the cane and the drake becomes pretty significant.

I would argue that the BC class is perhaps the most balanced class of ships in the game. It's not perfect, but nothing is. I don't have a problem with CCP deciding that HMs and Drakes do not fit their vision for how the game should be played. That's their call, I don't fly Drakes anyway, so for me personally it doesn't much matter. BUT, when I think about how screwed Caldari Missile pilots have been for years, and now CCP is talking about screwing them some more, I get irritated -- particularly when the reasons they are offering are complete BS.

I am the arty cane pilot that is supposedly getting picked on by those big mean Drake bullies. I am the guy that is supposedly at some mythical disadvantage. Yet I can fly either ship, I have T2 HMs and T2 arties, and I thing the Cane is the better boat most of the time. The Drake has it's uses, it's perfect for some things and sub-optimal for others. And in my opinion that's just how it should be.
OlRotGut
#2825 - 2012-09-24 20:11:11 UTC
Tyberius Franklin wrote:
OlRotGut wrote:
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.

Damage and range are determined by the ordinance. The launcher has no range or damage mod, only capacity and ROF which look as if they are not being altered. Additionally your suggestion would be a big step to fully homogenizing weapons systems. In this case why not save effort and drop the whole skill tree?



Making missile ordinance more in line with charges doesn't quantify the need to drop the whole skill tree. Come on now...

It moves to make the ordinances easier to balance because everyone and their mom screams stuff is OP, or whatever.

Missiles could use a nice tweak in terms of fittings, and also a change in the way the ordinance is setup. Doing so will give missile users MORE choices instead of just Kinetic..... I'd say that would give us much more diverse setups.
Daniel Plain
Doomheim
#2826 - 2012-09-24 20:11:17 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?

we should also remove flight time and add falloff while we're at it.

I should buy an Ishtar.

MeBiatch
GRR GOONS
#2827 - 2012-09-24 20:15:35 UTC
CCP Fozzie wrote:
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.


umm how about if you are agressed you cannot dock...

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

MeBiatch
GRR GOONS
#2828 - 2012-09-24 20:17:36 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.

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.


for the drake i would scrap the kin missile damage and do a 5% per lev to all missile damage... that way peeps wont compain about loosing too much damage from the nerf...

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

Miss Le NerfSxBye
State War Academy
Caldari State
#2829 - 2012-09-24 20:19:05 UTC
Daniel Plain 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?

we should also remove flight time and add falloff while we're at it.


LOL. I think it may be easier to balance the systems this way, you could up the speed on the long-range low DPS version, lower the speed on the short range High DPS version, for instance.
Doddy
Excidium.
#2830 - 2012-09-24 20:20:10 UTC  |  Edited by: Doddy
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.

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.


The way i see it the bcs are out of kilter in terms of abilities. Bcs come in two flavours - dual damage bonus (well harby has special snowflake amarr bonus) and 1 damage bonus 1 rep bonus. Currently minmatar and amarr have 1 of each while gallente and caldari have 2 tank bonused ones. For the gallente the brutix is never really fitted defensively in any case so that really leaves the caldari. I would expect the brutix to go pure gank (maybe tracking bonus in place of rep) and one of the caldari bcs to go the same way. To have synergy with the frigs, cruisers and bs that would be the drake, hence the velocity bonus everyone expected. Or a damage bonus that would bring it back to current damage levels but without the resists. Whichever the kin bonus being replaced with an all missile one.

kestrel -> Caracal -> drake -> Raven (Damage + velocity)
Merlin -> Moa -> Ferox -> Rokh (Damage + resist)
tormentor -> Omen -> harbinger -> Geddon (Damage and cap)
punisher -> Maller -> prophecy -> abaddon (Damage and resist - you are giving proph damage bonus right?)
Tristan ->Thorax -> Brutix -> megathron (Damage OR drones for tristan + Tracking)
rifter ->Rupture -> Hurricane -> Tempest (damage and more damage)

Active rep analog is more complicated as the cruisers don't have them atm but

incursus ->Vexor -> Myrm -> Hyperion (drones OR damage + rep )
breacher ->Stabber -> Cyclone -> Maelstrom (damage + booster - stabber takes place of booster cruiser, is cool).

Third BS = quirky racial bs - apoc, scorpion, domi, typhoon. Wouldn't surprise me if you made apoc a drone boat and typhoon more missile orientated.

If Caldari keep 2 tanky bcs they are alwasy going to have less dps. Thus people will always complain thier tanks are op/thier dps is terrible even once you bring it in line. Could be ferox though, damage and optimal.

But hey thats just guessing, youare the one who knows.

Oh and yeah cerb/ nighthawk obv need help. With NH just make its hml bonuses also effect hams (and RLM) and make its kin only bonus all damage type. Cerb idk
Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#2831 - 2012-09-24 20:20:27 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.

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.


It's still rather tricky to judge your proposal when we don't know what the bonuses to missiles from TCs and TEs, or their missile counterpart, will be. Another source of uncertainty is the absence of comments on fitting requirements and damage application of HAMs.

I know you don't have time to get a vast amount done, but I also think that some of these missile pilots would appreciate a few comments on the likely nature of future changes to torps (an excellent anti-BS weapon but a bit too inflexible in a game full of kiting BCs and T3s), Cruise (utterly useless) and ships such as the Cerberus, Nighthawk and Navy cruisers. What of the Worm too? There needs to be a reason to use Citadel missiles too, right now they offer no strong advantage over capital turrets but have serious drawbacks. Okay, the TE/TC changes might counteract this... but we don't know what the TC/TE changes will be, so people are naturally assuming the worst.
Doddy
Excidium.
#2832 - 2012-09-24 20:22:00 UTC
OT Smithers wrote:


Knowing this, why then do you suppose that you can go into virtually any low sec system in the game and see PvP pilots who can choose to fly anything they like, choosing the Cane over the Drake?
.


You know fine its for killmail whorage Lol
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#2833 - 2012-09-24 20:26:17 UTC  |  Edited by: Tyberius Franklin
OlRotGut wrote:

Making missile ordinance more in line with charges doesn't quantify the need to drop the whole skill tree. Come on now...

It moves to make the ordinances easier to balance because everyone and their mom screams stuff is OP, or whatever.

Missiles could use a nice tweak in terms of fittings, and also a change in the way the ordinance is setup. Doing so will give missile users MORE choices instead of just Kinetic..... I'd say that would give us much more diverse setups.

Kinetic is a gripe I'd give you if it weren't for what we are seeing in the balancing passes. Missile bonuses are changing at the levels we've seen from kinetic damage to ROF, so this is becoming a non issue and hopefully will continue to do so. Additionally this won't make setups more diverse, it will make missile setups mirror turret setups. The mechanic will be the same of maximizing the reach of higher damage ammo through the use of TE/TC's. In the end the only real difference would be the drawbacks of missile mechanics over turrets thus making them truly useless or buffing their damage over equivalent turrets to make up for it which makes them obsolete turrets in many of the same situations as now.

This suggestion only deepens the balance nightmare without solving anything. In the end dropping the system and skills would likely be more effective and require less effort then trying to shoehorn missiles even deeper into turret mechanics.
Harvey James
The Sengoku Legacy
#2834 - 2012-09-24 20:27:26 UTC  |  Edited by: Harvey James
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.

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.


Make the cerb a HAM boat and the Nighthawk too maybe the muninn too :) tornado makes it obsolete so..

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

OlRotGut
#2835 - 2012-09-24 20:34:46 UTC
Tyberius Franklin wrote:
OlRotGut wrote:

Making missile ordinance more in line with charges doesn't quantify the need to drop the whole skill tree. Come on now...

It moves to make the ordinances easier to balance because everyone and their mom screams stuff is OP, or whatever.

Missiles could use a nice tweak in terms of fittings, and also a change in the way the ordinance is setup. Doing so will give missile users MORE choices instead of just Kinetic..... I'd say that would give us much more diverse setups.

Kinetic is a gripe I'd give you if it weren't for what we are seeing in the balancing passes. Missile bonuses are changing at the levels we've seen from kinetic damage to ROF, so this is becoming a non issue and hopefully will continue to do so. Additionally this won't make setups more diverse, it will make missile setups mirror turret setups. The mechanic will be the same of maximizing the reach of higher damage ammo through the use of TE/TC's. In the end the only real difference would be the drawbacks of missile mechanics over turrets thus making them truly useless or buffing their damage over equivalent turrets to make up for it which makes them obsolete turrets in many of the same situations as now.

This suggestion only deepens the balance nightmare without solving anything. In the end dropping the system and skills would likely be more effective and require less effort then trying to shoehorn missiles even deeper into turret mechanics.



Shocked
Zarnak Wulf
Task Force 641
Empyrean Edict
#2836 - 2012-09-24 20:35:58 UTC
It should be obvious to a certain extent how BC will be modified. The tier one with the exception of the Cyclone only have 16 slots. The Cyclone has 17 but it's highs are in a weird 5/3 configuration. The devs have hinted that the tier ones will get an extra slot and some serious focus makeovers. The Tier 2 BC all have 18 slots. Snip snip. The tier 3 BC all have 17 slots. They may get slowed down a bit but are otherwise fine.
Deerin
East Trading Co Ltd
#2837 - 2012-09-24 20:36:30 UTC
OT Smithers wrote:
Doddy wrote:


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.



A fairly typical nano arty cane:

MWD
Disruptor
LSE x2

DCU
TE x2
Gyro x2
Nano

A fairly typical nano HM drake:

MWD
Disruptor
Web x2
LSE x2

Nano x2
BCU x2

Obviously people mix and match to taste. Comparing these two, and assuming both are rigged for tank, the Drake has about a 5k ehp advantage in tank, about a 30% advantage in dps at range, and loses about 300m/sec. I have NEVER said that the Drake does not do more damage at range. What I have said, repreatedly, is that it probably SHOULD do more damage at range as this is it's job. If the Drake lands at range there is no way an unsupported Cane can close the range and kill it before it dies in a fire. That's okay because the Drake has no way to stop that cane from leaving.

Knowing this, why then do you suppose that you can go into virtually any low sec system in the game and see PvP pilots who can choose to fly anything they like, choosing the Cane over the Drake?

The answer for most is probably SPEED, AGILITY, and instant damage application. In Eve, speed is LIFE. You cannot overestimate it's importance. Speed alone might not save your butt, but the lack of it ensures that your enemy has control over your fate. And when you start adding in things like implants and T3 boosts, the difference between the cane and the drake becomes pretty significant.

I would argue that the BC class is perhaps the most balanced class of ships in the game. It's not perfect, but nothing is. I don't have a problem with CCP deciding that HMs and Drakes do not fit their vision for how the game should be played. That's their call, I don't fly Drakes anyway, so for me personally it doesn't much matter. BUT, when I think about how screwed Caldari Missile pilots have been for years, and now CCP is talking about screwing them some more, I get irritated -- particularly when the reasons they are offering are complete BS.

I am the arty cane pilot that is supposedly getting picked on by those big mean Drake bullies. I am the guy that is supposedly at some mythical disadvantage. Yet I can fly either ship, I have T2 HMs and T2 arties, and I thing the Cane is the better boat most of the time. The Drake has it's uses, it's perfect for some things and sub-optimal for others. And in my opinion that's just how it should be.


You are putting 2 webs there and completely ignoring their effect on speed. Dual Webs are such a huge advantage but you are completely ignoring them.....
.....even then you are missing the whole point of the thread. You can put all these arguments back when it is time to tiercide battlecruisers. This thread is about heavy missiles and cane nerf, which even adresses the point you are raising and necessary nerf in my opinion.
OT Smithers
A Farewell To Kings...
Dock Workers
#2838 - 2012-09-24 20:37:35 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.

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.


In my opinion...

Before you guys charge ahead nerfing HMs and the Drake, you seriously need to have any answer to this question:

Once we nerf the Drake, what are Caldari Missile PvP pilots supposed to fly?

All one need do to see how Drakes REALLY stack up is to head into any low sec system and look at what people are flying. Amazingly, and despite the suggestion that Drakes are uber pwn-mobiles, the answer isn't Drakes. You see some of course, but they are by no means dominating the numbers. And you are proposing making them worse. The same applies to the Caracal. People aren't using it now, what makes you believe that a new lower DPS version, flying against buffed T1 frigates and cruisers (likely fitted with missile and gun wrecking TD's), will suddenly become popular? Why would it?

I mean this respectfully, but it doesn't make sense. The Caldari missile fleet looks like a junk yard filled with broken scrap. Missiles are the Caldari signature weapon, and yet every (sub-billion isk) missile boat in the game except the Drake is currently broken and parked. Fix them, then look at whether or not the Drake needs an adjustment.
Harvey James
The Sengoku Legacy
#2839 - 2012-09-24 20:37:38 UTC
I think all the bc's should have a 17 slot setup 18 is too many

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

Doddy
Excidium.
#2840 - 2012-09-24 20:38:19 UTC
OT Smithers wrote:
Doddy wrote:


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.



A fairly typical nano arty cane:

MWD
Disruptor
LSE x2

DCU
TE x2
Gyro x2
Nano

A fairly typical nano HM drake:

MWD
Disruptor
Web x2
LSE x2

Nano x2
BCU x2

Obviously people mix and match to taste. Comparing these two, and assuming both are rigged for tank, the Drake has about a 5k ehp advantage in tank, about a 30% advantage in dps at range, and loses about 300m/sec. I have NEVER said that the Drake does not do more damage at range. What I have said, repreatedly, is that it probably SHOULD do more damage at range as this is it's job. If the Drake lands at range there is no way an unsupported Cane can close the range and kill it before it dies in a fire. That's okay because the Drake has no way to stop that cane from leaving.

Knowing this, why then do you suppose that you can go into virtually any low sec system in the game and see PvP pilots who can choose to fly anything they like, choosing the Cane over the Drake?

The answer for most is probably SPEED, AGILITY, and instant damage application. In Eve, speed is LIFE. You cannot overestimate it's importance. Speed alone might not save your butt, but the lack of it ensures that your enemy has control over your fate. And when you start adding in things like implants and T3 boosts, the difference between the cane and the drake becomes pretty significant.

I would argue that the BC class is perhaps the most balanced class of ships in the game. It's not perfect, but nothing is. I don't have a problem with CCP deciding that HMs and Drakes do not fit their vision for how the game should be played. That's their call, I don't fly Drakes anyway, so for me personally it doesn't much matter. BUT, when I think about how screwed Caldari Missile pilots have been for years, and now CCP is talking about screwing them some more, I get irritated -- particularly when the reasons they are offering are complete BS.

I am the arty cane pilot that is supposedly getting picked on by those big mean Drake bullies. I am the guy that is supposedly at some mythical disadvantage. Yet I can fly either ship, I have T2 HMs and T2 arties, and I thing the Cane is the better boat most of the time. The Drake has it's uses, it's perfect for some things and sub-optimal for others. And in my opinion that's just how it should be.


First off most drakes are not nano drakes, even solo/small gang and definately not in fleets. They will all have far more tank than that wtf no resist kiting fit. i can think of only two groups that use fits like that (hi TL). Even allowing for that the drake has a massive advantage over the cane in that its own speed has no impact on its own damage projection while the same cannot be said for the cane. To do decent damage on anything sub bc you are either a) hoping he is an idiot who doesn't get transversal or b) going to have to slow down. The faster a cane goes the less its effective damage will be most of the time. Same isn't true for the drake, hence the perma mwd drake doctrine which is basically built around that fact.

Also the thing about gang boosts etc is pretty lol, exactly the same can be said for the drakes ehp advantage.