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

First post First post First post
Author
MIrple
Black Sheep Down
Tactical Narcotics Team
#2841 - 2012-09-24 20:48:49 UTC  |  Edited by: MIrple
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.


I agree that if you find time those should be fixed ahead of the drake. I think changing the Kin bonus to a ROF bonus or Damage bonus would be better for the drake. As this seams to be the line of thinking with the changes to the Caldari line.

Another thing that has been brought up is the fact that HAMS are harder to fit then HML has there been any talk about swapping this or reducing the PG/CPU of the HAMS?

After reading a post above mine I agree that the Myrm and Drake should lose there Repair or Resist amount Bonus. Myrm should have +25m2 drone bay per lvl and 10% Drone Damage plus add +25m3 of drone bandwith. This would make this a deadly ship that could hit at long range and do moderate damage Drake should get 5% ROF and 5% reduction on Missile Explosion Radius. This would make it project its T2 fury damage more.

Edit: Completed thought
Unseen Spectre
Shadow Eye Ops
#2842 - 2012-09-24 20:49:41 UTC
CCP Foozie, can you provide any details concerning the thoughts about what the changes to the e.g. the drake may when you get to that. I know there are other missile ships as well, but here I will focus on the drake.

I think (rightly or wrongly) that a lot of the discussion in this thread is based on the fact that it is not clear what the end effect on e.g. the drake will be, i.e. missile changes + drake changes.

Since the drake is so widely used it is clear that a lot of people will be affected and that they have an opinion about the proposed change.

Speaking strictly from a PVE perspective (I do not have any PVP experience to make a judgment here) the drake is a good ship for missions as a missile ship because it has adequate firepower (not great) to destroy the NPCs while tanking the incoming damage. For me the ship and heavy missiles were also convenient because it had a nice range so I did not have to move too much around since the drake is rather slow, at least for the fit I used (my focus was on tank rather than damage, but I guess this is a matter of playing style). For new players it is also nice ship because it is easy to get into so you can start running level 3 missions and earning isk.

Since I guess the overall issue with the drake is its firepower combined with its tanking ability I guess you have to take both into account in order to estimate the overall effect.

In general, I feel that the suggested changes affect missile ships too harshly, especially the damage reduction (I can somewhat understand the range reduction), but without knowing the changes to the ships it is difficult to estimate the end effect on the ships (not just the drake).

Getting back to the drake, will there be ways to offset the damage reduction, e.g. by adding an 8th launcher thereby sacrificing some grid and cpu which may have been used for e.g. tank. What is the likelihood that the resistance bonus will be removed, again forcing the player to make tradeoffs in terms of tank and damage?

I think that knowing the direction of the changes to the ships could provide a clearer picture of the heavy missile changes, and ideally since the heavy missiles are so widely used on drake I think the changes to the heavy missiles should be used at the same time as the changes to the bcs, including the drake.
OT Smithers
A Farewell To Kings...
Dock Workers
#2843 - 2012-09-24 20:54:28 UTC
Doddy wrote:


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.


I don't really disagree with any of this. The reason for posting the fits is to show that it is pointless and irrelevant to discuss weapons in a vacuum. You have to consider them with the mods that will modify their effects, and how they will potentially be used.

As I have said many times, I don't have a problem seeing the Drake nerfed, and I would LOVE to see the Tengu nerfed HARD. But I believe CCP needs to be realistic about the situation. If Drakes were uber wtfpwnzor boats in need of such a massive castration, every other ship in low sec would be a Drake -- after all, it's not like Caldari missile pilots have anything else they can use. But somehow that's not what you see in game.

I would love to see CCP step back, discuss with the players exactly what role they see missiles (and missile boats) fulfilling, then after feedback move forward with fixing all of them in a single pass. Give missile pilots something other than the Drake to use, and then see how things look then.
Daniel Plain
Doomheim
#2844 - 2012-09-24 20:57:37 UTC  |  Edited by: Daniel Plain
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.

i approve this message.

as for the drake: if you really go through with the changes, you may want to look at its speed and agility. a HAM drake that goes 300 with afterburner will suffer from the same problems gallente ships have (being kited by everyone and their mother).
personally i prefer the drake to stay a slow, majestic brick... i mean creature. but if you nerf heavies to the palce where medium rails are now, people will have to rely on HAMs to be effective and a 300m/s battlecruiser won't do much in that regard.

I should buy an Ishtar.

Deerin
East Trading Co Ltd
#2845 - 2012-09-24 21:03:10 UTC
CCP Fozzie wrote:


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?


I'd say make prophecy a HAM boat....but you seem to have discarded the khanid idea. I expect you guys to turn it into a dmg resist mod ship (aka mini abaddon) with an additional high for utility.....though what this will mean for maller is....I dunno.

Give Ferox 1 more high and one more turret. Change optimal to damage bonus

Same treatment to brutix

Make cyclone a ham boat (bigger breacher)

Apply cyclone and brutix rep bonuses to remote reps.

I would deny all tier 2 BC's the bonus to field links. Those should be their smaler cousins job.
I wouldn't touch harb or cane. both are decent IMO. Drake change kin to rof. Myrm 100mbit BW 200m3 drone bay but less fittings.

Tier 3's are ok.
HELLBOUNDMAN
Aliastra
Gallente Federation
#2846 - 2012-09-24 21:18:23 UTC
@CCP

With most ships getting dps adjusted to a rof buff, have y'all considered increasing the ammo capacity of hams, hmls, torps, and cruise, or has this been overlooked?

Secondly, missiles already have a lot of issues with waisted volleys, have y'all considered a substantial velocity buff in exchange for reduced flight time in order to negate how much ammo an increased rate of fire will consume?

Lastly, I feel that increasing velocity in exchange for reduced flight time to the point where an individual ship would never have more than one volley in the air would not only nullify waisted volleys, but would also bring missiles more in tune with turrets on engagement time(though still having a delay) thus engagement time would be less of a factor in balancing.
Also, this would have the added benefit of catching targets faster, and reducing server lag, but wouldn't change their effectiveness against targets because great flight velocity does not effect dps.
So, that said, have y'all been considering a change like this in any way.


Ok, that wasn't the last thing.
Can y'all give us any information on the suggestions/ideas y'all are considering that we/yourselves have provided on this subject?
I know y'all may be afraid to put out any of this information, but i think you may not realize that we understand anything mentioned in this thread is subject to change just as ur OP is subject.
So, giving us that information would not harm anything, and maybe lead to some actual agreement on some of what y'all are now considering.


Here's hoping for a reply from you guys...............
Eckyy
Sebiestor Tribe
Minmatar Republic
#2847 - 2012-09-24 21:39:01 UTC
Just playing with some fits for the new Caracal post-Heavy missile nerf and I came up with this:


[Caracal, 1]
Ballistic Control System II
Ballistic Control System II
Co-Processor II
Named Suitcase of your choice

Experimental 10MN MicroWarpdrive I
Large Shield Extender II
Adaptive Invulnerability Field II
Faint Warp Disruptor
Phased Weapon Navigation Array Generation Extron

Heavy Assault Missile Launcher II, Caldari Navy Scourge Heavy Assault Missile
Heavy Assault Missile Launcher II, Caldari Navy Scourge Heavy Assault Missile
Heavy Assault Missile Launcher II, Caldari Navy Scourge Heavy Assault Missile
Heavy Assault Missile Launcher II, Caldari Navy Scourge Heavy Assault Missile
Heavy Assault Missile Launcher II, Caldari Navy Scourge Heavy Assault Missile

Medium Ancillary Current Router I
Medium Core Defense Field Extender I
Medium Core Defense Field Extender I

This obviously isn't anywhere near close to the best fit but I'd like to illustrate that all is not lost for the Caracal. This takes into account is the change in bonus and the additional fittings.

You can much more easily fit best named HAMs on and then you have room for a 3rd BCU or can swap the painter for a 2nd invul or something. Anyhow, this fit has around 23,000 EHP and throws 352dps out to 30km (391dps at 27km with Rage). It has the lowest align time of the new cruisers at 5.1 seconds and post-buff will be improved from 1387m/s with MWD to 1753m/s. Signature radius is being reduced from 145 to 135. The Caracal is also no longer locked into dealing kinetic damage, it can do any damage type equally well.

Additionally,

Quote:
All Missiles
Increase missile acceleration so that real range is much closer to the client assumed range of flighttime*speed against a stationary target. This means a slight range buff for all missiles, and missiles will act in a way that is more intuitive to newer players.


Quote:
Tech Two Missiles
-At the moment Fury missiles at Light and Heavy sizes have a faster explosion velocity than precision missiles, we'll be fixing this defect as part of the changes.
-Remove ship penalties from tech two missiles (ship velocity and signature radius)
Precision: Improve bonuses to explosion velocity and explosion radius, increase damage to match T1 missiles, reduce flight time slightly
Fury: Increase damage, increase the severity of penalties to explosion radius and velocity
Javelin: Just remove ship penalties
Rage: Reduce range, increase damage slightly


^ Rage HAMs are not getting increased penalty to explosion radius and velocity. They are getting less range for more damage, exact numbers haven't been decided yet. The 2-BCU HAM Caracal will deal at least 400DPS with Rage, not 200 like some people were throwing around fallaciously.

Quote:
Tracking/Range Mods and Ewar
-These changes apply equally to guided and unguided missiles
-Modify tracking enhancers and tracking computers to affect:
Max flight time (with optimal range script)

Explosion radius and explosion velocity (with tracking speed script)
-Make TDs affect Missiles
Tracking speed disruption script lowers explosion velocity and increases explosion radius
Optimal range disruption script lowers flight time


^ It is implied that tracking enhancers will improve the explosion radius and explosion velocity of missiles.

TBH the HAM Caracal looks pretty good to me.
Eckyy
Sebiestor Tribe
Minmatar Republic
#2848 - 2012-09-24 21:44:33 UTC  |  Edited by: Eckyy
For the winter patch, I could live with the missile changes if the Drake moves from a kinetic bonus to a RoF bonus. There are going to be a lot of broken ships until you get around to balancing them all... I'd really like to know, do you have any plans to prevent heavy missiles from becoming any LESS viable on ships that have missile hardpoints to fill utility highslots?
Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#2849 - 2012-09-24 21:47:17 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.



Make all BC's slower and then make it worse at killing frigates.

Te's are going to make the Drake a frigate killing machine.

BYDI recruitment closed-ish

Sigras
Conglomo
#2850 - 2012-09-24 21:48:00 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.

The reason I didnt use TEs or TCs is because we dont yet know their effect on missiles.

Yeah, the arty cane uses 2 TEs but guess what? after the change, the drake will be able to use 2 TCs and assuming they affect missiles equally, then the range change should be a wash.

and with that proposed fit, the drake still has more EHP than the arty cane, and it will be able to beat the pants off of frigates with 2 tracking computers + tracking scripts + buffed precision missiles.

TL;DR
comparing a 720 cane with two TEs against a drake with no TCs is moronic, and considering that we dont know the effects of the TCs on missiles then we cant use either.
Warde Guildencrantz
Caldari Provisions
Caldari State
#2851 - 2012-09-24 21:54:10 UTC
CCP Fozzie wrote:
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.


Good to know, thanks

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

HELLBOUNDMAN
Aliastra
Gallente Federation
#2852 - 2012-09-24 22:00:41 UTC
Eckyy wrote:
Just playing with some fits for the new Caracal post-Heavy missile nerf and I came up with this:


[Caracal, 1]
Ballistic Control System II
Ballistic Control System II
Co-Processor II
Named Suitcase of your choice

Experimental 10MN MicroWarpdrive I
Large Shield Extender II
Adaptive Invulnerability Field II
Faint Warp Disruptor
Phased Weapon Navigation Array Generation Extron

Heavy Assault Missile Launcher II, Caldari Navy Scourge Heavy Assault Missile
Heavy Assault Missile Launcher II, Caldari Navy Scourge Heavy Assault Missile
Heavy Assault Missile Launcher II, Caldari Navy Scourge Heavy Assault Missile
Heavy Assault Missile Launcher II, Caldari Navy Scourge Heavy Assault Missile
Heavy Assault Missile Launcher II, Caldari Navy Scourge Heavy Assault Missile

Medium Ancillary Current Router I
Medium Core Defense Field Extender I
Medium Core Defense Field Extender I

This obviously isn't anywhere near close to the best fit but I'd like to illustrate that all is not lost for the Caracal. This takes into account is the change in bonus and the additional fittings.

You can much more easily fit best named HAMs on and then you have room for a 3rd BCU or can swap the painter for a 2nd invul or something. Anyhow, this fit has around 23,000 EHP and throws 352dps out to 30km (391dps at 27km with Rage). It has the lowest align time of the new cruisers at 5.1 seconds and post-buff will be improved from 1387m/s with MWD to 1753m/s. Signature radius is being reduced from 145 to 135. The Caracal is also no longer locked into dealing kinetic damage, it can do any damage type equally well.


This is all well and good, but the issue what never hams.

We're discussing heavy missiles and how their nerf will effect ships.
Sigras
Conglomo
#2853 - 2012-09-24 22:02:18 UTC
as a side note, can we have a different module other than a tracking enhancer, tracking computer, and tracking disruptor affect missiles?

maybe its just my OCD, but none of those modules should have anything to do with missiles.

Also this might make the curse / pilgrim a bit too versatile IMHO

Can we at least get a name change?
HELLBOUNDMAN
Aliastra
Gallente Federation
#2854 - 2012-09-24 22:09:54 UTC
Sigras wrote:
as a side note, can we have a different module other than a tracking enhancer, tracking computer, and tracking disruptor affect missiles?

maybe its just my OCD, but none of those modules should have anything to do with missiles.

Also this might make the curse / pilgrim a bit too versatile IMHO

Can we at least get a name change?



I think one module will work fine as long as you have 4 different scripts.
anti tracking
anti optimal
anti flight time
anti exp velocity/radius

However, if order for it not to be OP, there needs to be a duration on exchanging scripts.

Perhaps 30 seconds?

Then, ships like the pilgrim and curse can get a bonus that reduces the exchange time of swapping scripts.

However, reguardless of whether a ship has an exchange bonus or not, the window provided during a script swap could be devistating to the ship using the module.

So, if you don't plan ahead, then you might get boned
Eckyy
Sebiestor Tribe
Minmatar Republic
#2855 - 2012-09-24 22:11:15 UTC  |  Edited by: Eckyy
HELLBOUNDMAN wrote:
This is all well and good, but the issue what never hams.

We're discussing heavy missiles and how their nerf will effect ships.


How often do you use a T1 cruiser outside of 30km?

CCP has stated that tracking enhancers will affect flight time - we can assume 15%. 2x TEs bring HAMs up to almost 40km. Two hydraulic bay thrusters boost it additionally to over 50km. Additionally, HAMs will probably get a 69% improvement to explosion velocity and explosion radius by fitting 2 tracking enhancers as well, assuming they get the same 30% bonus that turret ships get to tracking. Even if it's only 15%, 2 modules stack to a total of ~32%.

What other T1 cruiser can hit at 50km with close range weapons?

I'm honestly not sure why you would want to fit heavies over HAMs if they have that kind of range, and missile ships are being gradually rebalanced which seems to be taking into account the increased fitting requirements of HAMs.
Bouh Revetoile
In Wreck we thrust
#2856 - 2012-09-24 22:32:08 UTC
OT Smithers wrote:
If Drakes were uber wtfpwnzor boats in need of such a massive castration, every other ship in low sec would be a Drake -- after all, it's not like Caldari missile pilots have anything else they can use. But somehow that's not what you see in game.

Indeed drake are not the most used BC in low sec, but you see it rather often enough, and the conditions are against them : very small gang everywhere. As soon as the gang size reach a dozen, you see them a lot more often. In pve, they are king, and that is when you don't see a tengu.

And saying caldari don't have anything else is completely wrong, and if you were in low sec, you would see it : there is as many of them as there is minmatar or gallente ships (I'm in gallente FW), and they are very effective : merlin, hookbill, condor, hawk, and many more, even caracals, and I don't even talk about ECM boats...

In nullsec, Naga are pretty common, and there is an alliance fleet doctrine based on the rokh.

Please, stop saying caldari don't have any ship beside the drake to pvp, that's completely wrong, and a proof of either ignorance or dishonnesty.

And some tips about future missiles :
- with TE/TC/TL, you will have the same range as before, and you will *murder* frigates ;
- TD will affect missiles, but :
- not every ship will use one because that require a med slot ;
- you *will* have at least one TE/TC to murder frigates ;
- you will still hit frigates and ennything ;
- if at long range, you are in a fleet, and very few fleet use EWAR, because it's hard to use effectively, or you are a point range and you don't care about range ;
- HAM, just go to the market and buy som ; "close" range combat is cool too, just do like everyone else ;
- HML will still be the best medium weapon system for long range.
Bouh Revetoile
In Wreck we thrust
#2857 - 2012-09-24 22:36:39 UTC
HELLBOUNDMAN wrote:

This is all well and good, but the issue what never hams.

We're discussing heavy missiles and how their nerf will effect ships.

Oh god nooo ! I can only use HML !!

Or, you mean, we can put something else than HML in these slot on the drake ?! Shocked


HML are a long range weapon system, why should they be used more than long range turrets ?
HELLBOUNDMAN
Aliastra
Gallente Federation
#2858 - 2012-09-24 22:56:43 UTC  |  Edited by: HELLBOUNDMAN
Bouh Revetoile wrote:
HELLBOUNDMAN wrote:

This is all well and good, but the issue what never hams.

We're discussing heavy missiles and how their nerf will effect ships.

Oh god nooo ! I can only use HML !!

Or, you mean, we can put something else than HML in these slot on the drake ?! Shocked


HML are a long range weapon system, why should they be used more than long range turrets ?


No one said they should be used more, but with this nerf they wont be used at all except on a tengu, which are not very common in pvp due to the cost.


@bouh..

here are many ships out flying around that use missiles.

However, theyre not used because they use missiles.

There are generally other reasons someone is fly a particular ship and the reason is generally never missiles.

Hell, the drake and tengu arent even used cause they have missiles.

They'd probably be used a whole lot more if they were turret boats.

Now, there is nothing above a tengu that is commonly used in pvp as far as missiles centric boats.
Granted all that is generally left is the raven, navy raven, and navy scorpion. But still

Now, in pve nothing is more effective in missiles than the tengu, not even the golem.

Now, while this may be in part because the tengu is potentially OP, a lot of this has more to due with how inneffective missile boat battleships are.

Sure, they might be able to run lvl 4 missions, but they either suffer in dps, effective dps, or tank.
In the case of the raven, it is pretty much all 3.
Lili Lu
#2859 - 2012-09-24 22:58:36 UTC  |  Edited by: Lili Lu
Eckyy wrote:
HELLBOUNDMAN wrote:
This is all well and good, but the issue what never hams.

We're discussing heavy missiles and how their nerf will effect ships.


How often do you use a T1 cruiser outside of 30km?

CCP has stated that tracking enhancers will affect flight time - we can assume 15%. 2x TEs bring HAMs up to almost 40km. Two hydraulic bay thrusters boost it additionally to over 50km. Additionally, HAMs will probably get a 69% improvement to explosion velocity and explosion radius by fitting 2 tracking enhancers as well, assuming they get the same 30% bonus that turret ships get to tracking. Even if it's only 15%, 2 modules stack to a total of ~32%.

What other T1 cruiser can hit at 50km with close range weapons?

I'm honestly not sure why you would want to fit heavies over HAMs if they have that kind of range, and missile ships are being gradually rebalanced which seems to be taking into account the increased fitting requirements of HAMs.

The weapons are different. You can't assume anything with the TE and TC numbers. The deve team already appears well aware of not killing off frigs with overdone new module effects on missiles.

Guns have had TE and TC effects since the modules have been in the game. It has not led to frigate extinction with the current values. But applying those values unthinkingly to the new effects on missile effects very well could.

So, we shall have to wait for a post from them on what the new modules (whether they be the same 2 newly scripted "now with more power", or a new special missile set of 2 modules and scripts) will be, and what the values will be for their explosion effects. Then that will have to get tested on the test server. Ditto for range effects. Remember that the current modules add optimal and falloff. With missiles of course there is no falloff.

Someone mentioned TDs and the amarr recons again. They are not exactly blessed with mids compared to a Rook/Falcon. And they are not currently used the same way, Caldari pilots so unacustomed to using them in a 40km or less tackling type role. A Pilgrim will still have a prop mod, point, cap injector, and just 2 more mids. If the mods become sister mods it will eat two more just to have one of each. And a Curse in a gang/fleet situation will be no more pita than an ecm boat currently is, especially if he eschews a flimsy shield tank in favor of a flimsy armor tank to load up on tracking disruptors.

I have mentioned this mutltiple times, but I would have no problem with nerfing the base strength %s on tTDs and mTDs to be weak enough that they can't be, as they are currently being, abused by unbonused ships with spare mids to **** over a turret (and soon potentially a missile boat). Then boosting the new TD boat bonuses to something like the current ecm boat %s (15-30% per level). Additionally, TDs have enjoyed a long optimal. They really didn't get used much on the bonused ships which focused on their neuting power and those ships use them at close range anyway so noone has cared about the long optimal.

Those usage and fittings patterns may change. And CCP should think about altering the TDs to the short optimal and long falloff of TPs and Damps in order to introduce the chance component that those modules have from operating usually in falloff. I would favor something like max skilled 30km optimals and 110 - 120 km falloffs (currently 45, and 90 with damps and TPs) on tech II versions for all these non-ecm ewar modules. All these changes would keep both these modules from becoming the new old-style multispecs of death and their specialized boats the new old-style Falcons, or still persisting Falcon alts.
Drumar Rotineque
Norfolk N Wayman
#2860 - 2012-09-24 23:04:18 UTC  |  Edited by: Drumar Rotineque
Lol....this has to be the funniest thread I've ever written. People crying over not nerfing HML's....people crying over tengu and drake need a good nerfing . Both EFT warrioring to justify their cause....especially using fits that aren't justifiable....but hey, everyone twists the truths to fit themselves. Being a gallente pilot in NS, I had a choice....cross train minmatar and join the tornado fleets, or cross-train drake and join the drake blobs against either Zealots or Naga *still not sure I understand that doctrine*

For all those opposed....this isn't about nerfing the drake.....it, like the other already useless caldari missile boats is about the Tengu and all the rest are just a casualty. The drake might not be so bad as while missioning in my drake before I got my domi, I hated sticking with kinetic missiles....so long term, it might be beneficial considering all T2 gun ammo is 2 damage types at once. It might be a step back, but not a whole lot...might have to fly a little more, crap happens, can't change it. My domi is still sitting pretty as I watch youtube and let my sentries take stuff out. Drake was more fun, but hey, can't have everything.

For all those in favor....stop using crap numbers to justify your cause. Mission drakes do not run 4 BCS's....most dont even run 3 because they are a beotch to fit. So while yes, guns can sacrifice tank for more damage....you're putting out numbers that are the ABSOLUTE MAX....which no one ever does on a drake. Fleet battles...I've yet to see a fleet doctrine with more than 2 BCS's. If you say otherwise, you are lying.

For those saying that this is a buff.....while they might benefit from the ability to use any damage type....you argue that they'll be right back to their normal range with a TE or TC. Well, To fit a TE, they are going to have to drop their second BCS as the other two are normally passive shield recharges in order to keep up with dps on harder lvl 4's....This WILL effectively put this as the shortest long range weapon. And with a 20% reduction in damage, it would effectively be even MORE if they want to get their range back.

The problem with comparing the BC's against one another, is each *ok, well maybe only a couple, but hey* has it's own advantage. Personally I look forward to teiricide....I like the brutix and would like to see it more viable. How about some Hybrid love??? Why should Arty's be the only Alpha monster?? If I could do it all over again, I'd be minnie like most pirates are....you want an honest opinion on ships...befriend one and pick their brain because they have to survive on their own.

It's all about shaking it up....you'll have to grind longer to make isk and spend more months cross-training....eve wouldn't want you unsubscribing because you're bored ;)