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

First post First post First post
Author
Onictus
Federal Navy Academy
Gallente Federation
#3201 - 2012-09-26 22:01:27 UTC
Garviel Tarrant wrote:
Onictus wrote:
Garviel Tarrant wrote:


You really don't know what you're talking about do you? Try killing a HML pvp drake with a frig, just try it.


You can you need a bleed tanking AB frig to do it, a la Ishkur or Wolf, they are the only two that do enough DPS and tank the damage.

Maybe the new Executioner, but I haven't really putzed with it.


An AF will take a HML mission drake easy

It will NOT take a poddla drake.


That is true.

You do still find those that refuse to add a web because "more tank is better".


ISD Suvetar
ISD Community Communications Liaisons
ISD Alliance
#3202 - 2012-09-26 22:01:43 UTC
Hi,

Please don't keep posting the same thing over and over again as it derails the thread and will be considered as spam and dealt with appropriately.

Thanks and fly safe.

[b]ISD Suvetar Captain/Commando Community Communication Liaisons (CCLs) Interstellar Services Department[/b]

Onictus
Federal Navy Academy
Gallente Federation
#3203 - 2012-09-26 22:05:03 UTC
Noemi Nagano wrote:


Thats a fair answer. Now one last question to this - do you think Caldari does have any other long range option in tech 1 hulls apart from the Drake? And will you agree the Drake does to a certain degree what maybe the Raven should in fact do?

As an addition - in my opinion a Drake gets slaughtered if it fights BS. It may shine under certain conditions, but if you want to engage a BS, better bring a BS. Or something completely different ;)



Drake is fine against short range BSs (well hellcates are an issue for them), against long range BSs, yeah its a massacre.

...and for reference you use Drakes against BS's so when you get dropped you can GTFO, because if you are in BS's still with Dreads and Titans on the field you are going to get your ass handed to you, and it doesn't matter how well you play.

Drakes can burn out of the bubbles a hell of a lot faster than brick tanked battleships.
Onictus
Federal Navy Academy
Gallente Federation
#3204 - 2012-09-26 22:06:41 UTC
HELLBOUNDMAN wrote:


Oh, and I've seen way more canes solo bs's than I have drakes.



Yeah, so?

Connall Tara
State War Academy
Caldari State
#3205 - 2012-09-26 22:07:36 UTC  |  Edited by: Connall Tara
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.


nighthawk and cerberus eh? well personally i wouldn't mind the cerberus being brought up to scratch as a "mainline" HAC. one of the larger problems i personally see with the caldari hac line is that both hulls are build specifically for long range sniping combat. based on its description the cerberus is certainly intended to act as a missile launching monstrosity and currently that's represented by huge range and fairly reasonable damage. perhaps the solution then is to gear this a little more towards damage dealing rather than damage projection?

its a fanciful image of course but the idea of a cerberus litterally spewing endless waves of missiles into targets gives me a nice warm feeling and anything we can do to encourage that is a good thing. perhaps rather than a pair of missile range bonuses the cerberus could be more focused towards messing things up? the 2nd range bonus (flight time I believe) could be altered to give the cerberus an explosion radius bonus, something the nighthawk admittedly already has. while 3 "damage" bonuses might be a little... much... it would more than certainly lock the cerberus in as an anti "fast stuff" platform using hams or heavy missiles to pursue and engage particularly fast opponents and provide meaningful dps support to a gang its a part of.

its not a perfect suggestion of course, another idea would be to outright change the "hac" bonus to a huge ass 10% RoF bonus and have it REALLY churn out the fwoosh, range comparable to a caracal but with the advanced systems needed to coordinate more missiles in flight and reload its launchers? sounds fun to me.

in turn, much like the caracal, I believe the cerberus could use some fitting love to help push it a bit more towards the combat role while the eagle can most certainly remain as a huge ass range sniper (though in turn that needs some love to give it some reason to exist as opposed to the naga, probably tracking love ^_^ ).

as for the nighthawk.... thats a lot harder to say. the biggest issue I can kind of see with the nighthawk is that the drake is just as good... in pretty much every way. the nighthawk's bonuses are kind of made redundant as generally speaking the drake has just as much tank, speed and ability to hit smaller targets at only a marginal loss in performance.
a lot of it i think has to do with the drake's sheer tanking ability compared to the nighthawk; which only gets an edge over the drake in passive tanking. something not all that useful in pvp due to the consumption of critical lowslots for shield power relays.

while the nighthawk can most certainly sling more ordinance than a drake the overall advantage isn't that great, while the nighthawk has a 2 extra damage application bonuses (RoF and explosion radius) the drake has an additional turret and more freedom of fitting bringing it a lot closer than is ideal.

what i'd like to see to bring the nighthawk up to scratch? TANK.While the sleipnir might be a lean mean dakka machine (though again of limmited use in the grand scheme of things due to cost) the caldari strike me as the kinds who'd want to protect their command assets at all costs. improved fitting, natural shield amount and some juggled slots (5th low up to a mid perhaps?) with the intention of permitting the nighthawk to simply survive harder and longer than its peers would in my mind make it a good deal more useful as a member of a gang, an active tanking bonus "might" work but it doesn't strike me as very "Kaalakiota", perhaps a shield hitpoint amount bonus in place of the missile explosion radius bonus and enough powergrid to sport ham launchers and a strong extender based tank would suffice to bring it up to spec.

just idle thoughts of course but i think but seeing as T2 ships are ment to be "specialised" having a specialised missile damage boat and a specialised tanking command vessel seem like fair suggestions in my mind.

Naomi Knight - "You must be CCP Rise alt , that would explain everything"

HELLBOUNDMAN
Aliastra
Gallente Federation
#3206 - 2012-09-26 22:31:02 UTC
Onictus wrote:
HELLBOUNDMAN wrote:


Oh, and I've seen way more canes solo bs's than I have drakes.



Yeah, so?




You stated that no other bc would be taken up against battleships.

I stated that in fact I have seen way more hurricanes to this than drakes.

You now have nothing to say but "yeah, so?"


So I counter your argument and in defense we get a "Yeah, so?"

Wow
Eckyy
Fourth District Sentinels
The Caldari Fourth District
#3207 - 2012-09-26 22:42:24 UTC
Lallante wrote:
Noemi Nagano wrote:

Exactly. Lallante got it so completely wrong, its next to pointless to quote him/her anymore, seriously ... we are talking of the CALDARI weapon system, not of some specialised logi/ewar stuff here! Break every projectile ship in t1 for winmatar, break every laser-ship t1 for Amarr, just leave the Frigs alone. Then you see what you want us to accept.


What? There are only 5 medium missile platforms for Caldari including t2 and t3. Of these 2 are OP, 1 is fine (caracal) and 2 are never used. Caracal is rebalanced around the new HMLs and we have been promised the 2 never used ones will be addressed in turn.

What exactly is being broken? Name a currently working ship that will be broken post changes?


I'm pro-nerf, but not in its current form, because the ships that will be hurt are those that use missiles as a secondary weapon system. Nobody fit missiles in a Stabber's other 2 highslots already, and they're even less likely to after this takes effect.

Missile ships will be fine, ships that have missile hardpoints but no bonuses to them will basically have wasted hardpoints.
Eckyy
Fourth District Sentinels
The Caldari Fourth District
#3208 - 2012-09-26 22:58:02 UTC  |  Edited by: Eckyy
For those who haven't looked at a graph of HML Drake vs Harbinger, here's one:

http://imageshack.us/a/img411/4537/59105125.png

In this picture, all ships have 3 damage mods. The Drake is using faction ammo, with Fury the numbers would look even worse. The Harbinger manages a 53,000 EHP tank and a point with its remaining slots. The Drake has a 99,000 EHP tank and a point. The Harbinger needs 2 fitting mods to make this work, the Drake needs none.

The Drake beats a beam Harbinger from 20km to infinity, and it does so with twice the tank.

A pulse Harbinger with scorch only does 15% more DPS and only does it out to ~23+5km with max skills. The Drake maintains twice the tank.

^ The Drake beats the beam harbinger by such an incredible margin in terms of range and DPS alone, it's insult to injury that it has twice the tank too. I just worry that a heavy missile nerf will hurt ships that don't have bonuses to them, such as the Muninn and Vaga, Curse, and Gallente recons.
Adam Lyon
Caldari Provisions
Caldari State
#3209 - 2012-09-26 22:58:16 UTC
Even though no one will read this, I'd like to bring it to your attention (if it isn't already) that missiles are the only weapon system in which the short-range version has more restricting fitting requirements than the long range version. Not only this, but some of the rigs for the weapon system (for some balance reason that I have yet to comprehend) do not apply to the short range version.

A 650mm artillery cannon (the smallest long range cruiser class projectile) uses 200/27
A 425mm autocannon (the largest short range cruiser class projectile) uses 140/24
>0.700/0.889

250mm rail (long range) is 198/38
Heavy neutron blaster (short range) is 179/29
>0.904/0.763

Heavy beam laser (long range) is 250/35
Heavy pulse laser (short range) is 210/33
>0.840/0.943

A HML (long range) uses 100/50
A HAM (short range) uses 120/45
>1.200/0.900 (the only one with a value >1)

I agree with all of the missile changes, but not the the extent the changes are made. A 20% nerf is clearly just balancing them in the opposite direction. Instead of 70% of cruiser class weapons being missiles, 7% will be. That's not balance. Missiles could use a nerf but that deep of a nerf is just plain silly. I can't honestly see HMs being a viable option after this patch for PVE or PVP compared to other weapons systems.

tl;dr
Pulling missiles back in line with other weapon systems is good. Pulling them behind other weapon systems is bad. Doing so incompletely is even worse.
Eckyy
Fourth District Sentinels
The Caldari Fourth District
#3210 - 2012-09-26 23:01:56 UTC  |  Edited by: Eckyy
Thanks Adam. I've posted this multiple times but it's lost to most readers in the 150 pages of rant. Remember that Torpedos are the same, but rockets are easier to fit than light missiles. It's a mess.
Daichi Yamato
Jabbersnarks and Wonderglass
#3211 - 2012-09-26 23:20:16 UTC  |  Edited by: Daichi Yamato
Noemi Nagano wrote:


The Drake will have ZERO at 63 Dude, coz its missiles vanish in space. And no, I dont see why they should out-DPS the Drake there, why shouldnt it be the other way round? :) The Drake gets out dpsd in shorter ranges already, and also in longe ranges, why? :)

Btw, this is both true already now - and still you call it OP now, and balance then. Troll?

And no, viable Drake fittings dont include TE/TCs, viable Cane fittings do. Will you deny the fact Cane and Drake are balanced against each other, or not?


can u show me a fit from a turret BC that does 500dps from 50km+ (not a tier 3 of course) that can also reach 80k ehp?

bearing in mind the drake hits this hard out to 75km and tanks 100kehp

even with the nerf, the heavy missile out competes rails, beams and arties for dps. the range nerf will bring things much closer together though. Ships will actually have an advantage with range bonuses.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Sigras
Conglomo
#3212 - 2012-09-26 23:44:42 UTC
Nikolai Dostoyevski wrote:
Sigras wrote:
I think what we're all forgetting is that, unlike long range guns, long range missiles are still competent against close range targets which is a huge advantage.

As far as the HAM vs short range gun argument goes, i would say that the HAMs could use the same explosion velocity, explosion radius and damage reduction factor (almost said DRF lol) as heavys, and then they would be just fine.


By the same token, a fast moving target at maximum or near maximum gun range is going to take far more damage from the long range gun than from a missile. Especially if it's a smaller ship.

I vehemently disagree. Lets give a scenario, a Dramiel 50km away MWDing toward you at 5,537 m/s to tackle you, and lets say hes almost coming straight at you, say 15 degrees off of straight at you with a MSE, his sig radius is 222 m

Scenario 1, youre in a harbinger, so we have to know his transversal velocity which math tells us is 1,433.081 m/s (if you want me to show my work I will)
Plugging those numbers into the tracking formula, you get an 18.3% chance to hit, and your hits will never do more than 18.3% of your max damage. This means your applied damage is around 3.34% of your max damage or around 10 DPS for a 3 heat sink harbinger
Remember this can still be dropped further if they were to increase their angle of attack and thereby raise their transversal

Scenario 2, youre in a drake, we dont have to calculate anything but the formula which makes this easy. you do around 55 DPS
Remember this is a minimum, if he slows down, the missiles will do considerably more damage and there is no amount of piloting skill that can reduce that damage further.

Again, if you want me to show my work i will indeed.

Nikolai Dostoyevski wrote:
And guns have criticals that aren't calculated into the dps for those EFT warriors. Missiles don't.

Guns also miss and have damage variation, this is all averaged into the damage calculations, which is why it is an average.
Sigras
Conglomo
#3213 - 2012-09-26 23:47:57 UTC
Sinigr Shadowsong wrote:
Sigras wrote:
Noemi Nagano wrote:
4) how many wrecking hits will a Drake score? None ... there simply are no wreckings for missiles.

True, but remember there are also no glancing blows and no misses either. As a function the differences are null

in many cases every hit on Drake is a glancing blow. In some cases it's effectively a miss (fast-moving frigs).

That is true, but in most of those cases (unless youre fighting an idiot who is coming straight at you) every ship that mitigates 90% of the drake damage mitigates 100% of the gun damage because guns just cant hit them.
Daichi Yamato
Jabbersnarks and Wonderglass
#3214 - 2012-09-26 23:51:35 UTC
Eckyy wrote:

Nobody fit missiles in a Stabber's other 2 highslots already, and they're even less likely to after this takes effect.



nobody fits them now...even less ppl will fit them after. is that even possible?
its not because missiles are weak that ppl aren't fitting them as a secondary weapon system, its that the split weapon system is unsupported on most ships. u could even buff heavy missiles a bit and i'd bet they still wouldnt be used on stabbers.

does the stabber even have grid to fit arties and heavies at the same time? far better off asking CCP to make TP's a high slot and use them to fill ranged utility highs.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Bloutok
Perkone
Caldari State
#3215 - 2012-09-27 00:07:03 UTC
Daichi Yamato wrote:
Eckyy wrote:

Nobody fit missiles in a Stabber's other 2 highslots already, and they're even less likely to after this takes effect.



nobody fits them now...even less ppl will fit them after. is that even possible?
its not because missiles are weak that ppl aren't fitting them as a secondary weapon system, its that the split weapon system is unsupported on most ships. u could even buff heavy missiles a bit and i'd bet they still wouldnt be used on stabbers.

does the stabber even have grid to fit arties and heavies at the same time? far better off asking CCP to make TP's a high slot and use them to fill ranged utility highs.


So, heavy missiles are total crap if the ship does not allow for any kind of bonus ? Really ? We are nerfing a crappy crap weapon system ?
Noemi Nagano
Perkone
Caldari State
#3216 - 2012-09-27 00:54:01 UTC
Bloutok wrote:
Daichi Yamato wrote:
Eckyy wrote:

Nobody fit missiles in a Stabber's other 2 highslots already, and they're even less likely to after this takes effect.



nobody fits them now...even less ppl will fit them after. is that even possible?
its not because missiles are weak that ppl aren't fitting them as a secondary weapon system, its that the split weapon system is unsupported on most ships. u could even buff heavy missiles a bit and i'd bet they still wouldnt be used on stabbers.

does the stabber even have grid to fit arties and heavies at the same time? far better off asking CCP to make TP's a high slot and use them to fill ranged utility highs.


So, heavy missiles are total crap if the ship does not allow for any kind of bonus ? Really ? We are nerfing a crappy crap weapon system ?


We nerf a system which is not OP per se. It works well in 2 ships, and it does somehow ok in some others. But it doesnt pwn all like ACs which get fitted to ships with a completely different weapon bonus too ... so basically, yes.
Eckyy
Fourth District Sentinels
The Caldari Fourth District
#3217 - 2012-09-27 00:58:16 UTC
Bloutok wrote:
So, heavy missiles are total crap if the ship does not allow for any kind of bonus ? Really ? We are nerfing a crappy crap weapon system ?


The problem with split weapons is that damage mods don't apply to all modules (as in the case of the Typhoon). The additional problem with split-un-bonused-weapons is that you're basically doing zero real damage with your missiles, as in the case of the Stabber.

Missiles are often an option as an unbonused suppliment to damage that you can put in your spare highslots. This once worked because missiles had great base stats. Ships that used missiles primarily tended to have weaker bonuses so as not to make missiles overpowered on them.

This nerf, though it fixes heavy missiles on all missile ships, removes them as a secondary weapon system. Most people probably won't miss them as they were marginally effective at best before, but I feel it's taking away diversity in fitting. I'd rather see missiles receive a buff and have missile ships stripped of their damage bonuses in favor of explosion velocity/radius, range, or perhaps even other bonuses like tanking or ewar.

Choice is good.
Eckyy
Fourth District Sentinels
The Caldari Fourth District
#3218 - 2012-09-27 01:00:50 UTC  |  Edited by: Eckyy
Noemi Nagano wrote:
We nerf a system which is not OP per se. It works well in 2 ships, and it does somehow ok in some others. But it doesnt pwn all like ACs which get fitted to ships with a completely different weapon bonus too ... so basically, yes.


Autocannons don't pwn on ships like the Myrmidon, these ships are strong ships even without guns fit. Autocannons do **** poor dps without a double bonus like on the Hurricane or Vagabond but they're better than leaving the highslots empty and they don't consume cap.
Bloutok
Perkone
Caldari State
#3219 - 2012-09-27 01:12:25 UTC
Eckyy wrote:
Bloutok wrote:
So, heavy missiles are total crap if the ship does not allow for any kind of bonus ? Really ? We are nerfing a crappy crap weapon system ?


The problem with split weapons is that damage mods don't apply to all modules (as in the case of the Typhoon). The additional problem with split-un-bonused-weapons is that you're basically doing zero real damage with your missiles, as in the case of the Stabber.

Missiles are often an option as an unbonused suppliment to damage that you can put in your spare highslots. This once worked because missiles had great base stats. Ships that used missiles primarily tended to have weaker bonuses so as not to make missiles overpowered on them.

This nerf, though it fixes heavy missiles on all missile ships, removes them as a secondary weapon system. Most people probably won't miss them as they were marginally effective at best before, but I feel it's taking away diversity in fitting. I'd rather see missiles receive a buff and have missile ships stripped of their damage bonuses in favor of explosion velocity/radius, range, or perhaps even other bonuses like tanking or ewar.

Choice is good.



Wait a sec .... Did you say that the heavy missile weapon is a bad weapon without bonus and then made the logical decision that the nerf should be on the bad weapon instead of the ships that allow bonuses ???? Really ?
Eckyy
Fourth District Sentinels
The Caldari Fourth District
#3220 - 2012-09-27 01:37:16 UTC
Bloutok wrote:
Eckyy wrote:
Bloutok wrote:
So, heavy missiles are total crap if the ship does not allow for any kind of bonus ? Really ? We are nerfing a crappy crap weapon system ?


The problem with split weapons is that damage mods don't apply to all modules (as in the case of the Typhoon). The additional problem with split-un-bonused-weapons is that you're basically doing zero real damage with your missiles, as in the case of the Stabber.

Missiles are often an option as an unbonused suppliment to damage that you can put in your spare highslots. This once worked because missiles had great base stats. Ships that used missiles primarily tended to have weaker bonuses so as not to make missiles overpowered on them.

This nerf, though it fixes heavy missiles on all missile ships, removes them as a secondary weapon system. Most people probably won't miss them as they were marginally effective at best before, but I feel it's taking away diversity in fitting. I'd rather see missiles receive a buff and have missile ships stripped of their damage bonuses in favor of explosion velocity/radius, range, or perhaps even other bonuses like tanking or ewar.

Choice is good.



Wait a sec .... Did you say that the heavy missile weapon is a bad weapon without bonus and then made the logical decision that the nerf should be on the bad weapon instead of the ships that allow bonuses ???? Really ?


If you read some of my prior posts I advocate doing SOMETHING about heavy missiles, but I think cutting heavy missile damage via some other method than a direct damage reduction on the missile itself - such as changing ship bonuses - is a more appropriate way to go about it.