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

First post First post First post
Author
Gorn Arming
Deep Core Mining Inc.
Caldari State
#3501 - 2012-09-29 01:38:13 UTC
Tyberius Franklin wrote:
Noemi Nagano wrote:
Doddy wrote:
Noemi Nagano wrote:
I still dont see a reason to let TD work on missile and not give missile in the same time instant damage and falloff and wreckings. Apart from that, if missiles should be affected, some missile-skills should be needed to use a TD too ;)


You realise fall-off is a bad thing right? Why would you want it?


Err, no its not, when TEs come there and have an effect more falloff is better than less. Ask Winmatar. I agree with you its not the best to always fight in falloff, but if you have more range like that than your enemy, falloff is far from being useful.

More falloff is still worse than more optimal and missiles have no falloff mechanic so they have all "optimal" out to and beyond optimal + falloff for other weapons systems.

Your post has no falloff; it's just one big sentence. It's still worse than the other posts.

Missiles have variable "real" range depending on the speed and trajectory of their target. It's not unlike a short falloff interval at the end of an optimal, except that it depends on the target ship's movement.
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#3502 - 2012-09-29 01:57:55 UTC  |  Edited by: Tyberius Franklin
Gorn Arming wrote:
Tyberius Franklin wrote:
More falloff is still worse than more optimal and missiles have no falloff mechanic so they have all "optimal" out to and beyond optimal + falloff for other weapons systems.
Your post has no falloff; it's just one big sentence. It's still worse than the other posts.

Missiles have variable "real" range depending on the speed and trajectory of their target. It's not unlike a short falloff interval at the end of an optimal, except that it depends on the target ship's movement.
There is no variable range, just a range that may not be expended in a linear fashion due to travel time and moving targets. As such a missile may run out of travel time before reaching a target that appears to be within "range," but such is the nature of a weapon that actually travels. It's very unlike falloff as falloff reduces damage directly and increases the chances of a miss. Missile flight time is pretty boolean. It hits in time or it doesn't. Damage isn't reduced because it flew for 6 seconds instead of 5.
HELLBOUNDMAN
Aliastra
Gallente Federation
#3503 - 2012-09-29 03:21:44 UTC
This is CCPs favorite thing to do with a contraversial thread that could use their input.

They ignore it till it dies from its own weight.

Only this time the thread was even created by CCP.
Lili Lu
#3504 - 2012-09-29 04:17:43 UTC
HELLBOUNDMAN wrote:
This is CCPs favorite thing to do with a contraversial thread that could use their input.

They ignore it till it dies from its own weight.

Only this time the thread was even created by CCP.

You're so full of ****. Fozzie has responded plenty in this thread. But I don't blame him for not responding lately. Just the same tired old flawed comparisons, whines, and sometimes obvious lack of reading even the whole op, coming from people who can't get past their addiction to HMLs for the last 50 or so pages. Comparisons and whines already addressed and debunked.

Also, you've been posting a lot. Unfortunately I'm still getting the following (with plenty of time on refreshing it) for you on eve-kill:

"If you see no data, a cronjob has been submitted to calculate your monthly values. Please come back in a few minutes.
Thank you for your patience"

Do you have any pvp experience? You've been playing this game almost 5 years and you have no pvp entries at all. Is all the butthurt you are posting seriously just about losing the current HML stats for pve?What?
HELLBOUNDMAN
Aliastra
Gallente Federation
#3505 - 2012-09-29 04:38:45 UTC
Lili Lu wrote:
HELLBOUNDMAN wrote:
This is CCPs favorite thing to do with a contraversial thread that could use their input.

They ignore it till it dies from its own weight.

Only this time the thread was even created by CCP.

You're so full of ****. Fozzie has responded plenty in this thread. But I don't blame him for not responding lately. Just the same tired old flawed comparisons, whines, and sometimes obvious lack of reading even the whole op, coming from people who can't get past their addiction to HMLs for the last 50 or so pages. Comparisons and whines already addressed and debunked.

Also, you've been posting a lot. Unfortunately I'm still getting the following (with plenty of time on refreshing it) for you on eve-kill:

"If you see no data, a cronjob has been submitted to calculate your monthly values. Please come back in a few minutes.
Thank you for your patience"

Do you have any pvp experience? You've been playing this game almost 5 years and you have no pvp entries at all. Is all the butthurt you are posting seriously just about losing the current HML stats for pve?What?



I have some pvp experience.

Hell, just took out a mackinaw and an orca with an untanked caracal about a month or so ago.
(for some reason I can't find them even though I put them on Eve-Kill)


That said..I'm not big on pvp...

Also, my concern is not about losing the tengu as the missile boat of choice for high pve efficiency, but rather that I'll be losing the tengu without receiving anyting to replace it.

Nerf heavy missiles. Nerf the drake....Nerf the Tengu.... Just wait until BS rebalance before you do.

It's funny how everyone expects us missile boat pilots to give everything up because we have 2 out of how every many dps focused missille boats that are actually usable, but those very same people are unwilling to wait for these two ships to be rebalanced.

So, I don't wanna hear anymore of this "You can't stop OP ship rebalance because the others are underwhelming.."

If you wanna say that, I can just say... You can't take away our only effective ships until you give us bs balance.

They're the opposite ends of the argument. No one is right, no one is wrong.
However, someone's gotta give up something, and since both the tengu and drake still die quite often, I'd say they can stay as is for a little while longer...... It's not like they're impossible to kill or anything...

OH,and nagging me about having no info listed isn't exactly the best thing for someone with no info listed to point out....

Oh, and ships having effectiveness in pve is just as important as pvp.. Otherwise, how are players supposed to earn isk to go get blown up again?
Eckyy
United Caldari Navy
United Caldari Space Command.
#3506 - 2012-09-29 05:09:53 UTC
HELLBOUNDMAN wrote:
Oh, and ships having effectiveness in pve is just as important as pvp.. Otherwise, how are players supposed to earn isk to go get blown up again?


They can fly a battleship like everyone else. Ever tried to do 4's in an artillery Hurricane or beam Harbinger? How about a Loki or Proteus?
HELLBOUNDMAN
Aliastra
Gallente Federation
#3507 - 2012-09-29 05:36:03 UTC  |  Edited by: HELLBOUNDMAN
Eckyy wrote:


They can fly a battleship like everyone else. Ever tried to do 4's in an artillery Hurricane or beam Harbinger? How about a Loki or Proteus?


Isn't this the part where I said that the drake and tengu are OP and do need balancing comes into play???

That said though, yes, they can use battleships like everyone else.

However, missile boat t1, pirate, t2, and faction battleships are all quite lack luster in pve when compared to their turret counterparts.

I've gone through will all skills 5 and built lvl 4 mission fits for every battleship in game.

I was unable to make a comperable fit with missile boat bs's to turret boat bs's without using pirate and faction mods.

That's without the turret boats having to fit faction/ ded.

Well, at least not till getting into pirate bs's.

All of the turret Marauders are quite effective in lvl 4's, however, they share the same issues.

Now, the Golem is a bit under par in comparison.

However, we do not have a pirate missile boat with high efficiency in lvl 4 missions either.

The Rattlesnake is far from being on par. It's a drone boat and sucks with missiles.
Perhaps if they buffed it and gave it some high effectiveness with torps on top of drones, then maybe...


The point is that if we want a dps focused missile boat with high efficiency in pve, then the Tengu is the top of the line due to both its OP nature, and the subpar nature of missile boat bs's.

So, when you introduce me to a missile bs with the efficiency of a comperable turret boat, then maybe we can talk about using a bs.
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#3508 - 2012-09-29 06:18:55 UTC  |  Edited by: Tyberius Franklin
HELLBOUNDMAN wrote:

Isn't this the part where I said that the drake and tengu are OP and do need balancing comes into play???
Yet with both it's the base attributes of the weapon that makes them a feasible choice. I can get similar levels of tank and superior DPS from a proteus or legion but the range makes them much less ideal as all that DPS is lost to travel time. The systems even have similar bonuses on the other hulls but only the tengu ends up really standing out.
HELLBOUNDMAN wrote:
Now, the Golem is a bit under par in comparison.
Yes, the lack of a damage bonus other than the role bonus and torp drawbacks hurt it there but here's hoping that this change can help that issue in one regard.

Edit: Infact, Minmatar mission ships are currently drawing their efficiency from damage selection, which missiles have better, being able to efficiently use a sort range weapons system win conjunction with range and damage application help, which is what torps in particular have issues with and few fitting options to improve. Some attributes can't even be improved though rigs. This change would give them that.
HELLBOUNDMAN wrote:
The Rattlesnake is far from being on par. It's a drone boat and sucks with missiles.
Perhaps if they buffed it and gave it some high effectiveness with torps on top of drones, then maybe.
I would gladly take this new missile and drone beast, but I doubt it will happen.
Eckyy
United Caldari Navy
United Caldari Space Command.
#3509 - 2012-09-29 06:22:44 UTC
Loading a TE or two onto a Raven/CNR/Golem will really help out a lot. They're probably going to need just a bit more love beyond that, but it's something. I don't think they're quite as bad as you seem to imply.

Food for thought, it took several *years* for the EVE population at large to realize that the Golem wasn't better than the Vargur (even after the falloff change to TC/TE).
HELLBOUNDMAN
Aliastra
Gallente Federation
#3510 - 2012-09-29 06:53:53 UTC
Eckyy wrote:
Loading a TE or two onto a Raven/CNR/Golem will really help out a lot. They're probably going to need just a bit more love beyond that, but it's something. I don't think they're quite as bad as you seem to imply.

Food for thought, it took several *years* for the EVE population at large to realize that the Golem wasn't better than the Vargur (even after the falloff change to TC/TE).



The only reason the golem would be able to fit tcs is because of the tank bonus while the raven and navy raven are so bad with cap and tank that you can't really risk any slots for efficiency without starting to fit faction and pirate mods.
However, most turret boats can retain decent efficiency with a t2 fit and become more effective with faction and pirate mods.

The closest we get to being on par with turret boats is with the scorpion navy, and this is only due to 8 mid slots allowing for tank and target painters/ tcs after expac. However, it has sub par dps and isnt compensated through other means such as tanking ability or something else.

Bs class missile boats seriously need some balancing.
Eckyy
United Caldari Navy
United Caldari Space Command.
#3511 - 2012-09-29 07:06:10 UTC
Which t1 BS would you say clearly outclass the Raven in missions? I'll try and whip up some EFT-warrior fits that take the changes into account.

Noemi Nagano
Perkone
Caldari State
#3512 - 2012-09-29 07:58:03 UTC  |  Edited by: Noemi Nagano
Well, for me the point is - if after this patch Caldari will have

a) one or more viable, competitive missile DPS-combat tech 1 hulls above frig size

b) one or more viable, competitive missile DPS PvE tech 1 hulls for l4s (viable - tanks like the best tech 1s of the other races and gets killspeeds like the best tier 1s of other races)

c) CMs, Torps and HAMs which are in line with ACs and Arty in those sizes, and HML which are in line with medium Arty

d) a competitive Drake which is not 4th of 4 tier 2s in short range (as it is now) and 4th of 4 in long range (which it would be, if those changes would go through) but either top in one and last in other (as it is now), or on par with both

then I will not complain...

As far as I can see, we will have none of the above, when we should in fact have all of them. Let me point this out:

for a) we have atm the Drake (and to a lesser degree the Tengu, although its not tech 1), for b) we have cheap Drake, a bit more expensive NH and most expensive Tengu. Tengu is a great mission runner, if kinetic damage is the one of choice, and performs a fair bit worse with other enemies. Its behind top mission ships, which are pirate faction though except Vargur (and in some cases Paladin). Make the Golem on par with the Vargur and I wont complain about that specific loss, but for others it might suck.

for c) we have HML which are a bit OP (although in real game much less OP than paper stats might let you believe) and for d) we have the situation as described. Drake is OP only in nullsec, in all other things its pretty balanced in its class.

If those changes come true, you will see every little bit of whats there will be gone, and its not certain when the changes for good will come. For myself I see no reason why this should be OK, and as I see with all those reactions there are many others who feel the same. Bring us in line, ok, but the result should also be, that there are not 11 Winmatar ships in top 20 list, and just 1 (!) missile system in top dealer list. out of 20 there should be 4 of each race and 4 pirate ships. And in weapons it should be similar too. Else it is simply not balanced. And seriously, to those who say "crosstrain" - all of you had plenty of time to adapt to what you call OP. Still I dont see Drakes only in PvP in lowsec or in highsec, why is that? Because you refuse to learn? Or maybe just because the Drake simply is NOT OP in this environment? I never got an answer to this other than "but in nullsec" ... and I really dont wonder why ...

short resume - if Caldari are in line after this patch in a way they are balanced for PvE and PvP with missile tech 1 hulls, then I am fine. If not then I am not. My concerns are it will end up with option 2... now do some work Devs, and dont hesitate to ask those who know about missile ships, should be easy for you to find them.

best regards

PS: Icing on the cake would be, to get a missile-Machariel though, a fast ship with really strong short range weapons which shoot to long range without losing too much DPS ... and no, I dont see why you shouldnt do that. You did if for gunnery too, and left it in the game for ages.
Jorma Morkkis
State War Academy
Caldari State
#3513 - 2012-09-29 08:27:05 UTC
Noemi Nagano wrote:
Make the Golem on par with the Vargur and I wont complain about that specific loss, but for others it might suck.


Actually you're asking 70+ km torp Golem with same tank Vargur has. A bit OP...
Noemi Nagano
Perkone
Caldari State
#3514 - 2012-09-29 08:40:21 UTC
Jorma Morkkis wrote:
Noemi Nagano wrote:
Make the Golem on par with the Vargur and I wont complain about that specific loss, but for others it might suck.


Actually you're asking 70+ km torp Golem with same tank Vargur has. A bit OP...


Why is it OP if the Golem can do what the Vargur can? That would mean the Vargur is OP then, right? :) I think it would be balance, if Caldari could do with missiles what Winmatar can do atm with projectiles . But yeah, as Winmatar it maybe feels wrong when others have the same like you have.
Onictus
Federal Navy Academy
Gallente Federation
#3515 - 2012-09-29 09:07:40 UTC  |  Edited by: Onictus
HELLBOUNDMAN wrote:
Eckyy wrote:
Loading a TE or two onto a Raven/CNR/Golem will really help out a lot. They're probably going to need just a bit more love beyond that, but it's something. I don't think they're quite as bad as you seem to imply.

Food for thought, it took several *years* for the EVE population at large to realize that the Golem wasn't better than the Vargur (even after the falloff change to TC/TE).



The only reason the golem would be able to fit tcs is because of the tank bonus while the raven and navy raven are so bad with cap and tank that you can't really risk any slots for efficiency without starting to fit faction and pirate mods.
However, most turret boats can retain decent efficiency with a t2 fit and become more effective with faction and pirate mods.



Do us all a favor go park outside a mission hub and scan all of the missions battleships passing by. I'll bet you dollars to donuts that 80% of them are faction, if not deadspace fit.

....Hell my Navy Domi is still in Empire somewhere, it may have a T2 mod on it...like two.

Noemi Nagano wrote:


Why is it OP if the Golem can do what the Vargur can? That would mean the Vargur is OP then, right? :) I think it would be balance, if Caldari could do with missiles what Winmatar can do atm with projectiles . But yeah, as Winmatar it maybe feels wrong when others have the same like you have.


Easy answer, falloff. You know how much damage that Vargur (or Machariel) is doing at 70km? Not bloody much Where you hit for 2400(ish) a cycle in close to GET to 70km you have to load barrage, which aint cheap and once you do you are hitting for a couple hundred a cycle that far out It takes a while to kill frigs.. Generally you use either the Vargur or Mach at 40km with barrage or (like the mach) you add an AB and basically run BS to BS and let the drone deal with the little crap.

No one does missions from 70km with 800mm repeaters, you wouldn't be able to carry enough ammo.
Noemi Nagano
Perkone
Caldari State
#3516 - 2012-09-29 09:25:46 UTC
Onictus wrote:


Noemi Nagano wrote:


Why is it OP if the Golem can do what the Vargur can? That would mean the Vargur is OP then, right? :) I think it would be balance, if Caldari could do with missiles what Winmatar can do atm with projectiles . But yeah, as Winmatar it maybe feels wrong when others have the same like you have.


Easy answer, falloff. You know how much damage that Vargur (or Machariel) is doing at 70km? Not bloody much Where you hit for 2400(ish) a cycle in close to GET to 70km you have to load barrage, which aint cheap and once you do you are hitting for a couple hundred a cycle that far out It takes a while to kill frigs.. Generally you use either the Vargur or Mach at 40km with barrage or (like the mach) you add an AB and basically run BS to BS and let the drone deal with the little crap.

No one does missions from 70km with 800mm repeaters, you wouldn't be able to carry enough ammo.


I didnt say you need to be able to hit to 70km with Rage Torps. All I want is this: Rage Torps work as fine as ACs do in Machariel and Vargur with high damage ammo, pricetag of Torps ISK/damage should be same as with ACs, i.e. if you deal a specific ammount of damage with one weapon system you dont burn more or less money than with the other, and on the ammount of damage is similar in similar ranges. Ofc I know this means AC have to deal a little bit more in 5km, but then again they will also deal a bit less in 45km. For the far falloff range Javelins should be able to do similar damage like ACs too. So, how is this unbalanced? Winmatar can do it, why should Caldari be NOT able to do it?

I didnt even come to that point of speed of ships, and also not to the application of damage to smaller targets ... nor flight time. But your reaction is unmasking indeed - how can that Caldari scum expect to have a fine working system as ours?

Btw about your point of how much a Vargur or Machariel is doing at 70 .. I know, I have them both. And yes, its a fair bit less than what the high EFT numbers make you believe. Still, esp. the Mach can cover distances so fast it will be inside its envelope of doom in a few seconds. Something the Golem cant ...
Onictus
Federal Navy Academy
Gallente Federation
#3517 - 2012-09-29 09:41:19 UTC
Noemi Nagano wrote:
Onictus wrote:


Noemi Nagano wrote:


Why is it OP if the Golem can do what the Vargur can? That would mean the Vargur is OP then, right? :) I think it would be balance, if Caldari could do with missiles what Winmatar can do atm with projectiles . But yeah, as Winmatar it maybe feels wrong when others have the same like you have.


Easy answer, falloff. You know how much damage that Vargur (or Machariel) is doing at 70km? Not bloody much Where you hit for 2400(ish) a cycle in close to GET to 70km you have to load barrage, which aint cheap and once you do you are hitting for a couple hundred a cycle that far out It takes a while to kill frigs.. Generally you use either the Vargur or Mach at 40km with barrage or (like the mach) you add an AB and basically run BS to BS and let the drone deal with the little crap.

No one does missions from 70km with 800mm repeaters, you wouldn't be able to carry enough ammo.


I didnt say you need to be able to hit to 70km with Rage Torps. All I want is this: Rage Torps work as fine as ACs do in Machariel and Vargur with high damage ammo, pricetag of Torps ISK/damage should be same as with ACs, i.e. if you deal a specific ammount of damage with one weapon system you dont burn more or less money than with the other, and on the ammount of damage is similar in similar ranges. Ofc I know this means AC have to deal a little bit more in 5km, but then again they will also deal a bit less in 45km. For the far falloff range Javelins should be able to do similar damage like ACs too. So, how is this unbalanced? Winmatar can do it, why should Caldari be NOT able to do it?

I didnt even come to that point of speed of ships, and also not to the application of damage to smaller targets ... nor flight time. But your reaction is unmasking indeed - how can that Caldari scum expect to have a fine working system as ours?

Btw about your point of how much a Vargur or Machariel is doing at 70 .. I know, I have them both. And yes, its a fair bit less than what the high EFT numbers make you believe. Still, esp. the Mach can cover distances so fast it will be inside its envelope of doom in a few seconds. Something the Golem cant ...




You got me there. I've never bothered with the BS missiles, plan on training Torps up next week. for that matter. If the changes got through like I think they are going to, expect the nano torp-phoon-of-doom to be coming to a system near you.

Of course I never bothered with Marauders either, the idea is cool and all, but I bought the Machariel first, and its just too good.
Bouh Revetoile
In Wreck we thrust
#3518 - 2012-09-29 10:27:59 UTC
Haha ! What a joke : people who have not read the thread complain about CCP not reading ! Crazy ! But the best part is when you realize that *nothing* have been said which don't have been answered before the page 70...

100 of pages just because people haven't read... And now people are complaining about the best tool to fool a poor AI and call this balance...
FleetAdmiralHarper
Kitchen Sink Kapitals
#3519 - 2012-09-29 11:18:51 UTC
CCP Fozzie wrote:


Heavy Missiles
-Base flight time reduced by 30%
-Base velocity increased by 6.66%
-In total, base range reduced by ~25%
-Damage decreased by 20% (rounded to closest digit)
-Affects all variant Heavy missiles, including FOF.




*zooms out-from my house to space.*
*earth and the camera shake*

NNNNNNNNOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

i get your reasoning for the nerf,
HOW EVER,
i submit this to you.
buff other "long range weapons and damage" to be on par with heavy missiles.

as it stands i have a ferox (designed for hybrids and rails) but i run heavy's on it.
why?
not because i dont like them, because its been my experience that the damage of rails is so pitiful, it cant even crack a moderate passive tank on a ship. which is sad.

please don't make it imposable for us to kill things at range with this nerf.. which is exactly what will happen.
as it stands heavy missiles/cruise are my only option.

PS: cruise missiles could use a tiny damage buff. like 10-15, and torps 20-30

oh and a navy issue rokh plox?? with 98ms standard speed, a 125m3 drone bay. and 8 slots for missiles or rails. and ship bonuses to go either way. =)

1st forum post. i had to try =P i want a smexy rokh =P XD
Jorma Morkkis
State War Academy
Caldari State
#3520 - 2012-09-29 11:59:38 UTC  |  Edited by: Jorma Morkkis
Noemi Nagano wrote:
Why is it OP if the Golem can do what the Vargur can? That would mean the Vargur is OP then, right? :) I think it would be balance, if Caldari could do with missiles what Winmatar can do atm with projectiles . But yeah, as Winmatar it maybe feels wrong when others have the same like you have.


Because you're asking a bit too much:
- Speed of Mach
- 1100+ dps at 70 km (just for comparison: Nightmare can do this only at 50 km)
- Instantly hitting missiles
- Vargur's tank
- Apoc's capacitor