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

First post First post First post
Author
Warde Guildencrantz
Caldari Provisions
Caldari State
#3761 - 2012-10-01 18:11:05 UTC
There we go. This I like. I wouldn't have even minded sticking with the 20% HM damage reduction with these other outlined tweaks. At first glance at the newest changes I was annoyed by rage missiles getting their explosion velocity and radius nerfed a bit more, but with the guided missile precision bonus actually affecting them, it should even out nicely. Good setup.

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

Eckyy
United Caldari Navy
United Caldari Space Command.
#3762 - 2012-10-01 18:11:26 UTC
Harvey James wrote:
HELLBOUNDMAN wrote:
Also, does this essentially make guided missiles longer range short range weapons now.

I mean, I'm a little lost on this.

There's no buff to precision range, but a massive nerf to fury range putting it less than precision, which means that guided missiles will be doing less that 65km with both precision and fury.

Or again, did I miss something?


please make us a pretty picture that shows the changes maybe with different colours and lines going up and down please :P


This!

I think a graph showing where the different missiles fall as far as damage and projection would be nice.

I like that you're applying GMP to all missile types, but I'm going to need some time to sort through what exactly the changes to exp radius and velocity will mean.
MIrple
Black Sheep Down
Tactical Narcotics Team
#3763 - 2012-10-01 18:11:42 UTC
Harvey James wrote:
HELLBOUNDMAN wrote:
Also, does this essentially make guided missiles longer range short range weapons now.

I mean, I'm a little lost on this.

There's no buff to precision range, but a massive nerf to fury range putting it less than precision, which means that guided missiles will be doing less that 65km with both precision and fury.

Or again, did I miss something?


please make us a pretty picture that shows the changes maybe with different colours and lines going up and down please :P


I think what you are asking for is a graph. :) Everyone in EVE loves graphs please post one if you can.
HELLBOUNDMAN
Aliastra
Gallente Federation
#3764 - 2012-10-01 18:12:53 UTC
Harvey James wrote:
HELLBOUNDMAN wrote:
Also, does this essentially make guided missiles longer range short range weapons now.

I mean, I'm a little lost on this.

There's no buff to precision range, but a massive nerf to fury range putting it less than precision, which means that guided missiles will be doing less that 65km with both precision and fury.

Or again, did I miss something?


please make us a pretty picture that shows the changes maybe with different colours and lines going up and down please :P


It may help, lol

I'm serious though.

If fury is getting nerfed below precision range, then what's the deal with that?

And will t1/navy stay long range.

The notes are a bit confusing on this part
Harvey James
The Sengoku Legacy
#3765 - 2012-10-01 18:14:09 UTC
quick before our minds explode with too many numbers!!!!!!!!!!!!!!!!!!

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

Warde Guildencrantz
Caldari Provisions
Caldari State
#3766 - 2012-10-01 18:14:16 UTC
I'm Down wrote:
with a ~550 DPS 35km range Fury Drake.


Yes, because the 500 dps javelin HAM drake has caused so much problems at 30km right Roll

Even with the previous outlined changes you would have been able to use javs with tracking enhancers getting 500 dps at like 40km. I don't see how this buff is unfair, drakes getting max DPS at 70km was unfair, now they get similar dps at 35km, sounds fair enough to me.

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

HELLBOUNDMAN
Aliastra
Gallente Federation
#3767 - 2012-10-01 18:15:22 UTC
Harvey James wrote:
quick before our minds explode with too many numbers!!!!!!!!!!!!!!!!!!



MY HEAD IS GETTING BIGGER!!!!
CCP Fozzie
C C P
C C P Alliance
#3768 - 2012-10-01 18:16:24 UTC
HELLBOUNDMAN wrote:
Harvey James wrote:
HELLBOUNDMAN wrote:
Also, does this essentially make guided missiles longer range short range weapons now.

I mean, I'm a little lost on this.

There's no buff to precision range, but a massive nerf to fury range putting it less than precision, which means that guided missiles will be doing less that 65km with both precision and fury.

Or again, did I miss something?


please make us a pretty picture that shows the changes maybe with different colours and lines going up and down please :P


It may help, lol

I'm serious though.

If fury is getting nerfed below precision range, then what's the deal with that?

And will t1/navy stay long range.

The notes are a bit confusing on this part


Post patch Furies and Precisions would have exactly the same range.

I'll get the numbers into a spreadsheet form for public viewing soon, probably should have thought to do that earlier. :oops:

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

Markku Laaksonen
School of Applied Knowledge
Caldari State
#3769 - 2012-10-01 18:16:35 UTC
I see some of updates Fozzie made to the original post, but will submit my post anyway.

I've said plenty about it in game and figure I might as well get in on this forum. These are just ideas and I haven't done any math or testing to figure out what numbers would be appropriate. That's CCP's job.

RANGE
The HM range nerf is harsh and should be reduced or removed. A recurring argument is that no other weapon system does full damage at their extreme optimals. A few points on that.

- First, missiles only do full damage if the target is not moving and its sig radius is favorable to the missiles explosion radius. There will always be some damage mitigation due to the targets movement, and any large missile will never do full damage to smaller targets without TP.
- Second, while missiles can project reliable damage to extreme ranges, they do absolutely zero damage once you go just 1m out of their range. Turrets have falloff ranges and still maintain chances to hit, and missiles lack this entirely. To rephrase, missiles lose ALL of their damage after their 'optimal' whereas turrets loose a prot
- And finally, delayed damage. The farther out your target it, the longer it takes to apply damage. Targets could potentially warp out before your missiles arrive, or be killed by turrets before your missiles arrive. If you warp out while your missiles are in flight they do no damage.

DAMAGE
The HM damage nerf should be reduced. One point CCP Fozzie has brought up is that this arises when players compare HMs to short range weapon systems. I'm not comparing HMs to Blasters or Autocannons. When I started EVE and decided to use missiles, I looked at HAMs vs. HMs. The small amount of additional DPS from the HAMs doesn't make up for their much harder fitting requirements and much shorter range. Of course, HAMs are the short range version, so the fix that comes to mind is a smaller nerf to HM damage and slight buff to HAM damage, with easier fitting reqs.

TRACKING
I understand that CCP can do as they please with making up stats and having something effect various attributes, but I don't like the idea of tracking disruptors, enhancers, or computers effecting anything to do with missiles. There's no aspect of missiles that involves the launcher rotating in order to track a target. Creating new mods with same effect is fine. It doesn't make sense for it to be an all in one mod. If this change t the very minimum, these should be different mods.

On a semi related note to the tracking changes, from what I've heard from a number of Amarr pilots, it seems like this change was made so that Amarr racial EWAR could effect missiles. This would be in the same vein as making projectiles and launchers use capacitor so they could be neuted out. CCP could do it easily, but it wouldn't make sense.

DAMAGE BONUS
An "advantage" of missiles is that you get to choose your damage type. Being bonused for kinetic makes that advantage less appealing, especially at higher levels when you'll use kinetic over an NPC weakness because the bonused damage simply outweighs their weakness. Further, a 10 second reload time often means you won't be switching to a more effective damage type in the heat of a PvP battle. I see the new Caldari destroyer is getting a kinetic damage bonus. Caldari ships should be moved away from kinetic bonuses and towards general damage bonuses. That would maintain the neighborhood of volley damages that kinetic currently gets. An alternative would be a RoF bonus, lowering volley damage but maintaining bonused kinetic levels of DPS, while making counting volleys harder.

A reduction in reload time for all weapons would make switching ranges for turrets and damage types for projectiles and missiles a practical option. I remember reading in the skill discussion forum a suggestion for a skill that accomplishes that that was called Ordinance Handling. I would add to it that for lasers and mining crystals the skill could reduce damage and extend their lives.

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HELLBOUNDMAN
Aliastra
Gallente Federation
#3770 - 2012-10-01 18:17:59 UTC
Are we trying to make precision the long range ammo, or are we trying to make t1/navy long range ammo with fury in last and precision in 3rd I guess is what I'm asking
CCP Fozzie
C C P
C C P Alliance
#3771 - 2012-10-01 18:22:08 UTC
HELLBOUNDMAN wrote:
Are we trying to make precision the long range ammo, or are we trying to make t1/navy long range ammo with fury in last and precision in 3rd I guess is what I'm asking


Both precision and fury are closer range than T1 or faction.

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

Milton Middleson
Rifterlings
#3772 - 2012-10-01 18:23:21 UTC
CCP Fozzie wrote:

Changes are underlined in the OP, and are:
We're dropping the Tracking mod and disruptor changes to missiles from this release. We're adjusting the heavy missile change to only have a 10% damage nerf but also include a 12% explosion radius nerf.


I'm a little disappointed by this, since it means that missile boats will still be de facto immune to one of the types of ewar. May I ask what the reason for reversing the TD changes was?
HELLBOUNDMAN
Aliastra
Gallente Federation
#3773 - 2012-10-01 18:23:46 UTC  |  Edited by: HELLBOUNDMAN
Well, even range fury/precision sounds like a fair balance, but I think the range nerf of heavy missiles might need to be compensated by a bit.

I feel if you're going to nerf fury range (which was the problem to begin with) to javelin range, then I don't see the need for anymore than a 5-10% range nerf.

Ignore this part as it's already answered (((Also, as I asked, will t1/CN be our long range ammo?))))

If so, I might suggest leaving their numbers alone, but perhaps nerfing the range of faction missiles.

So, it would be

t1 - mod damage, long range, mod application
CN - higher damage, mid range, mod application
Precision - low damage, short range, high application
Fury- high damage, short range, low application

Like I said, if this is the goal I think you should consider taking away the direct hml range nerf and instead nerf the individual missiles.
perhaps t1 would retain the 70km range??
Warde Guildencrantz
Caldari Provisions
Caldari State
#3774 - 2012-10-01 18:26:12 UTC
CCP Fozzie wrote:
HELLBOUNDMAN wrote:
Are we trying to make precision the long range ammo, or are we trying to make t1/navy long range ammo with fury in last and precision in 3rd I guess is what I'm asking


Both precision and fury are closer range than T1 or faction.


This makes sense because for the long range missiles, "long range" ammo would just suck because the missiles already hit far away enough. a "Tracking" ammo and a "damage" ammo are a much more useful combination.

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

MIrple
Black Sheep Down
Tactical Narcotics Team
#3775 - 2012-10-01 18:27:25 UTC
HELLBOUNDMAN wrote:
Are we trying to make precision the long range ammo, or are we trying to make t1/navy long range ammo with fury in last and precision in 3rd I guess is what I'm asking


I agree I think more people would be happier if they just got rid of Fury and Precision and had Rage and Javelin. It would keep things more uniform and that way all missile launchers would have a short ranged hi damage, mid range mid damage, and long range low damage. Yes people will say you are dumbing down EVE but this would make people happy and very easy to understand.
MeBiatch
GRR GOONS
#3776 - 2012-10-01 18:27:46 UTC
Milton Middleson wrote:
CCP Fozzie wrote:

Changes are underlined in the OP, and are:
We're dropping the Tracking mod and disruptor changes to missiles from this release. We're adjusting the heavy missile change to only have a 10% damage nerf but also include a 12% explosion radius nerf.


I'm a little disappointed by this, since it means that missile boats will still be de facto immune to one of the types of ewar. May I ask what the reason for reversing the TD changes was?



Yeah I have to second this. Looks like td condor will remain fotm forever :-(

I was excited by the change but now am left disillusioned...

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

Ugh ti-di pooping makes me sad.

HELLBOUNDMAN
Aliastra
Gallente Federation
#3777 - 2012-10-01 18:28:00 UTC
Warde Guildencrantz wrote:
CCP Fozzie wrote:
HELLBOUNDMAN wrote:
Are we trying to make precision the long range ammo, or are we trying to make t1/navy long range ammo with fury in last and precision in 3rd I guess is what I'm asking


Both precision and fury are closer range than T1 or faction.


This makes sense because for the long range missiles, "long range" ammo would just suck because the missiles already hit far away enough. a "Tracking" ammo and a "damage" ammo are a much more useful combination.


we'd still have our long range ammo in the form of t1 and faction

However, as a missile boat pilot being honest, I feel the navy should have a range reduction to put it lower range than t1, but higher damage
I'm Down
Macabre Votum
Northern Coalition.
#3778 - 2012-10-01 18:28:50 UTC
Warde Guildencrantz wrote:
I'm Down wrote:
with a ~550 DPS 35km range Fury Drake.


Yes, because the 500 dps javelin HAM drake has caused so much problems at 30km right Roll

Even with the previous outlined changes you would have been able to use javs with tracking enhancers getting 500 dps at like 40km. I don't see how this buff is unfair, drakes getting max DPS at 70km was unfair, now they get similar dps at 35km, sounds fair enough to me.


the 30km HAM drake didn't always have a longer range option when needed either.
Leskit
Pure Victory
#3779 - 2012-10-01 18:29:46 UTC
After reading the first 10 pages of this "thread", here are the common complaints and possible fixes:

20% damage reduction is too much, start with 10%.
many complaints about the TD/TC/TE affects, but just as many like the new range/'tracking' bonus.

Possible solutions:

Switch the cpu/PG requirements for HAMs and HM's...so the long range weapons have the higher pg cost. THAT might be a better fix than anything else. Fitting a 6 HAM tengu requires fitting mods and/or a gimped tank, same for a Cerberus. either hams w/ tank, no tackle, or hams+tackle, no tank (though only a little experience in that realm). However, the nightwawk will definitly need a large PG boost, and the cerb will probably need a smallish-medium ish pg boost as well.

I think swapping the PG/CPU fitting for HAMs and HM's would be just as controversial, but more in-line with other weapon systems.

Also, target painters help out missile and turret ships, that's probably why CCP is applying the TD/TC/TE to missiles now. Thinking about it that way makes sense game-wise, if not common-sense wise.

I think the prevalent use of the drake+tengu is much more a problem of the Caldari race: they don't have any battlehips that are as good as a tengu. When cruise missiles and torps aren't just blatantly laughed at, then Caldari pilots will have more to rely on than just a tengu and drake What?

Also, 5% reduction in HM damage, 5-7% boost to HAM damage, possibly bonus to explosion velocity (better tracking, like close-range guns). Might actually see the sacrelige more than once a year that way.

TL;DR: swap PG/CPU req's for Hams and HM's, it might be a better way than just nerf-hammering a single weapon system. Not an end-all, be-all, but might work better than the large headache that's threatening to show up in December.
HELLBOUNDMAN
Aliastra
Gallente Federation
#3780 - 2012-10-01 18:30:46 UTC
Also, as far as the removal of tc/te/td working for missiles.

Even though this is a good and bad thing for missile pilots, I'd like to see this remain this patch so we can get used to them.

what I mean by this is, should I be replacing my target painters with tcs, or what