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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
#3781 - 2012-10-01 18:30:48 UTC
Leskit wrote:
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.


You are 2 weeks behind. Please reread the OP changes have been made.
Harvey James
The Sengoku Legacy
#3782 - 2012-10-01 18:31:01 UTC
they should probably nerf the range of javelins a little too missiles in general seem to have the best range to damage ratio and sometimes best range fullstop

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

MIrple
Black Sheep Down
Tactical Narcotics Team
#3783 - 2012-10-01 18:32:04 UTC
HELLBOUNDMAN wrote:
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


I would also like to keep TC/TE in this patch. Its better to just rip the band aid off then pull it slowly.
I'm Down
Macabre Votum
Northern Coalition.
#3784 - 2012-10-01 18:32:38 UTC
Markku Laaksonen wrote:
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.


not empty quoting

When players get it and CCP doesn't, it's concerning.
Harvey James
The Sengoku Legacy
#3785 - 2012-10-01 18:33:21 UTC
MIrple wrote:
HELLBOUNDMAN wrote:
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


I would also like to keep TC/TE in this patch. Its better to just rip the band aid off then pull it slowly.


And my curse wants to mess up some drakes :P... lol

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

HELLBOUNDMAN
Aliastra
Gallente Federation
#3786 - 2012-10-01 18:35:51 UTC
I'm gonna quote this cause it's the question/debate on my side that I really want answered so that I have a better understanding and/or perhaps CCP reconsiders the HML range nerf since they're giving a fury range nerf.



Quote:


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??
Veshta Yoshida
PIE Inc.
Khimi Harar
#3787 - 2012-10-01 18:39:09 UTC
CCP Fozzie wrote:
:Edit: I've updated this post with the 2.0 versions of this proposal. Changes are underlined and can be found described in this post. Some big sets of responses to questions about the original proposal can be found here and here.:

Much better, especially the bit about unguided missiles now benefiting from relevant skills .. Sacrilege/Vengeance owes you a debt of gratitude.

Good call on postponing TD changes as that has the potential to really mess things up. Guessing you plan to wait until you have clearer picture of what will happen to ewar in general.
Harvey James
The Sengoku Legacy
#3788 - 2012-10-01 18:40:07 UTC
Veshta Yoshida wrote:
CCP Fozzie wrote:
:Edit: I've updated this post with the 2.0 versions of this proposal. Changes are underlined and can be found described in this post. Some big sets of responses to questions about the original proposal can be found here and here.:

Much better, especially the bit about unguided missiles now benefiting from relevant skills .. Sacrilege/Vengeance owes you a debt of gratitude.

Good call on postponing TD changes as that has the potential to really mess things up. Guessing you plan to wait until you have clearer picture of what will happen to ewar in general.


BOO!!!! we want TD's to work on missiles :)

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

Rita May
State War Academy
Caldari State
#3789 - 2012-10-01 18:43:32 UTC
CCP Fozzie wrote:
Hey again everyone. I've updated the OP with the version 2.0 of these proposals after the discussion in this thread, with the CSM and with our whole team here.
*snip*

Thanks for the update, this looks (IMO) more like a buff to missles in general now, with HMs getting a slight cut down - we will have to see if 10% reduce is ok or if, with the other changes in mind, 15% or 20% is appropriate.

Thanks again, can't say this often enough, for you keeping up with this threadnought Smile

cu
CCP Fozzie
C C P
C C P Alliance
#3790 - 2012-10-01 18:45:04 UTC
I put together a google spreadsheet with the numbers for the changed missiles, hopefully it makes things clearer:

NUMBERS!

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

HELLBOUNDMAN
Aliastra
Gallente Federation
#3791 - 2012-10-01 18:46:30 UTC
CCP Fozzie wrote:
I put together a google spreadsheet with the numbers for the changed missiles, hopefully it makes things clearer:

NUMBERS!


crap...I was hoping for a bar graph or something...thanks for making it easy...lol


Now help me with my quoted comment above.




please...
CCP Fozzie
C C P
C C P Alliance
#3792 - 2012-10-01 18:47:46 UTC
HELLBOUNDMAN wrote:
I'm gonna quote this cause it's the question/debate on my side that I really want answered so that I have a better understanding and/or perhaps CCP reconsiders the HML range nerf since they're giving a fury range nerf.



Quote:


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??


The range of t1 missiles was a major part of the original balance concern, not furies. Furies got dropped down to help compensate for the buff to their damage.

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

Ganthrithor
School of Applied Knowledge
Caldari State
#3793 - 2012-10-01 18:50:43 UTC
CCP Fozzie wrote:
We're adjusting the heavy missile change to only have a 10% damage nerf but also include a 12% explosion radius nerf.


As someone who flies both Tengus and Sabres, all I can say is you are the game designer of my heart <3.

A ten percent damage decrease vs large targets is perfectly palatable (HML dps was a bit high but a 20% decrease seemed a bit steep), but the one place HML's were way out of line was in their ability to rip smaller targets to bits in an un-mitigateable fashion, so this pretty much owns.

<3 <3 <3
Onictus
Federal Navy Academy
Gallente Federation
#3794 - 2012-10-01 18:51:14 UTC
CCP Fozzie wrote:
I put together a google spreadsheet with the numbers for the changed missiles, hopefully it makes things clearer:

NUMBERS!



\o/
HELLBOUNDMAN
Aliastra
Gallente Federation
#3795 - 2012-10-01 18:52:14 UTC  |  Edited by: HELLBOUNDMAN
CCP Fozzie wrote:


The range of t1 missiles was a major part of the original balance concern, not furies. Furies got dropped down to help compensate for the buff to their damage.



Understood

Now,

HOLY HELL rage torps have a MASSIVE exp radius.

can we bring that down some???

I mean, I realize they got a damage buff, but 125m larger exp radius seems a bit much...

Also, it does appear that hmls do need to have their range nerf reduced a little..

they're only 475m farther than javelins (don't nerf javelins)

(I take that last part back, the hmls do more damage)
Harvey James
The Sengoku Legacy
#3796 - 2012-10-01 18:56:48 UTC  |  Edited by: Harvey James
christ!!! those poor T2 torps will need some TP's or rigs/mods to although now with GMP skill reducing it this might not be such a bad thing you know have to sacrifice things to do what turret ships already do which then begs the question why aren't the TE/TC being brought out with these changes surely it will be needed for these alone.
even if the bonuses are very small to begin with, tweak as needed rather than not use them at all.

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

CCP Fozzie
C C P
C C P Alliance
#3797 - 2012-10-01 18:56:48 UTC
FYI first few people to bring a killmail where they participated in a primarily ragetorp supercap killing get a free beer from me at fanfest.

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

Spc One
The Chodak
Void Alliance
#3798 - 2012-10-01 18:58:01 UTC
HELLBOUNDMAN wrote:

HOLY HELL rage torps have a MASSIVE exp radius.

I guess they're meant for killing caps and supercaps now.
Harvey James
The Sengoku Legacy
#3799 - 2012-10-01 18:59:09 UTC  |  Edited by: Harvey James
i would still like to see the dmg on Hm's reduced a little more and rage/javelin range nerfed more.

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

Onnen Mentar
Murientor Tribe
#3800 - 2012-10-01 18:59:40 UTC
Hell yes! I love proposal 2 as much as I hated proposal 1. :P

Props for keeping some healthy variation in the game. :)