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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
#4061 - 2012-10-02 20:26:15 UTC  |  Edited by: Onictus
Paikis wrote:
For all those Tengu Fan Bois complaining about a lack of a replacement ship for running level 4 missions, can I suggest using the Caldari Navy Raven, which has always been better for level 4s anyway (with a few notable exceptions).

The Navy Raven has a better tank and more damage as well as range than the Tengu ever had, and then has drones on top of that! Unless your missions involve very large distances to travel and you can pop a trigger to unlock the gate, the CNR is just better in every department. There are VERY few occasions where I would use a Tengu over a CNR.

Anyone using a Tengu in level 4s is doing it wrong!



Tengu will still be fine, 90km after the nerf wiil still let you quick snipe missions, and if you weren't sniping missions you should be in something else.
serras bang
Caldari Provisions
Caldari State
#4062 - 2012-10-02 20:29:53 UTC
seriously this new one will just kill t2's 50% less flight time than t1's and t1s are being cut by 35% giving heavy furies a total of a 75% flight time reduction over now not to mention a massive 72% explosive radius increase at these kinda figure as standard even criuser sized targets stationary dont even take full dmg from furys.

really 50% increase in explosive raius is enough and there flight time dont need reduced any more than what they will be.
OT Smithers
A Farewell To Kings...
Dock Workers
#4063 - 2012-10-02 20:30:40 UTC  |  Edited by: OT Smithers
Lili Lu wrote:

Yeah Smithers, Lili fles minmatar and amarr. I have other mains. One flies gallente and minmatar. And guess what, the other two fly Caldari and Gallente. And they didn't all go out to 0.0, and instead are in lowsec.

Regardless, the amount of butthurt you post here about Drakes has me not believing you don't have another character that is still specced only in Drakes. And, I looked you up. Your most active month had 46 kills with Canes and 15 with Drakes, so even there you can't say "I don't fly Caldari" . .


I told you what my favorite Battlecruiser is, and you are welcome to pour over my BC killboard and study to your heart's content. I did. I discovered that the last time I lost a Drake in combat was a year and a half ago. I don't even have one fitted out (though I am thinking of throwing one together -- every PvP pilot aught to have one sitting around just in case).

And no Lili, I don't have a Drake alt. Who in their right mind would train a Drake alt? That's silly. I have an alt that can fly a Badger 1. I don't even have a second account. Let alone multiple accounts.

Quote:
Anyway, glad to see that you in fact did cross train. Smile But you really need to let go of your original identification with the Drake. For being a Cane pilot it amazes me that you are not bitching instead about the direct Cane nerf. Your exagerrated and inacurate ("Take the worse race, ships, and weapons in the game -- the ones almost no one wastes their time using today ", really? Rollabout HMLs and Drakes?, which have been topping eve-kill for a couple or more years now) posting about Drakes and missiles doesn't serve anyone.Smile


No, I have never considered myself a Drake pilot. I do, however, consider myself a Caldari pilot. And like most of us, I cross trained long ago -- long before I maxed out my missile skills. But that doesn't mean I remain oblivious to the plight of Caldari pilots who have tried to stick with their race.

Again, so we are clear, I am BENEFITTING from this nerf. It's good for me. And yet I am arguing against it because I think it's the wrong thing to do AT THIS TIME. I think nerfing HMs is arguably appropriate, but not until CCP fixes some of the other wreckage Caldari pilots are currently stuck with. Fix the Caldari BSs, fix the HACs and cruisers, then talk about nerfing the Drake.

As for the Cane nerf, it's not a big deal to me personally and I think it's necessary. Fitting a cane is ridiculously easy.

Quote:
edit - or maybe it's because you still do all your pve in drakes and tengus and can't figure out how to make a minmatar ship work in pve. I don't know what it is but you seem incredibly angry over this nerf that anyone with open eyes saw coming (and long overdue).


The only PvE I do is occassional ratting in null sec. For that I use a Cynabol. I don't do missions ( I have never done even a single faction mission -- though from what I hear I should), I don't do mining, I don't do plexes or whatever they are called. I just rat a bit when I need some cash. Or I buy a plex and sell it in Jita-- I've done that a couple times.

Quote:
edit 2 - also btw, note that my mains all have two races that can swing either armor or shield. I don't think training two shield centric or two armor centric races is the greatest idea. It reduces your options if your corp or alliance or FC calls for a differntly tanked fleet spec. In that regard Gallente and Amarr, or Caldari and Minmatar are not the best combos. And those combos don't open up any pirate faction ships to a character. Just a suggestion for any new players reading this thread.Smile


I agree to a certain extent. I started Caldari then abandoned them quite early and switched to Minmatar. I am now working on Gallente. I agree 100% that it is a good idea to train both armor and shields. Also, if you are a new player reading this, switch to GUNS. Your missile support skills apply only to missiles. Your gunnery support skills apply to every other direct fire weapon in the game. Switch NOW. If you are holding out some hope that CCP is going to fix missiles, don't waste your time.
Noemi Nagano
Perkone
Caldari State
#4064 - 2012-10-02 20:38:20 UTC
Lili Lu wrote:

Oops I mixed up the medium hull and medium weapons. I meant medium rails on the feroxes (and blasterroxs as well). And medium hull in the Naga. Lol at me for that slip up.


just lol.

Lili Lu wrote:

Wow, I must confess I have not seen a shield Prophecy. But of course those ASBs. . .Lol



Do you actually understand what I wrote there?

Lili Lu wrote:

No, actually you do see the pirate alliances rolling in zealots (AHAC gangs) in lowsec quite a lot. They love that ship. AHAC gangs still work well in non nullsec blob fighting. Eve-kill does not just record null sec pvp activity. It would be interesting though if eve-kill could give us better stats and analysis of those stats to work with so we could get a sense of distributions.


this has been elaborated pretty well on around page 150 or 160 of this thread.

Lili Lu wrote:

Caldari, have not needed speed. They have been able to sit at range and kite. And nanos on Drakes have worked quite well. As for active tanking, show some creativity. The resist bonuses can work just as nicely with a booster as with an extender. Regardless, the balance, again from our only available reference, eve-kill, has been displaying a dearth of Gallente and Amarr, While a whole lot of Caldari and Minmatar. That that gets evened out with these changes will be balancing.


Err, no. Amarr are fine with their BS and Zealot. The Harbinger is a fair bit behind Drake and esp Cane, but also not completely broken. Gallente have trouble, yes. And Caldari do too, because they have just 2 useful combat ships atm. But if its needed to nerf them - again! - I wont object. As long as other OP stuff is nerfed too, and afterwards we see balance, with 4 or 5 of each race in top 20, and maybe some pirate ships too. Although due to their price tag I would understand if they dont come out top in this specific ranking ;)
Recoil IV
Caldari Provisions
Caldari State
#4065 - 2012-10-02 20:41:51 UTC  |  Edited by: Recoil IV
i can already smell the riot and the huge numbers of unsubscribers Big smileBig smileBig smileBig smile

ccp killing the heavy missiles might be the last mistake they ever do.altough the nerf/buff to dmg/velocity and so on might not seem so bad,my opinion is that its still wrong.what concerns the the most is the range nerf.depending on skill,hams and heavy missiles might be the same ****,a very close range missile (ham) and a little longer range (hm).might be wrong.just watched the spreadsheet on the first page
Noemi Nagano
Perkone
Caldari State
#4066 - 2012-10-02 20:43:36 UTC
Onictus wrote:



yeah with a 14 second cycle time.


You don't want me to get mathematic, I'm an engineer after all.


Now when I come with beams (43+8) you will say "yeah, with just EM/Therm damage", right? Sir, to find words for you I would love to quote a famous french football player in what he said to his coach. My education doesnt permit that though :). Fly safe, and best regards.
Onictus
Federal Navy Academy
Gallente Federation
#4067 - 2012-10-02 20:50:35 UTC
Noemi Nagano wrote:
Onictus wrote:



yeah with a 14 second cycle time.


You don't want me to get mathematic, I'm an engineer after all.


Now when I come with beams (43+8) you will say "yeah, with just EM/Therm damage", right? Sir, to find words for you I would love to quote a famous french football player in what he said to his coach. My education doesnt permit that though :). Fly safe, and best regards.



I lol'd
Nagarythe Tinurandir
Einheit X-6
#4068 - 2012-10-02 20:52:17 UTC  |  Edited by: Nagarythe Tinurandir
Noemi Nagano wrote:


By all means - no to OP ships. But dont look just for the Caldari OPs. Thats all what I am saying!



and you are doing right in saying so.
thatswhy we see a cane powergrid nerf. which is totally fine. ( and no, Lin-Young Borovskova , i still think the cane will be an excellent ship ;) ) i even go further and dare to say, when tiericide reaches the BCs there may be another cane nerf.
but unfortunally this is a thread dedicated mostly to heavy missiles and their issues. so naturally the focus is is on them.

you want a ton of useful ships, i want a ton of useful ships. but then i get the impression people, who start yelling winmatar everytime the word balancing comes up, are not going to rest until every minmatar hull which is successful has a 30% build in handycap.

i guess no matter what to say, this "argument" could go on and on.
OlRotGut
#4069 - 2012-10-02 20:55:31 UTC
serras bang wrote:
seriously this new one will just kill t2's 50% less flight time than t1's and t1s are being cut by 35% giving heavy furies a total of a 75% flight time reduction over now not to mention a massive 72% explosive radius increase at these kinda figure as standard even criuser sized targets stationary dont even take full dmg from furys.

really 50% increase in explosive raius is enough and there flight time dont need reduced any more than what they will be.



Painters, implants, and rigs should handle that nicely and you still have the nice damage output without ship penalties now. Although, really, the furies sig radius really doesn't hurt the drake, it's already as big as a jump gate.
Lili Lu
#4070 - 2012-10-02 21:17:16 UTC
Noemi Nagano wrote:
Lili Lu wrote:

Wow, I must confess I have not seen a shield Prophecy. But of course those ASBs. . .Lol


Do you actually understand what I wrote there?

Yeah, that you think the Drake will only see use as a tank. And no I think you are getting overly dramatic about the HM nerf. Drakes will still be fielded in small(er) gangs they just won't be the go to ship for almost everyone. I love mixed gangs. I really don't like monoculture fleets. It is one reason why I left null sec. After this nerf I still foresee BCs being used, but not as the ubiquitous Drake/Cane gangs. These two nerfs restore more balance in tier 2 while nerfing the two ships that were used as cheap stand ins for what otherwise might be BSs. These two nerfs have me seeing more mixed BC gangs, opening up a place for Harbys and Myrms to be part of the mix. And of course the possibility of ASBs on all of the BCsP

Lili Lu wrote:

No, actually you do see the pirate alliances rolling in zealots (AHAC gangs) in lowsec quite a lot. They love that ship. AHAC gangs still work well in non nullsec blob fighting. Eve-kill does not just record null sec pvp activity. It would be interesting though if eve-kill could give us better stats and analysis of those stats to work with so we could get a sense of distributions.


Noemi Nagano wrote:
Lilu this has been elaborated pretty well on around page 150 or 160 of this thread.

Well, I've been following this thread, but I don't remember any lengthy discusison on Zealots. It might help if you elaborate what exactly has been elaborated on. And, what in my statment you disagree with, if anything.

Noemi Nagano wrote:
Err, no. Amarr are fine with their BS and Zealot. The Harbinger is a fair bit behind Drake and esp Cane, but also not completely broken. Gallente have trouble, yes. And Caldari do too, because they have just 2 useful combat ships atm. But if its needed to nerf them - again! - I wont object. As long as other OP stuff is nerfed too, and afterwards we see balance, with 4 or 5 of each race in top 20, and maybe some pirate ships too. Although due to their price tag I would understand if they dont come out top in this specific ranking ;)

I simply do not understand how you are missing the representation of Rokhs and Nagas? As for nerfing all the op stuff it simply can't be done at the same time. There is so much these guys are working on. They can't get to it all at one time. But at least with this nerf they did something about the number one ship imbalance that was in the game. And they also addressed the glaring disparites in medium weapons systems which they had to do in order to perform their Cruiser rebalancing.
serras bang
Caldari Provisions
Caldari State
#4071 - 2012-10-02 21:22:08 UTC  |  Edited by: serras bang
OlRotGut wrote:
serras bang wrote:
seriously this new one will just kill t2's 50% less flight time than t1's and t1s are being cut by 35% giving heavy furies a total of a 75% flight time reduction over now not to mention a massive 72% explosive radius increase at these kinda figure as standard even criuser sized targets stationary dont even take full dmg from furys.

really 50% increase in explosive raius is enough and there flight time dont need reduced any more than what they will be.



Painters, implants, and rigs should handle that nicely and you still have the nice damage output without ship penalties now. Although, really, the furies sig radius really doesn't hurt the drake, it's already as big as a jump gate.


even with max skills and implants the and rigs explosive radius is still to big to lay full dmg on a criuser when its stationary. but on top of that im now forced to use target painters ? or suffer low dps ? not to mention tps wont work at the range of hml's or possibly even that of light missles
OlRotGut
#4072 - 2012-10-02 21:29:32 UTC
serras bang wrote:
OlRotGut wrote:
serras bang wrote:
seriously this new one will just kill t2's 50% less flight time than t1's and t1s are being cut by 35% giving heavy furies a total of a 75% flight time reduction over now not to mention a massive 72% explosive radius increase at these kinda figure as standard even criuser sized targets stationary dont even take full dmg from furys.

really 50% increase in explosive raius is enough and there flight time dont need reduced any more than what they will be.



Painters, implants, and rigs should handle that nicely and you still have the nice damage output without ship penalties now. Although, really, the furies sig radius really doesn't hurt the drake, it's already as big as a jump gate.


even with max skills and implants the and rigs explosive radius is still to big to lay full dmg on a criuser when its stationary. but on top of that im now forced to use target painters ? or suffer low dps ? not to mention tps wont work at the range of hml's or possibly even that of light missles




Target painters have great range... I think farther than HML's can even go. (counting falloff).

and yes you are right with the skills, etc.; but use precision missiles against the cruisers; then switch to furies for the bigger stuff.
Lili Lu
#4073 - 2012-10-02 21:36:52 UTC
OlRotGut wrote:
serras bang wrote:
even with max skills and implants the and rigs explosive radius is still to big to lay full dmg on a criuser when its stationary. but on top of that im now forced to use target painters ? or suffer low dps ? not to mention tps wont work at the range of hml's or possibly even that of light missles


Target painters have great range... I think farther than HML's can even go. (counting falloff).

and yes you are right with the skills, etc.; but use precision missiles against the cruisers; then switch to furies for the bigger stuff.

Seras, not looking at your math about cruiser sig (which btw is possibly changing, read the cruiser rebalancing threads) but even if you are correct, have you run the numbers with a bonused painter boat? Unless you are talking just pve, the necessity of painter support, and from a bonused painting ship, is a much needed buff for painter boats. Lots of changes coming in the next expansion. And it will be a great day when people no longer say bring an ecm boat or don't bother bringing an ewar ship.Blink
serras bang
Caldari Provisions
Caldari State
#4074 - 2012-10-02 21:43:57 UTC  |  Edited by: serras bang
Lili Lu wrote:
OlRotGut wrote:
serras bang wrote:
even with max skills and implants the and rigs explosive radius is still to big to lay full dmg on a criuser when its stationary. but on top of that im now forced to use target painters ? or suffer low dps ? not to mention tps wont work at the range of hml's or possibly even that of light missles


Target painters have great range... I think farther than HML's can even go. (counting falloff).

and yes you are right with the skills, etc.; but use precision missiles against the cruisers; then switch to furies for the bigger stuff.

Seras, not looking at your math about cruiser sig (which btw is possibly changing, read the cruiser rebalancing threads) but even if you are correct, have you run the numbers with a bonused painter boat? Unless you are talking just pve, the necessity of painter support, and from a bonused painting ship, is a much needed buff for painter boats. Lots of changes coming in the next expansion. And it will be a great day when people no longer say bring an ecm boat or don't bother bringing an ewar ship.Blink


im talking purely pve liu and yes my calcs are bassed on the new sigs so now i gotta reduce shield for a tp wtf ?
serras bang
Caldari Provisions
Caldari State
#4075 - 2012-10-02 21:46:11 UTC
OlRotGut wrote:
serras bang wrote:
OlRotGut wrote:
serras bang wrote:
seriously this new one will just kill t2's 50% less flight time than t1's and t1s are being cut by 35% giving heavy furies a total of a 75% flight time reduction over now not to mention a massive 72% explosive radius increase at these kinda figure as standard even criuser sized targets stationary dont even take full dmg from furys.

really 50% increase in explosive raius is enough and there flight time dont need reduced any more than what they will be.



Painters, implants, and rigs should handle that nicely and you still have the nice damage output without ship penalties now. Although, really, the furies sig radius really doesn't hurt the drake, it's already as big as a jump gate.


even with max skills and implants the and rigs explosive radius is still to big to lay full dmg on a criuser when its stationary. but on top of that im now forced to use target painters ? or suffer low dps ? not to mention tps wont work at the range of hml's or possibly even that of light missles




Target painters have great range... I think farther than HML's can even go. (counting falloff).

and yes you are right with the skills, etc.; but use precision missiles against the cruisers; then switch to furies for the bigger stuff.


and now the missle dmg is going even lower if i have to use presition ammo ? not only are we takeing a nerf to dmg its also the highest reliable dmg a ship will have ? seriously i want a refund of all missle sp and cal ship sp so i can go get somethign that will actualy work.
Kesthely
Mestana
#4076 - 2012-10-02 22:07:06 UTC
At the moment i´m really starting to get fed up with everyone continuesly talking about drakes and tengu´s and comparing guns with missiles, and nobody actually looking at the gameplay issues what these changes will do.

With these changes, the entire missile line will be so broken that no single ship designed on missiles can be redesigned properly.

AttentionWell have missiles that cant fully damage the same size ships, even when stationary.
AttentionWell have missiles that will be faster then lighter variants. You´ll be able to out fly light and cruise missiles, yet heavy missiles will still catch you.
You'll have 2 short range TII ammo's on long range weapon platform and only T1 and Faction ammo to use for longer range.
You'll have a weapon systems designed to compete with eachother after skills instead of before skills so skill difference will have a lesser impact.

At this time i'm feeling the urge to just vote for removeing the drake and missile launcher subsystems of the tengu out of the game completly so people would actually start looking at what these changes will actually do for the game instead for there petty little self intrest.

These changes are not balancing, there certainly not the blueprint of a stable weapon system on wich to base ship hulls on and i'll explain why.

Like Gun tracking missiles do adjusting damage compared to speed. Unlike guns this is all speed, and not transversal speed. This means that no matter wich direction a ship is moveing you always have the same tracking penalty (as if shooting at optimized transversal). Due to this missiles damage is completly different then gun damage. Comparing them is no use what so ever. Like gun damage missile damage is also relevant to size. Unlike guns missiles have there own speed wich can be used to extend or shorten the range of your weapon, if the target is flying towards, or away from you. These are all unique characteristics wich make missiles different. In order to balance the weapon system a few things need to also be looked at.

With future planned TE, TC's and TD affecting missiles its verry unwise to suddenly start shifting missile speeds on different sized modules. The missile speeds for long range (be it light, heavy or cruise) should be the same otherwise TE, TC's and TD will affect the speeds of those missiles in an irregular manner. Eg: a 10% flight speed reduction on the host ship, will still make heavy missiles fly faster then light missiles. This will make the light missile in (extreme?) cases not be able to hit frigates, while the heavy missiles will. This is not something that is desired! Balanceing the missile range SHOULD be done by Flight time alone.

Weapon size and ship size (explosion radius / sig radius) should be on par with its intended targets. that means a t1 missile should be able to do full damage to a similar sized ship (wich is a cruiser) with this explosion radius difference on HML you will not be able to do this. In fact, you'll need to use missiles designed to hit smaller targets, to be able to get the 100% damage ratio to your same sized ship.

Also with these missile changes, a Precision Cruise missile will do MORE damage on a cruiser then a T1 heavy missile on a cruiser, while a Precision Heavy missile will do LESS damage on a frigate then a t1 light missile.

These are the things you need to adress in this topic, not if the raven should better for mission running then a tengu. Its The basics of missiles that needs to be discussed NOT the ships that haven't even be redesigned yet!

((Sorry for those who feel offended etc starting to get a little bid annoyed by some posters Blink ))
OlRotGut
#4077 - 2012-10-02 22:19:49 UTC
serras bang wrote:
OlRotGut wrote:
serras bang wrote:
OlRotGut wrote:
serras bang wrote:
seriously this new one will just kill t2's 50% less flight time than t1's and t1s are being cut by 35% giving heavy furies a total of a 75% flight time reduction over now not to mention a massive 72% explosive radius increase at these kinda figure as standard even criuser sized targets stationary dont even take full dmg from furys.

really 50% increase in explosive raius is enough and there flight time dont need reduced any more than what they will be.



Painters, implants, and rigs should handle that nicely and you still have the nice damage output without ship penalties now. Although, really, the furies sig radius really doesn't hurt the drake, it's already as big as a jump gate.


even with max skills and implants the and rigs explosive radius is still to big to lay full dmg on a criuser when its stationary. but on top of that im now forced to use target painters ? or suffer low dps ? not to mention tps wont work at the range of hml's or possibly even that of light missles




Target painters have great range... I think farther than HML's can even go. (counting falloff).

and yes you are right with the skills, etc.; but use precision missiles against the cruisers; then switch to furies for the bigger stuff.


and now the missle dmg is going even lower if i have to use presition ammo ? not only are we takeing a nerf to dmg its also the highest reliable dmg a ship will have ? seriously i want a refund of all missle sp and cal ship sp so i can go get somethign that will actualy work.



Precision ammo will hit the smaller targets better now (if i read the numbers right); and with the heavy missile nerf to damage they (Precisions) have the same damage as T1 heavies.

or use Target painters with your Faction heavies.

OR scrap HML's and use HAM's.
serras bang
Caldari Provisions
Caldari State
#4078 - 2012-10-02 22:24:35 UTC
Kesthely wrote:
At the moment i´m really starting to get fed up with everyone continuesly talking about drakes and tengu´s and comparing guns with missiles, and nobody actually looking at the gameplay issues what these changes will do.

With these changes, the entire missile line will be so broken that no single ship designed on missiles can be redesigned properly.

AttentionWell have missiles that cant fully damage the same size ships, even when stationary.
AttentionWell have missiles that will be faster then lighter variants. You´ll be able to out fly light and cruise missiles, yet heavy missiles will still catch you.
You'll have 2 short range TII ammo's on long range weapon platform and only T1 and Faction ammo to use for longer range.
You'll have a weapon systems designed to compete with eachother after skills instead of before skills so skill difference will have a lesser impact.

At this time i'm feeling the urge to just vote for removeing the drake and missile launcher subsystems of the tengu out of the game completly so people would actually start looking at what these changes will actually do for the game instead for there petty little self intrest.

These changes are not balancing, there certainly not the blueprint of a stable weapon system on wich to base ship hulls on and i'll explain why.

Like Gun tracking missiles do adjusting damage compared to speed. Unlike guns this is all speed, and not transversal speed. This means that no matter wich direction a ship is moveing you always have the same tracking penalty (as if shooting at optimized transversal). Due to this missiles damage is completly different then gun damage. Comparing them is no use what so ever. Like gun damage missile damage is also relevant to size. Unlike guns missiles have there own speed wich can be used to extend or shorten the range of your weapon, if the target is flying towards, or away from you. These are all unique characteristics wich make missiles different. In order to balance the weapon system a few things need to also be looked at.

With future planned TE, TC's and TD affecting missiles its verry unwise to suddenly start shifting missile speeds on different sized modules. The missile speeds for long range (be it light, heavy or cruise) should be the same otherwise TE, TC's and TD will affect the speeds of those missiles in an irregular manner. Eg: a 10% flight speed reduction on the host ship, will still make heavy missiles fly faster then light missiles. This will make the light missile in (extreme?) cases not be able to hit frigates, while the heavy missiles will. This is not something that is desired! Balanceing the missile range SHOULD be done by Flight time alone.

Weapon size and ship size (explosion radius / sig radius) should be on par with its intended targets. that means a t1 missile should be able to do full damage to a similar sized ship (wich is a cruiser) with this explosion radius difference on HML you will not be able to do this. In fact, you'll need to use missiles designed to hit smaller targets, to be able to get the 100% damage ratio to your same sized ship.

Also with these missile changes, a Precision Cruise missile will do MORE damage on a cruiser then a T1 heavy missile on a cruiser, while a Precision Heavy missile will do LESS damage on a frigate then a t1 light missile.

These are the things you need to adress in this topic, not if the raven should better for mission running then a tengu. Its The basics of missiles that needs to be discussed NOT the ships that haven't even be redesigned yet!

((Sorry for those who feel offended etc starting to get a little bid annoyed by some posters Blink ))


thank you your right though i dont think base (without skills) even t1 missles can hit for full dmg on stationary targets
pressveck
Deep Core Mining Inc.
Caldari State
#4079 - 2012-10-02 22:33:25 UTC
I dont like the Missile NERV!

and now?

Nice to meet you: "heavy attack lauchers". What? More damage? Oh, nice! Lets go!
serras bang
Caldari Provisions
Caldari State
#4080 - 2012-10-02 22:36:51 UTC
for all of those that are saying switch to hams here something to consider it said all missle so hams will also be affected and seing hams dont actualy benifit from skill for drcressed explosive radius they aint gonna be able to hit the side of a barn