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

First post First post First post
Author
OT Smithers
A Farewell To Kings...
Dock Workers
#4221 - 2012-10-04 19:04:59 UTC
Garviel Tarrant wrote:


Its a BS weapon system,

It is ******* relevant. We are comparing weapon systems, not ships. You cannot compare Medium guns to large guns just because one medium ship can fit them. It doesn't work and if you can't see why, well you're bad.

And if you had bothered to read a bit further you would have seen me saying that obviously a ship with 8 large rails would out dps hml's. Again, large guns.. also eight of them.


Discussing BC balance while ignoring these ships is like praising the Titanic's seaworthiness while ignoring the hole in the bow. If we are going to selectively ignore 1/3 of the BC's, why stop there. Why don't we just ignore any ships, weapons, or fittings that don't advance the Drake Nerf Crusade? If you are going to selectively invent criteria, then why stop there? Why not tell us that the Drake is the FASTEST BC in the game? Why not claim that the Drake has the largest Drone bay compared to the other BC's? It's true, right? You just have to ignore all the cases where it isn't. And in any case, yes, large turrets are not medium turrets, nor are medium turrets HMLs, and HMLs are not HAMs, and HAMs are not Hybrids, and Hybrids are not Lasers, and.... and so what?

All fit on the class of ships we are discussing here. That's what matters.

The reason you object is the reason they must be considered. Your objection, of course, is that including these four BC's into our balance discussion makes the entire premise of a HML Drake nerf laughable. Long range damage projection? The HML Drake isn't even close to the top of that mountain. Maximum DPS? The HML Drake falls into the middle or even lower end of the scale. Mobility? The HML Drake is near the bottom of the pack. Tank? Here the Drake nears the summit. It might or might not be the best, but it's damn close, though why the Tank on this one ship would inspire CCP to nerf the missiles on multiple ships no one has yet explained.

You are welcome to try. Have at it. Post the numbers showing how uberfantastic the HML Drake is compared to these other ships. Show us the long range damage projection, the speed and mobility, the raw dps, post ANYTHING that justifies this middle of the road ship warranting a nerf. But you don't get to set the parameters and arbitrarily exclude the battlecruisers that don't support your case. Not if you want to be taken seriously.

Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#4222 - 2012-10-04 19:16:30 UTC
OT Smithers wrote:
Garviel Tarrant wrote:


Its a BS weapon system,

It is ******* relevant. We are comparing weapon systems, not ships. You cannot compare Medium guns to large guns just because one medium ship can fit them. It doesn't work and if you can't see why, well you're bad.

And if you had bothered to read a bit further you would have seen me saying that obviously a ship with 8 large rails would out dps hml's. Again, large guns.. also eight of them.


Discussing BC balance while ignoring these ships is like praising the Titanic's seaworthiness while ignoring the hole in the bow. If we are going to selectively ignore 1/3 of the BC's, why stop there. Why don't we just ignore any ships, weapons, or fittings that don't advance the Drake Nerf Crusade? If you are going to selectively invent criteria, then why stop there? Why not tell us that the Drake is the FASTEST BC in the game? Why not claim that the Drake has the largest Drone bay compared to the other BC's? It's true, right? You just have to ignore all the cases where it isn't. And in any case, yes, large turrets are not medium turrets, nor are medium turrets HMLs, and HMLs are not HAMs, and HAMs are not Hybrids, and Hybrids are not Lasers, and.... and so what?

All fit on the class of ships we are discussing here. That's what matters.

The reason you object is the reason they must be considered. Your objection, of course, is that including these four BC's into our balance discussion makes the entire premise of a HML Drake nerf laughable. Long range damage projection? The HML Drake isn't even close to the top of that mountain. Maximum DPS? The HML Drake falls into the middle or even lower end of the scale. Mobility? The HML Drake is near the bottom of the pack. Tank? Here the Drake nears the summit. It might or might not be the best, but it's damn close, though why the Tank on this one ship would inspire CCP to nerf the missiles on multiple ships no one has yet explained.

You are welcome to try. Have at it. Post the numbers showing how uberfantastic the HML Drake is compared to these other ships. Show us the long range damage projection, the speed and mobility, the raw dps, post ANYTHING that justifies this middle of the road ship warranting a nerf. But you don't get to set the parameters and arbitrarily exclude the battlecruisers that don't support your case. Not if you want to be taken seriously.




Ok, i've already responded to this

Apples and oranges, stop being so bad.

BYDI recruitment closed-ish

ORCACommander
Obsidian Firelance Technologies
#4223 - 2012-10-04 19:34:53 UTC
I am afraid you did the opposite of a buff to make tech 2 missiles usefull in terms of the rage torpedo. The biggest problem with them was never their sig penalty, or damage potential it lied with their range. as it stands before winter i have to use two tech 2 range extenders and a 5% implant to just barely touch a theoretical 40km. I am an incursion runner primarily these days and from my general knowledge this is an acceptable envelope for pvp but for incs it was never quite satisfactory. the primary target for dps boats like my golem is the ostingles which like to hover between 35 and 45 km on average. with reducing the flight time and not altering the velocity accordingly with an increase you have just pushed the majority of my targets out of reach. The level 4 mission realm as i remember it primarily used the javelines since it required the same number of jav volleys as rage volleys so engaging at max range was more efficient. please revise this for increased velocity in on rage as they were borderline useful before.
MotorBoatMe WithYourFace
PiiiGGGss iiiNNN SSSpppAAAcccEEE
#4224 - 2012-10-04 19:41:20 UTC  |  Edited by: MotorBoatMe WithYourFace
ORCACommander wrote:
I am afraid you did the opposite of a buff to make tech 2 missiles usefull in terms of the rage torpedo. The biggest problem with them was never their sig penalty, or damage potential it lied with their range. as it stands before winter i have to use two tech 2 range extenders and a 5% implant to just barely touch a theoretical 40km. I am an incursion runner primarily these days and from my general knowledge this is an acceptable envelope for pvp but for incs it was never quite satisfactory. the primary target for dps boats like my golem is the ostingles which like to hover between 35 and 45 km on average. with reducing the flight time and not altering the velocity accordingly with an increase you have just pushed the majority of my targets out of reach. The level 4 mission realm as i remember it primarily used the javelines since it required the same number of jav volleys as rage volleys so engaging at max range was more efficient. please revise this for increased velocity in on rage as they were borderline useful before.


This is what I was getting at. Cruise have too much range for any necessary application, at least in my use. Torps are really limited in range, though.

Noemi Nagano wrote:
MotorBoatMe WithYourFace wrote:
To Fozzie:

Is there any way we could get just a small adjustment to Torpedo range during this pass? I think a buff to flight time or velocity to make them around 15%-25% longer range is in order.

I would also suggest a nerf to Cruise range. Out of the box they seem a tad too long and may start having some of the same problems as Heavies did. -20ish percent drop should be good.


wth? Cruises have no needs for a nerf at all ... they are completely broken, what are you smoking? :)


I am just looking forward past the HML changes to see what could be a possible problem with range. My missioner's SNI has a lock range of 95ish km while the base flight distance of cruise are somewhere around 160ish (too lazy to check right now, anyone can chime in to give exacts cause I am at work) On a Raven thats around 250ish (EFT). I don't think a nerf would be even noticeable to those of us who use them. Then IF TE/TC ever effect them, no adjustments (or smaller ones) would be needed.

I don't use torps though because the range is just too low and the applied damage is also too low. With the change to Guided Missile Precision the applied damage should make them more useable. The range is still too low for me to consider. My Maelstrom can hit in double falloff to one-shot frigs in Level 4s at 50-60 km (T1 skills ammo and turrets). I don't think that asking for a Raven to hit out to 40-50km with torps and an SNI to hit out to 30-35km is too out of line with the short range Large Turrets.

A Ham Caracal (which should be viable post patch) will hit from around the same range as a torp Raven, maybe even exactly the same. That seems wonky to me.

I would assume that changes will be made to the BS missiles during BS tiericide, but I think with all the missile changes going on with Retribution, these small changes make sense.

Also, couldn't you just fold in TE/TC effects into the Launchers themselves? Or just a velocity boost, and make a new mid slot mod that with a scipt can either increase velocity at expense of lock time, or an applied damage boost for -range?

Edit: Above adding a +velocity stat torpedo, HAM, and rocket launchers could solve this problem. Rockets could then get a small buff as well, although I am not sure they need it as I don't use them. Anyone?
MotorBoatMe WithYourFace
PiiiGGGss iiiNNN SSSpppAAAcccEEE
#4225 - 2012-10-04 20:17:41 UTC
MIrple wrote:
MotorBoatMe WithYourFace wrote:
To Fozzie:

Is there any way we could get just a small adjustment to Torpedo range during this pass? I think a buff to flight time or velocity to make them around 15%-25% longer range is in order.

I would also suggest a nerf to Cruise range. Out of the box they seem a tad too long and may start having some of the same problems as Heavies did. -20ish percent drop should be good.


You do realize that Short ranged weapons means short ranged right? I would say Pulses need there range reduce a little but other then that all other ships are similar with there based ranged ammo.



My tech one fit / skilled Minnie alt Maelstrom hits at falloff around 40km and double falloff around 60km with t1 short range ammo (2x TE). I don't even have barrage available yet. How would a torp on a bonused ship hitting for 40-50km be OP or out of line with other so called short range weapons? Unbonused they hit in EFT with max skills for a whopping 23km with faction or 34 with jav. Really? Where is barrage at ? 6.9x47km falloff and even further out for smaller targets into double falloff . Still more effective than a T2 torp with T1 ammo fittings and skill for the large autocannon for range. The desparity is pretty large. I am not in the Minmatar need a nerf, just buff things that need a little love.
Miyah Putredas
Perkone
Caldari State
#4226 - 2012-10-04 21:45:17 UTC
I obviously didn't read through 212 pages of comments, but wanted to give my opinion on the subject all the same.

I'm a pilot heavily trained towards medium sized missiles and all the appropriate ship hulls, both heavy missiles and heavy assault missiles alike. From my experience I can tell that heavy missiles are quite overpowered, especially in PvE use, and nerfing them is a good decision. The problem is that HAMs are quite far from being on par with other close range medium weapon systems. Sure, on paper they might look well balanced in terms of dps and range, but the reality is quite different. Medium pulse lasers, autocannons and blasters can fairly easily hit targets once they are properly scrammed and webbed, whereas HAMs are strugling to hit stationary cruiser sized targets, even with their current stats. Against frigates they are utterly pittyful, compared to guns which almost instapop every frig that stays still enough. With the t2 HAMs being heavily penalized in terms of damage projection and heavy missile damage reduced, missile pilots aren't really left with any competitive setups at all.

This same imbalance in damage projection can be seen with Battleship and Capital sized weapon systems as well, but I suppose that belongs into another discussion thread.

Alx Warlord
The Scope
Gallente Federation
#4227 - 2012-10-04 22:57:35 UTC
CCP Fozzie,

And how about the balance of HAM? don't you think that they do low damage??? most of the HAM ships have few missile slots, take a legion with HAM for example...

Also HAM got really poor range, get no skill bonus to hit small sig ships, have really bad explosion velocity, spend allot of ammo, this way HM is better at close range then HAM in many cases including close combat ones.....
Bouh Revetoile
In Wreck we thrust
#4228 - 2012-10-04 22:57:37 UTC
Miyah Putredas wrote:
I obviously didn't read through 212 pages of comments, but wanted to give my opinion on the subject all the same.

I'm a pilot heavily trained towards medium sized missiles and all the appropriate ship hulls, both heavy missiles and heavy assault missiles alike. From my experience I can tell that heavy missiles are quite overpowered, especially in PvE use, and nerfing them is a good decision. The problem is that HAMs are quite far from being on par with other close range medium weapon systems. Sure, on paper they might look well balanced in terms of dps and range, but the reality is quite different. Medium pulse lasers, autocannons and blasters can fairly easily hit targets once they are properly scrammed and webbed, whereas HAMs are strugling to hit stationary cruiser sized targets, even with their current stats. Against frigates they are utterly pittyful, compared to guns which almost instapop every frig that stays still enough. With the t2 HAMs being heavily penalized in terms of damage projection and heavy missile damage reduced, missile pilots aren't really left with any competitive setups at all.

This same imbalance in damage projection can be seen with Battleship and Capital sized weapon systems as well, but I suppose that belongs into another discussion thread.


Infact, HAM have absolutely no problem hiting stationary cruiser or larger target. Explosion radius of HAM is 125. And web+scram target is way below the 150m/s explosion velocity of HAM too unless it use an AB. Difference with turret is that you can orbit your target at 20m, allowing for an amazing transversale velocity, and still hit your target for full damage.

On top of that, the proposed changes will apply the ex specific guided missiles skills to all missiles ; rocket, HAM and torp will become guided if you prefer. Which mean that these weapons will do full damage to almost anything they may hit.

BTW, a frigate that stay still in front of a gun barrel deserve to die, but they rarely do this and you can easily say that a frigate going under your gun won't ever be hit, going under the gun not being so troublesome when you are used to do it.

But just check the OP, HAM are being buffed severely.
Erogo Proxy
School of Applied Knowledge
Caldari State
#4229 - 2012-10-04 23:10:36 UTC  |  Edited by: Erogo Proxy
Here is a idea, have the HML nerf only affect people in a fleet larger then 5 people you fight the blob and let missions runners be happy. I have a good part of my skills into running missions with ships that use them and this nerf seems to hurt mission runners alot more then the PVPers. Feel cheated in a way having put time into training something for that reason then having it hit with a nerf bat to the point of something else becoming a more viable option. >.> my other ideas involve sulfuric and nitric acids and best be kept in my mind
Bouh Revetoile
In Wreck we thrust
#4230 - 2012-10-04 23:18:41 UTC
Erogo Proxy wrote:
Here is a idea, have the HML nerf only affect people in a fleet larger then 5 people you fight the blob and let missions runners be happy. >.> my other ideas involve sulfuric and nitric acids and best be kept in my mind.

My idea is you should put these acids in your head. HML *need* a nerf, and there is a hundred of pages explaining why; and not only in blobs. Hint : it's a long range medium size weapon system.
Daichi Yamato
Jabbersnarks and Wonderglass
#4231 - 2012-10-04 23:47:50 UTC
Erogo Proxy wrote:
Here is a idea, have the HML nerf only affect people in a fleet larger then 5 people you fight the blob and let missions runners be happy. I have a good part of my skills into running missions with ships that use them and this nerf seems to hurt mission runners alot more then the PVPers. Feel cheated in a way having put time into training something for that reason then having it hit with a nerf bat to the point of something else becoming a more viable option. >.> my other ideas involve sulfuric and nitric acids and best be kept in my mind


having it trained is not really a viable argument for sparing it from a nerf. everyone who has been crying about wasted training time really need to put a sock in it. its being nerfed to make it more fair compared to other long range weapons and u shouldn't have put all ur skill points in a single weapon system anyways. if another weapon becomes more viable, then train for that one as well.

Drone players have been told that they will shortly be unable to afk mission but i've yet to see whining like i have here.

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

Isaiah Harms
State War Academy
Caldari State
#4232 - 2012-10-05 00:01:26 UTC  |  Edited by: Isaiah Harms
Onictus wrote:


Yeah, with null and couple TCs you may be able lucky shot at 2.5 falloff.... You also understand those guns volley for over 3k in optimal with faction ammo right.

It's a BS turret and a bullshit build, and I'm not convinced its possible even then.


Umm... Fly one.

It works. It really does.

-- -- - -- -

All you number crunchers need to close your EFT's and locate your EVE launcher. Right now my entire corp is planning to basically abandon everything HML because frankly this nerf will make Drakes/Tengu's pointless.

Sure we'll find occasional use for a Falcon, but really with Turret Destabilizers becoming so versatile for EVERY weapon type the Amarr Curse/Pilgrim are looking better already. Plus THAT recon can actually carry a tank AND do offensive work with Neuts and drones \O/

Horray guys! Caldari will now be COMPLETELY obsolete. Don't worry. Minmatar will be next. CCP Fozzies work on the Hurricane basically kisses the Armor Cane good bye.
Isaiah Harms
State War Academy
Caldari State
#4233 - 2012-10-05 00:06:08 UTC
Bouh Revetoile wrote:


BTW, a frigate that stay still in front of a gun barrel deserve to die, but they rarely do this and you can easily say that a frigate going under your gun won't ever be hit, going under the gun not being so troublesome when you are used to do it.

But just check the OP, HAM are being buffed severely.



Hmmm... Apparently you're not familiar with the frigate mulcher hurricane. That's ok, though. Because soon that fit won't even be possible on the Cane.

:)
Onictus
Federal Navy Academy
Gallente Federation
#4234 - 2012-10-05 02:08:02 UTC  |  Edited by: Onictus
Isaiah Harms wrote:
Onictus wrote:


Yeah, with null and couple TCs you may be able lucky shot at 2.5 falloff.... You also understand those guns volley for over 3k in optimal with faction ammo right.

It's a BS turret and a bullshit build, and I'm not convinced its possible even then.


Umm... Fly one.

It works. It really does.

-- -- - -- -



It's the same thing as a blaster mega, I've spent PLENTY of time in one. I don't remember ever getting it to hit for much over 40km, much less 70km.

Looking at it, with two scripted TCs you are sitting almost dead on optimal x2 fall with null at 70km. So your chance to hit an unmoving drake is sub 10% and your DPS is sub frigate levels.

Oh and Hey Issy.
Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#4235 - 2012-10-05 02:28:44 UTC
Isaiah Harms wrote:
Bouh Revetoile wrote:


BTW, a frigate that stay still in front of a gun barrel deserve to die, but they rarely do this and you can easily say that a frigate going under your gun won't ever be hit, going under the gun not being so troublesome when you are used to do it.

But just check the OP, HAM are being buffed severely.



Hmmm... Apparently you're not familiar with the frigate mulcher hurricane. That's ok, though. Because soon that fit won't even be possible on the Cane.

:)


It can still fit 2 small neuts.. Which is enough to kill frigs.

BYDI recruitment closed-ish

Onictus
Federal Navy Academy
Gallente Federation
#4236 - 2012-10-05 02:33:20 UTC
Garviel Tarrant wrote:




It can still fit 2 small neuts.. Which is enough to kill frigs.



Yes, but those neuts were the ONLY reason to plate a cane and use it over a Stabber Fleet. If killing frigs is your thing the SFI just does it plane better.
Yank Sin
#4237 - 2012-10-05 07:49:21 UTC
My Tengu is a very nice little ship that makes missions very lovely to do. It kills at very long range and at very short range from frigs to bs. It tanks lv4 missions with out any problems the rats try there best to break my tank but they can't.

So let me see when the change happens ccp takes away my punch and my range to make the gun guys happy. So what is next taking away my tank to make the bs guys happy that a cruiser cant solo lv4 mission?

Signal11th
#4238 - 2012-10-05 09:04:25 UTC
Onictus wrote:
Isaiah Harms wrote:
Onictus wrote:


Yeah, with null and couple TCs you may be able lucky shot at 2.5 falloff.... You also understand those guns volley for over 3k in optimal with faction ammo right.

It's a BS turret and a bullshit build, and I'm not convinced its possible even then.


Umm... Fly one.

It works. It really does.

-- -- - -- -



It's the same thing as a blaster mega, I've spent PLENTY of time in one. I don't remember ever getting it to hit for much over 40km, much less 70km.

Looking at it, with two scripted TCs you are sitting almost dead on optimal x2 fall with null at 70km. So your chance to hit an unmoving drake is sub 10% and your DPS is sub frigate levels.

Oh and Hey Issy.



Which is great but really if you're sitting off 70k from a drake fleet in a blaster fitted ship the problem isn't with the drake it's with the FC who doesn't know what he's doing.

God Said "Come Forth and receive eternal life!" I came fifth and won a toaster!

Bouh Revetoile
In Wreck we thrust
#4239 - 2012-10-05 10:26:32 UTC
Isaiah Harms wrote:

Hmmm... Apparently you're not familiar with the frigate mulcher hurricane. That's ok, though. Because soon that fit won't even be possible on the Cane.

:)

Infact, I am. Problem with the hurricane are not the guns but the neuts and the drones. Of course you must be careful with the guns, but at 500-1000m, they are pretty ineffective.

And as you said, soon, it will be the end of this cane. :-)
Harvey James
The Sengoku Legacy
#4240 - 2012-10-05 10:39:47 UTC
Yank Sin wrote:
My Tengu is a very nice little ship that makes missions very lovely to do. It kills at very long range and at very short range from frigs to bs. It tanks lv4 missions with out any problems the rats try there best to break my tank but they can't.

So let me see when the change happens ccp takes away my punch and my range to make the gun guys happy. So what is next taking away my tank to make the bs guys happy that a cruiser cant solo lv4 mission?



yes :)
But you need to realize why the are doing instead of crying like a baby about it Evil
Then you will realize how lucky you have been to fly it

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