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

First post First post First post
Author
Signal11th
#4241 - 2012-10-05 10:47:11 UTC
Harvey James wrote:
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



I wouldn't call flying a ship that cost me 2.5 billion and the potential loss (yes I know they are only lvl 1) of skill points lucky I'd call it deserved.

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

Mars Theran
Foreign Interloper
#4242 - 2012-10-05 11:35:05 UTC
Benny Ohu wrote:
assuming the change might make TDs overpowered, and defender missiles make a lot of lag, can you do something like making defender missiles function similarly to TDs but play a fancy client-side graphic?

e: to be clear, I meant "make defender missiles function like the proposed effects of TDs against missiles"


Why would that make sense? What?
zubzubzubzubzubzubzubzub
serras bang
Caldari Provisions
Caldari State
#4243 - 2012-10-05 12:31:01 UTC
please review the reduction in flight times the base4 25% is fine on t1's as it still gives a possibility of it having longer thnge than guns however the tech 2 furry is way outta line base flight is same as base optimal for med turrets witch present a hugh prob as guns can fight in fall of if needed not to mention that in most catagorys of ships caldari are the slowest.

take minmitar for example there med t2 guns is roughly the same as fury hmls base flight time after all bonuses the optimal of there guns and fall off is gonna be over powerd to that of missles not only that minmitar in general have the fastest of all the ships i see problems here please adress this and stop the stupid debuffing to t2 furys another 25 - 35% on distance would be more than enough on t2 fury for anything a further 20% reduction should be more than sufficient however as distance was our only advantage and one we releaied on.
Onictus
Federal Navy Academy
Gallente Federation
#4244 - 2012-10-05 12:33:44 UTC
Bouh Revetoile wrote:
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. :-)



You understand he's talking about an armor cane.

That would be the one that rarely has 425s usually 220mm or even dual 1800mm, a web (or two) and a TE To allow it to hit to point ranges.

...It is not the hull you want to get 500-1000 in with a frigate. In fact there aren't a lot of ships you want to be that close to that hurricane in. I've tackle a carrier in one.
Recoil IV
Caldari Provisions
Caldari State
#4245 - 2012-10-05 12:52:00 UTC
CCP Fonzie : Can CCP reimburse skillpoints to people who have trained missiles?
In a MMO like Eve balance does change from time to time and skills will not be reimbursed unless their use is being removed from the game

ccp gone mad telling people they aint gonna reimburse Big smile
Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#4246 - 2012-10-05 12:57:44 UTC
Anyone wanting the refund of skillpoints related to rockets if the Jav and GMP changes go through is madder than that notorious madman Mad Jack McMad. HAMs too, tbh.
Altaren Famas
Black Goats
#4247 - 2012-10-05 13:02:58 UTC
As im not going to search thru the 200 pages on this thread can someone explain in short why different range missiles arent a good idea? Different flight times for different damage.
Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#4248 - 2012-10-05 13:29:01 UTC
Altaren Famas wrote:
As im not going to search thru the 200 pages on this thread can someone explain in short why different range missiles arent a good idea? Different flight times for different damage.


They are a good idea, and they do exist. Rockets, HAMs and torps are shorter-ranged but more damaging than Lights, Heavies and Cruise. And within individual missiles, Fury/Rage trade range for increased damage in exactly the fashion that you desire.

Hope this helps!
Spugg Galdon
Federal Navy Academy
Gallente Federation
#4249 - 2012-10-05 13:30:27 UTC
Altaren Famas wrote:
As im not going to search thru the 200 pages on this thread can someone explain in short why different range missiles arent a good idea? Different flight times for different damage.



Becasue a major advantage of missiles is that they're effective accross their entire range envelope. Turrets require (too many really) different ammo types to cover different ranges.
Buzzy Warstl
Quantum Flux Foundry
#4250 - 2012-10-05 13:32:07 UTC
The Tengu whiners should note that they have been thrown a very nice bone in the proposed update:
"CCP Fozzie" wrote:

Change the Guided Missile Precision skill, as well as all associated implants and rigs to affect all subcap missiles

This is a huge boost for damage application with HAMs, and since there isn't anything in any mission that can outrun a Tengu that wants to keep outside HAM range I'd say that the Heavy Missile DPS shift to HAMs is quite fair for mission Tengus (and will allow people to mission effectively in PvP fit ships which is part of the stated goals of all this rebalancing).

http://www.mud.co.uk/richard/hcds.htm Richard Bartle: Players who suit MUDs

Daniel Plain
Doomheim
#4251 - 2012-10-05 14:50:33 UTC  |  Edited by: Daniel Plain
Buzzy Warstl wrote:
The Tengu whiners should note that they have been thrown a very nice bone in the proposed update:
"CCP Fozzie" wrote:

Change the Guided Missile Precision skill, as well as all associated implants and rigs to affect all subcap missiles

This is a huge boost for damage application with HAMs, and since there isn't anything in any mission that can outrun a Tengu that wants to keep outside HAM range I'd say that the Heavy Missile DPS shift to HAMs is quite fair for mission Tengus (and will allow people to mission effectively in PvP fit ships which is part of the stated goals of all this rebalancing).

this is a very good change for PvP, no question. on the other hand, I highly doubt that the HAM tengu will be viable in PvE (especially missions) after the change, unless someone can show me a build with ~70km reach and ~700dps after implants.
it's a pity, really.

I should buy an Ishtar.

Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#4252 - 2012-10-05 15:12:44 UTC  |  Edited by: Gypsio III
Daniel Plain wrote:
I highly doubt that the HAM tengu will be viable in PvE (especially missions) after the change, unless someone can show me a build with ~70km reach and ~700dps after implants.
it's a pity, really.


Indeed, woe is you.

[Tengu, 700]
Dread Guristas Ballistic Control System
Dread Guristas Ballistic Control System
Dread Guristas Ballistic Control System
Dread Guristas Ballistic Control System

Republic Fleet 10MN Afterburner
~tanky stuff~

Heavy Assault Missile Launcher II, Scourge Javelin Heavy Assault Missile
Heavy Assault Missile Launcher II, Scourge Javelin Heavy Assault Missile
Heavy Assault Missile Launcher II, Scourge Javelin Heavy Assault Missile
Heavy Assault Missile Launcher II, Scourge Javelin Heavy Assault Missile
Heavy Assault Missile Launcher II, Scourge Javelin Heavy Assault Missile
Heavy Assault Missile Launcher II, Scourge Javelin Heavy Assault Missile

Medium Hydraulic Bay Thrusters II
Medium Hydraulic Bay Thrusters II
Medium Rocket Fuel Cache Partition I

Tengu Defensive - Amplification Node
Tengu Propulsion - Fuel Catalyst
Tengu Engineering - Augmented Capacitor Reservoir
Tengu Electronics - Dissolution Sequencer
Tengu Offensive - Accelerated Ejection Bay

5% HAM damage and ROF implants. Actually I lie, it's only 695 DPS. 73.8 km EFT range, so should be around 70 km in practice after the acceleration change.
Pinky Denmark
The Cursed Navy
#4253 - 2012-10-05 15:39:46 UTC
T3 ships was a mistake to be released in their current form anyway - complaining about having imbalanced ships nerfed is a sign of subjectivity and lack of understanding when it comes to game balance. Basically you are selfish and doesn't care about others...

Bringing isk into it makes you look even worse - Yes, the isk SHOULD represent the theoretical power of a ship but just because you spent a fortune for a ship it doesn't mean you should be much better than cheaper ships... CCP even admitted (though it wasn't easy for them) that somehow these ships might need a small adjustment.

Hell yeah they do.
People dont even care about engaging people with T3 ships unless they got a numerical advantage.
Ofcourse people dont mind paying a few billion isk to fly them when they are so much better than any other choice for most tasks

Pinky
ORCACommander
Obsidian Firelance Technologies
#4254 - 2012-10-05 15:41:27 UTC
you mission runners and being spoiled at killing things at far range :P still wondering why a medium missile system slotted for high damage has more range than a large weapon system slated for damage.
MotorBoatMe WithYourFace
PiiiGGGss iiiNNN SSSpppAAAcccEEE
#4255 - 2012-10-05 15:44:16 UTC
Gypsio III wrote:
Daniel Plain wrote:
I highly doubt that the HAM tengu will be viable in PvE (especially missions) after the change, unless someone can show me a build with ~70km reach and ~700dps after implants.
it's a pity, really.


Indeed, woe is you.

[Tengu, 700]
Dread Guristas Ballistic Control System
Dread Guristas Ballistic Control System
Dread Guristas Ballistic Control System
Dread Guristas Ballistic Control System

Republic Fleet 10MN Afterburner
~tanky stuff~

Heavy Assault Missile Launcher II, Scourge Javelin Heavy Assault Missile
Heavy Assault Missile Launcher II, Scourge Javelin Heavy Assault Missile
Heavy Assault Missile Launcher II, Scourge Javelin Heavy Assault Missile
Heavy Assault Missile Launcher II, Scourge Javelin Heavy Assault Missile
Heavy Assault Missile Launcher II, Scourge Javelin Heavy Assault Missile
Heavy Assault Missile Launcher II, Scourge Javelin Heavy Assault Missile

Medium Hydraulic Bay Thrusters II
Medium Hydraulic Bay Thrusters II
Medium Rocket Fuel Cache Partition I

Tengu Defensive - Amplification Node
Tengu Propulsion - Fuel Catalyst
Tengu Engineering - Augmented Capacitor Reservoir
Tengu Electronics - Dissolution Sequencer
Tengu Offensive - Accelerated Ejection Bay

5% HAM damage and ROF implants. Actually I lie, it's only 695 DPS. 73.8 km EFT range, so should be around 70 km in practice after the acceleration change.


I just looked through the spreadsheet and only the Heavy missiles are getting velocity changes. Not sure if you figured that in or not.

On a separate note, this brings up the talk of Heavies now having more velocity than any other missile system.

New heavy velocity on all types:
4300 (3750 old)

Velocity on all types but rage versions of unguided and precision/t1 faction of Torps is now 3750, just like it was before.

I would call for the velocities accross all types to be normalized like before, buff velocity and nerf flight time to maintain ratios. In the case of torpedo's, I would just buff velocity to get more range for all types. 5-10km on each type would have the appropriate range growth. As it stands right now with these proposed changes HAMs and Torps retain the same range. HAMs do not need a range nerf. Again I go back to buff Torpedo's range via velocity.

Otherwise we run into a problem, and I see it happening during testing, that Heavy's, even with their nerfed range and damage will apply said damage faster than any missile type. The changed heavy numbers look good, though, and the damage projection looks to still be spot on for a medium weapon system.

below is the data strait from the spreadsheet.

first number is old, second number is new
Inferno Precision Heavy Missile 3750 4300
Inferno Fury Heavy Missile 3750 4300

Inferno Fury Cruise Missile 3750 3750
Inferno Precision Cruise Missile 3750 3750

Inferno Javelin Torpedo 2250 2250
Inferno Rage Torpedo 1250 1250

Inferno Javelin HAM 3375 3375
Inferno Rage HAM 1875 1875

Inferno Fury LM 3750 3750
Inferno Precision LM 3750 3750

Inferno Javelin Rocket 3375 3375
Inferno Rage Rocket 2250 1875

Damage increase ranges and explosion velocity / radius look pretty good, (Torp Rage seems to be a bit too high). Faction will be the better choice for everything over rage I think just because of the velocity nerf. Precision torp/HAM should be pretty good.

Google doc with spreedsheet from Fozzie (first page of this thread)





OlRotGut
#4256 - 2012-10-05 15:45:10 UTC
I've read through every single page on this post, albeit I have skipped some of the arguments between players; however I don't think I've read an answer that explains this:

"All Missiles
Increase missile acceleration so that real range is much closer to the client assumed range of flighttime*speed against a stationary target. This means a slight range buff for all missiles, and missiles will act in a way that is more intuitive to newer players."



What does the bold part mean? (if I missed the explanation, I am sorry.)
ORCACommander
Obsidian Firelance Technologies
#4257 - 2012-10-05 15:48:57 UTC
OlRotGut wrote:
I've read through every single page on this post, albeit I have skipped some of the arguments between players; however I don't think I've read an answer that explains this:

"All Missiles
Increase missile acceleration so that real range is much closer to the client assumed range of flighttime*speed against a stationary target. This means a slight range buff for all missiles, and missiles will act in a way that is more intuitive to newer players."



What does the bold part mean? (if I missed the explanation, I am sorry.)



i think that new players will have to figure out you need to subtract 5% from your range in order to figure out your "true range"
Signal11th
#4258 - 2012-10-05 16:02:34 UTC
Pinky Denmark wrote:


Bringing isk into it makes you look even worse - Yes, the isk SHOULD represent the theoretical power of a ship but just because you spent a fortune for a ship it doesn't mean you should be much better than cheaper ships... CCP even admitted (though it wasn't easy for them) that somehow these ships might need a small adjustment.

Pinky



lol, of course it should, if that wasn't the case you wouldn't be paying 400mil for a medium booster, I'm sure Aston Martin and Ferrrari et al would love your take on life.

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

Signal11th
#4259 - 2012-10-05 16:03:28 UTC
OlRotGut wrote:
I've read through every single page on this post, albeit I have skipped some of the arguments between players; however I don't think I've read an answer that explains this:

"All Missiles
Increase missile acceleration so that real range is much closer to the client assumed range of flighttime*speed against a stationary target. This means a slight range buff for all missiles, and missiles will act in a way that is more intuitive to newer players."



What does the bold part mean? (if I missed the explanation, I am sorry.)



It means "Less server load"

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

MotorBoatMe WithYourFace
PiiiGGGss iiiNNN SSSpppAAAcccEEE
#4260 - 2012-10-05 16:36:54 UTC  |  Edited by: MotorBoatMe WithYourFace
OlRotGut wrote:
I've read through every single page on this post, albeit I have skipped some of the arguments between players; however I don't think I've read an answer that explains this:

"All Missiles
Increase missile acceleration so that real range is much closer to the client assumed range of flighttime*speed against a stationary target. This means a slight range buff for all missiles, and missiles will act in a way that is more intuitive to newer players."



What does the bold part mean? (if I missed the explanation, I am sorry.)


The spreadsheet indicates this is not true. Fozzie can we get some clarification here? I believe that a velocity increase across the board would be fine. I don't think anyone in this discussion would really mind for a range buff to especially the unguided missiles.

I was really looking forward to the TE/TC effecting missiles. With it delayed, I really think we should get a buff to unguided missile types especially. Lights and Cruise both look to be in a good spot (still think Cruise have too much built in range).