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

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Daichi Yamato
Jabbersnarks and Wonderglass
#4381 - 2012-10-08 00:11:02 UTC
Noemi Nagano wrote:


See, there were stats used before - Drake was number 1 there, and HML were used more. Everyone said "proof, this stats clearly show how OP" and so on. Some people tried to explain how they were made, and although we gave reasonable arguments for this point of view the anti-HML-fanatics wouldnt listen and claim "those are the best stats we have".

Now we have different stats, which give a different picture. Maybe invalidate a bit what the stats before showed ... and magically those new stats "show nothing", which explain maybe "nullsec politic" but dont show if something is broken or not.

You dont see what you dont want to see. I see HML are not out of line in terms of gamebreaking. You think they are in a certain role. I agree they are strong in that role, never denied that (in fact, I said that already when EVERYONE in Eve seemed to say "Drakes suck in PvP"). But they are not strong in others (naturally), and their short range pendant is not working as well as the Cane does with ACs. Or the Myrm does (with ACs). And I know people who will kill any PvP HAM Drake 1on1 with any other tier 1 or tier 2 BC except Prophecy maybe ... so no. The Drake is not OP, nor are HML. HML have a role where they are good, Drakes have roles where they are good. But so do MANY other ships in Eve too. But not so many Caldari ships, and no Caldari missile ship in PvP. Except the Drake (and, even when its more expensive and for sure not affordable for everyone, the Tengu).

So go on, fanatics. But be honest about your intentions - you dont want balance, you just dont like how missiles own you in PvP in certain situations :) because, if you were looking for balance, you would like to adress the *real* issues in this game.

Best regards


U have such a warped perception. the way ur determined to only compare HML's (a long range, low dps weapon) with AC's (a short range high dps weapon) completely ruins ur credibility.
i've tried to explain how HML's are so much more superior to other long range medium weapons that they barely see any use by anyone, and that it is that fact that CCP and others are trying to change.

If u insist on comparing HML's to AC's then they'll need to up the DPS of heavies but bring the upper range to about 15km..oh wait, thats HAM's!! doh...

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

S4nn4
24th Imperial Crusade
Amarr Empire
#4382 - 2012-10-08 01:05:34 UTC  |  Edited by: S4nn4
serras bang wrote:
Arduemont wrote:
I've been watching this thread, and I just wanted to say I am happy to see the proposal has changed.

All of my original concerns have pretty much been addressed. I doubt many people ever bother to post to say thanks to CCP for paying attention to our concerns, because as soon as they see that their concerns are addressed they just stop watching the thread.

So I want to take this operability to say thanks, for myself, but also for all the people too lazy to say it themselves.

Pirate


thing is they havent been ccp simply went away and said how can we achieve the same nerf we wanted but present it in a differant way with the sig radius and the flight time being so heavily nerfed we are losing the same dmg expecialy with the radius all criuser sized ships should have the sig radius after basic skills to lay full dmg on there class size simple as that reguardless if there t2 or not and tbh the distance nerf is to much.

CCP Fozzie wrote:

Heavy Missiles:
-Damage decreased by 10% (rounded to closest digit)
-Explosion radius increased by 12%
The above values are for T1 and Navy HML only

What does this mean for HML damage?
In the HML nerf version 2.0 the biggest improvement is that large and slow ships (BC's without AB and BS's) will be hit harder (-10% damage, instead of the earlier -20%), small and fast ships (cruisers and below with just basespeed) will still have a damage reduction closer to the first nerf suggestions (some cases down to -19.6% but mostly -16.7%, instead of the earlier -20%). It's an improvement from version 1.0, no secrets in it now serras.


Below is just to show where the numbers come from. No need to read it.

Brief number crunching and interpretation:
Using the missile damage formula and setting all skills to 5 I got these values for a +12% increase in explosion radius:
-Small (below 93.75m sig radius) and slow (below 222m/s for a 30m target and below 122m/s for a 93.75m target) ships will take -(100% - 1/1.12) = -10.7% damage.
-Ships larger than 105m will not have any extra damage reduction. Ships between 93.75m and 105m will see a gradual loss of damage from 0% down to -10.7%.
-Fast ships (complex case with lots of calculations, just giving example speeds of where speed tanking begin for a few different target sizes (also: MWD speeds do not count due to sig bloom, only base speed or AB speed): standard frig (40m) 181m/s+, standard cruiser (125m) 162m/s+ and standard BC (250m) 324m/s+) will take -(100% - (1/1.12)^0.6823) = -7.44% damage while speed tanking.

How to interpret this and how to include the overall -10% damage into these values:
-Small (less than 93.75m) and slow targets will take -19.6% damage ( =-(100% - 0.9*(1/1.12)) )
-Large (over 105m) and slow targets will take -10% damage ( =-(100% - 0.9*1) )
-Any target fast enough to speed tank will take -16.7% ( =-(100% - 0.9*(1/1.12)^0.6823)) )
(-19.6% and -16.7% are ratios and not actual damage, speed tanking is always better, but the damage reduction ratio just happen to be lower for speed tanks. What -16.7% means is very hard to interpret without really understanding the missile equation and it's graphs, an alternative but absolutely accurate interpretation is to think of the +12% to explosion radius as meaning +12% to the target speed instead, meaning that from the HML damage perspective all targets will be moving 12% faster and hence see more damage reduction from speed tanking as a result).
OT Smithers
A Farewell To Kings...
Dock Workers
#4383 - 2012-10-08 05:50:34 UTC
There has been a fair amount of talk about this upcoming nerf on our corp / alliance TS. Some of the folks commenting fly Drakes, but the majority do not. The concensus among these folks is that these nerfs are ridiculous and that CCP is seriously screwing Caldari pilots yet again. I say concensus, but in fact not a single person thought these nerfs were a good idea or justified.

It really brings home the problem Caldari pilots are facing right now. Their current destroyer is pretty much crap. None of their cruisers are worth flying and this will only get worse with this update. They don't have a working HAC. Their BS's are garbage. Right now, they have tough, slow, low DPS frigates, and they have the Drake. And CCP has proposed nerfing that.





Deerin
East Trading Co Ltd
#4384 - 2012-10-08 07:03:10 UTC
OT Smithers wrote:
Their current destroyer is pretty much crap.


Cormorant IS a beast. You need to fly it properly.

OT Smithers wrote:
None of their cruisers are worth flying and this will only get worse with this update.


Blackbird is one of the best(and cheapest) force multipliers in the game. Moa is quite strong if you play to its strengths. Caracal is going to become the FOTM after this patch.

OT Smithers wrote:
They don't have a working HAC.


Who does? Most of HAC's are made obsolote by tier2 and tier3 bc's.

OT Smithers wrote:
Their BS's are garbage.


Scorpion and Rokh have just made a sad face at you.

OT Smithers wrote:
Right now, they have tough, slow, low DPS frigates,


Condor's are very widely used after the patch. I've a few in my hangar too. You should try them.

....and what is the point of all this in the HEAVY MISSILE balancing thread.

Let me put this here again:

http://i.imgur.com/SJ357.png

(3xdamage mods. nonbonusedship. Best ammo type selected for given range. Assume 720's 15% stronger as matari ships come with double bonus-less turrets (1.33*6/7 = 1.15))

This is the relevant graph. Current HML is really outrageous. Other medium gun platforms need to use additional slots (te/tc) to be able to compete in range. Where as missile platforms can use those slots for tank/ewar. New one is more in line with other turrets.
Morrigan LeSante
Perkone
Caldari State
#4385 - 2012-10-08 07:56:39 UTC  |  Edited by: Morrigan LeSante
Bouh Revetoile wrote:
Javelin on medium railguns give you 9km range with all 5 skills.


Get a better hull Blink

[Ferox, Test]
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Damage Control II

Tracking Computer II, Optimal Range Script
Tracking Computer II, Optimal Range Script
Large F-S9 Regolith Shield Induction
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II

250mm Railgun II, [ammo of choice]
250mm Railgun II, [ammo of choice]
250mm Railgun II, [ammo of choice]
250mm Railgun II, [ammo of choice]
250mm Railgun II, [ammo of choice]
250mm Railgun II, [ammo of choice]
[empty high slot]

Medium Hybrid Locus Coordinator I
Medium Anti-EM Screen Reinforcer II
Medium Core Defense Field Extender II


66.8k EHP, depending on ammo Opt range of 137//19. DPS of 233/409 with heat.

EFT warrioring is fun Big smile
Noemi Nagano
Perkone
Caldari State
#4386 - 2012-10-08 08:47:41 UTC
Daichi Yamato wrote:


U have such a warped perception.


Funny you say that, because if you read my postings and understood them you wouldnt come to a conclusion like this:

Daichi Yamato wrote:

the way ur determined to only compare HML's (a long range, low dps weapon) with AC's (a short range high dps weapon) completely ruins ur credibility.


..... why do you think I compare those 2? I said one is efficient in one thing (unlike its pendant on the other ship) and vice versa.

HAM Drake loses grand time vs AC Cane (and HML Drake does too, btw ..). Arti Cane will most probably lose to HML Drake.

So where is the problem? If you want short range success (which is what meta favours anyway) go Cane. If you want the better chance long range, go Drake. How can this be NOT balanced???

Daichi Yamato wrote:

i've tried to explain how HML's are so much more superior to other long range medium weapons that they barely see any use by anyone, and that it is that fact that CCP and others are trying to change.

If u insist on comparing HML's to AC's then they'll need to up the DPS of heavies but bring the upper range to about 15km..oh wait, thats HAM's!! doh...


you do not understand my point. I didnt *ever* deny, that overall usability of HML is *better* than their medium long range gunnery counterparts. BUT: same applies the other way round for HAMS - they are *worse* than their medium short range gunnery counterparts.

This leads to the situation we have. Drake being worst in CC, Drake being best in a range-window of 35+ to end of missile flight range in long range.

If you want to change the second, then adress the first too. If Drake should be "on par" with the others (and not just on par in EFT numbers like DPS/range/EHP) then this should be in long range AND in close range. We are far away from that. Drone bay and bandwith, speed, fitting versatility, utility highs all DONT favour the Drake.

People like you who ignore these facts make it so hard to get a solid discussion here - you claim things which are plain bullshit (like you said I would have compared ACs to HMLs , which I didnt do for combat, but for roles!) or dont get the whole picture (HML are just one part of the medium missile combat, and as long as the other is not working as intended *I* dont wonder only one of the 2 is used. Same applies to a certain degree to medium long range gunnery, although at least I do see med arty and med rails being used from time to time. Far more than HAMs for sure. (and before you dont get it again - no, I dont compare short range with long range. I compare working systems with other working systems, and not working systems with other not working systems. Changing just one and leave the rest like it is would not bring balance to med sized weapons.)
Noemi Nagano
Perkone
Caldari State
#4387 - 2012-10-08 08:56:01 UTC
OT Smithers wrote:
There has been a fair amount of talk about this upcoming nerf on our corp / alliance TS. Some of the folks commenting fly Drakes, but the majority do not. The concensus among these folks is that these nerfs are ridiculous and that CCP is seriously screwing Caldari pilots yet again. I say concensus, but in fact not a single person thought these nerfs were a good idea or justified.

It really brings home the problem Caldari pilots are facing right now. Their current destroyer is pretty much crap. None of their cruisers are worth flying and this will only get worse with this update. They don't have a working HAC. Their BS's are garbage. Right now, they have tough, slow, low DPS frigates, and they have the Drake. And CCP has proposed nerfing that.




I quote this guy for truth. The only role Caldari have above frig size after this proposed changes are with 2 large railgun ships (Naga and Rokh) or ECM (Blackbird, Scorp, Falcon). Oh, and logistics ....

There is no real combat role left like every other race has, and some have plenty (Winmatar, Amarr).

The Caracal will not be FOTM at all, I dont know why it should.

And about the HAC thing - afaik the Zealot is a HAC which works. Fagabonds are also working better than nearly any Caldari ship. And Ishtar is not so bad either. Although its PvE quality will be crippled soon. Btw - how OP! Ishtar can do l5s solo, no other races HAC can do that ... did you ever hear this point before? :)
I'm Down
Macabre Votum
Northern Coalition.
#4388 - 2012-10-08 08:57:17 UTC
Lets study some of the most useful combat ships in game and consider why everyone flocks to them.... It's important for this thread, I promise.

Zealot.... resistance/tank
Abaddon.... resistance bonus/tank... then dps
Rohk .... resistance bonus/tank.... sure as hell isn't tracking or dps.
Drake.... resistance bonus/tank

All Tech 3s..... resistance bonus/tank... then dps.

Minmitar... Alpha/capless/speed



Of the list, virtually none of those get used for dps as THE primary reason... baring alpha.

Which means this game has 2 problems.... Resistance bonuses being too good in conjunction with logistics, and alpha being the only counter...

now to missiles.... 2 ships.... drake/tengu... which categories do you really think they fall into that make them OP?
Noemi Nagano
Perkone
Caldari State
#4389 - 2012-10-08 09:09:20 UTC
Onictus wrote:


I imagine an active Golem. Tengu doesn't come CLOSE to most battleship performance without faction launchers and a deadspace tank. At which point you may as well use....well a battleship, any battleship. Oh and did I mention the ammo costs for a Tengu are up there with an AC Maelstrom or Macharial, they chew ammo like mad.


Er no. An "active Golem" (whatever you mean with that, because Golems are really never flown as passives ...) will get those numbers:

Golem:
4 faction BCS, 4 t2 CMs, Fury ammo (which will not work well!) - 650 DPS

Tengu:
4 faction BCS, 6 t2 HML, Fury ammo (which WILL work) - 761 DPS for kin, 609 DPS for other.

The Golem has drones though, which it can use for small stuff to speed up things. The Golem will have a hard time though to put on a speed mod so it gets anywhere close to the Tengus ability to make those long distance missions better/faster (same as Machariel ...).

With the proposed faction launchers Golem will have 575 DPS btw, using faction ammo, or 522 with t1 ammo.

Matter of fact is - the Golem has only a chance to be better than the Tengu in terms of ISK/h if you fit it 1) with Torps (rigged for range with t2 rigs) and 2) use it only in short range missions which have to be 3) all with short flight times to gates/objectives too. Only under those conditions a Golem might be on par or above a Tengu.

A Machariel or Vargur will always be faster than Tengu if its not just blitzing Recon 2/3, 3/3 and Cargo Delivery (for which a MWD Vagabond will be best anyway :D ). I have seriously no grief about those 2 Winmatar/Angel ships being better than the Tengu. Its like you said, the Tengu is hands down the best PvE Mission t3. But the point is, its also the best missile PvE ship which it shouldnt be, and its not there because its so OP, but because the Caldari BS and Caldari Missile BS size suck so much!


Onictus wrote:

Yeah so, you guys complained until they pulled the thing that would have buffed it. I was LOOKING FORWARD to seeing what a Torp Phoon could do with three BCS, two tracking comps and a a few neuts.



Yeah can imagine .. would have been *so much* fun when another Winmatar ship would rock some more *rolleyes*
Noemi Nagano
Perkone
Caldari State
#4390 - 2012-10-08 09:12:22 UTC
I'm Down wrote:
Lets study some of the most useful combat ships in game and consider why everyone flocks to them.... It's important for this thread, I promise.

Zealot.... resistance/tank
Abaddon.... resistance bonus/tank... then dps
Rohk .... resistance bonus/tank.... sure as hell isn't tracking or dps.
Drake.... resistance bonus/tank

All Tech 3s..... resistance bonus/tank... then dps.

Minmitar... Alpha/capless/speed



Of the list, virtually none of those get used for dps as THE primary reason... baring alpha.

Which means this game has 2 problems.... Resistance bonuses being too good in conjunction with logistics, and alpha being the only counter...

now to missiles.... 2 ships.... drake/tengu... which categories do you really think they fall into that make them OP?


I agree with you on this point - resistance boni are a very strong thing in combination with logi. They are also helpful for other things, but really shine when you add the remote rep/remote shield stuff. Maybe this would be the way to solve things.

Ah and one more thing which many tend to forget - the t2 resistances of hulls are also not really balanced .. some are very useful and others simply are not.
Daichi Yamato
Jabbersnarks and Wonderglass
#4391 - 2012-10-08 09:26:26 UTC
Noemi Nagano wrote:


If you want to change the second, then adress the first too. If Drake should be "on par" with the others (and not just on par in EFT numbers like DPS/range/EHP) then this should be in long range AND in close range. We are far away from that. Drone bay and bandwith, speed, fitting versatility, utility highs all DONT favour the Drake.



yeah...cane is getting nerfed too and HAMs are being buffed. how did u miss that?

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

Lallante
Blue Republic
RvB - BLUE Republic
#4392 - 2012-10-08 09:32:49 UTC  |  Edited by: Lallante
Noemi Nagano wrote:
I'm Down wrote:
Lets study some of the most useful combat ships in game and consider why everyone flocks to them.... It's important for this thread, I promise.

Zealot.... resistance/tank
Abaddon.... resistance bonus/tank... then dps
Rohk .... resistance bonus/tank.... sure as hell isn't tracking or dps.
Drake.... resistance bonus/tank

All Tech 3s..... resistance bonus/tank... then dps.

Minmitar... Alpha/capless/speed



Of the list, virtually none of those get used for dps as THE primary reason... baring alpha.

Which means this game has 2 problems.... Resistance bonuses being too good in conjunction with logistics, and alpha being the only counter...

now to missiles.... 2 ships.... drake/tengu... which categories do you really think they fall into that make them OP?


I agree with you on this point - resistance boni are a very strong thing in combination with logi. They are also helpful for other things, but really shine when you add the remote rep/remote shield stuff. Maybe this would be the way to solve things.

Ah and one more thing which many tend to forget - the t2 resistances of hulls are also not really balanced .. some are very useful and others simply are not.


Actually his list is complete rubbish.
People fly Rokhs for range and EHP
People fly Zealots for range, sig, and maneuvrability ("resistance??")
People fly Drakes for range and EHP and Dps-at-range
People fly Abaddons for dps, EHP and resistance bonus

Only the last one does his point hold, and really only as the secondary reason. The main reason people fly abbaddons is DPS.

Resistance bonuses are pretty good, certainly better than local tanking bonuses. The idea that "alpha is the only counter" is wrong however. Killing the logistics ships, neuting out the logis or the tanking ship, Ewar of any kind etc are all effective counters.
Doddy
Excidium.
#4393 - 2012-10-08 09:36:35 UTC
I'm Down wrote:
Lets study some of the most useful combat ships in game and consider why everyone flocks to them.... It's important for this thread, I promise.

Zealot.... resistance/tank
Abaddon.... resistance bonus/tank... then dps
Rohk .... resistance bonus/tank.... sure as hell isn't tracking or dps.
Drake.... resistance bonus/tank

All Tech 3s..... resistance bonus/tank... then dps.

Minmitar... Alpha/capless/speed



Of the list, virtually none of those get used for dps as THE primary reason... baring alpha.

Which means this game has 2 problems.... Resistance bonuses being too good in conjunction with logistics, and alpha being the only counter...

now to missiles.... 2 ships.... drake/tengu... which categories do you really think they fall into that make them OP?


See this is the problem, those are not the reason for those ships being used (well the minmatar is partly right), you are fundimentally wrong.

Zealot is used because it has the best damage projection of the ahacs by a long way. (going by your way of it it would be sacreleige)
Drake is used because it has the best damage projection of any shield bc by a long way. Those who can afford it use tengu because guess what, it has better projection.
Abaddon and Rokh are used because they have the best damage projection of BS, though the abaddon is being superseeded by the navy apoc by anyone that can afford them as it has better projection (even though it has worse resists and dps).

Even with the winmatar its at least partly about projection, 1400s having great range so long as you have your target webbed and barrage allowing autos to project well even on hulls with no fall-off bonus. Of course the auto ships that do have a fall-off bonus are all pure win, again because of projection (hello machariel).

So ccp thinks the drake/tengu damage projection is too much and nerfs it (mainly i suspect because it isn't hampered at close range like turrets), it has nothing to do with resist bonuses.
S4nn4
24th Imperial Crusade
Amarr Empire
#4394 - 2012-10-08 09:52:14 UTC
OT Smithers wrote:
There has been a fair amount of talk about this upcoming nerf on our corp / alliance TS. Some of the folks commenting fly Drakes, but the majority do not. The concensus among these folks is that these nerfs are ridiculous and that CCP is seriously screwing Caldari pilots yet again. I say concensus, but in fact not a single person thought these nerfs were a good idea or justified.

It really brings home the problem Caldari pilots are facing right now. Their current destroyer is pretty much crap. None of their cruisers are worth flying and this will only get worse with this update. They don't have a working HAC. Their BS's are garbage. Right now, they have tough, slow, low DPS frigates, and they have the Drake. And CCP has proposed nerfing that.

In a short term perspective, yes, Caldari's will have it a little rougher. But the ship balancing isn't ending with the HML nerf. The HML nerf is made just so that medium missile ships can be properly balanced and get the hardpoints and slot layout they need to be competitive (but not overpowered).
The alternative, when an intrinsically overpowered weapon system exists, is to make all ships that use them weaker. Perhaps by taking away a high and a medium slot (for a launcher and a TC respectively) during the rebalance. Would that be more acceptable? So that Amarr, Minmatar and Gallente ships have 15 slots and Caldari's have 13.

It's not fun to be an underdog, even if it is just during a transition period. The Caldari's has enough bad ships as it is. But lets not forget the aim of the rebalancing: to make all ships into viable choices. This includes the Caldari ships. Fozzie just needs some more time.
octahexx Charante
Federal Navy Academy
Gallente Federation
#4395 - 2012-10-08 09:57:55 UTC
using the kb stats as any kind of pointer what is an op ship.anything test or cfc is using will be overrepresented because of their huge numbers in fleets.

remove caldari aka drakes and their counters will disappear also from the field like zealots.
saying that tengu is op is also weird,you risk sp using the tengu besides the pure isk cost that is way higher then a battleship cost.

ccp will nerf caldari its not that they dont understand that some people dont want it,they do,they just intend to do it anyway.

people posting use hybrids instead of caldari is just pure funny...use gallente primary system on caldari te be usable ...lol


I'm Down
Macabre Votum
Northern Coalition.
#4396 - 2012-10-08 10:03:08 UTC
Doddy wrote:
I'm Down wrote:
Lets study some of the most useful combat ships in game and consider why everyone flocks to them.... It's important for this thread, I promise.

Zealot.... resistance/tank
Abaddon.... resistance bonus/tank... then dps
Rohk .... resistance bonus/tank.... sure as hell isn't tracking or dps.
Drake.... resistance bonus/tank

All Tech 3s..... resistance bonus/tank... then dps.

Minmitar... Alpha/capless/speed



Of the list, virtually none of those get used for dps as THE primary reason... baring alpha.

Which means this game has 2 problems.... Resistance bonuses being too good in conjunction with logistics, and alpha being the only counter...

now to missiles.... 2 ships.... drake/tengu... which categories do you really think they fall into that make them OP?


See this is the problem, those are not the reason for those ships being used (well the minmatar is partly right), you are fundimentally wrong.

Zealot is used because it has the best damage projection of the ahacs by a long way. (going by your way of it it would be sacreleige)
Drake is used because it has the best damage projection of any shield bc by a long way. Those who can afford it use tengu because guess what, it has better projection.
Abaddon and Rokh are used because they have the best damage projection of BS, though the abaddon is being superseeded by the navy apoc by anyone that can afford them as it has better projection (even though it has worse resists and dps).

Even with the winmatar its at least partly about projection, 1400s having great range so long as you have your target webbed and barrage allowing autos to project well even on hulls with no fall-off bonus. Of course the auto ships that do have a fall-off bonus are all pure win, again because of projection (hello machariel).

So ccp thinks the drake/tengu damage projection is too much and nerfs it (mainly i suspect because it isn't hampered at close range like turrets), it has nothing to do with resist bonuses.




You are completely wrong.... zealots power comes from it's tank, not it's projected dps, which is pretty ****. Most of it's tank comes from super high resist combined with the logistical effect from it. Only secondary is the sig which is so easily countered it's not even funny.

Rokh/abaddon, both are used for resist...or as you called it, EHP.

The only reason the NAPOC is being used is b/c it's shear raw HP combined with it's still very solid resist build makes up for the slight resist decline when traded with the range projection that allows it to counter Tengu's...

Yes, tengu's have great range... and I've fought very hard to get Missile range nerfed and have said throughout this thread that range nerf is good for Missiles. So when you tell me that tengu's problem and drakes problem is range projection.... you're making my argument. Range alone is enough of a nerf to start. There's no need to do a triple nerf at the very beginning that isn't addressing the problem that 2 ships are causing with missiles.

But saying that tengu and drake don't benefit much more by their tanking abilities is idiotic. Even a **** build 100mn tengu still get's well over 120k ehp and silly good resist that make logistics awesome
Noemi Nagano
Perkone
Caldari State
#4397 - 2012-10-08 10:21:02 UTC
S4nn4 wrote:
OT Smithers wrote:
There has been a fair amount of talk about this upcoming nerf on our corp / alliance TS. Some of the folks commenting fly Drakes, but the majority do not. The concensus among these folks is that these nerfs are ridiculous and that CCP is seriously screwing Caldari pilots yet again. I say concensus, but in fact not a single person thought these nerfs were a good idea or justified.

It really brings home the problem Caldari pilots are facing right now. Their current destroyer is pretty much crap. None of their cruisers are worth flying and this will only get worse with this update. They don't have a working HAC. Their BS's are garbage. Right now, they have tough, slow, low DPS frigates, and they have the Drake. And CCP has proposed nerfing that.

In a short term perspective, yes, Caldari's will have it a little rougher. But the ship balancing isn't ending with the HML nerf. The HML nerf is made just so that medium missile ships can be properly balanced and get the hardpoints and slot layout they need to be competitive (but not overpowered).
The alternative, when an intrinsically overpowered weapon system exists, is to make all ships that use them weaker. Perhaps by taking away a high and a medium slot (for a launcher and a TC respectively) during the rebalance. Would that be more acceptable? So that Amarr, Minmatar and Gallente ships have 15 slots and Caldari's have 13.

It's not fun to be an underdog, even if it is just during a transition period. The Caldari's has enough bad ships as it is. But lets not forget the aim of the rebalancing: to make all ships into viable choices. This includes the Caldari ships. Fozzie just needs some more time.


I think thats exactly the point. Its not that Caldari are FOTM for a while now, or OP. The last thing Caldari had which was OP was the Falcon. And that was not even combat but E-war .... so yes, it feels wrong for a Caldari missile user he should get even worse stuff for quite some time because there has to be a "solid base to rebalance all ships" ... in our opinion we just need some ok ships and everything is fine. Nerf the Drake, nerf HML, but give something else for the meantime, so people will not unsub because they are fed up with being always on the receiving end.

And for those who say HAM will get buffed - we have to see if they will. And we have to see if they are actually on par then. Atm they are by far NOT.

Besides, the approach of changing HAM and HMLs fitting reqs might actually be much more useful than any other idea so far - that way Drakes *would* need a fitting mod for MWD+tank+HMLs which would bring them more in line with their counterparts. Then introduce some high velo/low dps t2 long range missile and reduce ranges for all other missiles - voila.

Maybe this is what could help. Anyway, I am not really hoping for Fozzie to actually think out of the box .... he seems to be pretty set on what he wants to do, as comparisons with hidden/soft stats from nerf v1 to nerf v2 show.
Doddy
Excidium.
#4398 - 2012-10-08 10:26:41 UTC  |  Edited by: Doddy
I'm Down wrote:
Doddy wrote:
I'm Down wrote:
Lets study some of the most useful combat ships in game and consider why everyone flocks to them.... It's important for this thread, I promise.

Zealot.... resistance/tank
Abaddon.... resistance bonus/tank... then dps
Rohk .... resistance bonus/tank.... sure as hell isn't tracking or dps.
Drake.... resistance bonus/tank

All Tech 3s..... resistance bonus/tank... then dps.

Minmitar... Alpha/capless/speed



Of the list, virtually none of those get used for dps as THE primary reason... baring alpha.

Which means this game has 2 problems.... Resistance bonuses being too good in conjunction with logistics, and alpha being the only counter...

now to missiles.... 2 ships.... drake/tengu... which categories do you really think they fall into that make them OP?


See this is the problem, those are not the reason for those ships being used (well the minmatar is partly right), you are fundimentally wrong.

Zealot is used because it has the best damage projection of the ahacs by a long way. (going by your way of it it would be sacreleige)
Drake is used because it has the best damage projection of any shield bc by a long way. Those who can afford it use tengu because guess what, it has better projection.
Abaddon and Rokh are used because they have the best damage projection of BS, though the abaddon is being superseeded by the navy apoc by anyone that can afford them as it has better projection (even though it has worse resists and dps).

Even with the winmatar its at least partly about projection, 1400s having great range so long as you have your target webbed and barrage allowing autos to project well even on hulls with no fall-off bonus. Of course the auto ships that do have a fall-off bonus are all pure win, again because of projection (hello machariel).

So ccp thinks the drake/tengu damage projection is too much and nerfs it (mainly i suspect because it isn't hampered at close range like turrets), it has nothing to do with resist bonuses.




You are completely wrong.... zealots power comes from it's tank, not it's projected dps, which is pretty ****. Most of it's tank comes from super high resist combined with the logistical effect from it. Only secondary is the sig which is so easily countered it's not even funny.


No, i am not wrong. While in raw eft terms the zealot may have a better tank than other ahacs it is actually weaker against the things ahacs are actually used against. Deimos has far superior dps/tank against drakes/tengus/rokhs and vagas have far greater tanks against abaddons/napocs (especially as they are faster/smaller sig). Nobody uses them because of the poor damage projection making them basically useless while zealots with scorch have fantastic projection in comparison. Also if the sig and projection were not important you would be using absolutions which have far better dps/tank than zealots.
Daichi Yamato
Jabbersnarks and Wonderglass
#4399 - 2012-10-08 10:38:18 UTC
Noemi Nagano wrote:


... but give something else for the meantime, so people will not unsub because they are fed up with being always on the receiving end.


if they'd rather unsub than adapt to other weapon systems, races etc then they're playing the wrong game anyways. o/ toodles

Noemi Nagano wrote:

And for those who say HAM will get buffed - we have to see if they will. And we have to see if they are actually on par then. Atm they are by far NOT.


so when HAM's have a buff in line ur talk about how u need to wait and see how it works in the real game before u decide whether its justified or not, but when HML's get nerfed its 'ZOMG CALDARI ARE DEAD, UNSUB!' before u know what they'll be like? it could very well be that the HML becomes useless and then get some love back later, but right now they eclispse all other medium long range weapons, which needs to change.

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

Bouh Revetoile
In Wreck we thrust
#4400 - 2012-10-08 10:44:27 UTC
Anyone saying caldari have no option to pvp beside drake is a fool and don't pvp so much. That have been said plenty of times and is more wrong at each now line of ship revealed for rebalance.

For the point with the Ferox, Just look at range of new fury on bonused velocity hull, like the cerberus : oh ! 30km with fury ! When comparing something, use something comparable please. BTW, Ferox is a caldari hull, pretty ironic...

Like these statistics : a length of 5 days for statistics don't even cover a week. Who knows if there wasn't twice more drakes the two days after this selection ?

Statistics showing the overabundance of drake are stats based on SEVERAL YEARS of data. I could choose a set of data covering only 2h of a brawl between two huge drake fleet, and statistic would show than near 100% of ships flown are drakes, but that wouldn't be a proof. The statistics showing about the zealot are just that : a picture of the week. But I'm losing my time because you obviously don't have a clue of how to use statistics.

And anyway, statistics never have been the only proof of HML superiority : the fact that you compare them to AC or other ships is selfexplaining, but you don't even see it : if HML were in line with other LONG RANGE MEDIUM weapons, why aren't we seing more Ferox ? Or more arty cane fleets ? Alpha is supposed to be very powerful, and yet, we see Maelstrom or tornado or tempest fleet, but no alpha hurricane fleets. There is munin fleet though, and sometimes some loki fleets, but the most common is arty BS. But for any one of those ships, there is a drake or two flying...

The argument for this is that there is no other missile system to use. And besides the fact that a sub par weapon system don't make another one good (FC just go to another ship, or you would see fleets of blaster frigates), this is wrong. HAM drake would be very powerful, but they are completely outshined by HML. HML are better than HAM in most cases. Though it's not because HAM are bad, they are not, they only have the drawback of short range weapon systems. But HML are so much better in so many circumstances, you always have a better time fitting them.

For all the other missiles, and the large one above all the others, well, a fix would have came with TE/TC, but you don't even saw it...