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

First post First post First post
Author
I'm Down
Macabre Votum
Northern Coalition.
#5081 - 2012-10-22 21:23:06 UTC  |  Edited by: I'm Down
Sigras wrote:
I'm Down wrote:
Quote:

I think the problem is that you're using your experience when saying that turrets apply more damage, and thats totally understandable, but not at all how you should go about balancing things.

everything has to be balanced around the best players. Sure against 90% of players, turrets will do more damage than missiles because they *herp* *derp* set approach and press F1, but you dont balance around all of the morons, you have to balance around the best.

I guarantee you'd be far better off in a drake than you would in a harbinger if the frigate tackling you were piloted by garmon

Its just like starcraft, right now im gold league, and I think storm is totally imba, its impossible to dodge and kills me every time, but they dont balance around people like me, they have to balance for the best people in the world, or the super GSL code S players would completely break the game.

Its the same here; they could balance around you fighting me, but if they did that, someone like garmon could use greater piloting skill to be completely unbeatable.



There you are comparing a drake to a harb.... the problem ship arises again.... it's proof positive that the problem is 2 ships, not the weapon system. If you try making the same comparison with a cerb and a zealot, or a caracal and an omen, you fall flat both times.

Saying that the weapon system itself needs to be nerfed to **** so that you can go back and rebalance the ships a 2nd time after you tear it to pieces is just silly.... and it's only 2 ships.

How about instead, you tear those two ships apart, leave the rest balanced as is, and fix the problems on those 2 ships.... drake: resist/fittings and Tengu: ROF bonus and slot layouts.

Did you even read the post before responding? seriously, read my post, then read your post again.

My post is not comparing the two ships at all, its talking about their relative damage when shooting at people with different piloting skills.

People have been saying that missiles do less DPS against smaller targets than turrets, because turrets can hit for full damage if the target is coming straight at them. My point is that only happens when the pilot youre fighting is terrible, and a good pilot will avoid WAY more turret damage than missile damage, so in that scenario its always better to be in a missile ship.

Yes it is comparing the two weapon systems not the two ships.



I totally read your post and if you want to go down the training path, lets talk about the isolation of missile skills versus the omni turret skills that apply to all 3 racial weapons more than halving the time of crosstraining.

If you want to talk about pilot skill, Good pilots know how to abuse missile spam in so many ways, it makes it much easier to avoid than turrets ever. Turret's have the negative of one slip up making an alpha strike of death occur for small ships. There is no such truth with missiles. Turrets also have the advantage in small scale combat of ship seperation. 2 ships shooting spread out can maneuver to create problem zones for an attacker. Missiles have no such advantage.

It's only idiots and newbs who don't understand how to maneuver around missiles properly to win fights.

It's those same players who think the drake is OP damage boat... and don't get why the Tengu is unbalanced.
Noemi Nagano
Perkone
Caldari State
#5082 - 2012-10-22 21:27:26 UTC
I'm Down wrote:


I totally read your post and if you want to go down the training path, lets talk about the isolation of missile skills versus the omni turret skills that apply to all 3 racial weapons more than halving the time of crosstraining.


Thats an important point too. Remember my suggestion, some 100 pages ago?

Remove missiles completely, reimburse SP, invent a new gunnery system which would be Caldari signature ... or give all hulls a weapon size bonus, and not a specific system one: 5% RoF per level for medium sized weapons and so on ... although then all the ships and weapons would need to be more in line than now, PG/CPU wise.


Bouh Revetoile
In Wreck we thrust
#5083 - 2012-10-22 22:11:06 UTC
Yep, make everything the same is the ultimate balance solution.
Noemi Nagano
Perkone
Caldari State
#5084 - 2012-10-22 22:15:40 UTC  |  Edited by: Noemi Nagano
Bouh Revetoile wrote:
Yep, make everything the same is the ultimate balance solution.


Well basically thats the point. As long as there are differences, you will not have full balance. And its sometimes a point of view thing if people feel stuff is balanced or not. If one takes just numbers, nearly everything is broken in Eve. If you check the game itself, some things seem to still work ok even if the numbers show something else ;)

Bring balance, ok, but then do it in a way really every race and every weapon system has its fair share. Atm this is not the case.
Dato Koppla
Neuronix
#5085 - 2012-10-22 22:37:02 UTC
FULL balance is hard to achieve without homogenizing everything, but it is possible to achieve a balance that keeps everyone happy while still maintaining different style and traits. For example a game like Star Craft, such different races/mechanics but over time they managed to establish a good balance between the races without making them the same.
Bouh Revetoile
In Wreck we thrust
#5086 - 2012-10-22 22:59:56 UTC  |  Edited by: Bouh Revetoile
I'm Down wrote:
I totally read your post and if you want to go down the training path, lets talk about the isolation of missile skills versus the omni turret skills that apply to all 3 racial weapons more than halving the time of crosstraining.

If you want to talk about pilot skill, Good pilots know how to abuse missile spam in so many ways, it makes it much easier to avoid than turrets ever. Turret's have the negative of one slip up making an alpha strike of death occur for small ships. There is no such truth with missiles. Turrets also have the advantage in small scale combat of ship seperation. 2 ships shooting spread out can maneuver to create problem zones for an attacker. Missiles have no such advantage.

It's only idiots and newbs who don't understand how to maneuver around missiles properly to win fights.

It's those same players who think the drake is OP damage boat... and don't get why the Tengu is unbalanced.

Crosstraining ? you can use your missiles the same for each race. That's quite even better than turret IMO.

2v1 ? Two missiles boat can spread out to create problem zone for the attacker too...

And yes, that's the main difference between turrets and missiles : missiles have reliant damage on which you have almost no control ; turrets have statistic damage dependant on your piloting and the one of the ennemy. This is by design.

That's something we saw a lot though : people complaining missiles are not turrets, and hence deserve to be OP to be useful. As long as this idea remain, we will have useless debates with no other solution than deleting missiles and making them turrets.

Missiles have fundamental caracteristics, as have turrets :
missiles :
delayed damage ;
reliable damage, independant of piloting ;
time out ;
dps depend on external things (speed/signature of target) ;
destroyable.

As a consequence, damage on smaller targets may be a problem. Long range missiles have precision to hit one class lower ships ; and short range missiles have javelin to hit faster target or at longer range.

Turrets :
instant damage ;
statistical damage (hit chance) ;
tracking ;
falloff.

As a consequence, dps is highly reliant on piloting, and that can be used in both ways. Their ammo allow them to modify range and dps, and hence their dps tend to drop slowly as range increase.

Turret being able to blap smaller targets is a consequence of tracking, as is small target being able to outtrack turrets. Small targets mitigating missiles damage only by being a small target is a consequence of the reliable damage, independant of the piloting skill of the target, as is the inability of the target to protect itself against the missiles.

Now, all these caracteristics have to be balanced, but no one of them should be removed. Then, balance the weapon systems with these caracteristics in minds (and maybe others I forget, it's late).

For HML, making them being so powerful at long range only because turrets are more powerful at short range is not balance, because if turrets have not enough dps to compete with HML, they are obsolete, exactly as you can see on TQ. You cannot boost turret dps too much, because they would then obsolete short range turrets in long short range (web range is the realm of short range weapon system). Hence, we need to nerf HML dps.

Damage application though is not directly comparable between turrets and missiles. They both have their pros and cons for damage application, it's by design. The question is more how you have to limit the dps. For turrets, it's tracking and signature resolution (even though the second is almost useless, but I'd like it to be more relevant), and range. For missiles, it's missile speed, and explosion velocity and radius.

If turrets are balance damage application wise, then we don't care about a turret blaping a frigate in certain conditions. The question is, how bad a missile should hurt a fast target or a small target or a fast small target. The question, of course, also apply for same size target.

PS : balancing is not making everyone happy, because you cannot make everyone happy. You always have someone unhappy and whining.
PPS : I'm realizing you were certainly saying that all systems should have a fair chance or a role. This is it.
Major Killz
inglorious bastards.
#5087 - 2012-10-22 23:54:18 UTC  |  Edited by: Major Killz
So, after taking sometime to work out all the new values. Seems like the Drake will still be intact solo. The range reduction will be most felt in large fleet engagements. However, as long as a Drake has its resistence bonus; it will still be VERY good. No changes in fleet doctrines.

I am concerned with the changes to arts, because from what I can see. CCP has GIMPED art-Hurricane setup ALOT. < That was an exaggeration Smile

The shield-autocanno-Hurricane is still intact. I hardly ever used dual neutralizers solo and when I did it was versus frigates and cruisers. 2 small neutralizers are effective against those ships and 1 small and 1 medium is almost as effective in terms of overall neutralizing.

So in the end. P much everthings untoached, other than a BIG loss of heavy missile RANGE. art-Hurricanes and rail-Brutix fleets will
be ALOT more competitive with Drake fleets too. Loss of heavy missile range has ALOT more to do with that too.

- Thread 07

[u]Ich bin ein Pirat ![/u]

Daichi Yamato
Jabbersnarks and Wonderglass
#5088 - 2012-10-23 00:00:48 UTC
Bodega Cat wrote:
If they kept the HAM changes, and made it so you could swap ammo nearly instant, i'd be happy.



being able to swap damage types and ranges mid flight is balanced by long reload times. if ppl manage to swap ammo mid fight with AC's in 10 seconds u can do it with missiles too.

I'm Down wrote:


If you want to talk about pilot skill, Good pilots know how to abuse missile spam in so many ways, it makes it much easier to avoid than turrets ever. Turret's have the negative of one slip up making an alpha strike of death occur for small ships. There is no such truth with missiles.

It's only idiots and newbs who don't understand how to maneuver around missiles properly to win fights.


what the hell are u talking about? its not a slip up that gets u alpha'd by a turret, the slightest bit of transversal in a frig at ranges under 10km completely throw even 220's off. u have to be a complete bone head spamming the approach button to take turret damages at such close range. or are u talking arties? that are even worse. avoiding turrets is a lot easier than avoiding missiles and it hurts less too.

also, 'maneuver around missiles'??? what do u even mean by that? can u tell me a method of mitigating missile damage mid flight other than flying very fast in any direction, even directly towards or away from the target? (something u cant do against turrets)

i'm agreeing with bouh, missile skills apply to all races, like drones, not just caldari. when it comes to turrets u have to skill up everything but support skills when u cross train.

its also worth noting that caldari are the quickest to train for. most of the hardcore caldari pilots here are only likely to have missile, shield and spaceship command skills upto BC maxed. Other races have at least 2 weapon systems to max; Amarr and minnie have to skill into BS to effectively run level 4's and; gal and minnie need to skill both armour and shield skills to make good use of their tanks.

it would be reasonable to suggest that caldari maximise their potential sooner because they have fewer tanks and weapons to skill for. it could be argued that caldari should also skill for ECM, but most of the ppl here have given me the impression they haven't.

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

Opertone
State War Academy
Caldari State
#5089 - 2012-10-23 04:38:01 UTC
Uhhm, I am cross trained into Minmatar, it turns out they have better ships for solo and skirmishes and many skills remain useful, I am also trained up to gallente HAC, BC.

I still associate myself with Caldari State - and I love everything about them. And I strongly think that OverPowered Caldari is a good thing for everyone. You can now stop crying that caldari is not good for PvP, drake has its PvP use.

I use torpedoes everyday. My golem has 3 bonused RF target painters, I use best implants and rigs, my tech I torpedoes do full damage on battleships with 1-2 painters. Rage torpedoes definitely require 2 target painters, better 3.

Anything that goes 1m/s faster than explosion velocity speed tanks, HULK sure moves faster than 70 m/s (untrained). Torp's explosion velocities near Mining Barge velocity.

This post sums up why the 'best' work with DCM inc.

WARP DRIVE makes eve boring

really - add warping align time 300% on gun aggression and eve becomes great again

Jorma Morkkis
State War Academy
Caldari State
#5090 - 2012-10-23 06:52:59 UTC
Noemi Nagano wrote:
(same with the damage/rof supports where turrets have the higher value)


Base stats for missiles are already higher. And in Tengu your rof is already less than 3 seconds. And that's with HMLs not HAMs.

Noemi Nagano wrote:
and balanced around the skills then. It would be easier to understand and fair on every skill level - unlike now, where turrets have a damage problem with lower skills and missiles a range problem.


Amarr pilot with pulse lasers has superior range and damage at low skill levels. Do you know why nobody uses Radio or Microwave crystals? Go try those and you will understand. Even with your all l5 Minmatar character you will have really low dps with those crystals. But of course you can continue sharing your biased opinions in this thread and keep us entertained.
Sigras
Conglomo
#5091 - 2012-10-23 07:08:54 UTC
Noemi Nagano wrote:
Bouh Revetoile wrote:
Yep, make everything the same is the ultimate balance solution.


Well basically thats the point. As long as there are differences, you will not have full balance. And its sometimes a point of view thing if people feel stuff is balanced or not. If one takes just numbers, nearly everything is broken in Eve. If you check the game itself, some things seem to still work ok even if the numbers show something else ;)

Bring balance, ok, but then do it in a way really every race and every weapon system has its fair share. Atm this is not the case.

this is the most idiotic thing i have ever read on these forums.

Have you ever heard of starcraft? (brood war, not SC2) The three races (terran, protoss and zerg) were WAY WAY different in just about every way, and yet the game was nearly perfectly balanced. In fact, it was so well balanced, that at the very end, they made several balance tweaks in order to slightly push things out of balance so it didnt just turn into chess, where all the "right" moves are always known.

Also see MTG and LoL for examples of perfect imbalance.

I beg you to check out this video which talks about this concept in a great and entertaining way.

please check out the video, its awesome.
OT Smithers
A Farewell To Kings...
Dock Workers
#5092 - 2012-10-23 07:20:47 UTC
Onictus wrote:
Jorma Morkkis wrote:


Hybrids were buffed almost year ago. And it doesn't take that long to train at least medium hybrids to T2. Training time for large is probably the problem for new players and missile users (high multiplier) and the fact that you just can't skip small guns in your training if you want to focus on medium/large guns.



Blasters are in a far better place. I've still yet to mount a T2 250mm on anything. Ever.


No doubt.

And in any case, when someone cross-trains into direct fire weapons they damn sure aren't sticking with Caldari anyway. Who in their right mind would.
Jorma Morkkis
State War Academy
Caldari State
#5093 - 2012-10-23 07:30:08 UTC
OT Smithers wrote:
And in any case, when someone cross-trains into direct fire weapons they damn sure aren't sticking with Caldari anyway. Who in their right mind would.


- Merlin
- Vulture
- Rokh http://www.youtube.com/watch?v=T8aX60biCE4
- Naga
- Ferox
- Harpy

Minmatar or "Winmatar" like you say it isn't that good when a single T2 cruiser can completely disable "godly" Hurricane.
Sigras
Conglomo
#5094 - 2012-10-23 07:37:56 UTC
I'm Down wrote:
I totally read your post and if you want to go down the training path, lets talk about the isolation of missile skills versus the omni turret skills that apply to all 3 racial weapons more than halving the time of crosstraining.

I never mentioned cross training, but it is a worthwhile discussion. Unfortunately it has nothing to do with balance because again, you cant balance around the noobs with 20,000,000 SP, you have to balance around all the bitter vets with > 100,000,000 SP

Allow me to illustrate: if they said "missiles and drones are two weapon systems that take 2x longer than everything else to train, so we're going to reward the players who train for them by making their weapons 20% better than the other weapons" what would be the problem with that?
Eventually everyone would just be flying missiles and drones, and the bitter vets who have tons of SP would be flying them tomorrow!

The game must be balanced outside of the training time it takes to get anything. This is also the reason why cost is not a balancing factor. This is how we got into the titan/super carrier disaster that we have now; they said since they cost so much and take so long to train for, they should **** everything in their way . . . it turns out that doesnt work for balancing.

I'm Down wrote:
If you want to talk about pilot skill, Good pilots know how to abuse missile spam in so many ways, it makes it much easier to avoid than turrets ever. Turret's have the negative of one slip up making an alpha strike of death occur for small ships. There is no such truth with missiles.

You also realize that missiles have the negative that you can never avoid all of the damage that a missile ship is going to do to you (unless you fly out of range), so eventually a missile ship will kill you . . . There is no such truth with turrets.

My vengance can tackle a tempest literally until down time because at 10 km with faction titanium sabot his chance to hit me is less than
0.00000000000000000000000000010062%
by comparison, the odds to win the powerball jackpot are about
0.0000000005707%
So it will hit me basically never, but even a torp raven with faction missiles will do 12 DPS to me, which isnt all that great, but my vengance will still go down in around 16 minutes as opposed to . . . never . . .

I'm Down wrote:
Turrets also have the advantage in small scale combat of ship seperation. 2 ships shooting spread out can maneuver to create problem zones for an attacker. Missiles have no such advantage.

Missile ships can spread out forcing their gun toting counterparts to fly from one ship to the next to apply full damage taking up valuable time that the missile ships all spend doing full damage.
CF every alliance tournament with drakes, tengus, caracals, cerberus (cerberi?), etc
Noemi Nagano
Perkone
Caldari State
#5095 - 2012-10-23 08:02:42 UTC
Sigras wrote:

this is the most idiotic thing i have ever read on these forums.

Have you ever heard of starcraft? (brood war, not SC2) .


I was ranked there in top 100 ...


Sigras wrote:

The three races (terran, protoss and zerg) were WAY WAY different in just about every way, and yet the game was nearly perfectly balanced. In fact, it was so well balanced, that at the very end, they made several balance tweaks in order to slightly push things out of balance so it didnt just turn into chess, where all the "right" moves are always known.

Also see MTG and LoL for examples of perfect imbalance.

I beg you to check out this video which talks about this concept in a great and entertaining way.

please check out the video, its awesome.


I played LoL a lot, what I can say is there seems this ever young song of the new introduced OP chars which get then severly nerfed after a while .. although that is more some business model than actual game balancing ;)

Still in Eve things how they are right now can hardly be called balanced. There are too many ships which have no use at all, and too many weapon systems (esp. med and large missiles except HML .. but admitted, also some medium long range turrets) which dont work. But even with this not very well working balance we do have at least one working ship for every race with a racial weapon system. I think you would not call this game better balanced if there were no viable PvP Minmatar projectile ships in medium and large hulls left after a patch . I feel like this might happen to Caldari and missiles. If it wont, and Caldari still have working missile platforms above Frig size I am fine. If not, then I am not.

Simple as that.

PS: Would be the same with Amarr/Laser and Gallente/Hybrid ..
Jorma Morkkis
State War Academy
Caldari State
#5096 - 2012-10-23 08:33:23 UTC  |  Edited by: Jorma Morkkis
Noemi Nagano wrote:
Gallente/Hybrid


Gallente isn't hybrid race just like Caldari isn't missile race.

Both races have almost even split between two weapon systems (if you can call drones one).

Gallente: drones/hybrids
Caldari: hybrids/missiles

And Amarrians aren't purely laser users.
Missile ships (even though you are limited to short range missiles), drone boats, laser ships.

And we still have ships that are better with projectiles: Maller and Prophecy for example. At least you can take full advantage of half of the bonuses this way (maximizing tank).
Noemi Nagano
Perkone
Caldari State
#5097 - 2012-10-23 08:43:22 UTC
Jorma Morkkis wrote:
Noemi Nagano wrote:
Gallente/Hybrid


Gallente isn't hybrid race just like Caldari isn't missile race.

Both races have almost even split between two weapon systems (if you can call drones one).

Gallente: drones/hybrids
Caldari: hybrids/missiles

And Amarrians aren't purely laser users.
Missile ships (even though you are limited to short range missiles), drone boats, laser ships.

And we still have ships that are better with projectiles: Maller and Prophecy for example. At least you can take full advantage of half of the bonuses this way (maximizing tank).


The point is (just because you dont seem to get it, again and again!), Gallentean pilots would not be happy if they had no working PvP medium and large hull ship with hybrids. Same with Amarrians and Lasers. Do you disagree or not?
Doddy
Excidium.
#5098 - 2012-10-23 08:52:30 UTC
Noemi Nagano wrote:
Jorma Morkkis wrote:
Noemi Nagano wrote:
Gallente/Hybrid


Gallente isn't hybrid race just like Caldari isn't missile race.

Both races have almost even split between two weapon systems (if you can call drones one).

Gallente: drones/hybrids
Caldari: hybrids/missiles

And Amarrians aren't purely laser users.
Missile ships (even though you are limited to short range missiles), drone boats, laser ships.

And we still have ships that are better with projectiles: Maller and Prophecy for example. At least you can take full advantage of half of the bonuses this way (maximizing tank).


The point is (just because you dont seem to get it, again and again!), Gallentean pilots would not be happy if they had no working PvP medium and large hull ship with hybrids. Same with Amarrians and Lasers. Do you disagree or not?


Caldari have a perfectly good hybrid line up, its only the secondary weapon system that has problems.
Sigras
Conglomo
#5099 - 2012-10-23 08:53:06 UTC
Noemi Nagano wrote:
Sigras wrote:
this is the most idiotic thing i have ever read on these forums.

Have you ever heard of starcraft? (brood war, not SC2) .


I was ranked there in top 100 ...

you realize that if you were actually ranked in the top 100, you would have described yourself as GSL code S not "ranked in the top 100" right? Roll

Noemi Nagano wrote:
Sigras wrote:
The three races (terran, protoss and zerg) were WAY WAY different in just about every way, and yet the game was nearly perfectly balanced. In fact, it was so well balanced, that at the very end, they made several balance tweaks in order to slightly push things out of balance so it didnt just turn into chess, where all the "right" moves are always known.

Also see MTG and LoL for examples of perfect imbalance.

I beg you to check out this video which talks about this concept in a great and entertaining way.

please check out the video, its awesome.


I played LoL a lot, what I can say is there seems this ever young song of the new introduced OP chars which get then severly nerfed after a while .. although that is more some business model than actual game balancing ;)

I was just pointing out that when you said "game elements cant be balanced and different simultaneously" you were unambiguously and demonstrably wrong. Smile

Noemi Nagano wrote:
Still in Eve things how they are right now can hardly be called balanced. There are too many ships which have no use at all, and too many weapon systems (esp. med and large missiles except HML .. but admitted, also some medium long range turrets) which dont work. But even with this not very well working balance we do have at least one working ship for every race with a racial weapon system. I think you would not call this game better balanced if there were no viable PvP Minmatar projectile ships in medium and large hulls left after a patch . I feel like this might happen to Caldari and missiles. If it wont, and Caldari still have working missile platforms above Frig size I am fine. If not, then I am not.

Simple as that.

PS: Would be the same with Amarr/Laser and Gallente/Hybrid ..

What im saying is that you have an unreasonable definition of "working platform"

Technically if the missiles actually come out of the launcher, and hit the target for damage they're a "working platform" they wouldnt be a "working platform" if they . . . crashed the game client when you fired them

what you mean is that you want them to be competitive in a PvP environment that you specify, which is a very narrow definition.

I would consider the HML a working platform after this change, the caracal with HMLs will **** a rupture with 720s, or a thorax with 250s, and the drake with HMLs will still beat a cane with 720s

I would consider HAMs a working platform after this change, basically any caldari ship with HAMs will beat a gallente blaster boat of the same class, unless theyre stupid and get tackled; an autocannon vs HAM fight will basically come down to piloting skill, and you do a bit more DPS than lasers at max HAM range with the added bonus of being able to switch damage types.

I really think you need to take another look at your definition of a "working platform"
Sigras
Conglomo
#5100 - 2012-10-23 08:54:14 UTC  |  Edited by: Sigras
Noemi Nagano wrote:
The point is (just because you dont seem to get it, again and again!), Gallentean pilots would not be happy if they had no working PvP medium and large hull ship with hybrids.

Gallentean pilots dont have any working medium and large hulls with hybrids . . . Shocked

EDIT:
Ok, maybe the Talos . . . but really thats it . . . including serpentis faction ships . . . none of them can ever get in range . . . ever!