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

First post First post First post
Author
Sigras
Conglomo
#5581 - 2012-10-29 19:17:50 UTC
Morrigan LeSante wrote:
Sigras wrote:
Noemi Nagano wrote:
The easiest adjustment to balance HML would by the way to make Raven and Cruises work in PvP. Cruise Ravens could then slaughter HML Drakes (which would be only fair) and still not kill all others, since they are BS size.

Could you please elaborate on this cause youve said it a few times now and each time it confuses me . . . the cruise raven already does way more DPS than a 1400 tempest, a 425 megathron or a tachyon apoc at better ranges (way better for all but the apoc)

So i dont exactly know what you mean here,
the cruise raven with 3 BCS does 490 DPS or so at max range (250 km) with caldari navy missiles
the 1400 Tempest with 3 gyrostabs does 360 DPS or so at 124 + 57 km with tremor
the 425 megathron with 3 magstabs does 370 DPS or so at 130 + 30 km with spike
the Tachyon apoc with 3 heatsinks does 401 DPS or so at 230 + 41 km with aurora

do you want the raven to do even more damage or something? im not sure what more you want.



Change/fix the raven so it works in TQ and not just on paper? P

I don't think there's any serious debate that the raven is a pretty damned terrible ship for ship based PvP

My point is that theyre all awful except for the tempest which has alpha strike; its not just the cruise raven that's broken.

Lets be honest, when is the last time you saw a rail mega/rail rokh/beam abaddon/beam apoc in combat?
Bouh Revetoile
In Wreck we thrust
#5582 - 2012-10-29 19:25:17 UTC
Sigras wrote:

Lets be honest, when is the last time you saw a rail mega/rail rokh/beam abaddon/beam apoc in combat?

In fact, railguns Rokh are a fleet comp of a nullsec powerblock.
Sigras
Conglomo
#5583 - 2012-10-29 19:26:02 UTC
Jazboc wrote:
So dear CCP. I apritiate your work, your ideas and wishes to make game the best for us players...But this next patch you intend to give out, will defenetly not make game better for us. What you want to do with expansions is to improve game mechanic, make game more endzojable, more fun to play and to get more new players interested into game itself...Atleast thats what i hope or was hoping you intend to achive....Well that new patch and new AI and all its ok. But why would you make drones useless? Why would you want to change something that wasent broken at all? Why such a strong nerf on missiles? Can you imagine somone skilling up from very beggining of the game the missile skills only and now you will make all those boats useless? Think it up agin before u let it go live to be honest...

This is wrong . . . CCP's objective should not be to make the game more "fun" but more balanced.

Allow me to give you a ridiculous example:

If CCP decided to give 10,000,000 isk to new players when they started the game, this might make it more "fun" for them, but would completely destroy the economy of Eve.
Allowing people to buy SP may be more "fun" to some people, but would ruin the progression of the game.

CCP believes that the HML is overpowered, so theyre bringing it into balance with the rest of the long range turrets.
Noemi Nagano
Perkone
Caldari State
#5584 - 2012-10-29 19:46:41 UTC
Jorma Morkkis wrote:
serras bang wrote:
ive spent nearly 2 year training only call and missle specilising in long range bombardment guess im fecked.


You made a choice and now you want your SP back because you didn't cross train?

serras bang wrote:
oh i know how fallof works and try getting missles and targeting to 250 also try catching that armarr snipper ship in a caldari ship especialy after the changes witch make caldari ships the slowest and heaviest of all the ships in nearly every catagory.


Then you also know that Apoc will have around 75% chance to hit if it can track its target with Aurora. And that tracking speed is... well, bad to put it nicely.

605 dps
341 km
1012 m/s
13s align
250 km targeting range
138 scan res

[Raven, Raven fit]

Ballistic Control System II
Ballistic Control System II
Ballistic Control System II
Nanofiber Internal Structure II
Nanofiber Internal Structure II

Prototype 100MN Microwarpdrive I
Sensor Booster II, Targeting Range Script
Sensor Booster II, Targeting Range Script
Sensor Booster II
Large Shield Extender II
EM Ward Field II

Cruise Missile Launcher II, Scourge Fury Cruise Missile
Cruise Missile Launcher II, Scourge Fury Cruise Missile
Cruise Missile Launcher II, Scourge Fury Cruise Missile
Cruise Missile Launcher II, Scourge Fury Cruise Missile
Cruise Missile Launcher II, Scourge Fury Cruise Missile
Cruise Missile Launcher II, Scourge Fury Cruise Missile
[Empty High slot]
[Empty High slot]

Large Rocket Fuel Cache Partition II
Large Hydraulic Bay Thrusters II
Large Core Defense Field Extender I


Zainou 'Snapshot' Cruise Missiles CM-605
Zainou 'Deadeye' Missile Projection MP-706


Noemi Nagano wrote:
If someone thinks the Raven is good then please train for one and use it in PvP. But let me know before where I can find you.


I don't have to train anymore since I can fly Raven right now if I had one. Oh, and I don't remember where I'm so I can't tell location of my main.


yeah, best would be if you forgot also where your alt is and stop posting here. Postings like yours simply show you have no clue about Eve. :)
serras bang
Caldari Provisions
Caldari State
#5585 - 2012-10-29 19:49:26 UTC  |  Edited by: serras bang
Jorma Morkkis wrote:
serras bang wrote:
ive spent nearly 2 year training only call and missle specilising in long range bombardment guess im fecked.


You made a choice and now you want your SP back because you didn't cross train?

serras bang wrote:
oh i know how fallof works and try getting missles and targeting to 250 also try catching that armarr snipper ship in a caldari ship especialy after the changes witch make caldari ships the slowest and heaviest of all the ships in nearly every catagory.


Then you also know that Apoc will have around 75% chance to hit if it can track its target with Aurora. And that tracking speed is... well, bad to put it nicely.

605 dps
341 km
1012 m/s
13s align
250 km targeting range
138 scan res

[Raven, Raven fit]

Ballistic Control System II
Ballistic Control System II
Ballistic Control System II
Nanofiber Internal Structure II
Nanofiber Internal Structure II

Prototype 100MN Microwarpdrive I
Sensor Booster II, Targeting Range Script
Sensor Booster II, Targeting Range Script
Sensor Booster II
Large Shield Extender II
EM Ward Field II

Cruise Missile Launcher II, Scourge Fury Cruise Missile
Cruise Missile Launcher II, Scourge Fury Cruise Missile
Cruise Missile Launcher II, Scourge Fury Cruise Missile
Cruise Missile Launcher II, Scourge Fury Cruise Missile
Cruise Missile Launcher II, Scourge Fury Cruise Missile
Cruise Missile Launcher II, Scourge Fury Cruise Missile
[Empty High slot]
[Empty High slot]

Large Rocket Fuel Cache Partition II
Large Hydraulic Bay Thrusters II
Large Core Defense Field Extender I


Zainou 'Snapshot' Cruise Missiles CM-605
Zainou 'Deadeye' Missile Projection MP-706


Noemi Nagano wrote:
If someone thinks the Raven is good then please train for one and use it in PvP. But let me know before where I can find you.


I don't have to train anymore since I can fly Raven right now if I had one. Oh, and I don't remember where I'm so I can't tell location of my main.


furry criuse missles will be around 55 - 60 km after patch ironicaly jav torps will outrange em and tbh i still think your number are wrong but i will run them anyways persides whos gonna shell out on t2 rigs for pvp in the first place ? or 5% implants ?

if your gonna give numbers with implants for one ship give them with implants for all other ships
Sigras
Conglomo
#5586 - 2012-10-29 19:53:30 UTC
Bouh Revetoile wrote:
Sigras wrote:

Lets be honest, when is the last time you saw a rail mega/rail rokh/beam abaddon/beam apoc in combat?

In fact, railguns Rokh are a fleet comp of a nullsec powerblock.

now that I think about it, thats right, but theyre usually used with javelin ammo @ < 50 km

with the new cruise missiles, they'll also have a viable short range option to compete.
Jorma Morkkis
State War Academy
Caldari State
#5587 - 2012-10-29 21:02:11 UTC
serras bang wrote:
if your gonna give numbers with implants for one ship give them with implants for all other ships


There's no implants to help with fact that turret ship loses damage in falloff.
MR-706 doesn't help much with crap tracking speed.
Arronicus
State War Academy
Caldari State
#5588 - 2012-10-30 00:06:34 UTC
serras bang wrote:
Jorma Morkkis wrote:
serras bang wrote:
ive spent nearly 2 year training only call and missle specilising in long range bombardment guess im fecked.


You made a choice and now you want your SP back because you didn't cross train?

serras bang wrote:
oh i know how fallof works and try getting missles and targeting to 250 also try catching that armarr snipper ship in a caldari ship especialy after the changes witch make caldari ships the slowest and heaviest of all the ships in nearly every catagory.


Then you also know that Apoc will have around 75% chance to hit if it can track its target with Aurora. And that tracking speed is... well, bad to put it nicely.

605 dps
341 km
1012 m/s
13s align
250 km targeting range
138 scan res

[Raven, Raven fit]

Ballistic Control System II
Ballistic Control System II
Ballistic Control System II
Nanofiber Internal Structure II
Nanofiber Internal Structure II

Prototype 100MN Microwarpdrive I
Sensor Booster II, Targeting Range Script
Sensor Booster II, Targeting Range Script
Sensor Booster II
Large Shield Extender II
EM Ward Field II

Cruise Missile Launcher II, Scourge Fury Cruise Missile
Cruise Missile Launcher II, Scourge Fury Cruise Missile
Cruise Missile Launcher II, Scourge Fury Cruise Missile
Cruise Missile Launcher II, Scourge Fury Cruise Missile
Cruise Missile Launcher II, Scourge Fury Cruise Missile
Cruise Missile Launcher II, Scourge Fury Cruise Missile
[Empty High slot]
[Empty High slot]

Large Rocket Fuel Cache Partition II
Large Hydraulic Bay Thrusters II
Large Core Defense Field Extender I


Zainou 'Snapshot' Cruise Missiles CM-605
Zainou 'Deadeye' Missile Projection MP-706


Noemi Nagano wrote:
If someone thinks the Raven is good then please train for one and use it in PvP. But let me know before where I can find you.


I don't have to train anymore since I can fly Raven right now if I had one. Oh, and I don't remember where I'm so I can't tell location of my main.


furry criuse missles will be around 55 - 60 km after patch ironicaly jav torps will outrange em and tbh i still think your number are wrong but i will run them anyways persides whos gonna shell out on t2 rigs for pvp in the first place ? or 5% implants ?

if your gonna give numbers with implants for one ship give them with implants for all other ships



I use 5% implants for pvp, and t2 rigs. I'm not even that rich. A t2 damage rig on my nagas, or a t2 damage rig on my stealth bombers. Neither of those are really that rare. That being said, that's not a very good fit for that ship, I'll agree.
Noemi Nagano
Perkone
Caldari State
#5589 - 2012-10-30 01:00:08 UTC
Arronicus wrote:



I use 5% implants for pvp, and t2 rigs. I'm not even that rich. A t2 damage rig on my nagas, or a t2 damage rig on my stealth bombers. Neither of those are really that rare. That being said, that's not a very good fit for that ship, I'll agree.


Basically, 5%s will be ok in lowsec and highsec. t2 rigs are ok for medium and small ships, for large non faction ships i think they are not a reasonable choice in PvP.
Daichi Yamato
Jabbersnarks and Wonderglass
#5590 - 2012-10-30 02:14:17 UTC
even a lot of the ppl in null sec i know, often fly with complete set of implants worth 2bil+

u dnt get podded much in fleet fights, but i couldn't afford it lol

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

Benny Ohu
Royal Amarr Institute
Amarr Empire
#5591 - 2012-10-30 02:39:15 UTC
serras bang wrote:
furry criuse missles

Shocked
Joe Kizonya
The Night Crew
#5592 - 2012-10-30 03:05:31 UTC
Okay, I know that this thread has been up for a bit now, but I just found out about it.

While I completely agree with CCP in the fact that, at the moment, HML's are overpowered, I believe this is the wrong way of balancing them.

I like the idea of the tracking computers and tracking enhancers now affecting missiles, but I disagree with most of the other changes.

Yes the changes would fix the issues of overpowered missiles in large fleets, where target painters, webs, and other e-war are plentiful, but they will pretty much remove HML fits for things like tengu's and drakes (yes I know they are over used, but right now they are also the only good missile platforms) from small gang and worm hole operations. It will affect both k-space, and w-space combat, in both PVP and PVE.

The thought is to take the HML and change it from competing with the large class weapon platforms, and move it into its proper place of anti-cruiser/battle cruiser medium sized guns.

As it sits in its current state, the HML's damage output is to high compared to all the other medium class long range platforms. so nurfing the damage would be a good idea, but also increasing its explosion radius, moves it from being useful against BC sized ships, to MWD BC/Battleship classes. Removing 25% damage output, places the HML within a reasonable variation on DPS with artillery projectiles loaded with close range t1 ammo, so that is a good start, but that turret can actually land its damage on a target. Yes in a small gang or solo, you may need to pilot your ship to reduce transversal, but you can hit a cruiser that is moving at say 200m/s with almost full damage. Now take that same stat and move it to the HML with proposed changes. While on paper they do close to the same DPS output, it is not possible for a that missile to hit that target for full damage, unless you have a few target painters on it, and that is with it moving at only 200m/s.

The solution I came up with, was redoing the ammo for missiles.

All other weapon types have multiple range ammo types that decrease in damage as they get farther away, why shouldn't missiles. Even if they are similar to projectiles with 4 different damage types, and 2 ranges and damage outputs for each.

If the long range missile had a smaller explosion radius, it would be more effective against smaller ships at longer range, and would also take the place of the precision missile for the possible anti frig/destroyer for larger fleets. Have the closer range missile with a slightly larger explosion radius, so they are more meant to apply damage to a cruiser or a battle cruiser. Much like using EMP in an artillery platform. The longer range missile would also of course do less damage than the close range missile. This change would also allow the T2 versions of the missiles, to be both close range and high damage, and allow the second to be a long range version much to simulate all the other long range T2 ammo's.

The close range missile (fury's) would of course get an explosion radius nurf to be more along the lines of the other T2 charges, but only around 50% perhaps (the turrets lose 25% of their tracking, but that makes them still able to hit a slow moving BC for almost full damage) as well as the given damage increase. This would make them still useful against BC sized ships that are webbed or target painted.

The long range T2 missile would be given a slightly larger explosion radius over the long range T1 ammo, but also output much higher DPS. this would mean that it would be the sniping missile of choice against cruiser sized platforms, and would be able to hit with about 80% of the damage output against that cruiser sized ships compared to the t1 close range missile, but from its long range set up.

This method of change still leaves this weapon as a viable choice for a long range medium sized damage platform, or as a mid range kiting platform, making it still useful in small gang/solo PVP, as well as make them just as useful in PVE as all the other long range, medium class guns.


As for the changes to HAM's, I can say I look forward to them being useful in small gang PVP, and I do like the proposed changes from what I can see. They should also be mainly useful against the cruiser and battle cruiser class of ships, not meant to only achieve full damage against a battleship. So the increase in DPS and the reduction in explosion radius would put them in the same category as the auto-cannons and pulse lasers for useability. The only other suggestion I would make would be increase the velocity to achieve the ranges, not the flight time. As they are, they seem to slow to apply damage to a target and can actually be out run completely by a boosted MWD'ing cruiser if the ship using them has no bonus to velocity of the missiles.

I'm sorry for the very long post on this idea, but if you did read through all of it, let me know what you think of this idea.

Thanks for reading.

- Joe
Soon Shin
Scarlet Weather Rhapsody
#5593 - 2012-10-30 03:57:57 UTC
You never seen Ravens in fleet fights due to cruise missile having poor damage application and the time it takes to travel, along with counting volleys.

While with turret ships you can alpha strike right away and know that the target is dead.

While with cruises you waste precious seconds confirming the death of the target.
Jorma Morkkis
State War Academy
Caldari State
#5594 - 2012-10-30 05:16:59 UTC  |  Edited by: Jorma Morkkis
Arronicus wrote:
That being said, that's not a very good fit for that ship, I'll agree.


It lacks tank but then again could you show me tanked sniper.

Soon Shin wrote:
You never seen Ravens in fleet fights due to cruise missile having poor damage application and the time it takes to travel, along with counting volleys.

While with turret ships you can alpha strike right away and know that the target is dead.

While with cruises you waste precious seconds confirming the death of the target.


Pretty much how missiles work in real life.

Or just stop trying to use missiles for sniping. After all you will never see sniper in real life using these: http://en.wikipedia.org/wiki/Shoulder-launched_missile_weapon
Morrigan LeSante
Perkone
Caldari State
#5595 - 2012-10-30 08:08:01 UTC
Jorma Morkkis wrote:
Or just stop trying to use missiles for sniping. After all you will never see sniper in real life using these: http://en.wikipedia.org/wiki/Shoulder-launched_missile_weapon



Totally, it's not like there are any missile hulls with range bonuses Lol
Bouh Revetoile
In Wreck we thrust
#5596 - 2012-10-30 09:54:07 UTC
Missiles time to target... I'm doubtful about this argument : CML on Raven have the same velocity than HML on a tengu ; tengu work fine in fleets ; hence, CML flight time shouldn't be a problem, at least for range <110km.
TripStarrR
4S Corporation
The Initiative.
#5597 - 2012-10-30 10:21:46 UTC  |  Edited by: TripStarrR
while i understand the problems with the drake i think it is sad to see the end of the 100mn tengu. it was a special ship and i enjoyed flying them and killing them.

anyone stupid enough to spend 2bil+ on a missile boat (mememe) deserved to have a bit of fun running rings round stuff then die when that rapier/loki decloaks on top of them.


wts 100mn tengu :(
Alara IonStorm
#5598 - 2012-10-30 10:51:38 UTC  |  Edited by: Alara IonStorm
Morrigan LeSante wrote:

Totally, it's not like there are any missile hulls with range bonuses Lol

Not range, velocity.

A Cruise Missile moves at the same velocity as a Heavy Missile, with the bonus they cover 50% more ground then the Drake hitting targets 50% farther in the same time. Cruise Missiles have a 50% effective range increase over the Drake with an option to go farther.

People who talk about Cruise Missiles should realize they only have one point of reference and that is the Raven and the Raven sucks. That and people wonder why it isn't a Fleet ship when Tier 3 Battleships pretty much rule that area, Abbadon, Mael, Rokh. Raven is the only Cruise Missile Ship and in comparison to the 1-5th the cost Drake...

* Not much more HP then a resist bonused Drake.
* Caps out easy with an MWD, many Drake fits are stable or near so.
* 6 Launchers instead of the 7 the Drakes has and the Drake can use Fury Realistically further pumping up its Dmg.
* 40% the Scan Res of a Drake.
* Same number of Mids.

Yeah Cruise Missiles are the problem. Roll Really though it is the missing launcher that ball kicks it the most.

Honestly if they gave the Raven 7 Launchers, 7 Mids / 4 Lows, Little bit more Scan Res Cruise Missiles would be looked at in a whole new light I guarantee it. The change to Fury and precision was enough, now they just need to fix the one ship that can use these things realistically.
Bouh Revetoile
In Wreck we thrust
#5599 - 2012-10-30 10:55:05 UTC
Now, I made some calculation for FURY HML :

missile damage formula
Da = D*min(1, Ts/Mer , (Ts/Mer * Mev/Tv )^(ln(drf)/ln(5,5))

calculation
For simplification :
Mvf = ln(drf)/ln(5,5)
Which give for Fury HML :
Mvf = 0,105454

target : cruisier, armor tanked (no rig), small sig (125m)
Ts = 125 m
D = 100 (for % calculation)
Mev = 97*1,25 (skills) = 121,25 m/s
Mer = 241 * 0,75 (skills) = 180,7 m

considering target speed : Tv1 = 225m/s (thorax speed, no armor rig, no speed mod)
Tv2 = 240 m/s (rupture speed (fastest cruiser), no armor rig, no speed mod)

Da1 = 100* min(1 ; 0,69 ; ( 15156,25 / 40657,5 ) ^ 0,105454
Da1 = 100* min(1 ; 0,69 ; 0,9011)
Da1 = 69

Da2 = 100* min(1 ; 0,69 ; ( 15156,25 / 43368 ) ^ 0,105454)
Da2 = 100* min(1 ; 0,69 ; 89,5)
Da2 = 69

As you can see, cruiser speed does not contribute to damage reduction against FURY HML

Now, consider Fury damage :
Fd = 182
Hence, fury applyed damage are :
Fad = 182*0,69
Fad = 125,58
Versus Standard HML 135 damage, it is, indeed, worse.
Though, the ships who actually have 125m signature radius or less are not that much, and signature is more often above 130.
List of cruisers below 130m sig radius : Omen, Auguror, Osprey, Exequror, Bellicose, Scythe, Stabber

In fact, you start applying more damage with Fury than with regular HML with a signature radius of 133m.

For Fury damage to become better than Caldari navy damage, you need a target with a sig radius of 153m.

You can remember though that a LOT of ships shield tank : LSE = +25m ; 3 shield rigs = +35% ==> 3 shield rigs = +40m

Hence, For ANY shield tanked cruiser, FURY HM apply more damage than caldari navy HM.
Hence, For ANY OTHER cruiser, ONE TP will allow FURY HM to apply more damage than caldari navy HM !

I used new missiles values (those of the spreadsheet), and old cruisers values (sig/speed). With new cruiser values, speed rise, but not enough I think to become the important factor, and sig will keep its place. Though, unless shield tank is modified, you fury will still be the best ammo for any shield tanked cruiser. For armor tanked cruisers, a TP make them the best.

I don't know about you, but a T2 ammo working on 80% of your target is pretty VERY good IMO. For everything else, there is Caldari Navy HM.
Noemi Nagano
Perkone
Caldari State
#5600 - 2012-10-30 10:56:04 UTC
I see Bouh and that other pilot who does not exist are still hanging with the Cruise Raven. Again I tell you, both of you .. train for one if you didnt do so already, buy one, hop into it and go for PvP with it. You will see how those great Pyfa/EFT/whatever numbers will let you perform on the server. If you dont then better stop speaking about how good it is/will be, because you seriously dont have a clue.