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

First post First post First post
Author
Bouh Revetoile
In Wreck we thrust
#5621 - 2012-10-30 14:40:30 UTC
Kai'rae Saarkus wrote:
Can we fix Armour tanking first? Please.

ATM shield tanked Gallente blaster boats are pretty well the only effective way to fly them. We need a lower (than 1600mm) EHP , higher manoeuvrability Armour tanking option.

It's an active armor tanking system we need for this, and a working reactive armor hardener. Plate with no penalty is nonsense.
Mangone
Plan.B
#5622 - 2012-10-30 14:41:53 UTC
Daichi Yamato wrote:
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


They sure use expensive implants in null and they sure do get podded with them eventually..

http://kb.the-ink.com/?a=kill_detail&kll_id=37328
Lili Lu
#5623 - 2012-10-30 15:10:46 UTC
Alara IonStorm wrote:
CCP Fozzie wrote:

We're going to rebalancing all of the battleships, including the Raven. Sorry for the confusion.

In case anyone has missed the overall plan from some earlier dev blogs, we're going to rebalance every ship in the game, sprinkled with some new ships here and there, and once we're done with that we're going to start right over again and rebalance every ship once more.

So unless a meteor hits CCP's offices or something you can always use this handy guide when in doubt. Smile

Sorry I wasn't clear. I know you are rebalancing every ship but you often mention Cruise Missiles as a broken system currently. It however it doesn't seem that broken when you look at the one hull that uses them the Raven. It is short 1-2 Launchers or a Second Damage Bonus in comparison to its peers, 1 Launcher more on the Drake as well it has a bunch of other poor traits.

So what I meant was will you be looking into the Missiles or the one Hull that uses them primarily? Which one do you think is the more major issue and how will that affect plans for the second Battleship Missile Boat you said you would be converting the Phoon into? Will the Phoon be Cruise Capable and how is it expected to compete with the Raven in that category? Will Battleships be balanced around a six launcher only system while balancing the Drake around a 7th Launcher System?

I know this area of balance is a ways off so I am not trying to demand answers when you're probably not there yet but anything you have would be appreciated.


The Raven is not the only hull that uses cruises. People fly cruise phoons in pve (granted not popular either). And HML Drakes and Tengus were not overshadowing Ravens due to number of launchers alone. There was also the op damage HMs were putting out as a medium ranged weapon. That is being addressed with this nerf. As Fozzie states they can't piece meal some change onto large weapons or hulls. The raven will have to wait til they get done with cruisers and BCs.

And of course the arguably op tanks on Drakes and Tengus. Those may be getting addressed indirectly with the coming TC/TE/TD changes. Forcing fitting choices that armor/turret boats already face onto missile boats will constrain both the easy and stale damage and tanking patterns on Drakes and Tengus. It may mean these ships won't need a further harsh Cane nerf (but imo BC hp and shield regen in general need a snip).

I think your questions are valid to ask. But as you recognize, they are currently busy still finishing the frigs and cruisers, and you are unlikely to get any detailed answers itt. Anyway, with these medium weapon and tech II missile adjustments people might want to reevaluate ravens and some weapon systems they wrote off as compartively weak to HMLs.
Lili Lu
#5624 - 2012-10-30 15:22:41 UTC
Kai'rae Saarkus wrote:
CCP Fozzie wrote:
Zarnak Wulf wrote:
Those much maligned tracking enhancers allow blaster boats to extend their range out to scramble or point range. The new Thorax, for example, can hit 18km with optimal + falloff while using Nuetrons, Null, and one tracking enhancer. A TE nerf would hurt blaster boats more then projectile boats - all while trying to deal with a Winmatar problem that is fading naturally anyways.


The TE problem includes how powerful some kiting shield tanked Null blasterboats are. We're not looking at it simply as a Minmatar issue, don't worry.


Can we fix Armour tanking first? Please.

ATM shield tanked Gallente blaster boats are pretty well the only effective way to fly them. We need a lower (than 1600mm) EHP , higher manoeuvrability Armour tanking option.


They could give auguror type armor hp per level bonuses on Gallente ships instead of active armor bonuses. I don't thinke even 10% repper bonuses will make active armor any more viable with MARs and LARs unlike it may be doing with the Incursus. Fitting multiple reppers and even multiple cap injectors is a ***** on grid and unless I'm missing something that problem v benefit is not as great with ASBs. Although there were some announced changes to ASBs have there been any numbers provided?

Or, I would like to see something creative like making regenerative platings or membranes better than they currently are. Maybe a slight buff to hp % provided and some very slow actual regen mechanic that would have no combat effect but would allow ss'd self healing while roaming in places without easy station access (wormholes and sov nullsec).

WIth the new tech II plates stats it looks like the harsh mobility penalties are not going anywhere. And since I don't think they can buff hull bonuses enough to fix all the problems associated with active armor tanking for pvp. So, maybe there will be some new things to fix the armor problems.
Harvey James
The Sengoku Legacy
#5625 - 2012-10-30 15:25:26 UTC  |  Edited by: Harvey James
part of the issue with armour tanking is you can't use oversized reppers unlike shield boosters where you can. aswell as the long duration cycle time.

Also their are a lot of unsued armour mods like those HP adding ones mentioned that could be of some use with the tanking mass issues.

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

Alara IonStorm
#5626 - 2012-10-30 15:32:17 UTC  |  Edited by: Alara IonStorm
Lili Lu wrote:

The Raven is not the only hull that uses cruises. People fly cruise phoons in pve (granted not popular either).

That is why I put realistically. I've tried a Cruise Phoon for PvE, okay but nothing to write home about.

Lili Lu wrote:

And HML Drakes and Tengus were not overshadowing Ravens due to number of launchers alone. There was also the op damage HMs were putting out as a medium ranged weapon. That is being addressed with this nerf. As Fozzie states they can't piece meal some change onto large weapons or hulls. The raven will have to wait til they get done with cruisers and BCs.

Yes they have stated quite a few times that they want to see the Drake removed as fleet option and I think they should be looking into the other LR weapons system bringing them up to Drake Dmg Lvl's. The Tengu has its own thing with a 5% and 7.5% Dmg Bonus going on that can be looked at instead along with 100mn AB's.

Lili Lu wrote:

Anyway, with these medium weapon and tech II missile adjustments people might want to reevaluate ravens and some weapon systems they wrote off as compartively weak to HMLs.

Not comparative to Heavy Missiles but the other Battleships that is where the problem lies. I don't think Drakes are the problem, Harbingers are, Ferox's are, the Cane needing 2 Dmg Bonuses to be considered a ship in the Drakes shadow is.

Looking at the new Cruisers not one of them is a real big fleet option or even a mid range 40-50KM option that doesn't use missiles and I am willing to bet the Ferox the Ferox is going to become a bralwer completely wiping out the T1 Medium Rail Line. They are not trying to Nerf Missiles in line, they are trying to drag Cruiser Guns out of Fleet warfare except perhaps on some HAC's with the rebalance.

This nerf isn't to heavy handed but I think they should not have addressed this problem this way. I think they should have worked to create more ships like the Drake then solved the problems with the Fleet Battleships that don't stack up. The Apoc's and Ravens and Amarr fitting Beams instead of Scorch, letting the Tempest take over for the Mael so it can be an Active Tanked Ship primarily.

I like cheap fleet options in the game. People say the Drake is the problem, I want 5 or 6 more "problems" in the Cruiser / BC lineup using all types of guns and I want the Battleships that don't work to take cues from the ones that do.
Desert Ice78
Gryphons of the Western Wind
#5627 - 2012-10-30 15:48:30 UTC
CCP Fozzie wrote:

I will note that these changes do represent a very significant buff to torps, so Caldari battleship pilots are getting some love in Retri


Where is this buff to torps that you keep talking about? All I see is you cutting the heart out of the entire Caldari line-up.

I am a pod pilot: http://dl.eve-files.com/media/corp/DesertIce/POD.jpg

CCP Zulu: Came expecting a discussion about computer monitors, left confused.

serras bang
Caldari Provisions
Caldari State
#5628 - 2012-10-30 16:03:30 UTC
Mangone wrote:
Daichi Yamato wrote:
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


They sure use expensive implants in null and they sure do get podded with them eventually..

http://kb.the-ink.com/?a=kill_detail&kll_id=37328


pvp just dont happen in null
Jorma Morkkis
State War Academy
Caldari State
#5629 - 2012-10-30 16:03:47 UTC  |  Edited by: Jorma Morkkis
Alara IonStorm wrote:
Not comparative to Heavy Missiles but the other Battleships that is where the problem lies. I don't think Drakes are the problem, Harbingers are, Ferox's are, the Cane needing 2 Dmg Bonuses to be considered a ship in the Drakes shadow is.

Looking at the new Cruisers not one of them is a real big fleet option or even a mid range 40-50KM option that doesn't use missiles and I am willing to bet the Ferox the Ferox is going to become a bralwer completely wiping out the T1 Medium Rail Line. They are not trying to Nerf Missiles in line, they are trying to drag Cruiser Guns out of Fleet warfare except perhaps on some HAC's with the rebalance.

This nerf isn't to heavy handed but I think they should not have addressed this problem this way. I think they should have worked to create more ships like the Drake then solved the problems with the Fleet Battleships that don't stack up. The Apoc's and Ravens and Amarr fitting Beams instead of Scorch, letting the Tempest take over for the Mael so it can be an Active Tanked Ship primarily.

I like cheap fleet options in the game. People say the Drake is the problem, I want 5 or 6 more "problems" in the Cruiser / BC lineup using all types of guns and I want the Battleships that don't work to take cues from the ones that do.


Do you mean they should buff medium long range turrets instead of nerfing heavy missiles?

Few problems with that idea:
- No one would use medium short range weapons anymore
- Medium long range weapons would compete against large short range weapons. You would get BS range, cruiser/BC damage, cruiser/BC sig in same package kinda like downgraded version of tier 3 BCs except you could actually tank your ship.
- This would cause more work for CCP.

serras bang wrote:
pvp just dont happen in null


Pressing solo iWin pwn button /= PvP
CCP Fozzie
C C P
C C P Alliance
#5630 - 2012-10-30 16:12:29 UTC
Desert Ice78 wrote:
CCP Fozzie wrote:

I will note that these changes do represent a very significant buff to torps, so Caldari battleship pilots are getting some love in Retri


Where is this buff to torps that you keep talking about? All I see is you cutting the heart out of the entire Caldari line-up.

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

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

Harvey James
The Sengoku Legacy
#5631 - 2012-10-30 16:18:24 UTC
so Fozzie you realize to get TE/TC changes you will have to rebalance the majority of missiles again?

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

Lili Lu
#5632 - 2012-10-30 16:23:58 UTC  |  Edited by: Lili Lu
Harvey James wrote:
so Fozzie you realize to get TE/TC changes you will have to rebalance the majority of missiles again?

Not really. It all depends on the numbers associated with the TC and TE effects. My guess is this was the reason it was delayed. The last time missiles were reworked the first iteration put on the test server was a disaster and missiles were wtfpwning everything and anything. They don't have a wide tolerance band between underperforming and overpowered. Hopefully, Fozzie and the team can get some right bonus values placed on the tracking mods such that they don't flip into the op category.

edit - I suspect the effects will have to be comparitively weak in relation to the numerical values that those mods currently have with turrets.
Warde Guildencrantz
Caldari Provisions
Caldari State
#5633 - 2012-10-30 16:24:48 UTC  |  Edited by: Warde Guildencrantz
CCP Fozzie wrote:
Desert Ice78 wrote:
CCP Fozzie wrote:

I will note that these changes do represent a very significant buff to torps, so Caldari battleship pilots are getting some love in Retri


Where is this buff to torps that you keep talking about? All I see is you cutting the heart out of the entire Caldari line-up.

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


Add that to the google doc so it says "guided missile precision skill now gives 25% better explosion radius at level 5 to XYZ blah blah" so people stop moaning about the range nerf on rages

TunDraGon ~ Low sec piracy since 2003 ~ Youtube ~ Join Us

Harvey James
The Sengoku Legacy
#5634 - 2012-10-30 16:30:53 UTC
Lili Lu wrote:
Harvey James wrote:
so Fozzie you realize to get TE/TC changes you will have to rebalance the majority of missiles again?

Not really. It all depends on the numbers associated with the TC and TE effects. My guess is this was the reason it was delayed. The last time missiles were reworked the first iteration put on the test server was a disaster and missiles were wtfpwning everything and anything. They don't have a wide tolerance band between underperforming and overpowered. Hopefully, Fozzie and the team can get some right bonus values placed on the tracking mods such that they don't flip into the op category.

edit - I suspect the effects will have to be comparitively weak in relatino to the numerical values that those mods currently have with turrets.


Don't kid yourself even with these changes some of the missiles are OP if you then add TE/TC even with small bonus they will be very much OP.
the missile rigs and skills also have too high a bonus atm

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

Lili Lu
#5635 - 2012-10-30 16:31:24 UTC
Alara IonStorm wrote:
Lili Lu wrote:

The Raven is not the only hull that uses cruises. People fly cruise phoons in pve (granted not popular either).

That is why I put realistically. I've tried a Cruise Phoon for PvE, okay but nothing to write home about.

Yes, but the fleet phoon is rather nice. More fitting and an extra low slot will do that.Smile

Alara IonStorm wrote:
Lili Lu wrote:
And HML Drakes and Tengus were not overshadowing Ravens due to number of launchers alone. There was also the op damage HMs were putting out as a medium ranged weapon. That is being addressed with this nerf. As Fozzie states they can't piece meal some change onto large weapons or hulls. The raven will have to wait til they get done with cruisers and BCs.

Yes they have stated quite a few times that they want to see the Drake removed as fleet option and I think they should be looking into the other LR weapons system bringing them up to Drake Dmg Lvl's. The Tengu has its own thing with a 5% and 7.5% Dmg Bonus going on that can be looked at instead along with 100mn AB's.

I'm sure the subsystems and fitting stats for tech IIIs will be reevaluated. But that might be behind BS and maybe even tech II in the rebalancing schedule (?).
Lili Lu
#5636 - 2012-10-30 16:36:30 UTC  |  Edited by: Lili Lu
Harvey James wrote:
Lili Lu wrote:
Harvey James wrote:
so Fozzie you realize to get TE/TC changes you will have to rebalance the majority of missiles again?

Not really. It all depends on the numbers associated with the TC and TE effects. My guess is this was the reason it was delayed. The last time missiles were reworked the first iteration put on the test server was a disaster and missiles were wtfpwning everything and anything. They don't have a wide tolerance band between underperforming and overpowered. Hopefully, Fozzie and the team can get some right bonus values placed on the tracking mods such that they don't flip into the op category.

edit - I suspect the effects will have to be comparitively weak in relatino to the numerical values that those mods currently have with turrets.


Don't kid yourself even with these changes some of the missiles are OP if you then add TE/TC even with small bonus they will be very much OP.
the missile rigs and skills also have too high a bonus atm

Yeah, just looking at the range effects, I posted before itt or in another thread that the range skills are skewed. Gunnery has two 5% range skills (and one of those is for falloff so really only half a range skill). Missiles have two 10% range skills.

Also, they have traditionally handed out 10% range bonuses for missile hulls, while only giving 7.5% to turret hulls. Except for the odd 10% also range bonuses for Caldari hulls with guns. That has always been rather crazy, to give a hull that will be fit with the longest range guns a 10% per level bonus while other shorter guns have to live with at most a 7.5% per level range bonus.
Warde Guildencrantz
Caldari Provisions
Caldari State
#5637 - 2012-10-30 16:47:19 UTC  |  Edited by: Warde Guildencrantz
Lili Lu wrote:


Yeah, just looking at the range effects, I posted before itt or in another thread that the range skills are skewed. Gunnery has two 5% range skills (and one of those is for falloff so really only half a range skill). Missiles have two 10% range skills.


Missile damage skills are skewed too. 3% bonus to rate of fire per level rather than the 4% per level rapid firing from gunnery has, and only 2% per level to damage with warhead upgrades (which is a 5x skill) in conjunction to the 3% surgical strike gives (which is a 4x skill). Not to mention missiles having to train two tracking skills to grind through, one that is 2x and one that is 5x, rather than gunnery having only motion prediction at 2x.

TunDraGon ~ Low sec piracy since 2003 ~ Youtube ~ Join Us

Krell Kroenen
The Devil's Shadow
#5638 - 2012-10-30 16:56:03 UTC  |  Edited by: Krell Kroenen
Warde Guildencrantz wrote:

Add that to the google doc so it says "guided missile precision skill now gives 25% better explosion radius at level 5 to XYZ blah blah" so people stop moaning about the range nerf on rages


But if you look at the Doc again you will see that they increased the base explosion radius for those rage missiles so the 25% from level V of GMP just merely counter acts the base increase with maybe a slight decrease of the old base numbers. But you can still claim there is a small damage increase traded for the range decrease.

So you will still have people moaning, I myself wonder if the dps bump on Rage Hams is worth the loss range. I am leaning towards no because you can't apply any dps until you get in to range.

But I am reserving any real judgement till I see the TE/TC elements hopefully to come. Until then I will most likely just load up on T1 faction ammo where the GMP buff does lend a nice helping hand.

Just saying
Lili Lu
#5639 - 2012-10-30 16:58:54 UTC
Warde Guildencrantz wrote:
Lili Lu wrote:


Yeah, just looking at the range effects, I posted before itt or in another thread that the range skills are skewed. Gunnery has two 5% range skills (and one of those is for falloff so really only half a range skill). Missiles have two 10% range skills.


Missile damage skills are skewed too. 3% bonus to rate of fire per level rather than the 4% per level rapid firing from gunnery has, and only 2% per level to damage with warhead upgrades (which is a 5x skill) in conjunction to the 3% surgical strike gives (which is a 4x skill). Not to mention missiles having to train two tracking skills to grind through, one that is 2x and one that is 5x, rather than gunnery having only motion prediction at 2x.

Vive la difference I suppose. Still, the TC and TE percintages will probably end up much lowere for missiles than they currently are for turrets.
Alara IonStorm
#5640 - 2012-10-30 17:09:19 UTC  |  Edited by: Alara IonStorm
Jorma Morkkis wrote:

Do you mean they should buff medium long range turrets instead of nerfing heavy missiles?

Few problems with that idea:
- No one would use medium short range weapons anymore
- Medium long range weapons would compete against large short range weapons. You would get BS range, cruiser/BC damage, cruiser/BC sig in same package kinda like downgraded version of tier 3 BCs except you could actually tank your ship.
- This would cause more work for CCP.

I disagree with that sentiment. I don't think tracking or the maximum damage should be improved but at longer ranges, long range weapons should be better IMO instead of Short Range with T2 Ammo.

I don't want to see Damage buffs but better bonuses that make some ships long range oriented, instead they removed one even though for other reasons it wasn't used as such. What I want to see is the Ammunition System cleaned up so not as much Damage is lost at long range, Short Range guns should always do more Damage at close range and they should always track better. I want to see them fit easier as well.

I think if you get in a knife fight with LR Weapons you should lose but outside that they should be king and I don't think they should be harder to fit so close range ships preform better in tank, the difference should be damage. Beams should do better then Scorch at Scorch Range and Worse inside at Multi Range.

As for Medium LR Weapons competing with Battleship Short range Weapons, well Battleship Short Range weapons should be for Short Ranges. Scorch Battleships should be able to hit out far enough in addition to doing high damage close up but Scorch as a dedicated Fleet Weapon should be a thing of the past IMO and Beam Fleets should be the new standard like 1400mm Maels and 425mm Rokh's and that means working with fitting and cap use and bonuses to make that happen. Not saying Nerf Scorch, just make the advantages in Range and Damage clear.