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

First post First post First post
Author
CCP Fozzie
C C P
C C P Alliance
#5721 - 2012-10-31 17:43:36 UTC
Harvey James wrote:
CCP Fozzie wrote:
[quote=Maximus Andendare]At this rate all the nerfs will eventually disappear...

This change does not affect the other heavy missiles, just the Fury variants of each long range missile. The general range nerf to HMs still applies and the 75% number is in relation to the post-patch T1 heavies.

doesn't this go against the plan of making the damage and precision T2 missiles being the shorter range role like the turrets have and now making T1/faction role-less thus being a bad thing?


T1/Faction have 33% more range than the Rage missiles, and hit smaller and faster targets more easily.

The intent was never to make turret and missile ammo the same, since for instance longrange turret shortrange ammo gets bonuses to both damage and tracking, while those two attributes are split into two T2 missile lines.

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Harvey James
The Sengoku Legacy
#5722 - 2012-10-31 17:45:18 UTC
Keko Khaan wrote:
Jorma Morkkis wrote:
Keko Khaan wrote:
Jorma Morkkis wrote:
And you seem to forget that with rigs Drake does 414 dps at 125 km while your fail fit Ferox does 198 dps at 120 km.


This sounds weird as drake can only target around 70k. So are you saying you can make drakes targeting range go upto 125k with rigs?


http://wiki.eveonline.com/en/wiki/Item_Database:Ship_Equipment:Electronics_and_Sensor_Upgrades:Sensor_Boosters

Use one with targeting range script and second unscripted so you gain a small bonus to scan res also.


Yes i know what sebos do.. For some reason sniping sebo drake didnt come in my mind tbh. Ive used dual sebo drake on gates tho..


christ 125km HM drake is ludicrous and shouldnt be able to get half that range how unbalanced is that?
needs the classic CCP nerfhammer not this plastic floppy mallet treatment its now getting instead

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

Harvey James
The Sengoku Legacy
#5723 - 2012-10-31 17:46:38 UTC
CCP Fozzie wrote:
Harvey James wrote:
CCP Fozzie wrote:
[quote=Maximus Andendare]At this rate all the nerfs will eventually disappear...

This change does not affect the other heavy missiles, just the Fury variants of each long range missile. The general range nerf to HMs still applies and the 75% number is in relation to the post-patch T1 heavies.

doesn't this go against the plan of making the damage and precision T2 missiles being the shorter range role like the turrets have and now making T1/faction role-less thus being a bad thing?


T1/Faction have 33% more range than the Rage missiles, and hit smaller and faster targets more easily.

The intent was never to make turret and missile ammo the same, since for instance longrange turret shortrange ammo gets bonuses to both damage and tracking, while those two attributes are split into two T2 missile lines.


yes but missiles don't miss either

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

Harvey James
The Sengoku Legacy
#5724 - 2012-10-31 17:48:16 UTC
And a more important question is how are you ever going to get TE/TC's in when all the missiles will still be over-ranged after this rebalance?

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

Warde Guildencrantz
Caldari Provisions
Caldari State
#5725 - 2012-10-31 17:53:18 UTC
Harvey James wrote:
And a more important question is how are you ever going to get TE/TC's in when all the missiles will still be over-ranged after this rebalance?


They are not over ranged, their T1 and faction ammo is their long range ammo. Their T2 ammo is their short range ammo. Just like turrets have long and short range ammo. After these changes they are quite balanced...

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

MIrple
Black Sheep Down
Tactical Narcotics Team
#5726 - 2012-10-31 17:56:47 UTC
So the range on a T2 Fury Missile from a drake will be around 40k I dont see this as being game breaking. That IMO seems pretty fair to me.
Harvey James
The Sengoku Legacy
#5727 - 2012-10-31 18:00:49 UTC
MIrple wrote:
So the range on a T2 Fury Missile from a drake will be around 40k I dont see this as being game breaking. That IMO seems pretty fair to me.


Come on nearly 300 pages so far and the same argument goes on
me: missiles are clearly OP in range compared to all turrets and any other reasonable measure possible.
you: errr... no there not leave my missiles alone now!!!!!!! or i'll ragequit
Evil

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
#5728 - 2012-10-31 18:24:36 UTC  |  Edited by: Lili Lu
MIrple wrote:
So the range on a T2 Fury Missile from a drake will be around 40k I dont see this as being game breaking. That IMO seems pretty fair to me.


True enough as for not game breaking, but not so much for fairness. Regardless, I think it's more like 46km (63km x .75). Basically, it will pull the Drakes that want to use fury within reasonable lach and huginn range (without all the top-end faction and offgrid loki bonuses, which mechanic is slated for removal). Of course this will all depend on what the new TC and TE %s are set at. I imagine they will have to be pretty weak, like 10-15% on range, so that we have the fury drakes sitting within 60km. Of course faction missile drakes will still probably be sitting at 70km or so, only they will have to sacrifice mod slot(s) and/or rig slot(s) to get that former range back. Thus eating into tank/ehp and/or damage.

I'm not sure that this is sufficient in an of itself to remove Drakes from constituting a fleet comp (unlike all other tech I BC currently not sufficiently tanky for making a serious fleet comp, and the Cane is being emasculated already). So we will probably have to wait for the general BC rebalancing for some meaningful nerf on Drake tanking before that happens. And we get a game again for BSs, and tech II and tech III cruisers to be the necessary expenditure for serious sov fleet warfare (no more cheap drake blobbage).

These changes do though, in concert with buffed 1600 tech II plates, tilt the balances toward the current BS standards, Baddons, Napocs, Maels, and AHACs. And then further when the BS changes come we may have viable missile BS and Gallente BS additions and new possibly mized fleet comps. So, all in all the current Drake strategies will still probably get used, just they won't be as powerful as they are now, being reeled in closer and with less damage potential. And, we may see new use of HAMs on Minmatar BCs as well as on Drakes for closer range BC gangs.

As for Tengus and the 100mn Tengu stuff, they may take longer to get their adjustments.

This all is a work in progress, and even though I think the original proposal was the best, I can live with the current 25% range, 10% damage, and 75% fury range changes. At least something is being done indeed "soon" to end the 3 year reign of the Drake at the top of eve-kill.

edit - and another guy in response to an earlier post of mine brought out the old story of how it wasn't so long ago that he was told to go home with his drake. I think if he engages in honest reflection he will have to admit that it was 3 years ago and that that occurred because so many Drake addicts were bringing purger rigged and spr loaded lowslot draeks to pvp fights thinking they would tank a player fleet like they do npcs, doing no damage worth anything for their fleet mates and being the last to diaf as they discovered that regen wouldn't save them from 30 angry duders on the other side.P
MIrple
Black Sheep Down
Tactical Narcotics Team
#5729 - 2012-10-31 18:34:13 UTC
Looking at what was posted above me I don't know how to get a handle on the drake. 80K EHP is to high for a BC that is only half trying to fit a tank it should come in somewhere between the 55k ~75K when max tanked. Maybe reduce the PG on it but then HAMS will be tough to fit Maybe up the PG/ CPU on HML? I don't know it will be interesting to see what comes out after the BC round. But with missiles as they are now I think the tank just needs a slight adjustment on the drake.
Lili Lu
#5730 - 2012-10-31 18:38:53 UTC
Warde Guildencrantz wrote:
Harvey James wrote:
And a more important question is how are you ever going to get TE/TC's in when all the missiles will still be over-ranged after this rebalance?


They are not over ranged, their T1 and faction ammo is their long range ammo. Their T2 ammo is their short range ammo. Just like turrets have long and short range ammo. After these changes they are quite balanced...


I wouldn't quite say "quite" balanced.P Missiles will still have a good amount more damage at ranges beyond ~15-25km than other medium long range ship weapons depending on the ship and fittings.

I would say "more" balanced though. And that may be enough, when ship rebalancing comes to BCs, to result in more equal numbers among BC usage stats.
Lili Lu
#5731 - 2012-10-31 18:45:02 UTC  |  Edited by: Lili Lu
MIrple wrote:
Looking at what was posted above me I don't know how to get a handle on the drake. 80K EHP is to high for a BC that is only half trying to fit a tank it should come in somewhere between the 55k ~75K when max tanked. Maybe reduce the PG on it but then HAMS will be tough to fit Maybe up the PG/ CPU on HML? I don't know it will be interesting to see what comes out after the BC round. But with missiles as they are now I think the tank just needs a slight adjustment on the drake.


Agreed for the most part. It will all depend on how these changes, the coming TC/TE changes, and ship changes impact the easy fitting choices Drakes currently enjoy in realtion to other BCs (e.g. no more simply just fit 3 CDFE rigs, etc.).

If people go to HAM Drakes they may find that they also will need grid and a slot for a cap injector (something other ships regularly have to consider) since they will find themselves more often within the range of a neut, etc.
Warde Guildencrantz
Caldari Provisions
Caldari State
#5732 - 2012-10-31 19:05:41 UTC  |  Edited by: Warde Guildencrantz
Lili Lu wrote:
Warde Guildencrantz wrote:
Harvey James wrote:
And a more important question is how are you ever going to get TE/TC's in when all the missiles will still be over-ranged after this rebalance?


They are not over ranged, their T1 and faction ammo is their long range ammo. Their T2 ammo is their short range ammo. Just like turrets have long and short range ammo. After these changes they are quite balanced...


I wouldn't quite say "quite" balanced.P Missiles will still have a good amount more damage at ranges beyond ~15-25km than other medium long range ship weapons depending on the ship and fittings.

I would say "more" balanced though. And that may be enough, when ship rebalancing comes to BCs, to result in more equal numbers among BC usage stats.


These are the problems:

prophecy sucks
ferox is almost good enough but needs same amount of slots as drake
brutix is almost good enough but needs a bit better tank to make it more useful tank-wise than a talos
cyclone has split weapons system
myrm doesnt have enough bandwidth
harb is too slow with full armor fit

cane is good, drake is good. Range comparison with long range weapons are more reasonable now, missiles still higher. Maybe if medium rails were a bit more useful in terms of damage, there would be a good weapon for comparison. Considering the insane alpha on arties, its understandable their range isn't as great. Beams however I think should be looked at because they are rarely used in their medium form.

People complaining about the drake having too much tank, if the prophecy was useful, it would have a similar tank. A boosting ASB cyclone has more tank than a drake. Dual rep myrm has a beast tank. The only time the drake's tank becomes crazy is when you crap fit it and put like a single ewar module and everything else tank, which (for some crap reason!) is the standard way people fit drakes in blobs. This is why people think they are OP, in blobs they have like 1 ewar mod (a disruptor) and huge tank. If you did that in a fleet of prophecies, they would have 80k tank as well, but its simply the drake's damage projection (now fixed up quite a bit) that made it more prominent in comparison. It doesn't need a tank nerf, really just projection nerf (which is what it got).

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

serras bang
Caldari Provisions
Caldari State
#5733 - 2012-10-31 19:33:26 UTC
MIrple wrote:
So the range on a T2 Fury Missile from a drake will be around 40k I dont see this as being game breaking. That IMO seems pretty fair to me.


fury on a drake will be closer to around 35k as a tengu drops to 44km
Maximus Andendare
Stimulus
Rote Kapelle
#5734 - 2012-10-31 19:41:18 UTC
CCP Fozzie wrote:
Maximus Andendare wrote:
At this rate all the nerfs will eventually disappear...

This change does not affect the other heavy missiles, just the Fury variants of each long range missile. The general range nerf to HMs still applies and the 75% number is in relation to the post-patch T1 heavies.

Fozzie, I appreciate the response, and I think you guys are doing great work with tiericide. I wonder, though, how you intend to balance HMLs when you reintroduce the idea for TC/TEs to affect them.

Part of your original "sale" for the nerfs was essentially that HMLs would be nerfed, but you could choose less tank/gank to increase the range/tracking to what you had before, and part of that cost would be increased susceptibility to TDs. That, to me, seemed balanced. As balanced as the choice is for every other pilot in the game that uses turrets for their damage application.

By continuing to whittle away at the nerfs--and I'm not saying there didn't need to be some adjustment--how can you look ahead and think that the introduction of TC/TEs won't break or overbuff HMLs and create much of the same problems that existed before these nerfs?

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serras bang
Caldari Provisions
Caldari State
#5735 - 2012-10-31 19:46:28 UTC  |  Edited by: serras bang
OMFG what a way to kill missles what is the ******* point of them now remove caldari ships from the game
MIrple
Black Sheep Down
Tactical Narcotics Team
#5736 - 2012-10-31 19:49:34 UTC
Maximus Andendare wrote:
CCP Fozzie wrote:
Maximus Andendare wrote:
At this rate all the nerfs will eventually disappear...

This change does not affect the other heavy missiles, just the Fury variants of each long range missile. The general range nerf to HMs still applies and the 75% number is in relation to the post-patch T1 heavies.

Fozzie, I appreciate the response, and I think you guys are doing great work with tiericide. I wonder, though, how you intend to balance HMLs when you reintroduce the idea for TC/TEs to affect them.

Part of your original "sale" for the nerfs was essentially that HMLs would be nerfed, but you could choose less tank/gank to increase the range/tracking to what you had before, and part of that cost would be increased susceptibility to TDs. That, to me, seemed balanced. As balanced as the choice is for every other pilot in the game that uses turrets for their damage application.

By continuing to whittle away at the nerfs--and I'm not saying there didn't need to be some adjustment--how can you look ahead and think that the introduction of TC/TEs won't break or overbuff HMLs and create much of the same problems that existed before these nerfs?


I agree with what you said. I like where the missile balance is atm but if/when they introduce TE/TC it will break the balance that was created. One way I can see it working is if TE/TC would effect exp velocity/radius and if it could make it so missiles flew faster but for a shorter time so as not to drastically increase the range of HML.
MIrple
Black Sheep Down
Tactical Narcotics Team
#5737 - 2012-10-31 19:50:32 UTC
serras bang wrote:
OMFG what a way to kill missles what is the ******* point of them now remove caldari ships from the game


The numbers you posted are incorrect check them again.
Noemi Nagano
Perkone
Caldari State
#5738 - 2012-10-31 20:23:38 UTC
Bouh Revetoile wrote:


As all those who know the Raven problem prefer to keep their secrets for them, I guess I'll remain ignorant.

Here is the fit, just in case :



Bouh, this is my very last answer to you in this thread about this topic (Raven/PvP): go skill for it and use it. And then maybe get a small clue about how those magic numbers feel on the server in Caldari missile PvP. You will then maybe also see why this game is *not* Drake online, even if the numbers look so nice ...
Lili Lu
#5739 - 2012-10-31 20:27:47 UTC
serras bang wrote:
fury on a drake will be closer to around 35k as a tengu drops to 44km

serras bang wrote:
OMFG what a way to kill missles what is the ******* point of them now remove caldari ships from the game

OMFG Serras, read more closely.Ugh
serras bang
Caldari Provisions
Caldari State
#5740 - 2012-10-31 20:29:01 UTC  |  Edited by: serras bang
Lili Lu wrote:
serras bang wrote:
fury on a drake will be closer to around 35k as a tengu drops to 44km

serras bang wrote:
OMFG what a way to kill missles what is the ******* point of them now remove caldari ships from the game

OMFG Serras, read more closely.Ugh



yep ok my fault i never read properly sorry fozzie thought it said reduced by 75% mpt reduced to 75%