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Torp Range Nerf????

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Qaidan Alenko
Eezo-Lution Inc.
#21 - 2012-10-30 06:09:46 UTC
Dinsdale Pirannha wrote:
Ummm...that was never the point of the thread.
Unlike the drone nerf, a torp nerf was never explained.
In fact, I had zero knowledge of a torp nerf until I was on the Duality chat and saw so many people complaining of a huge nerf in range. I questioned the devs's in the channel (at least 2, possibly 3), and they ignored the question.

So I created the thread asking if this was a publicized nerf or yet another in the long long list of bugs with the current Duality iteration.

When I was on earlier, I do recall one of the devs on at the time had said that he couldn't answer about the torp deal, and that it was Fozzie's baby (who was out of the office today).

So hopefully, when Fozzie is back tomorrow, we should be able to hear about whats going on with the Torps issue.
Go ahead... Get your Wham on!!!
Zyella Stormborn
Green Seekers
#22 - 2012-10-30 06:15:14 UTC
I am purely guessing here... but did they maybe nerf the torp range slightly planning on their TC / TE changes, and then did not put it back when they pulled the TC's?

There is a special Hell for people like that, Right next to child molestors, and people that talk in the theater. ~Firefly

LtauSTinpoWErs
Caldari Provisions
Caldari State
#23 - 2012-10-30 17:01:14 UTC  |  Edited by: LtauSTinpoWErs
Zyella Stormborn wrote:
I am purely guessing here... but did they maybe nerf the torp range slightly planning on their TC / TE changes, and then did not put it back when they pulled the TC's?


That's what I imagined happened but only CCP knows for sure. It will be sad if torpedoes really do become worse....I didn't think that was possible in all honesty. Hopefully they will address the issue.

Another thing to note however, is that all missile skills will now effect all missiles. Guided Missile Precision and at least one other skill (I can't recall which one off the top of my head) used to only effect guided missiles (Light Missiles, Heavy missiles, and Cruise Missiles). Now they will effect all missiles, including: Rockets, Heavy Assault Missiles, and Torpedoes. So even though the explosion velocity and radius of the torpedoes are high, they should become slightly lower than prior because of skills effecting them now.
Zyella Stormborn
Green Seekers
#24 - 2012-10-30 18:01:58 UTC
LtauSTinpoWErs wrote:
Zyella Stormborn wrote:
I am purely guessing here... but did they maybe nerf the torp range slightly planning on their TC / TE changes, and then did not put it back when they pulled the TC's?


That's what I imagined happened but only CCP knows for sure. It will be sad if torpedoes really do become worse....I didn't think that was possible in all honesty. Hopefully they will address the issue.

Another thing to note however, is that all missile skills will now effect all missiles. Guided Missile Precision and at least one other skill (I can't recall which one off the top of my head) used to only effect guided missiles (Light Missiles, Heavy missiles, and Cruise Missiles). Now they will effect all missiles, including: Rockets, Heavy Assault Missiles, and Torpedoes. So even though the explosion velocity and radius of the torpedoes are high, they should become slightly lower than prior because of skills effecting them now.



25% reduction in explosion radius for Torpedoes would indeed be a very nice change. Is there another support skill that does not affect torps? I was under the impression Precision was the only one.

There is a special Hell for people like that, Right next to child molestors, and people that talk in the theater. ~Firefly

Tyrus Tenebros
State War Academy
Caldari State
#25 - 2012-10-30 18:07:36 UTC
ITT: People not reading Feature Discussion

Quote:
Tech Two Missiles
-Remove ship penalties from tech two missiles (ship velocity and signature radius)
-Precision: Increase bonuses to explosion velocity to +20%, increase damage to match T1 missiles
-Fury: Increase damage bonus to +35%, reduce flight time to 50% of T1, unify penalties to explosion radius (+72%) and velocity (-16%) across the sizes
-Javelin: Just remove ship penalties
-Rage: Increase damage bonus to +35%, Unify flight time to match T1, unify velocity penalty (-16.7%), unify penalty to explosion velocity (-14%), increase penalty to explosion radius (+72%)

https://forums.eveonline.com/default.aspx?g=posts&t=155029
Krell Kroenen
The Devil's Shadow
#26 - 2012-10-30 18:23:42 UTC  |  Edited by: Krell Kroenen
Zyella Stormborn wrote:
25% reduction in explosion radius for Torpedoes would indeed be a very nice change. Is there another support skill that does not affect torps? I was under the impression Precision was the only one.


But they increased the base explosion radius on Rage Torps and Assaults by about that amount so it kinda cancels out the GMP skill bonus for the T2 short range ammo any way

*Shrugs*
Zyella Stormborn
Green Seekers
#27 - 2012-10-30 18:30:54 UTC
Krell Kroenen wrote:
Zyella Stormborn wrote:
25% reduction in explosion radius for Torpedoes would indeed be a very nice change. Is there another support skill that does not affect torps? I was under the impression Precision was the only one.


But they increased the base explosion radius on Rage Torps and Assaults by about that amount so it kinda cancels out the GMP skill bonus for the T2 short range ammo any way

*Shrugs*



Hmmm. Yeah, color me confused. I wonder what their goal is with Torps. Buff? Nerf? Keep them as is? Strange changes.

There is a special Hell for people like that, Right next to child molestors, and people that talk in the theater. ~Firefly

Krell Kroenen
The Devil's Shadow
#28 - 2012-10-30 18:39:32 UTC  |  Edited by: Krell Kroenen
Zyella Stormborn wrote:

Hmmm. Yeah, color me confused. I wonder what their goal is with Torps. Buff? Nerf? Keep them as is? Strange changes.



Well the best answer from fozzie so far is this, which is for Fury but I think it covers their thoughts on all the T2 missile ammo I suppose

"Why was the range of Fury missiles reduced?
Our goals for T2 ammo is that each ammo type should have a specific and useful role to play, but that the T2 ammo should not completely obsolete the T1 and faction variants. For this proposal we have removed the ship penalties and increased the damage bonus for Fury missiles while reducing their range and increasing the penalties to precision. The goal for all T2 ammo is that it should be the ideal choice in some combat situations and not others, so that you should never be best served by only carrying one type of ammo. Switching to Fury missiles when hostiles are closer/larger and using T1/Faction missiles at longer ranges is normal and expected behavior.
That being said, the exact numbers are of course up for discussion and if the 50% range is something that would put Fury missiles out of whack with their intended purpose and with their relative balance we may change those numbers. Don't expect a return to 90% range though."


Also, the GMP skill does help T1 and faction torps at least :)
Karina Mendoc Kuget
State Protectorate
Caldari State
#29 - 2012-10-31 07:39:44 UTC
Warde Guildencrantz wrote:

and yes, I can't stand how much rage torps suck, but I just ignore them completely as they are currently even, so no need to create a topic that is misleading about torps when it is only rage torps that are worsened after this upcoming patch.


My point was staying quiet about a change does not affect change. as you stated Torps have continually seen nerfs. Im not suggesting crying about nerfs because to be honest I think CCP is headed in the right direction to stop ostracizing Caldari ships as only PVE ships and bringing caldari weapons more in line with other racial weapons.

I am saying if something was changed and the devs pass it over it helps to have people saying "hey please look at this again, it doesnt match with your general mission goals about other items".
OlRotGut
#30 - 2012-10-31 15:30:32 UTC
Just bumping to get some more attention and testing on this. This torp thing seems a little off.

Can someone post the range and damage numbers from Duality vs production on here? (im at work).
XxRTEKxX
256th Shadow Wing
Phantom-Recon
#31 - 2012-10-31 16:10:27 UTC
Torp range is why I quit flying a Golem.
Karina Mendoc Kuget
State Protectorate
Caldari State
#32 - 2012-11-01 22:02:26 UTC
The range is a bid reduced. But its honeslty not that bad on the ships that are designed to fire them.

The problem Ive noticed is that there is little reason to fit torps. Their ability to other caldari shield tanked ships that have huge signature radii is fantastic. However, moving ships and anything smaller than stationary Megathron is going to laugh you off even with a target painter.

Before anyone flames me for saying you need to fit this and that in mid slots the Raven and many other Torp boats are fairly tight fits on duality right now. Doing some testing I've not managed to find a way to get more than 1 open midslot without crippling a Ravens tank, ruining the ewar ability of a scorp, and torps on a rokh are bleh to begin with.

Fitting an Afterburner with an ewar (like a Target painter, or Stasis web or tracking disruptor) is spotty at best, and fitting a point an ewar and and AFB is basically suicide.

This is all to say that without some changes to the torps it wont simply be the range that is the nerf.
Arronicus
State War Academy
Caldari State
#33 - 2012-11-02 22:57:52 UTC
Warde Guildencrantz wrote:
*snip* Never use rage torps they have horrible everything in every way and caldari navy torps are ridiculously better in every circumstance.


Rage torps are better for painted battleship + size targets at closer ranges. You can easily put them to good use on a stealth bomber, but I wouldn't reccomend them as your default loaded payload, unless you know you're warping in to shoot a rorqual, some sort of carrier or dread, or something like a raven that will be webbed and painted. Rage torps WILL kick out a fair bit more damage.
m3talc0re X
The Motley Crew of Disorder
The Gorram Shiney Alliance
#34 - 2012-11-03 00:56:41 UTC
Another problem is the Golem is pretty much locked into to Torps, since it lacks the rof bonus from the Raven hull. I'm just wondering what is gonna be the range with TE's/TC's? What else are they going to effect? Am I still going to need to use 3x TP's on my Golem (which is ******* sad to begin with). Torps are flawed and yet CCP continually want to nerf them.
Kai'rae Saarkus
Sebiestor Tribe
Minmatar Republic
#35 - 2012-11-03 14:15:12 UTC
The numbers are here https://docs.google.com/spreadsheet/ccc?key=0AtfS55wysRHHdGQzQjBoeVRSUFRQVjF3QV84S1d2SFE#gid=0

At level 4 GMP you should be getting better damage on Duality than on TQ for a slight range nerf.
Karina Mendoc Kuget
State Protectorate
Caldari State
#36 - 2012-11-04 06:02:21 UTC
Kai'rae Saarkus wrote:

At level 4 GMP you should be getting better damage on Duality than on TQ for a slight range nerf.



This is only raw DPS numbers. All you need to do is look at the explosion radius of the new t2 ammo especially torp rages and you can see thougha a raven can pull 1000 dps out of rage torps this would only be possible on a ship with a signature radius larger than 774.

Assuming you use a normally fited raven that has a t2 target painter:

Abaddon sig = 639
Maelstrom (with 3 t2 shield rigs and a shield extender) = 711
Hyperion = 660
Rohk = 748

All this to say with a Tech 2 target painter rage torps cannot hit anything except for the larges shield rigged battleship(rohk with rigs) for full damage standing still. the Average DPS deliverd to a stationary battleship with T2 rage missiles is about 16% less damage that theoretical. And this is if the target is not moving.

Result rage torp missiles only start with a 21% damage base higher than normal torps, which have an explosion radius of 450 meaning they hit all battleships for full dmg before they are target painted. So, 21% more base damage but upwards of 16% damage loss due to signature radius penalties WITH a target painter on. You do the math.
Super Chair
Project Cerberus
Templis CALSF
#37 - 2012-11-04 07:47:37 UTC
m3talc0re X wrote:
Being forced to use Navy torps because Rage are broken is a pitiful excuse. As if the Golem wasn't already f***ed enough..

Also, "using Target painters will be a must have item now is all". You apparently don't use torps very often. Right now they are a MUST.



With standard crash (or improved) and all the 90% webs in your fleet :P
Kai'rae Saarkus
Sebiestor Tribe
Minmatar Republic
#38 - 2012-11-04 12:32:24 UTC  |  Edited by: Kai'rae Saarkus
Karina Mendoc Kuget wrote:
Kai'rae Saarkus wrote:

At level 4 GMP you should be getting better damage on Duality than on TQ for a slight range nerf.


*Erudite numbers about how Rage missiles are **** at applying DPS.


Wow, you missed the point... on TQ Guided Missile Precision (GMP) doesn't apply to Torps. Post Retribution it will.

An Exp radius of 774 for Rage Torps is +19.1% increase on the current Exp Radius on TQ (650). Which means with Guided Missile Precision 4 (Level 4 GMP) you will have a smaller Exp Radius than at present (774*.8 = 619.2). Coupled with the DPS buff (608 vs 576) and that means that Rage torps would be doing more damage after Dec 4.

And yes, I get that Rage Torps still won't apply all of that DPS; I understand they'll probably be still bad at applying DPS generally. But they will apply more DPS than at present; this is generally referred to as a DPS buff.

Coupled with the fact that Javelin torps won't stop you dead in the water, and Rage torps won't blow your sig up massively, this (overall) constitutes a significant buff to Torps. It probably won't be enough to make then actually get used, but nevertheless it's a major buff.

Edit: I'd also suggest checking out this - https://forums.eveonline.com/default.aspx?g=posts&t=168820 - thread for the TP changes. Which will also Buff Torps.
Lipbite
Express Hauler
#39 - 2012-11-04 17:05:44 UTC
After checking Duality I've queued blasters. Don't feel like T2 torps can be useful anymore (same with T2 cruises and their new 108km "sniper" range).
Karina Mendoc Kuget
State Protectorate
Caldari State
#40 - 2012-11-06 03:16:58 UTC  |  Edited by: Karina Mendoc Kuget
Kai'rae Saarkus wrote:

Edit: I'd also suggest checking out this - https://forums.eveonline.com/default.aspx?g=posts&t=168820 - thread for the TP changes. Which will also Buff Torps.



Maybe I did miss something according to the Dev posts ive read the changes to modules affecting missiles has been "postPWND" by the Devs. Until they "see how the current missile changes affect eve".

So in other words they wont be making those changes for Retribution.

CCP Fozzie wrote:


Tracking/Range Mods and Ewar
Tracking mod and disruptor changes moved out of this release until the first set of changes settles a bit


Meaning the GMP skill as you say at level 4 yes will reduce t2 rage torps down to 619 explosion radius this still means the TP are a required fitting to hit an enemy battleship at ShockedanyShocked range for full dps. In addition to this still means you also need a web to hit for full dps at any range due to the horrid explosion velocity of rage torpedoes (61 + 50% at lvl 5) = 91.5 which is about 10 to 20% below the average rate of speed for a Battleship not MWDing or AFBing.
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TLDR Roll you will still need two modules as basically a requirement for dealing full dps at any range even with maxed or near maxed tertiary skills. What good is a buff as you say thats big but still doesnt make the item in question usable?

Fact is the Fittings requirements are still far to high to match other races and the t1 ammo is better in every plausible instance over the t2 ammo.
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