These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

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

First post First post First post
Author
Bouh Revetoile
In Wreck we thrust
#5981 - 2012-11-09 23:29:12 UTC
Spc One wrote:
Zealot with t-2 beams and T-2 AMMO gets 92km range and if you fit some tracking computers and enhancers you get like 125km range on a T-2 CRUISER.
Roll

Ever heard of the Cerberus ? Ever heard of missiles rigs ? Missiles also have range rigs. Compare dps at range then.

Or better, just read the thread.
Spc One
The Chodak
Void Alliance
#5982 - 2012-11-09 23:32:20 UTC  |  Edited by: Spc One
Bouh Revetoile wrote:
Spc One wrote:
Zealot with t-2 beams and T-2 AMMO gets 92km range and if you fit some tracking computers and enhancers you get like 125km range on a T-2 CRUISER.
Roll

Ever heard of the Cerberus ? Ever heard of missiles rigs ? Missiles also have range rigs. Compare dps at range then.

Or better, just read the thread.

Then compare zealot with range rigs and tracking enhancers.
You'll get even more range like 180km.

When this nerf hits, zelot will be 1000x better than tengu.

I don't know why are you people comparing tengu or drake with RIGS leave rigs alone and compare range with only skills and hull bonuses.
Bouh Revetoile
In Wreck we thrust
#5983 - 2012-11-09 23:35:07 UTC
Spc One wrote:
Bouh Revetoile wrote:
Spc One wrote:
Zealot with t-2 beams and T-2 AMMO gets 92km range and if you fit some tracking computers and enhancers you get like 125km range on a T-2 CRUISER.
Roll

Ever heard of the Cerberus ? Ever heard of missiles rigs ? Missiles also have range rigs. Compare dps at range then.

Or better, just read the thread.

Then compare zealot with range rigs and tracking enhancers.
You'll get even more range like 180km.

When this nerf hits, zelot will be 1000x better than tengu.

Just look the dps of your awesome zealot, and the tracking too ; you know what tracking is right ?

And then, consider this : a weapon don't have to completely obsolete its pears to be balanced.
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#5984 - 2012-11-09 23:36:33 UTC  |  Edited by: Tyberius Franklin
Spc One wrote:
Bouh Revetoile wrote:
Spc One wrote:
Zealot with t-2 beams and T-2 AMMO gets 92km range and if you fit some tracking computers and enhancers you get like 125km range on a T-2 CRUISER.
Roll

Ever heard of the Cerberus ? Ever heard of missiles rigs ? Missiles also have range rigs. Compare dps at range then.

Or better, just read the thread.

Then compare zealot with range rigs and tracking enhancers.
You'll get even more range like 180km.

When this nerf hits, zelot will be 1000x better than tengu.

I don't know why are you people comparing tengu or drake with RIGS leave rigs alone and compare range with only skills and hull bonuses.

Ok, lets do that. What kind of tank can you get out of that beam Zealot you created? Also how much DPS are you getting at that range?
Spc One
The Chodak
Void Alliance
#5985 - 2012-11-09 23:39:30 UTC
Bouh Revetoile wrote:

Just look the dps of your awesome zealot, and the tracking too ; you know what tracking is right ?

And then, consider this : a weapon don't have to completely obsolete its pears to be balanced.

Because you need tracking at 180km
Bouh Revetoile
In Wreck we thrust
#5986 - 2012-11-09 23:56:26 UTC
Spc One wrote:
Bouh Revetoile wrote:

Just look the dps of your awesome zealot, and the tracking too ; you know what tracking is right ?

And then, consider this : a weapon don't have to completely obsolete its pears to be balanced.

Because you need tracking at 180km

What's the point of your ship then ? A helios would kill it...
Spc One
The Chodak
Void Alliance
#5987 - 2012-11-10 01:05:06 UTC
helios would get instapoped at 180km in 1 seconds.
Johnson Oramara
Science and Trade Institute
Caldari State
#5988 - 2012-11-10 10:31:40 UTC
Bouh Revetoile wrote:
Spc One wrote:
Bouh Revetoile wrote:
Spc One wrote:
Zealot with t-2 beams and T-2 AMMO gets 92km range and if you fit some tracking computers and enhancers you get like 125km range on a T-2 CRUISER.
Roll

Ever heard of the Cerberus ? Ever heard of missiles rigs ? Missiles also have range rigs. Compare dps at range then.

Or better, just read the thread.

Then compare zealot with range rigs and tracking enhancers.
You'll get even more range like 180km.

When this nerf hits, zelot will be 1000x better than tengu.

Just look the dps of your awesome zealot, and the tracking too ; you know what tracking is right ?

And then, consider this : a weapon don't have to completely obsolete its pears to be balanced.


Bouh, could you please fix your attitude... i bet i'm not the only one getting tired of it. You have some valid points but could there be less ridiculing way to convey your thoughts?
Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#5989 - 2012-11-10 10:58:16 UTC
You've moved up to beam zealots as a comparison?

Holy **** the level of bad in this thread is reaching critical levels.. ****..

BYDI recruitment closed-ish

Bouh Revetoile
In Wreck we thrust
#5990 - 2012-11-10 11:08:42 UTC  |  Edited by: Bouh Revetoile
Johnson Oramara wrote:
Bouh, could you please fix your attitude... i bet i'm not the only one getting tired of it. You have some valid points but could there be less ridiculing way to convey your thoughts?

Things have been debated here a lot, and then people come, bringing arguments already debated 50 pages ago. I know it's not so easy to go in such a thread, but what's the point comming here if it is to ignore everything said before ?

Perhaps I shouldn't answers all these people saying insanities like caldari are worth nothing whereas they are the second most used race in the game and it's certainly not because of people stupidity but more probably because of their (sometimes over)effectiveness. If only people coming didn't had these insanity in mind, like caldari having two ships worth flying, may be I would be less sarcastic, but we see these since page ONE !

In the case of Spc One, the debate relate to the innate differences between missiles and turrets (turrets don't have a hard range limit), ignore everything missiles can do (like fitting rig to extend their range by ~50% and apply full dps at their max range and still leave fitting for tank), and talk about irreal situation and ships (like a 180km sniping zealot insta poping an helios with beams, in the era of 150km on grig warp and tier3 BC).

All these have been discussed in the previous 50 pages, and in the previous pages too. So I admit I'm a bit sarcastic, but I wouldn't have this oportunity if people were actually reading the thread to avoid posting the same insanities we see since the first page.
Dalis Car
Ministry of War
Amarr Empire
#5991 - 2012-11-10 12:12:05 UTC
The Drake and Tengu are not the only ships to use HML II so I would hope the impact on other ships (which were already pretty useless) has been fully thought through before this proposal?

One distinction which is consistently lost in the years of "nerf missiles" debates is the rebalancing efforts which have already taken place since Eve's conception.

1. There is only one flavour of HML launcher - e.g. there are not a 650mm and 720mm variant depending on preference of tank v gank
2. The ammo variants do not balance range vs damage in the way other medium "range" weapons do e.g. there is not an EMP ammo to increase damage at short range - your DPS is your DPS
3. Missiles take a long time to reach their target - e.g. the concept of a sniping Cerberus is and always has been laughable
4. A rocket launcher with defender missiles on your would be target can seriously impact your DPS.
5. There are a lot of additional SPs to be trained if you wish your missiles to be effective.


Did the Drake & Tengu need a nerf - definitely
Should a balance look at all impacts across all ships and should this balance look at changes holistically - indubitably.
Do the proposed changes do this - only CCP can answer this but the evidence for them doing so is poor.
Jorma Morkkis
State War Academy
Caldari State
#5992 - 2012-11-10 12:14:00 UTC  |  Edited by: Jorma Morkkis
Spc One wrote:
Then compare zealot with range rigs and tracking enhancers.
You'll get even more range like 180km.


How about 210km with T1 cruiser?

[Caracal, 210km HM]

Ballistic Control System II
Ballistic Control System II

Experimental 10MN Microwarpdrive I
Sensor Booster II, Targeting Range Script
Sensor Booster II, Targeting Range Script
Sensor Booster II
Sensor Booster II

Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile
Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile
Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile
Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile
Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile

Medium Rocket Fuel Cache Partition II
Medium Hydraulic Bay Thrusters II
Medium Hydraulic Bay Thrusters I


Zainou 'Deadeye' Missile Projection MP-705
Zainou 'Deadeye' Rapid Launch RL-1005

Don't want to use T2 rigs? Fine, it still has 193km range.
Angry Mustache
KarmaFleet
Goonswarm Federation
#5993 - 2012-11-10 14:15:58 UTC  |  Edited by: Angry Mustache
Jorma Morkkis wrote:
Spc One wrote:
Then compare zealot with range rigs and tracking enhancers.
You'll get even more range like 180km.


How about 210km with T1 cruiser?

[Caracal, 210km HM]

Ballistic Control System II
Ballistic Control System II

Experimental 10MN Microwarpdrive I
Sensor Booster II, Targeting Range Script
Sensor Booster II, Targeting Range Script
Sensor Booster II
Sensor Booster II

Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile
Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile
Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile
Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile
Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile

Medium Rocket Fuel Cache Partition II
Medium Hydraulic Bay Thrusters II
Medium Hydraulic Bay Thrusters I


Zainou 'Deadeye' Missile Projection MP-705
Zainou 'Deadeye' Rapid Launch RL-1005

Don't want to use T2 rigs? Fine, it still has 193km range.


What's the point of linking useless fits in a forum fight... I guess the "sniping zealot" fit (at least the one i tried to throw together in EFT) was equally useless. this just proves long range missiles have long range on a range bonused ship :/ do note it takes 25 seconds for the missiles to arrive.

HML's do have the problem of "when all you have is a hammer", 1 fitting size, 1 T1 ammo type. When all you have is a hammer, that hammer better hit hard enough to cover all the deficiencies.

I do wonder if increasing ammo selection for T1 missiles would have fixed the problem of HML's far more surely than this bludgeon of a nerf. perhaps moving precision and fury to t1 missiles, then adding 2 new missiles at T2 (say, a missile with really high explosion velocity but a huge sig and a missile that flies fast but does less damage.)

An official Member of the Goonswarm Federation Complaints Department.

Jorma Morkkis
State War Academy
Caldari State
#5994 - 2012-11-10 15:27:00 UTC
Last time I checked missiles are only weapon with true selectable damage type.
Angry Mustache
KarmaFleet
Goonswarm Federation
#5995 - 2012-11-10 16:15:27 UTC  |  Edited by: Angry Mustache
Jorma Morkkis wrote:
Last time I checked missiles are only weapon with true selectable damage type.


well the problem being that there are only a handful of "true" damage selectable missile ships, the raven and variants being the most prominent. the only other 2 are the rook and SNI. note that the raven series uses the massively terrible cruise missiles, torp golems being used for a very narrow purpose.

But every other Caldari missile ship is kinetic bonused. Drake, Tengu, Harpy, Caracal/navy caracal, crow, kestrel, manticore, cerberus, onyx, Nighthawk.

Switching to non-kinetic ammo costs these ships anywhere from 25 to 37.5% of their DPS, resulting in lower DPS unless the enemy has a huge resist hole (for which they deserve to die anyways).

It's a better state than amarr and gallente, who are basically locked to EM/thermal, but a far cry from minmatar, who's ship bonuses are to the weapon themselves, instead of the ammo they shoot, allowing them to exploit resists that are not their racial damage type.

But the patch notes do indicate that CCP is moving away from kinetic bonus on missile ships to launcher bonuses, which is good, but meanwhile, drakes and tengus get to shoot kinetic damage from gimped launchers.


But the main point of moving fury and precision to T1 is so that launchers become easier to balance, until the player trains T2 launchers, there is no "high damage ammo" or "close range ammo", necessitating a 1-size fits all "do everything ammo" which must be very powerful to make up for the lack of versatility.

An official Member of the Goonswarm Federation Complaints Department.

Johnson Oramara
Science and Trade Institute
Caldari State
#5996 - 2012-11-10 16:19:59 UTC
Jorma Morkkis wrote:
Last time I checked missiles are only weapon with true selectable damage type.


Drones have selectable damage types.

Missiles have a flight time and are destructible though, just as drones... they are missiles after all so it makes sense. So of course they would need some sort of ability to balance things. But the thing was that this "ability" wasn't very useful since many ships had damage bonuses only for kinetic damage types. Luckily this seems to be finally changing.

Also when you complain about the missiles still being able to do very minimal damage to frigates, while guns have tracking problems consider that the guns are able to insta pop that frigate if he makes a piloting error etc this is a fact even though many claims that good pilot wont ever let that happen but i beg to disagree, anything can happen.
Also missiles always hit them but usually frigates have the speed advantage to escape or have his/her friends arrive before being worried about that small damage taken.

These are all traits to 2 completely different weapon systems and they shouldn't be too similar to each other and have their various advantages and disadvantages. Instead of warheads maybe some missile types could carry something else... being a long range platform and used mostly by Caldari it could spark some interest to long range pvp again, no guns would be able to do that and it would give missiles more specialization and reason to train. But this can also cause problems when trying to balance them.

The way we are currently going and with future (TE, TC, TD affecting missiles) it looks like that while we are balancing these systems we are just making them more similar to each other and i don't like this at all.
Jorma Morkkis
State War Academy
Caldari State
#5997 - 2012-11-10 17:15:14 UTC  |  Edited by: Jorma Morkkis
Angry Mustache wrote:
But every other Caldari missile ship is kinetic bonused. Drake, Tengu, Harpy, Caracal/navy caracal, crow, kestrel, manticore, cerberus, onyx, Nighthawk.

Switching to non-kinetic ammo costs these ships anywhere from 25 to 37.5% of their DPS, resulting in lower DPS unless the enemy has a huge resist hole (for which they deserve to die anyways).


Caracal:
Cruiser skill bonuses:
5% bonus Rapid Light, Heavy Assault and Heavy Missile Launcher rate of fire
10% bonus to Light, Heavy Assault and Heavy Missile Velocity
https://forums.eveonline.com/default.aspx?g=posts&t=155001

Kestrel:
Frigate skill bonuses:
5% Bonus to Missile damage per level
10% Bonus to Missile velocity per level
https://forums.eveonline.com/default.aspx?g=posts&t=144693

Where are these kinetic bonuses you talk about?

Harpy is turret ship.

When I use lasers and change to explosive or kinetic damage I lose 100% of my dps.
When I use hybrids and change to EM or explosive damage I lose 100% of my dps.
Johnson Oramara
Science and Trade Institute
Caldari State
#5998 - 2012-11-10 17:50:13 UTC
Jorma Morkkis wrote:
Angry Mustache wrote:
But every other Caldari missile ship is kinetic bonused. Drake, Tengu, Harpy, Caracal/navy caracal, crow, kestrel, manticore, cerberus, onyx, Nighthawk.

Switching to non-kinetic ammo costs these ships anywhere from 25 to 37.5% of their DPS, resulting in lower DPS unless the enemy has a huge resist hole (for which they deserve to die anyways).


Caracal:
Cruiser skill bonuses:
5% bonus Rapid Light, Heavy Assault and Heavy Missile Launcher rate of fire
10% bonus to Light, Heavy Assault and Heavy Missile Velocity
https://forums.eveonline.com/default.aspx?g=posts&t=155001

Kestrel:
Frigate skill bonuses:
5% Bonus to Missile damage per level
10% Bonus to Missile velocity per level
https://forums.eveonline.com/default.aspx?g=posts&t=144693

Where are these kinetic bonuses you talk about?

Harpy is turret ship.

When I use lasers and change to explosive or kinetic damage I lose 100% of my dps.
When I use hybrids and change to EM or explosive damage I lose 100% of my dps.


I'm pretty sure he like most of us here know about those new ship balancings and this indeed is the right direction to go, but right now in the game most have just bonus for kinetic damage. And with the ship balancing that is 2 T1 ships fixed while all the rest will likely have to wait their turn for a long time.

Oh, and he likely mistaked Harpy for Hawk which has bonus for kinetic damage only.

Your last argument is kind of funny :)
Jorma Morkkis
State War Academy
Caldari State
#5999 - 2012-11-10 17:57:02 UTC
Johnson Oramara wrote:
Oh, and he likely mistaked Harpy for Hawk which has bonus for kinetic damage only.

Your last argument is kind of funny :)


At least you can choose damage type and decide if you want to use unbonused damage type.

With lasers and hybrids that's not even possible. If you find a laser crystal with explosive damage or a hybrid ammo with EM damage I'd like to know about it.
Johnson Oramara
Science and Trade Institute
Caldari State
#6000 - 2012-11-10 18:08:59 UTC
Jorma Morkkis wrote:
Johnson Oramara wrote:
Oh, and he likely mistaked Harpy for Hawk which has bonus for kinetic damage only.

Your last argument is kind of funny :)


At least you can choose damage type and decide if you want to use unbonused damage type.

With lasers and hybrids that's not even possible. If you find a laser crystal with explosive damage or a hybrid ammo with EM damage I'd like to know about it.


That is the advantage of the missiles in addition to their long reach, should they not have it? If you want to have freely choosable damage type then go with missiles but you have delayed damage projection and likely sig radius problems with some situations. Or then choose the appropriate gun type that deals most of the wanted damage type and pick your targets.

Also with the 10 second reload time while in battle is rarely worth it unless you are sure what is the opponents weakest resist.

Try to see missiles as completely different weapon system and not just compare it straight to guns.