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

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Author
Jorma Morkkis
State War Academy
Caldari State
#6001 - 2012-11-10 18:57:26 UTC  |  Edited by: Jorma Morkkis
Tengu competes against BSs in BS ranges (~100km) dealing 700+ dps at that range. Why someone would use turret BSs when one ship can do it better even without drones?
Tengu deals 1000+ dps at 50km with HAMs.

You sure you don't see a problem here?
Little Dragon Khamez
Guardians of the Underworld
#6002 - 2012-11-10 20:19:42 UTC
Guys this attempt to compare missiles with guns is just like someone trying to compare apples with oranges. All we know for sure is that they are both fruit.

It's normal to expect missiles and guns to behave differently and personally I think missiles are currently under-powered not over-powered. A weapon that takes ages to deliver damage to a target had better hit hard. Missiles don't hit hard enough.

I also support the idea that we should have a variety of missile ammunitions., short ranged high damage, long range weaker damage. This is true for other weapon types such as lasers, hybrids and projectiles so why not for missiles.

Dumbing down of Eve Online will result in it's destruction...

Johnson Oramara
Science and Trade Institute
Caldari State
#6003 - 2012-11-10 20:27:57 UTC
Jorma Morkkis wrote:
Tengu competes against BSs in BS ranges (~100km) dealing 700+ dps at that range. Why someone would use turret BSs when one ship can do it better even without drones?
Tengu deals 1000+ dps at 50km with HAMs.

You sure you don't see a problem here?


I never said i was against the HM damage nerf, in fact i'm quite fine with it and with the guided missile precision at L5 some are even getting much needed buff for damage application but i'd like to lower the range reduction for T2 missiles, after all range should be the number one strength with missiles.

With tengu the problem is the ship, it shouldn't be able to output that much dps, it's rivaling cruise Golem.
Jorma Morkkis
State War Academy
Caldari State
#6004 - 2012-11-10 20:35:05 UTC
Little Dragon Khamez wrote:
A weapon that takes ages to deliver damage to a target had better hit hard. Missiles don't hit hard enough.


http://www.youtube.com/watch?v=nSoFCC26KGw
Little Dragon Khamez
Guardians of the Underworld
#6005 - 2012-11-10 22:24:21 UTC
Jorma Morkkis wrote:
Little Dragon Khamez wrote:
A weapon that takes ages to deliver damage to a target had better hit hard. Missiles don't hit hard enough.


http://www.youtube.com/watch?v=nSoFCC26KGw



Yeay showing me a video of a fight in a T3 ship does not prove your point...

T3 vessels are not typical if we only look at extremes we will never attain balance, most missile users do not fly around in T3 ships on account of their expensive nature. When I have been arguing against the proposed nerf I have specifically been thinking of the T1 missile biased ships like the Caracal and the Drake both of which are underpowered in comparison to ships in the same class belonging to other races. Once again we're back to apples and oranges...

Dumbing down of Eve Online will result in it's destruction...

Giribaldi
State War Academy
Caldari State
#6006 - 2012-11-10 23:37:53 UTC
CCP Fozzie I disagree with reducing the DMG of heavy missiles and all of the above mention penaltie 2 heavy missiles... if u insist on doing it then buff hams so that they have a 15% long range or increases there range from what they are now to 32km (with lvl 5 skills) so that that ppl are incouraged 2 use hams for close heavies for kiting... if u reduce the damage of heavies the tengu will match the drake in dps most importanly because tengu has less missile slots then the drake... so u need 2 give a 10% buff 2 heavy missile bonus 2 the tengu (not the subsystem but the ship itself)... an other note is that drakes have always been more of a kitting ship so making them good with hams would make them match other ships... if u reduce range of hams 2 aprox 18km (max skills) and increase dmg output of them by 15% to match the dps of other close range bc's ull make the drake wanted and more balanced for close range battle verus long range battle... but keeping in mind making that change will still keep drakes popular for kiting with heavy missiles... that is all
Executus Primus
Tyrannis Enterprises
#6007 - 2012-11-10 23:50:45 UTC
The premise HMLs get rebalanced on is sort of flawed. They are compared to other long range weapons, for instance artillery of minmatar ships.

That premise is flawed because the plattforms these weapons operate on are vastly different. The only reason to use long range weapons in an engagement is when you can at least hope to dictate range.

Now we know how that works, we know the T3 sniping BCs, we know the beam zealots and zealots with long range pulse and mwd, we even know arty ruptures and canes. However the only enemy a drake can dictate range against is BSes. That "awesome range" advantage is pretty much useless if the enemy is in your face in a few seconds, ESPECIALLY considering that the damage is not instantly applied (ie no hit, warp off tactics).

So you cant really compare a hurricane with a drake. A AC hurricane wont reallly have any problems with the drake "range superiority" because it can just get in, dictate range and do superior dps (the problem here is probably more that the drake has a better dps/TANK package than the cane).

I acknowledge that the drake works due to fleet mechanics of concentrated fire while people chase, however that is a unique situation to blob fleets that could have been solved by looking at the drakes tank and dps range. Besides that situation got somewhat mitigated already with the introduction of t3 BCs. By lowering the HML dps you not only make HML supbar do close range fits (which one could argue it should be), but ALSO subpar to any other long range mechanic due to:

* slow ass plattform (can never dictate range, you cant really use the range to your advantage)
* no instant damage (you cant snipe, you cant really use the range to your advantage)

So HMLs are pretty much pointless now for both ranged and close range engagements. Personally i am cool with that, because i never liked the drake.

serras bang
Caldari Provisions
Caldari State
#6008 - 2012-11-11 00:35:58 UTC
Angry Mustache wrote:
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.


might wanna cheack some of these facts mate the kestral has always been effective with all missle damages.
serras bang
Caldari Provisions
Caldari State
#6009 - 2012-11-11 00:39:07 UTC
Giribaldi wrote:
CCP Fozzie I disagree with reducing the DMG of heavy missiles and all of the above mention penaltie 2 heavy missiles... if u insist on doing it then buff hams so that they have a 15% long range or increases there range from what they are now to 32km (with lvl 5 skills) so that that ppl are incouraged 2 use hams for close heavies for kiting... if u reduce the damage of heavies the tengu will match the drake in dps most importanly because tengu has less missile slots then the drake... so u need 2 give a 10% buff 2 heavy missile bonus 2 the tengu (not the subsystem but the ship itself)... an other note is that drakes have always been more of a kitting ship so making them good with hams would make them match other ships... if u reduce range of hams 2 aprox 18km (max skills) and increase dmg output of them by 15% to match the dps of other close range bc's ull make the drake wanted and more balanced for close range battle verus long range battle... but keeping in mind making that change will still keep drakes popular for kiting with heavy missiles... that is all


the cara surpases the drake (havent tested t2 ham cause i cant) and tbh i think the drake is goo maybe lose its range or dmg bonus and go full tank but thats about it.
Angry Mustache
KarmaFleet
Goonswarm Federation
#6010 - 2012-11-11 03:24:47 UTC
serras bang wrote:

the cara surpases the drake (havent tested t2 ham cause i cant) and tbh i think the drake is goo maybe lose its range or dmg bonus and go full tank but thats about it.


I dont even understand what this means? the drake ATM has a resist bonus and a Kinetic damage bonus, while caracal has kinetic damage and range. There are rumors of plans to change drake to ROF and range, but rumors are rumors.

The caracal is in a bad spot right now, as it lacks the PG and slots to fit anything resembling a tank when HML fit. the winter changes improved that, but crippled it's main weapon system too.

serras bang wrote:

might wanna cheack some of these facts mate the kestral has always been effective with all missle damages.


kestrels have a 5% bonus to all missile damage and a 10% bonus to kinetic, shooting non-kinetic ammo still costs you ~15% of your DPS. the bigger problem being that the kestrel needs to fit a micro aux power core just to have 4 launchers and a prop mod, giving it just 1 low and 3 meds to work with. As such it has a too thin a tank to PVP, and destroyers run L1 missions better anyways.

An official Member of the Goonswarm Federation Complaints Department.

Jorma Morkkis
State War Academy
Caldari State
#6011 - 2012-11-11 07:21:28 UTC  |  Edited by: Jorma Morkkis
Little Dragon Khamez wrote:
Yeay showing me a video of a fight in a T3 ship does not prove your point...

T3 vessels are not typical if we only look at extremes we will never attain balance, most missile users do not fly around in T3 ships on account of their expensive nature. When I have been arguing against the proposed nerf I have specifically been thinking of the T1 missile biased ships like the Caracal and the Drake both of which are underpowered in comparison to ships in the same class belonging to other races. Once again we're back to apples and oranges...


What experienced mission runner says to rookie who wants to run pve content?
"Train Drake and then Tengu."

Drake underpowered? Show me 400 dps 73k EHP rail Ferox.

I'm going to help you a bit: 4x MagStab Ferox does 368 paper dps at 13km with Javelin.
Zyella Stormborn
Green Seekers
#6012 - 2012-11-11 07:50:40 UTC
Executus Primus wrote:
>snip<

...... By lowering the HML dps you not only make HML supbar do close range fits (which one could argue it should be), but ALSO subpar to any other long range mechanic due to:

* slow ass plattform (can never dictate range, you cant really use the range to your advantage)
* no instant damage (you cant snipe, you cant really use the range to your advantage)


Most of the drone boats in game would like a word with you. o.0

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

Jorma Morkkis
State War Academy
Caldari State
#6013 - 2012-11-11 09:33:31 UTC
Drake slow? Shocked

Drake: 1038 m/s
Harbinger: 978 m/s
Lin-Young Borovskova
Doomheim
#6014 - 2012-11-11 11:32:13 UTC
Jorma Morkkis wrote:
Little Dragon Khamez wrote:
A weapon that takes ages to deliver damage to a target had better hit hard. Missiles don't hit hard enough.


http://www.youtube.com/watch?v=nSoFCC26KGw



Fit???

OGB links number and ship?

Boosters

Now if with all this you shouldn't be able to kill a couple ships solo or someone should die to the first couple frigs showing up on grid, then what would be the point of training for such expensive ship?
I only see a problem on this vid, that Legion horribly lacks of dps but has a very nasty tank.

brb

Lin-Young Borovskova
Doomheim
#6015 - 2012-11-11 11:39:26 UTC
Giribaldi wrote:
CCP Fozzie I disagree with reducing the DMG of heavy missiles and all of the above mention penaltie 2 heavy missiles... if u insist on doing it then buff hams so that they have a 15% long range or increases there range from what they are now to 32km (with lvl 5 skills) so that that ppl are incouraged 2 use hams for close heavies for kiting... if u reduce the damage of heavies the tengu will match the drake in dps most importanly because tengu has less missile slots then the drake... so u need 2 give a 10% buff 2 heavy missile bonus 2 the tengu (not the subsystem but the ship itself)... an other note is that drakes have always been more of a kitting ship so making them good with hams would make them match other ships... if u reduce range of hams 2 aprox 18km (max skills) and increase dmg output of them by 15% to match the dps of other close range bc's ull make the drake wanted and more balanced for close range battle verus long range battle... but keeping in mind making that change will still keep drakes popular for kiting with heavy missiles... that is all



Hurricane with 425mm autos 2TE+ long range ammo can keep you disrupted at max range with links (40km) and still apply dmg, with top skills and getting closer (about 30km) will make you cry because there's nothing you can do but send ammo that will never hit the target.

HAMs hitting at 25+ on bonused hulls? -HELL YEAH !!

brb

Bouh Revetoile
In Wreck we thrust
#6016 - 2012-11-11 11:48:00 UTC
Executus Primus wrote:
The premise HMLs get rebalanced on is sort of flawed. They are compared to other long range weapons, for instance artillery of minmatar ships.

That premise is flawed because the plattforms these weapons operate on are vastly different. The only reason to use long range weapons in an engagement is when you can at least hope to dictate range.

Now we know how that works, we know the T3 sniping BCs, we know the beam zealots and zealots with long range pulse and mwd, we even know arty ruptures and canes. However the only enemy a drake can dictate range against is BSes. That "awesome range" advantage is pretty much useless if the enemy is in your face in a few seconds, ESPECIALLY considering that the damage is not instantly applied (ie no hit, warp off tactics).

So you cant really compare a hurricane with a drake. A AC hurricane wont reallly have any problems with the drake "range superiority" because it can just get in, dictate range and do superior dps (the problem here is probably more that the drake has a better dps/TANK package than the cane).

I acknowledge that the drake works due to fleet mechanics of concentrated fire while people chase, however that is a unique situation to blob fleets that could have been solved by looking at the drakes tank and dps range. Besides that situation got somewhat mitigated already with the introduction of t3 BCs. By lowering the HML dps you not only make HML supbar do close range fits (which one could argue it should be), but ALSO subpar to any other long range mechanic due to:

* slow ass plattform (can never dictate range, you cant really use the range to your advantage)
* no instant damage (you cant snipe, you cant really use the range to your advantage)

So HMLs are pretty much pointless now for both ranged and close range engagements. Personally i am cool with that, because i never liked the drake.


Try fitting a plate on a BC, and then compare it to the drake. Beside, you know, there must be a fastest ship. And drake blob don't really care about the non instant damage, so is it really a problem ?

BTW, if you've read the thread, you'd know that a current drake (3BCS, working fit) can have only marginaly less dps than a cane at short range (like 5%@20km) but don't suffer the INSANE tracking problem the arty cane will have at this range. 2BCS fit is a little more to the advantage of the cane : dps difference is now between 10 and 15% @20km. Really, for that dps difference, below 20km, I take a drake above an arty cane any day. Then, farther than 25km, the drake even outdps a beam harbinger.

With 10% damage nerf, turrets will earn around 5km dps advantage, leaving the future drake king of medLR weapon between 30 and 50km (more if you add range rigs, then it's more like 75km).

Then there's fury HM : you can perfectly use them against any shield cruiser and larger, and your damages are higher than before with faction ammo...

What is fun is that current drake with fury HM only have 1 or 2% less dps than a arty cane at 20km.

About damage selection for missiles : there's complaint about the kin only bonus for some missiles boats. Though, what is overlooked is how this damage difference work : comparison must be done on the non resisted part of damage, the damage part that actually hit the ship.

Consider a rather standard shield tank (1 invul + EM rig) on a cane : resists are (EM54,72;TE51;KI63,25;EX69,38). Applyed damage are (EM45;TE49;KI37;EX31).

Call D your base damage (non bonused type), so kin damage will be D*1,25. Apply these damage for each type, applyed damage will be D*Bonus*non resisted part. We then have the damage modifier for each ammo type D*(EM 0,45 ; TE 0,49 ; KI 0,46 ; EX 0,31). Hence, for a EM riged+invul shield tank, you are better firing with inferno missiles despite the kinetic bonus, though the difference is marginal, and if you stick to kinetic, you will be better when hiting on armor. When T2 ships come into play, then you have true damage selection.

So, as you can see, 25% damage bonus is not enough for scourge to be always better than all the others. That give you incentive to use you racial damage type but you still have the opportunity swap ammo, and this opportunity is hell of a good idea. Ships can't always plug their hole, and if you know theere's a hole, you can exploit it. For everything else, there's your standard kinetic ammo.

Mind you, minmatar damage selection is worse than caldari damage selection. They don't have pure damage selection and are always hampered by some explo/kin damage. These non pure damage can seem rather low, though that can be enough to make no difference between an ideal ammo and a less ideal one. That make their ammo only good to exploit unpluged holes.

So yes, this kinetic bonus is here to alleviate your damage selection, because otherwise your ship would be able to exploit the tinest little hole a ship can have, and considering you even have T2 ammo with selectable damage, it's a rather big advantage.
Little Dragon Khamez
Guardians of the Underworld
#6017 - 2012-11-11 11:50:50 UTC
Jorma Morkkis wrote:
Little Dragon Khamez wrote:
Yeay showing me a video of a fight in a T3 ship does not prove your point...

T3 vessels are not typical if we only look at extremes we will never attain balance, most missile users do not fly around in T3 ships on account of their expensive nature. When I have been arguing against the proposed nerf I have specifically been thinking of the T1 missile biased ships like the Caracal and the Drake both of which are underpowered in comparison to ships in the same class belonging to other races. Once again we're back to apples and oranges...


What experienced mission runner says to rookie who wants to run pve content?
"Train Drake and then Tengu."

Drake underpowered? Show me 400 dps 73k EHP rail Ferox.

I'm going to help you a bit: 4x MagStab Ferox does 368 paper dps at 13km with Javelin.


That last line says it all... Dude I do not need your help.

Dumbing down of Eve Online will result in it's destruction...

serras bang
Caldari Provisions
Caldari State
#6018 - 2012-11-11 11:52:15 UTC  |  Edited by: serras bang
Angry Mustache wrote:
serras bang wrote:

the cara surpases the drake (havent tested t2 ham cause i cant) and tbh i think the drake is goo maybe lose its range or dmg bonus and go full tank but thats about it.


I dont even understand what this means? the drake ATM has a resist bonus and a Kinetic damage bonus, while caracal has kinetic damage and range. There are rumors of plans to change drake to ROF and range, but rumors are rumors.

The caracal is in a bad spot right now, as it lacks the PG and slots to fit anything resembling a tank when HML fit. the winter changes improved that, but crippled it's main weapon system too.

serras bang wrote:

might wanna cheack some of these facts mate the kestral has always been effective with all missle damages.


kestrels have a 5% bonus to all missile damage and a 10% bonus to kinetic, shooting non-kinetic ammo still costs you ~15% of your DPS. the bigger problem being that the kestrel needs to fit a micro aux power core just to have 4 launchers and a prop mod, giving it just 1 low and 3 meds to work with. As such it has a too thin a tank to PVP, and destroyers run L1 missions better anyways.


it was still effective and persides after winter the kestral will have no such handicap even if the dps is lower than what it was. and if it had 4 launchers an mwd it was and is capable of 2.4k ms without overheat that alone is good enough to stay out of the way of most close range guns and fitting even a civi booster is enough for it to survive dps at the extream ranges it can operate on. and fyi i never had probs with it in pve as an ab kestral spitting missles at 30km when i first started was more than enough.

and i have tested the cara the cara has no fitting issues (except what to use all the slots for) and produces around 400 dps with hams at around 45 - 50 km ide say that a pritty good spot for th cara to be in and fyi it produces that dps with all dmg types.
Jorma Morkkis
State War Academy
Caldari State
#6019 - 2012-11-11 12:45:25 UTC  |  Edited by: Jorma Morkkis
Lin-Young Borovskova wrote:
Hurricane with 425mm autos 2TE+ long range ammo can keep you disrupted at max range with links (40km) and still apply dmg, with top skills and getting closer (about 30km) will make you cry because there's nothing you can do but send ammo that will never hit the target.


Your 3xTE Cane does 100-200 dps at 40km. Scary.

Little Dragon Khamez wrote:
That last line says it all... Dude I do not need your help.


Ferox:
- 400 dps at 50 km
- 70k EHP

Fit, now!
Luwc
State War Academy
Caldari State
#6020 - 2012-11-11 12:55:08 UTC
dear ccp ,
- give the corax more PG . its pathetic . ( a combat fit flycatcher does better lol )
- nerf the algos ( way too op just look at the fitting possibilites and overall damage-tank )
- reset torpedo changes ( makes the Raven one of the most useless ships ingame )
- new UI is annoying as **** ( at least make it optional )
- Hurricane is overnerfed ( please stop balancing things that dont need to be balanced )

ty.

http://hugelolcdn.com/i/267520.gif