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Missiles and the future of caldari ships in EVE

Author
Joe Risalo
State War Academy
Caldari State
#121 - 2012-12-04 23:14:13 UTC
Silk daShocka wrote:


Heavy Beam Laser II Using aurora ammo 9.6 dps
250MM Railgun II Using Spike ammo 9.11 dps
Heavy Missile Launcher II using 12.9 dps using faction ammo

Is what I get using Pyfa that is suposed to be updated for Retribution. Either my client isn't accurate, or you are using short range ammo and comparing it to HML. I'm fairly certain the short range ammo on these turrets has range that's comparable to HAMs, not HMLs

If the case is that my client is inaccurate, taking 10% off of the figure above should give us the current damage.

90% of 12.9 = 11.61
Still better than it's peers. Let's not mention the advantage that missiles have as targets get closer to your ship, should that situation arise.


I'm not sure what math y'all are using.

Here's what I'm getting.(unbonused)

HML II + Fury = 14.4 dps @ 14.1km
HBL II + Gleam = 17 @ 6+8km
250mm II + Javelin = 16 @ 7.2+12km
720mm II + Quake = 13 @ 6+18km

With long range ammo
HML II + Navy = 12.6 @ 28.1km
HBL II + Aurora = 10 @ 43+8
250mm II + Spike = 9 @ 52+12
720mm II + Tremor = 8 @ 43+18

Based on this, fury is slightly second to last in high dps, and second to last in range
With ranged ammo, Navy is ahead in dps, but WAY behind on range. Almost half the range of other long range ammo.

If anything nerf navy hml damage to t1 damage, but cut the range nerf.
That would sound resonably fair considering we're at the bottom of the pack in 3 out of 4 sections.
Silk daShocka
Greasy Hair Club
#122 - 2012-12-04 23:16:13 UTC
sabre906 wrote:
Silk daShocka wrote:
Joe Risalo wrote:
Tyberius Franklin wrote:

Artillery requirements, yes. 425 AC + 1600 plate fits or some 220 AC + 2 med neut + 1600 plate fits not so much. Also none of these were PvE fits and the cane even before not a lvl 4 go to for newer pilots. Tengu pilots realistically should have the skills to get the most out of their launchers to begin with and have a bonus to make HAM's more workable should they go that route. In fact I'd like to know from a tengu pilot if that does work.


Allowing the cane to fit arty's is actually a very powerful buff, expecially for mission running. Even more so when you consider that unlike the drake and tengu, the cane is not limited to bonuses of one damage type.

Silk daShocka wrote:

So, do you have a loki fit that does comparable dps at 70km?


The issue was not with hmls, but with the drake and tengu.
that said, the drake and tengu will probably get rebalanced with substantial nerfs.
So, if they don't refund the damage and range nerfs that came along with hmls on these two ships, then they'll become useless.

With these nerfs has come nothing but the loss of hmls as an effective weapon system on strategic cruisers and battlecruisers.
This doesn't too much effect cruisers themselves because many of them can't target that far anyway.

You'll see, the only thing that will change with drake and tengu fleet doctrines is that they'll either be abolished, or they'll fit hams.

Truthfully, hams drake and expecially tengus will pwn now.

My tengu fit that I used in missions had roughly 721 dps with a hm-705 implant.
However, if I took that same fit and put hams on it I would have had 838 dps, cap stable with a 10mn afterburner and a target painter. Now, that fit will have even more damage.
Close to, if not over 900 dps, plus the bonus of guided missile precision. That's on top of being cap stable, 536m/s, 150m sig, and an omni tank with 334 pure em at its weakest. Imagine if I fit mission specific resists. Oh, and that has a target painter.

So, if you really feel that hmls were the problem, think again.


So what your saying, is that you don't have a loki fit that does comparable dps at 70km. Ok gotcha.


Or you can think of it this way: he doesn't have a tengu fit that does more than half a loki's applied dps at 30km.

Why don't you go in game, load a hml, shoot a rat, and see how much of that paper dps you get, at any range.Lol


The irony is that he mentioned that he has a HAM tengu fit that does 838 dps with a TP. Pretty sure that it will do at least half a loki's applied dps at 30km.
Silk daShocka
Greasy Hair Club
#123 - 2012-12-04 23:19:35 UTC  |  Edited by: Silk daShocka
Joe Risalo wrote:
Silk daShocka wrote:


Heavy Beam Laser II Using aurora ammo 9.6 dps
250MM Railgun II Using Spike ammo 9.11 dps
Heavy Missile Launcher II using 12.9 dps using faction ammo

Is what I get using Pyfa that is suposed to be updated for Retribution. Either my client isn't accurate, or you are using short range ammo and comparing it to HML. I'm fairly certain the short range ammo on these turrets has range that's comparable to HAMs, not HMLs

If the case is that my client is inaccurate, taking 10% off of the figure above should give us the current damage.

90% of 12.9 = 11.61
Still better than it's peers. Let's not mention the advantage that missiles have as targets get closer to your ship, should that situation arise.


I'm not sure what math y'all are using.

Here's what I'm getting.(unbonused)

HML II + Fury = 14.4 dps @ 14.1km
HBL II + Gleam = 17 @ 6+8km
250mm II + Javelin = 16 @ 7.2+12km
720mm II + Quake = 13 @ 6+18km

With long range ammo
HML II + Navy = 12.6 @ 28.1km
HBL II + Aurora = 10 @ 43+8
250mm II + Spike = 9 @ 52+12
720mm II + Tremor = 8 @ 43+18

Based on this, fury is slightly second to last in high dps, and second to last in range
With ranged ammo, Navy is ahead in dps, but WAY behind on range. Almost half the range of other long range ammo.

If anything nerf navy hml damage to t1 damage, but cut the range nerf.
That would sound resonably fair considering we're at the bottom of the pack in 3 out of 4 sections.


Indeed, however having half-decent missile skills, which you probalby wil have if you are using heavy missiles, brings the range up much more than gunnery skills will (almost triple)

edit: also i agree, the range nerf could have been without. If anything IMO the range bonus on tengus sub should have been toned down.
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#124 - 2012-12-04 23:19:55 UTC  |  Edited by: Tyberius Franklin
Joe Risalo wrote:
Silk daShocka wrote:


Heavy Beam Laser II Using aurora ammo 9.6 dps
250MM Railgun II Using Spike ammo 9.11 dps
Heavy Missile Launcher II using 12.9 dps using faction ammo

Is what I get using Pyfa that is suposed to be updated for Retribution. Either my client isn't accurate, or you are using short range ammo and comparing it to HML. I'm fairly certain the short range ammo on these turrets has range that's comparable to HAMs, not HMLs

If the case is that my client is inaccurate, taking 10% off of the figure above should give us the current damage.

90% of 12.9 = 11.61
Still better than it's peers. Let's not mention the advantage that missiles have as targets get closer to your ship, should that situation arise.


I'm not sure what math y'all are using.

Here's what I'm getting.(unbonused)

HML II + Fury = 14.4 dps @ 14.1km
HBL II + Gleam = 17 @ 6+8km
250mm II + Javelin = 16 @ 7.2+12km
720mm II + Quake = 13 @ 6+18km

With long range ammo
HML II + Navy = 12.6 @ 28.1km
HBL II + Aurora = 10 @ 43+8
250mm II + Spike = 9 @ 52+12
720mm II + Tremor = 8 @ 43+18

Based on this, fury is slightly second to last in high dps, and second to last in range
With ranged ammo, Navy is ahead in dps, but WAY behind on range. Almost half the range of other long range ammo.

If anything nerf navy hml damage to t1 damage, but cut the range nerf.
That would sound resonably fair considering we're at the bottom of the pack in 3 out of 4 sections.

No bonus comparisons favor turrets for range as their skills only bonus part of the range and do not complement each other. Both missiles skills affect the entire range and do complement each other. Also consider damage degradation due to falloff, which missiles do not have.
Sal Trent
Petrolinvest
#125 - 2012-12-04 23:23:48 UTC  |  Edited by: Sal Trent
Your all talking about HAMs but even with the changes HAMs are usless for PvE and there is more changes then JUST the HM missile nerf which everyone seems to be focused on. CCP also maded changes (in the fourm of nerfs) to EW. Yet they talk of "balancing" and they just screwed over an entire race in a single patch...quite ironic actualy
Kitty Bear
Deep Core Mining Inc.
Caldari State
#126 - 2012-12-04 23:26:44 UTC
you dont seem to getting my point with the transversal/explosion velocity



at short range a targets HIGH speed makes a gun and a missile more likely to miss
at medium range+ the gun has improved tracking capabilities, whilst the missile continues to miss irrespective of range
at a guns long range it barely has any issues at with hitting, the missile continues to miss

guns have 0 travel time, they fire the target is hit
part of a missiles range is its travel time





whilst CCP continue to call a missile/rocket hybrid 'missiles' and perpetually dither over actually fixing them missiles will always be abysmal.


Herzog Wolfhammer
Sigma Special Tactics Group
#127 - 2012-12-04 23:27:07 UTC
Meh.

You can still speed tank a Drake against other missile boats and take advantage of 7 tubes.


yeah I wrote that P

Bring back DEEEEP Space!

Silk daShocka
Greasy Hair Club
#128 - 2012-12-04 23:29:08 UTC
Sal Trent wrote:
Tyberius Franklin wrote:
Joe Risalo wrote:
Silk daShocka wrote:


Heavy Beam Laser II Using aurora ammo 9.6 dps
250MM Railgun II Using Spike ammo 9.11 dps
Heavy Missile Launcher II using 12.9 dps using faction ammo

Is what I get using Pyfa that is suposed to be updated for Retribution. Either my client isn't accurate, or you are using short range ammo and comparing it to HML. I'm fairly certain the short range ammo on these turrets has range that's comparable to HAMs, not HMLs

If the case is that my client is inaccurate, taking 10% off of the figure above should give us the current damage.

90% of 12.9 = 11.61
Still better than it's peers. Let's not mention the advantage that missiles have as targets get closer to your ship, should that situation arise.


I'm not sure what math y'all are using.

Here's what I'm getting.(unbonused)

HML II + Fury = 14.4 dps @ 14.1km
HBL II + Gleam = 17 @ 6+8km
250mm II + Javelin = 16 @ 7.2+12km
720mm II + Quake = 13 @ 6+18km

With long range ammo
HML II + Navy = 12.6 @ 28.1km
HBL II + Aurora = 10 @ 43+8
250mm II + Spike = 9 @ 52+12
720mm II + Tremor = 8 @ 43+18

Based on this, fury is slightly second to last in high dps, and second to last in range
With ranged ammo, Navy is ahead in dps, but WAY behind on range. Almost half the range of other long range ammo.

If anything nerf navy hml damage to t1 damage, but cut the range nerf.
That would sound resonably fair considering we're at the bottom of the pack in 3 out of 4 sections.

No bonus comparisons favor turrets for range as their skills only bonus part of the range and do not complement each other. Both missiles skills affect the entire range and do complement each other. Also consider damage degradation due to falloff, which missiles do not have.


Your all talking about HAMs but even with the changes HAMs are usless for PvE and there is more changes then JUST the HM missile nerf which everyone seems to be focused on. CCP also maded changes (in the fourm of nerfs) to EW. Yet they talk of "balancing" and they just screwed over an entire race in a single patch...quite ironic actualy


There was no mention of HAMs in the posts you quoted...
lovatus
Caldari Provisions
Caldari State
#129 - 2012-12-04 23:29:45 UTC
Herzog Wolfhammer wrote:
Meh.

You can still speed tank a Drake against other missile boats and take advantage of 7 tubes.


yeah I wrote that P


well thats ok then, let me know how you get on....
Silk daShocka
Greasy Hair Club
#130 - 2012-12-04 23:32:34 UTC  |  Edited by: Silk daShocka
Kitty Bear wrote:
you dont seem to getting my point with the transversal/explosion velocity



at short range a targets HIGH speed makes a gun and a missile more likely to miss
at medium range+ the gun has improved tracking capabilities, whilst the missile continues to miss irrespective of range
at a guns long range it barely has any issues at with hitting, the missile continues to miss

guns have 0 travel time, they fire the target is hit
part of a missiles range is its travel time





whilst CCP continue to call a missile/rocket hybrid 'missiles' and perpetually dither over actually fixing them missiles will always be abysmal.




Missiles will hit everything that is going slow enough for them to hit at any range.

Guns lose tracking the closer the target gets to you, provided the target maintains a transversal velocity.

So they both do have a strength related to hitting targets that are moving.

Also for a heavy missile to miss completely at short range, your target has to be going more than 6450 m/s. Yes I understand the damage will be reduced, but you do still hit, none of the long range turrets can say they will hit a target moving this fast at close range.

If missiles are so abysmal, then why was the Golem such a strong pick in the new eden open?
Liandri Jenquai
Doomheim
#131 - 2012-12-04 23:36:00 UTC
Complaining about not doing that much dps at 113km is ridiculous. Legion has to get in your face to do the same amount.

Things are actually BALANCED now.
Bilboz
Cranky Old Bastards
#132 - 2012-12-04 23:36:55 UTC
What CCP calls Game devlopment we call Class ****.Several classes of ships a class of weapon all nerfed to the point of useless.Your choices are the same for all us former drake pilots..1.Thank CCP for the butt secks sans lube write off most of your sp's and go play Hello Kitty island while you retrain all the while paying ccp its 15 bucks a month. 2 tell CCP to shove it,close account and find another mmo.For all you drake haters laugh it up your turn is coming soon.
Lance Rossiter
CHAINS Corp
#133 - 2012-12-04 23:39:37 UTC
I got to play with the Caracal earlier, as I found a level 3 DED complex that wouldn't admit my Drake.

I thought it performed very smoothly, I got a lot of benefit out of the extra slots and the increased speed. I was using Rapid Lights, however, so it wasn't impacted by the Heavy Missile nerf and instead got to enjoy the light missile buff.

I'm also building components for a Kestrel, to test it out in PvP. It looks like it should be a decent little ship now.
Joe Risalo
State War Academy
Caldari State
#134 - 2012-12-04 23:41:49 UTC
Tyberius Franklin wrote:
Joe Risalo wrote:
Silk daShocka wrote:


Heavy Beam Laser II Using aurora ammo 9.6 dps
250MM Railgun II Using Spike ammo 9.11 dps
Heavy Missile Launcher II using 12.9 dps using faction ammo

Is what I get using Pyfa that is suposed to be updated for Retribution. Either my client isn't accurate, or you are using short range ammo and comparing it to HML. I'm fairly certain the short range ammo on these turrets has range that's comparable to HAMs, not HMLs

If the case is that my client is inaccurate, taking 10% off of the figure above should give us the current damage.

90% of 12.9 = 11.61
Still better than it's peers. Let's not mention the advantage that missiles have as targets get closer to your ship, should that situation arise.


I'm not sure what math y'all are using.

Here's what I'm getting.(unbonused)

HML II + Fury = 14.4 dps @ 14.1km
HBL II + Gleam = 17 @ 6+8km
250mm II + Javelin = 16 @ 7.2+12km
720mm II + Quake = 13 @ 6+18km

With long range ammo
HML II + Navy = 12.6 @ 28.1km
HBL II + Aurora = 10 @ 43+8
250mm II + Spike = 9 @ 52+12
720mm II + Tremor = 8 @ 43+18

Based on this, fury is slightly second to last in high dps, and second to last in range
With ranged ammo, Navy is ahead in dps, but WAY behind on range. Almost half the range of other long range ammo.

If anything nerf navy hml damage to t1 damage, but cut the range nerf.
That would sound resonably fair considering we're at the bottom of the pack in 3 out of 4 sections.

No bonus comparisons favor turrets for range as their skills only bonus part of the range and do not complement each other. Both missiles skills affect the entire range and do complement each other. Also consider damage degradation due to falloff, which missiles do not have.


factoring all skills lvl 5 and not fitted to a specific ship

hml II + navy = (roughly) 26 @ 64km.

This would make it the highest dps, but very close to equal range with HBL II.

Now, with high damage ammo, HML's with fury will have roughly
29 @ 32km

That's roughly equal in dps to close range arty. Now, not only can all by havy beams out range hmls, but beams and rails can out dps at close range, with long range guns.

This essentially makes hmls low dps at close range, and high dps at mid range with no long range.
Again, HBL's do have the same long range, and with less dps, but much more effective close range.

The one thing missiles had going for them was that they could out range turrets.
Now they cannot compete.

Now, with lasers you have to be within 23km with navy xray to out dps fury missiles.
Rails can out range, or out dps within 23km using navy plutonium. (best to out range so they dont' take any damage)
And Arty can out range.

This leaves hmls with a very small window in which they overpower either turret type.

beam past 23km, but only up to 64km.
Rails in that same window
and arty from 0 to 64km.

this may seem decent, but considering it's very unlikely for a fight to stay within my prime range, then I'm screwed.
lovatus
Caldari Provisions
Caldari State
#135 - 2012-12-04 23:41:54 UTC



[/quote]

Missiles will hit everything that is going slow enough for them to hit at any range.

Guns lose tracking the closer the target gets to you, provided the target maintains a transversal velocity.

So they both do have a strength related to hitting targets that are moving.

Also for a heavy missile to miss completely at short range, your target has to be going more than 6450 m/s. Yes I understand the damage will be reduced, but you do still hit, none of the long range turrets can say they will hit a target moving this fast at close range.

If missiles are so abysmal, then why was the Golem such a strong pick in the new eden open?[/quote]
possibly because the changes had not been implemented then Ugh
Lili Lu
#136 - 2012-12-04 23:47:24 UTC
Bilboz wrote:
What CCP calls Game devlopment we call Class ****.Several classes of ships a class of weapon all nerfed to the point of useless.Your choices are the same for all us former drake pilots..1.Thank CCP for the butt secks sans lube write off most of your sp's and go play Hello Kitty island while you retrain all the while paying ccp its 15 bucks a month. 2 tell CCP to shove it,close account and find another mmo.For all you drake haters laugh it up your turn is coming soon.

Tears, anger, grrr grrr!

What, you mean like the Myrm? It was nerfed right away. That it took 4 years to nerf the Drake (or more correctly, HMs), count yourself lucky. Oh and it ain't over yet. The BC rebalance is coming. Cane already got a direct nerf in this patch. I think you will need to take some relaxants to survive the next round that will affect the abomination that has been the Drake.

Or, yeah, do as you threaten. Leave the game. You won't be missed. You apparently learned nothing in this game. It's about specialization and diversification. Imagine that, both at the same time. It can be done.Smile
Silk daShocka
Greasy Hair Club
#137 - 2012-12-04 23:51:47 UTC  |  Edited by: Silk daShocka
lovatus wrote:


possibly because the changes had not been implemented then Ugh


The golem does not use Heavy missiles (well it could, but it generally isn't fitted with them). I believe Cruise were buffed, which if I'm not mistaken is what was being used on most of hte golems in the tournament.
Joe Risalo
State War Academy
Caldari State
#138 - 2012-12-04 23:55:46 UTC
Silk daShocka wrote:


If missiles are so abysmal, then why was the Golem such a strong pick in the new eden open?



The golem was a strong pick for 3 reasons

1) the first round they had shown up in, they came with torps, a spider tank, and were unexpected. however, due to slow speed, short range, and massive exp radius, they were not able to down the entire fleet.

2) The second fight they were in they did amazingly well for a few reasons, banning out ecm, way unexpected, even more unexpected with cruise missiles.

3) The third round in which they showed up was the same as the second round. No one expected that perticular team to use them, and no one expected cruise missiles.


There were many ways this could have been countered, however, due to lack of expectation of golems, and the banning of ecm, these didn't happen.

and they are
ECM
Long range, high tank turret boats
Close range, high dps, high tank
The standard Sleipnir fleet.
A damp fleet with mid/long range turrets/missiles

There are many more ways the golem fleets could have been spanked like a puppy that tinkled on the floor.

However, due to limited points, limited knowledge, and one MAJOR FACTOR.

That is that one one expected the crap tastic Golem to show up. So, they didn't bother to train against them and came out completely unprepared.

It's not that the Golem is soooo powerful, it's that they came out with exactly the opposite of what they would need to beat Golem's.

That said, this thread is really more about hmls anyway, which got their @sses handed to them in the New Eden Open, and that was pre-nerf. (granted some people did fly out of the arena.)

That just goes to show that hmls aren't OP, but when you have a mass fleet of drakes/tengus why would you not die quickly?
I'll easily say, tengu OP, drake slightly OP due to ehp, but HML's, not OP.
Lili Lu
#139 - 2012-12-05 00:00:51 UTC
Joe Risalo wrote:
factoring all skills lvl 5 and not fitted to a specific ship

hml II + navy = (roughly) 26 @ 64km.

This would make it the highest dps, but very close to equal range with HBL II.

Now, with high damage ammo, HML's with fury will have roughly
29 @ 32km

That's roughly equal in dps to close range arty. Now, not only can all by havy beams out range hmls, but beams and rails can out dps at close range, with long range guns.

This essentially makes hmls low dps at close range, and high dps at mid range with no long range.
Again, HBL's do have the same long range, and with less dps, but much more effective close range.

The one thing missiles had going for them was that they could out range turrets.
Now they cannot compete.

Now, with lasers you have to be within 23km with navy xray to out dps fury missiles.
Rails can out range, or out dps within 23km using navy plutonium. (best to out range so they dont' take any damage)
And Arty can out range.

This leaves hmls with a very small window in which they overpower either turret type.

beam past 23km, but only up to 64km.
Rails in that same window
and arty from 0 to 64km.

this may seem decent, but considering it's very unlikely for a fight to stay within my prime range, then I'm screwed.


Some questions with your post. Navy what? Multifreak? Navy multifreak does not have a range of 64km in Heavy Beams. You have to put aurora in the heavy beams to hit at 64km.

Also, how are you figuring falloff? Beams have a very short falloff. Their damage decreases rapidly past optimal.

I don't know whether you were paying attention to these changes while they were presented and open for comment in F&I discussion. But the idea with HMs now ia that Precision and Fury have reduced range for performance enhancments as to their chosen targets. Faction HMs are for range use now. And I'm pretty sure that Faction HMs are better than Faction Radio and even Aurora.

Regardless, when TC and TEs start affecting missile explosion parameters and range we will see how the balance appears again. If it seems like an overnerf now to you, it may be rather less when those changes take effect.
Galaxy Pig
New Order Logistics
CODE.
#140 - 2012-12-05 00:10:33 UTC
OP actually posted under the assumption that the nonsense he's heard is true and caldari are no longer a viable race and everyone should jump ship. Derp.

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