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Missiles: Methodical Facts, and Possible Solutions

Author
Draek Andorii
Spiffo in Space
#1 - 2013-02-08 02:02:18 UTC  |  Edited by: Draek Andorii
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Heya guys,

To start off, this is my first topic on Assembly Hall and one of only a few times posting on the forums. But there comes a time where every person feels the need to speak up, and this is mine. I'm going to do my best to bring up factual and concrete points about missiles and propose solutions. I'm sure people will disagree with me over some of my points: that's fine. Let's try to keep things civil, and work through this issue for the good of the game.

The general point:

I feel that missiles have become under-represented and much less effective than other weapons platforms in their current incarnation (with a focus mainly on medium to large weapons systems).

First, let's take a look at what kind of representation we get from missile boats in different categories. I'm sure I'll miss a few, if I do please remind me of them and I'll add them.

Missions/WH's - On the whole, missile boats suffer the least in missions. The Corax and Caracal are both great at lower level missions. The Drake (had) bridged the gap in the middle, but with the recent Heavy Missile nerfs and the upcoming changes in 1.1 (go read them if you haven't, I'll wait) it's taking another significant loss in every aspect except base dps (loss of 1 hardpoint is [somewhat] made up for by gain in kinetic damage bonus, although it does continue the painful trend of being locked into 1 damage type). While the Drake's missioning days certainly aren't over, it's much less effective than it was. The Tengu is a very SP-intensive boat, but it's another good one. Then we have the Raven (and it's variants) and the Scorpion (and it's variants). The Golem is arguably the best mission boat in the game, so we can say that overall missile boats are *decent* in missions (although at the higher end, killing smaller boats is painful and requires multitudes of target painters to pull off, especially after the recent NPC AI changes causing drones to get popped consistently).

Sounds good so far, right? Well, this is where it goes downhill.

PvP - Previously the Drake was one of the biggest go-to ships in PvP. Unfortunately after the Heavy Missile nerf and the upcoming massive round-the-board nerf coming in 1.1 it will likely no longer be. The gained mass and lost agility will see PODLA Drakes being much less effective, and they're losing shield (and... well... everything else) on top of that. So the Drake is out. That leaves essentially JUST the Caracal. The Caracal is a fine PvP boat, but it's not *that* great. And that essentially makes 1 viable PvP boat for missiles.

Incursions - Well, 'nuff said here. Okay fine: Missile boats get laughed out of Incursions. The Tengu is somewhat viable in Incursions but basically there's boats that can do anything the Tengu can in Incursions, but better. Raven and Scorpion variants are just bad, unfortunately. The flight time means sniping is out (even if you're timing really well or just plain dps'ing the tertiary targets). And for close range (Torpedoes) missiles are on the low end of being competitive with the added bonus that we're vastly less effective against smaller ships than other platforms even if we have Target Painters crammed into every orifice of the ship.

At the end of the day, where does this leave us? We have a few ships that are somewhat viable in each category, but we don't excel at anything. In many cases we're last choice.

Let's have a look at why, going through each of the missile types:

Heavy Assault Missiles - HAM's are fairly decent right now at the low end. The range is bad, the ability to hit small targets is bad, but the damage is alright and because of the low-ish range the volley time isn't too much of an issue.

Heavy Missiles - While Heavy Missile dps may appear to compare with other weapons platforms on the surface, it doesn't. Between very slow missile travel time (meaning we lag on initial dps, and often fire extra volleys before ships are destroyed even with careful timing) and the recent range AND damage nerfs there's no real reason to use Heavy Missiles anymore. Take into account that one of our 3-ish viable Medium missile platforms is shoehorned into always using Kinetic and you have a fairly losing combination.

Cruise Missiles - Cruise Missiles are where everything starts to fall apart. Cruise dps is low, on all of our ships. We can almost get competitive enough to do the same paper dps as other snipers, but we all know it can't compare. In any given fleet op our dps is slow to come to bear, and we almost always lose a volley with our last shots. This means that on any given target, if we aren't going ahead of the normal kill order, we're losing 2 volleys. This is not only an expensive waste of resources, it's also 2 useless volleys closer to having to reload and a massive chunk of our paper dps gone. Add to that our inability to hit small targets (even painted ones) effectively and Cruise Missiles are 6 feet under. At least a skilled pilot can maneuver his or her ship to hit small targets with other weapon types- we can't. I've seen it said before that "at least you guys always hit" but hitting for damage so slight it can be repped away by a frigate isn't really consolation in my opinion.

Torpedoes - For starters, there's essentially 1 ship that can fit torpedoes: the Golem. It's a great ship... too bad it has to waste 2-3 midslots on Target Painters, huh? It's great damage is perfect for lvl 4 missions and nothing else in the game, which essentially means we have an entire weapon type that's used on 1 ship for 1 niche thing (not including covert ops, of course, on which it's essentially an entirely different weapon).

So what do we do to fix it?

Proposed solutions in the next post:
Draek Andorii
Spiffo in Space
#2 - 2013-02-08 02:02:32 UTC  |  Edited by: Draek Andorii
One of the biggest problems is obviously the flight time of missiles- but that's also one of the most distinguishing features of missiles and I'd hate to lose that. If we take away the flight time, they become retextured hybrid turrets. So, proposed solutions:

Missile speed increases exponentially with it’s flight time. This would have a big impact on the longer distance weapons especially. It would keep the feel of “missile-ness” intact by launching slowly, but reach longer targets much quicker. It’s an especially elegant solution because the farther the target is away, the better of a buff it is. This would help long range missiles have a place in the world again, sniping. It should be possible to make the missile travel time out to ~45 km vary, and anything higher than that have the acceleration so fast it’s nearly instantaneous. Still looks like a missile, still feels like a missile, but doesn’t suck like a missile. The added bonus to this solution is that it also doesn’t devalue any other weapons platforms by buffing the missiles directly, it just brings them closer to the norm.

Ships gain better bonuses for missiles. First of all, damage specific bonuses need to go the way of the dinosaur. CCP keeps agreeing with me on this... and keeps delaying it on so many of their ships. They even recently added the Corax, which has a Kinetic bonus while at the same time making blog posts and talks about removing these types of bonuses. Velocity bonuses could be increased, and to be brutally honest either the golems target painter bonus needs to be given to almost every medium or larger missile boat, or something needs to change internally with missile accuracy.

Missiles gain smaller explosion radii with more flight time. This could tie in with the missile speeds’ increase. This would not only make life much easier for us, it would make missiles feel more special and different. Instead of just making us do crap for damage to any small boat, we could have an advantage by being farther off from them. This would allow small ships to “get under our guns” somewhat like they do on other ships, and force us to fit less target painters and rigs to hit said smaller ships. This is another elegant solution; this would have a much bigger impact on long range missiles than it would on torpedoes/rockets keeping “unguided” missiles better against larger ships and “guided” missiles better against smaller targets, but also giving a buff to both.

Lastly, and I know people don’t want to hear this, missiles need a straight damage bonus in a lot of cases. Because of the flight time and lost volleys of missiles, they should (in my opinion) be 10-20% more dps than comparable sized weapons. This sounds huge but it’s something that’s been missing for a long time. Long range missiles should be closer to the 20% mark and short range closer to the 10% mark. This would push missiles to being likely the top platform for solo play (which is fine, someone has to be on top) and get us up to at least the viable mark in other situations. Straight damage buffs are always hard to convince both CCP and the player base of, but honestly- it’s time.

Apologies for the massive wall of text, please don’t forget to post and +1 if you agree, and here’s hoping I might see some of you guys in an Incursion someday in a missile boat.
Dyvim Slorm
Coven of the Morrigan
#3 - 2013-02-08 14:05:32 UTC
Supported +1, though I'm not so sure about buffing the dps by the level you are suggesting.

There has always been a trade off between lower dps and flight time, but a guaranteed hit which should be maintained IMV, however the last nerf went a bit too far and should be looked at again.
Dragonv2
Deep Core Mining Inc.
Caldari State
#4 - 2013-02-09 20:51:48 UTC
i like these changes and it makes sense too, since a missile has an on board engine it'll keep accelerating which is something that always kinda bugged me

Also these changes might make the nighthawk worth a damm again
Tarunik Raqalth'Qui
Native Freshfood
Minmatar Republic
#5 - 2013-02-10 03:40:10 UTC
A mixed bag here, but there are some definite wins I think, especially for long range missile types and the ships (like cruise Ravens and Cerbs) that are built around them.

Draek Andorii wrote:
One of the biggest problems is obviously the flight time of missiles- but that's also one of the most distinguishing features of missiles and I'd hate to lose that. If we take away the flight time, they become retextured hybrid turrets. So, proposed solutions:

Missile speed increases exponentially with it’s flight time. ...

Actually, it'd be a steady, linear increase as delta-V = a*delta-t. But, the concept behind this idea is sound, and even having velocity linearly increase with flight time would be a major help for controling the flight-time woes missile snipers currently face.

Quote:

Ships gain better bonuses for missiles. ...

Maybe not "better", but the idea of deleting damage-type-specific bonuses could be workable long-term.

Quote:

Missiles gain bigger explosion radii with more flight time....

You have the explosion radius mechanic backwards, unfortunately. Increasing explosion radius actually decreases damage to small targets, and this would be such a major change to missile mechanics in any case that I doubt I could support it.

Quote:

Lastly, and I know people don’t want to hear this, missiles need a straight damage bonus in a lot of cases. Because of the flight time and lost volleys of missiles, they should (in my opinion) be 10-20% more dps than comparable sized weapons. This sounds huge but it’s something that’s been missing for a long time. Long range missiles should be closer to the 20% mark and short range closer to the 10% mark. This would push missiles to being likely the top platform for solo play (which is fine, someone has to be on top) and get us up to at least the viable mark in other situations. Straight damage buffs are always hard to convince both CCP and the player base of, but honestly- it’s time.

Unfortunately, I think that this last step would make missiles too overpowering, which would be quite aggravating for 0.0 fleet fights (missiles should not be a dominant weapon at that scale).
Quote:

Apologies for the massive wall of text, please don’t forget to post and +1 if you agree, and here’s hoping I might see some of you guys in an Incursion someday in a missile boat.

Draek Andorii
Spiffo in Space
#6 - 2013-02-11 06:12:37 UTC  |  Edited by: Draek Andorii
Tarunik you're right, I meant to put the missile should have a smaller radius with its flight time, not a bigger one. I edited the OP for clarity. Thanks for the typo notice.

Can you expand on why missiles shouldn't be a dominant weapon on the fleet scale? I'm not saying any one weapon should be, I think CCP should try for as close to an even representation as possible.

I wouldn't go so far as to say that all of these proposed solutions should be taken, its more of a jumble of ideas out of which the best should be refined and worked on until we have missile feeling missiles that are still viable.

Thanks for the upvotes, here's to us using missiles in the future.
Gypsio III
State War Academy
Caldari State
#7 - 2013-02-11 11:40:59 UTC
Draek Andorii wrote:

PvP - Previously the Drake was one of the biggest go-to ships in PvP. Unfortunately after the Heavy Missile nerf and the upcoming massive round-the-board nerf coming in 1.1 it will likely no longer be. The gained mass and lost agility will see PODLA Drakes being much less effective, and they're losing shield (and... well... everything else) on top of that. So the Drake is out. That leaves essentially JUST the Caracal. The Caracal is a fine PvP boat, but it's not *that* great. And that essentially makes 1 viable PvP boat for missiles.


A painfully bad thread, even by AH standards.
Draek Andorii
Spiffo in Space
#8 - 2013-02-11 19:59:40 UTC
Gypsio III wrote:
Draek Andorii wrote:

PvP - Previously the Drake was one of the biggest go-to ships in PvP. Unfortunately after the Heavy Missile nerf and the upcoming massive round-the-board nerf coming in 1.1 it will likely no longer be. The gained mass and lost agility will see PODLA Drakes being much less effective, and they're losing shield (and... well... everything else) on top of that. So the Drake is out. That leaves essentially JUST the Caracal. The Caracal is a fine PvP boat, but it's not *that* great. And that essentially makes 1 viable PvP boat for missiles.


A painfully bad thread, even by AH standards.


If you have a problem with the post please bring facts to the table or refrain from posting. Putting something like this is inflammatory and unhelpful.
Draek Andorii
Spiffo in Space
#9 - 2013-02-11 20:04:05 UTC
Dyvim Slorm wrote:
Supported +1, though I'm not so sure about buffing the dps by the level you are suggesting.

There has always been a trade off between lower dps and flight time, but a guaranteed hit which should be maintained IMV, however the last nerf went a bit too far and should be looked at again.



Addressing the guaranteed hit issue:

It is certainly nice that missiles never miss. But at the end of the day guns get the better end of the bargain by far; with skilled piloting and a good fit guns can do full damage to smaller craft. Meanwhile, missiles will always do trivial damage no matter how good the pilot. While I agree that missiles shouldn't do full dps to small craft, they should do a bit more than they do now for sure.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#10 - 2013-02-11 20:51:14 UTC
Draek Andorii wrote:
Dyvim Slorm wrote:
Supported +1, though I'm not so sure about buffing the dps by the level you are suggesting.

There has always been a trade off between lower dps and flight time, but a guaranteed hit which should be maintained IMV, however the last nerf went a bit too far and should be looked at again.



Addressing the guaranteed hit issue:

It is certainly nice that missiles never miss. But at the end of the day guns get the better end of the bargain by far; with skilled piloting and a good fit guns can do full damage to smaller craft. Meanwhile, missiles will always do trivial damage no matter how good the pilot. While I agree that missiles shouldn't do full dps to small craft, they should do a bit more than they do now for sure.


A well flown small ship will negate ALL the dps of bigger ships... I've speed tanked small guns in frigate hulls, and easily speed tank medium and large guns....

The drake is still good at PvP.... especially in small-medium gangs... Also, it's not getting super-nerfed in the upcoming expansion, like you are implying..

I personally think you are exaggerating the missile nerfs.
sabre906
The Scope
Gallente Federation
#11 - 2013-02-11 21:02:22 UTC  |  Edited by: sabre906
Have you ever flown interceptors?

Against a rack of large guns, what do you do? Move carefully so it doesn't get the low transversal at any given time on approach and oneshot you.

Against a rack of large missiles, what do you do? Oh that's right, you ignore them.Lol
Gizznitt Malikite
Agony Unleashed
Agony Empire
#12 - 2013-02-11 21:08:55 UTC  |  Edited by: Gizznitt Malikite
sabre906 wrote:
Have you ever flown interceptors?

Against a rack of large guns, what do you do? Move carefully so it doesn't get the low transversal at any given time on approach and oneshot you.

Against a rack of large missiles, what do you do? Oh that's right, you ignore them.Lol


I solo Vagabonds, Rapiers, Hurricanes, and Cynabals in a taranis.... Even dual webbed I can get under their guns and solo them... But against a HM or HAM drake, the drake's constant dps will brake my tank before I can break his... (assuming I'm webbed and the pilot has good missile skills)
Tarunik Raqalth'Qui
Native Freshfood
Minmatar Republic
#13 - 2013-02-11 23:17:46 UTC
Draek Andorii wrote:
Tarunik you're right, I meant to put the missile should have a smaller radius with its flight time, not a bigger one. I edited the OP for clarity. Thanks for the typo notice.

Can you expand on why missiles shouldn't be a dominant weapon on the fleet scale? I'm not saying any one weapon should be, I think CCP should try for as close to an even representation as possible.

I wouldn't go so far as to say that all of these proposed solutions should be taken, its more of a jumble of ideas out of which the best should be refined and worked on until we have missile feeling missiles that are still viable.

Thanks for the upvotes, here's to us using missiles in the future.

The main issue with missiles being a dominant weapon on the 0.0 fleet scale is the kind of damage it inflicts on server hampsters. If missiles weren't a major lag source, I wouldn't have mentioned this :)
Draek Andorii
Spiffo in Space
#14 - 2013-02-12 06:29:00 UTC
About the lag: Maybe it's just me, but I feel like players shouldn't be penalized for the game's flaws. If CCP can't make missiles viable they probably should just take them out. I know I'd appreciate having all my missile SP transferred over to gunnery after realizing how bad they are.

I'm not implying that the Drake is getting super nerf'd really. The fact of the matter is, it doesn't take a super nerf to make dramatic changes in the balance of power. The fact of the matter is, though, that other than pure paper dps the Drake is taking a nerf to every single thing: cap, tank, speed and agility.

Gizznitt while you're absolutely right that in your situation a Drake is a great counter, the fact of the matter is that after 1.1 you'll be in the vast minority of players that will be in that position. I should also remind you that pointing out that a ship is effective in one situation doesn't imply that it's a good or viable ship.
Tarunik Raqalth'Qui
Native Freshfood
Minmatar Republic
#15 - 2013-02-13 03:46:02 UTC
Draek Andorii wrote:
About the lag: Maybe it's just me, but I feel like players shouldn't be penalized for the game's flaws. If CCP can't make missiles viable they probably should just take them out. I know I'd appreciate having all my missile SP transferred over to gunnery after realizing how bad they are.

I'm not implying that the Drake is getting super nerf'd really. The fact of the matter is, it doesn't take a super nerf to make dramatic changes in the balance of power. The fact of the matter is, though, that other than pure paper dps the Drake is taking a nerf to every single thing: cap, tank, speed and agility.

Gizznitt while you're absolutely right that in your situation a Drake is a great counter, the fact of the matter is that after 1.1 you'll be in the vast minority of players that will be in that position. I should also remind you that pointing out that a ship is effective in one situation doesn't imply that it's a good or viable ship.

Well, when you get into the 'blob meta' its hard to avoid these sorts of issues. I agree that the Drake ought to be just as viable as any other ship at small scale PvP, its just that its hard to do that without turning it into a dominant piece in blobwarfare, which causes the distinct odor of burnt hampsters to waft over from London to Iceland...
Gizznitt Malikite
Agony Unleashed
Agony Empire
#16 - 2013-02-13 16:36:56 UTC  |  Edited by: Gizznitt Malikite
Draek Andorii wrote:

Gizznitt while you're absolutely right that in your situation a Drake is a great counter, the fact of the matter is that after 1.1 you'll be in the vast minority of players that will be in that position. I should also remind you that pointing out that a ship is effective in one situation doesn't imply that it's a good or viable ship.


The drake is perfectly viable for small-to-medium gang warfare.... before and after the changes....

For fleet warfare, we'll see.... I don't do a lot of 100man fleet fights...

The Tengu is also perfectly viable for small-to-medium gang warfare.... and I'm pretty sure its still perfectly viable for large fleet fights too.....

The Caracal is a niche fleet... but still used in small and medium gang warfare to excellent effect.... Go look at what the CFC did to HBC this last weekend in their caracal fleet....

For small gang stuff, the Corax, Condor, and Hookbill are all decent missile boats...

I really just don't buy your "woe is missile" attitude....

Cruise missiles are going to be revamped come next expansion (with the BS changes)...
Torps, now that they get bonuses from all missile skills, are much, much better since the release of Retribution....

HAMs are awesome... and HM's are right where they are supposed to be...

Yes, you are right, they are nerfing some fo the drake's features.... but so what.... the Drake was one of the top two most useful BC's in the game, and both the top BC's are getting nerfed while the other BC's are getting buffed to make all ships useable...

Overall, you should be putting CCP Frozzie on a pedestal, washing his feet, and giving him divine praises for the excellent job of balancing he's been doing to all ships in this game... Your thread here is nothing but a craptastic whine about how your niche is changing without even considering the bigger picture.... do us all a favor and /thread!!!!
Draek Andorii
Spiffo in Space
#17 - 2013-02-15 00:25:19 UTC
Gizznitt Malikite wrote:
Draek Andorii wrote:

Gizznitt while you're absolutely right that in your situation a Drake is a great counter, the fact of the matter is that after 1.1 you'll be in the vast minority of players that will be in that position. I should also remind you that pointing out that a ship is effective in one situation doesn't imply that it's a good or viable ship.


The drake is perfectly viable for small-to-medium gang warfare.... before and after the changes....

For fleet warfare, we'll see.... I don't do a lot of 100man fleet fights...

The Tengu is also perfectly viable for small-to-medium gang warfare.... and I'm pretty sure its still perfectly viable for large fleet fights too.....

The Caracal is a niche fleet... but still used in small and medium gang warfare to excellent effect.... Go look at what the CFC did to HBC this last weekend in their caracal fleet....

For small gang stuff, the Corax, Condor, and Hookbill are all decent missile boats...

I really just don't buy your "woe is missile" attitude....

Cruise missiles are going to be revamped come next expansion (with the BS changes)...
Torps, now that they get bonuses from all missile skills, are much, much better since the release of Retribution....

HAMs are awesome... and HM's are right where they are supposed to be...

Yes, you are right, they are nerfing some fo the drake's features.... but so what.... the Drake was one of the top two most useful BC's in the game, and both the top BC's are getting nerfed while the other BC's are getting buffed to make all ships useable...

Overall, you should be putting CCP Frozzie on a pedestal, washing his feet, and giving him divine praises for the excellent job of balancing he's been doing to all ships in this game... Your thread here is nothing but a craptastic whine about how your niche is changing without even considering the bigger picture.... do us all a favor and /thread!!!!


Congratulations on an offensive attitude and a worthless post.
noc sucou
Tribal Liberation Force
Minmatar Republic
#18 - 2013-02-16 03:06:49 UTC
+1 to the missile speed and making sniping more viable. Its sad that guns can snipe at very long ranges and hit well with instant damage. while a missile boat CANT!
+1 to cruise/torp changes.

FUNNY useless boats. Cerberus. another one is the corax.

RAVEN IS TOO ******! enough said. ZERO pilots fly it for pvp that ought to tell you a lot about its capabilities in pvp. ALTHOUGH its common in lvl 4 mission running. Other boats is also viable in doing the same thing a raven does. Balance people Balance.

Missile boats are **** only notable ones is the tengu/drake/sacrilege.
Blaster boats A LOT
Laser boats A LOT
AC boats A LOT
RAIL boats ANOTHER ****** ONE! FIX IT!
Altrue
Exploration Frontier inc
Tactical-Retreat
#19 - 2013-02-16 11:38:03 UTC
I've been a missile user for years now, but I then switched for hybrids... And now I have more SP in gunnery than I have in missiles.

Well..

They need a buff, that's certain.

The solution offered of things increasing exponentionally with distance fits perfectly with the long-range caldari style, create counters, and solves a lot of issues with missiles.

I entierly agree with OP. Except for the fact that stealth bombers are also using torpedoes with some efficiency, not only the Golem. (But T2 torpedoes are still useless)

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sabre906
The Scope
Gallente Federation
#20 - 2013-02-17 02:07:13 UTC
Altrue wrote:
I've been a missile user for years now, but I then switched for hybrids... And now I have more SP in gunnery than I have in missiles.

Well..

They need a buff, that's certain.

The solution offered of things increasing exponentionally with distance fits perfectly with the long-range caldari style, create counters, and solves a lot of issues with missiles.

I entierly agree with OP. Except for the fact that stealth bombers are also using torpedoes with some efficiency, not only the Golem. (But T2 torpedoes are still useless)


Oh wow, missiles to hybrids... Why do you choose the worst weapon systems instead of the FOTM ones?Lol

That aside, yeah, this would be one way to give cruises a reason to exist. Although something needs to be done for these Rage torps you mentioned. Between their short range and newly increased explosion radius, they have issues. Seriously, I never know why CCP decided Rage torps needed even bigger exp radius then they had.Roll
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