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[Odyssey] Module Rebalancing Part One: RSBs and TEs

First post First post First post
Author
Ganthrithor
School of Applied Knowledge
Caldari State
#461 - 2013-03-27 15:49:52 UTC
Kagura Nikon wrote:

it measn that when eve was created blasters were not conceptualized as something you use to kite. You should rush into the opponent, grab him at very close range and over helm him if your superior dps.


I mean ok, that's what CCP assumed when they dreamt up the weapon category, but then nobody used them outside lowsec gate-brawling BC/BS fits because for 90% of engagements the whole idea of point blank weapons on slow armor bricks is a terrible idea.

I still contend that what CCP need to do to give Gallente a viable niche is to drop blaster range, re-orient their ships towards either shield tanking or armor tanking with a bonus that ~*completely*~ offsets the penalties of armor plates (either a bonus that does that explicitly or simply through great base speed / agility stats) and add a bonus to afterburner speed bonuses that lets them use an AB to hit MWD-like speeds.

Point-blank weapons wouldn't be a massive problem if there was some possibility of disengaging. If you're just going to get scrammed and killed like any other chucklefuck though, then blasters are gonna need to be set up to be used like an autocannon-- from outside hard-tackle range-- if you want to see them used.
seth Hendar
I love you miners
#462 - 2013-03-27 15:53:09 UTC
Ganthrithor wrote:
Gizznitt Malikite wrote:

Perhaps the middle ground is to change the Optimal-Falloffl range split....

Rather than 10-20... perhaps they should be 15-15... (granted, that would be a direct nerf to auto-cannons)



I'm personally just really confused about the purpose of this nerf in general-- if the problem is not that shield / kiting ships are "too good" but that they're "too good relative to armor tanked ships," why not buff tracking computers so that ships without tracking enhancers can project damage better?

Alternatively, they could just nerf autocannons directly if that's what they're so concerned about. v0v

check the last few updates, they have done 2 things:

nerf the drake a bit, nerf all the matar ships, introduce bazillions of bugs.

to ccp: stop nerfing, focus on fixing what is really broken, and actually, there are many things in both pvp and pve mechanic that are broken.

5 sec delay to lock upon landing (5 sec from the moment your ship stop displaying "warping" and you can initiate lock, logis love this so much!)
point sometimes being not applied (pointed pod which warp out, point doesn't start, pointed cruiser warp out while being pointed by hictor)
ship fully aligned that refuse to warp (a 20+ fleet of nano vaga aligned , wing warped, half of them needed 5 extra second to initiate warp!)
ewar to powerfull on some mission

all this started since last summer patch, gettin worse every patch, especially since dust bunnies joined us.

all those have been reported / bug tracked for long time to no solution, enought is enought, fix your game, hen we will talk about resuming balancing!
amurder Hakomairos
Deep Core Mining Inc.
Caldari State
#463 - 2013-03-27 15:56:07 UTC
seth Hendar wrote:

check the last few updates, they have done 2 things:

nerf the drake a bit, nerf all the matar ships, introduce bazillions of bugs.

to ccp: stop nerfing, focus on fixing what is really broken, and actually, there are many things in both pvp and pve mechanic that are broken.

5 sec delay to lock upon landing (5 sec from the moment your ship stop displaying "warping" and you can initiate lock, logis love this so much!)
point sometimes being not applied (pointed pod which warp out, point doesn't start, pointed cruiser warp out while being pointed by hictor)
ship fully aligned that refuse to warp (a 20+ fleet of nano vaga aligned , wing warped, half of them needed 5 extra second to initiate warp!)
ewar to powerfull on some mission

all this started since last summer patch, gettin worse every patch, especially since dust bunnies joined us.

all those have been reported / bug tracked for long time to no solution, enought is enought, fix your game, hen we will talk about resuming balancing!


100% agree with this. fix broken sh*t first, then lets talk about pointless unneeded nerfs
Grath Telkin
Amok.
Goonswarm Federation
#464 - 2013-03-27 15:59:18 UTC
2manno Asp wrote:


a 2 TE slicer for instance, at lvl 5 goes from 22+4.1 to 20+3.5. ask any slicer pilot, that's a big difference.

i don't know why it's hard for you to understand that sometimes a 2km change can make a bigger difference than a 5km change.


I am a slicer pilot, and I'm telling you that 2km doesn't really matter because its generally out of point range since most slicers are forced to fit a faint warp disruptor and fight right around 18km, give or take.

The 2km difference means nothing.

Malcanis - Without drone assign, the slowcat doctrine will wither and die.

Vulfen
Imperial Academy
Amarr Empire
#465 - 2013-03-27 16:03:38 UTC  |  Edited by: Vulfen
Dear CCP
so lets sumerise what this does.

Tier3s

Naga - nerfed taking 10% of range away.... not really a big deal.
Talos - nerfed now if you wan to use a blaster kite fit you have to go in too close
Oracle - nerfed to hell when people who are scrubs want to use this like the naga cuz they cant fly one themselves they will now have a much shorter range as they have no real mid slots to be able to fit TCs
Nado - not much change if you need range you still have enough mid slots to spare one for a TC.

Hacs/t1 cruisers

Vaga/Stabber - nerfed
Zealot/Omen - stays the same unless you want to bring back the old nano shield beam fits lol
Moa/Eagle - lets face it only pro people who were up for a laugh used these so no one really cares if they get nerfed, but CCP are making these almost useless ships even worse off give yourself a pat of the back for ballance!
Thorax/Deimos - no change just like the zealot/omen

Missile boats still unaffected by TE/TC/TD so all shield missile ships are effectively better off compared to the gun boats now

BS
for this you nerf 2 ships and the rest remain unchanged, are these 2 ships really in need of nerfing compared to the armour counterparts that much i dont think so... Abaddon/mega vs Rokh barely any difference as it is so why change it. rokh/maelstrom vs apoc not much difference here either. So i ask again really how is this change making a positive impact?


this change does nothing to shake up the world or gang pvp. people will still use ahacs in the same way, ranged bs will now be more armour based and slower, and LR tier 3s will become almost exclusively nados again.

Well done CCP in rolling back the past 3-4 months work of doctrines people came up with to use something other than PulseLasers/Basters/Arty. People over the past 3-4 months have used more alternate gun types than ever before. so by making 1 mod less use full you will directly changing the way people use these guns if they now use them at all.


Oh and btw CCP Balance should not be what eve is about these are ruthless corporations that always want to be building a ship better than their opposition i say down with balance up with diversity!!!!!!
Blackhole's Revenge
CareBear Gankers
#466 - 2013-03-27 16:09:12 UTC
This is fckin stupid, stop taking away from the game. How about you add to it instead.
MeBiatch
GRR GOONS
#467 - 2013-03-27 16:09:39 UTC
CCP Rise wrote:
I understand the allure of hyperbole related to the death of the small gang versus the blob - but this change should definitely be considered in the context of a game where a gang with some standard cruisers and BCs with a couple skirmish links can engage at almost any ratio of friend to foe.

Its fun to engage outnumbered (I've heard), but expecting a few extremely strong mods to do a large portion of the work for you seems a bit over the top.

It also seems important to me that since speed isn't actually being effected here, fast moving skirmish engagements will likely look very similar except that during critical moments there will be a slightly higher tendency to commit. This could mean more vulnerability for the awesome small gang of nano pilots, or it could also mean that your prey now has to venture closer to actually apply dps.

I like writing posts but I'm not sure its doing any good Ugh


i would not fret too much... just get this stuff on sisi and let us play around with it...

peoples spreadsheets just got shat over and some are upset is all...

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

Suyer
Half Empty
xqtywiznalamywmodxfhhopawzpqyjdwrpeptuaenabjawdzku
#468 - 2013-03-27 16:11:52 UTC  |  Edited by: Suyer
CCP Rise wrote:
Quote:
I hope I was able to transmit my toughts and that they can be helpful.


I really like the idea of looking at the meta rather than only picking at some flat idea of balance based purely on numerical comparison.

However, I think Eve's meta (or specific eve combat environment metas) is extremely complex, and it many cases is the result of a sum of many small, number based powerlevels. For instance I imagine that there's some threshold related to damage projection that makes kiting the preferred method of balancing damage output and survivability. If we can push the player decisions back towards the threshold instead of leaving everything way past it, we hopefully create more meaningful decisions for players to make. Sometimes a small numerical tweak like this might be the easiest path to creating more of those decisions.

Make any sense?



Except that the threshold will ALWAYS favor the kiting setup, simply becuase you can actually escape when you are in a kiting setup, as opposed to a brawl setup where if you can't kill your target, you are going to die.

The key difference is the lack of mobility within scram range outside of edge-case scenarios like the 100mn AB tengu (and is part of the reason that it is so strong, along with sig tanking). The fact of the matter is that in ships like the talos, range is king and the point is to abuse YOUR long range to avoid their damage. Nerfing TE's simply makes the ship more vulnerable, rather than making your target more vulnerable.

The second thing to consider is that this doesn't impact all fights the same way. I agree that this change will likely have very little impact on 1v1 fights, simply because you can adjust your range more or less accordingly. Unfortunately it seems like this is what you're attempting to balance around, saying that "shield kiting is too strong, so lets bring the ships closer to their targets so more dps can be applied to them". But this is wrong. It works in practice in 1v1 fights, but in 2v1 or larger, what happens is that the shield kiting ships must now attempt to keep range at 20km instead of 24km. Now, keeping range on one ship is easy, but attempting to keep range on 3 ships while keeping your target within 24km is much harder. This TE nerf effectively nerfs the range of damage application that ships such as the talos/vaga/cynabal have, so that essentially people in larger gangs are now safer if they burn around such that I have to circle around in my talos. The range is what secures me kills--even when they start to burn away in fights, I can still kill them because I have a lot of falloff.

If you felt that shield ships were too strong because of the damage/range threshold, you should have buffed the range projection of brawling ships. I have no problem with this. Nerfing kiting ships into scram range is dumb though, you're basically forcing the meta of all ships to fight between 0-20km in most cases when really the ideal case is to have a meta where we have ships that engage at all ranges between about 0-50km. (Which is why I think that long point range should be buffed personally, and why I think loki links are imperative--they secure kills by allowing you to abuse longer range weapon systems such as large pulses on the orcale, the talos, etc... and also use a long point at that rnage ~40km).

This is a bad change and was not considered fully enough, it will have little impact on blob pvp, little impact on solo pvp (read 1v1's), but will have significant impact on small scale nano pvp, making it harder to engage larger groups of players by abusing speed and range. This area of the game did not need a nerf. Instead, brawling ships need a buff to bring their survivability (read: escape ability) on par with shield ships, or, at the very least, significantly better.

I think that AB's of all sizes should be significantly buffed
Blackhole's Revenge
CareBear Gankers
#469 - 2013-03-27 16:16:28 UTC
If you wasted half as much time as you did nerfing-adding to the game and fixing bugs man this game might be more popular. But instead lets make a stupid deal with sony for a FPS that only has an impact on the lamest part of the game people use to farm isk cause you guys keep nerfing and increasing inflation.

you should be asking your self, how does what I'm doing help improve the game.

Cause what youre talking about here doesnt and dust sure the hell didnt. and a whole host of other changes i don't get paid to tell you what they are.


Balancing the ships great idea. Changing the way mods work HORRIBLE idea. Adding new mods great idea. Get the picture?
Streya Jormagdnir
Alexylva Paradox
#470 - 2013-03-27 16:17:49 UTC
Have the rebalancing team ever actually flown Minmatar ships in falloff? You should know full well that the on-paper EFT DPS that ships such as the Wolf or Stabber get is actually NEVER applied, due to how falloff works. I do not understand what you mean by "Minmatar dominance" when these days all I see are the other races floating about; in my roams across lowsec (most of lowsec even, since I live in a wormhole system with a lowsec static), I have seen many Moas and very few Stabbers for example.

Minmatar NEED falloff in order to pair it with their high speeds in order to kite. Why are people only kiting with missile and railgun boats? Does CCP just not want Minmatar pilots to kite unless they use missiles?

There are only two or three ways this can go down without completely nerfing Minmatar into the ground.


  • Hand Minmatar ships increased falloff bonuses, or increase the base falloff of autocannons by a good percentage.
  • Increase tracking and lower powergrid needs for artillery considerably so that Minmatar pilots can kite, but only with artillery
  • Buff ambit extension rigs considerably. This would lower the flexibility of Minmatar kite fits and thus keep them from doing too many things at once.


I'm very disappointed in these changes as they are proposed now, CCP. I do not know why you want only three out of four races to kite and Minmatar to be forced up close when their speed and agility are so well suited for kiting (and their lower tank as compared to other races encourages them to do so).

I am also a human, straggling between the present world... and our future. I am a regulator, a coordinator, one who is meant to guide the way.

Destination Unreachable: the worst Wspace blog ever

seth Hendar
I love you miners
#471 - 2013-03-27 16:18:57 UTC  |  Edited by: seth Hendar
Streya Jormagdnir wrote:
Have the rebalancing team ever actually flown Minmatar ships in falloff? You should know full well that the on-paper EFT DPS that ships such as the Wolf or Stabber get is actually NEVER applied, due to how falloff works. I do not understand what you mean by "Minmatar dominance" when these days all I see are the other races floating about; in my roams across lowsec (most of lowsec even, since I live in a wormhole system with a lowsec static), I have seen many Moas and very few Stabbers for example.

Minmatar NEED falloff in order to pair it with their high speeds in order to kite. Why are people only kiting with missile and railgun boats? Does CCP just not want Minmatar pilots to kite unless they use missiles?

There are only two or three ways this can go down without completely nerfing Minmatar into the ground.


  • Hand Minmatar ships increased falloff bonuses, or increase the base falloff of autocannons by a good percentage.
  • Increase tracking and lower powergrid needs for artillery considerably so that Minmatar pilots can kite, but only with artillery
  • Buff ambit extension rigs considerably. This would lower the flexibility of Minmatar kite fits and thus keep them from doing too many things at once.


I'm very disappointed in these changes as they are proposed now, CCP. I do not know why you want only three out of four races to kite and Minmatar to be forced up close when their speed and agility are so well suited for kiting (and their lower tank as compared to other races encourages them to do so).

+1, minmatar ship are ALWAYS fighting in falloff
El 'Terrible
Cat Squad
#472 - 2013-03-27 16:22:29 UTC
A blanket nerf to TE is very lazy and inconsiderate. How about looking individually at what needs rebalancing rather than trying to rush half thought ideas out?
Kagura Nikon
Native Freshfood
Minmatar Republic
#473 - 2013-03-27 16:22:54 UTC
Suyer wrote:
CCP Rise wrote:
Quote:
I hope I was able to transmit my toughts and that they can be helpful.


I really like the idea of looking at the meta rather than only picking at some flat idea of balance based purely on numerical comparison.

However, I think Eve's meta (or specific eve combat environment metas) is extremely complex, and it many cases is the result of a sum of many small, number based powerlevels. For instance I imagine that there's some threshold related to damage projection that makes kiting the preferred method of balancing damage output and survivability. If we can push the player decisions back towards the threshold instead of leaving everything way past it, we hopefully create more meaningful decisions for players to make. Sometimes a small numerical tweak like this might be the easiest path to creating more of those decisions.

Make any sense?



Except that the threshold will ALWAYS favor the kiting setup, simply becuase you can actually escape when you are in a kiting setup, as opposed to a brawl setup where if you can't kill your target, you are going to die.

The key difference is the lack of mobility within scram range outside of edge-case scenarios like the 100mn AB tengu (and is part of the reason that it is so strong, along with sig tanking). The fact of the matter is that in ships like the talos, range is king and the point is to abuse YOUR long range to avoid their damage. Nerfing TE's simply makes the ship more vulnerable, rather than making your target more vulnerable.

The second thing to consider is that this doesn't impact all fights the same way. I agree that this change will likely have very little impact on 1v1 fights, simply because you can adjust your range more or less accordingly. Unfortunately it seems like this is what you're attempting to balance around, saying that "shield kiting is too strong, so lets bring the ships closer to their targets so more dps can be applied to them". But this is wrong. It works in practice in 1v1 fights, but in 2v1 or larger, what happens is that the shield kiting ships must now attempt to keep range at 20km instead of 24km. Now, keeping range on one ship is easy, but attempting to keep range on 3 ships while keeping your target within 24km is much harder. This TE nerf effectively nerfs the range of damage application that ships such as the talos/vaga/cynabal have, so that essentially people in larger gangs are now safer if they burn around such that I have to circle around in my talos. The range is what secures me kills--even when they start to burn away in fights, I can still kill them because I have a lot of falloff.

If you felt that shield ships were too strong because of the damage/range threshold, you should have buffed the range projection of brawling ships. I have no problem with this. Nerfing kiting ships into scram range is dumb though, you're basically forcing the meta of all ships to fight between 0-20km in most cases when really the ideal case is to have a meta where we have ships that engage at all ranges between about 0-50km. (Which is why I think that long point range should be buffed personally, and why I think loki links are imperative--they secure kills by allowing you to abuse longer range weapon systems such as large pulses on the orcale, the talos, etc... and also use a long point at that rnage ~40km).

This is a bad change and was not considered fully enough, it will have little impact on blob pvp, little impact on solo pvp (read 1v1's), but will have significant impact on small scale nano pvp, making it harder to engage larger groups of players by abusing speed and range. This area of the game did not need a nerf. Instead, brawling ships need a buff to bring their survivability (read: escape ability) on par with shield ships, or, at the very least, significantly better.

I think that AB's of all sizes should be significantly buffed


Most of the times a ship with active tank can tank a kiting ship almost forever. Or at least long enough for it to return to gate and jump. That has always been the balancing. And that is why nerfing TE helps. The dps will be a bit lower, so easier to tank.

Now if people do not want to use active tank.. that its their problem, or better and entirely different problem that arises due to different issues.

"If brute force does not solve your problem....  then you are  surely not using enough!"

Suyer
Half Empty
xqtywiznalamywmodxfhhopawzpqyjdwrpeptuaenabjawdzku
#474 - 2013-03-27 16:27:50 UTC
Kagura Nikon wrote:


Most of the times a ship with active tank can tank a kiting ship almost forever. Or at least long enough for it to return to gate and jump. That has always been the balancing. And that is why nerfing TE helps. The dps will be a bit lower, so easier to tank.

Now if people do not want to use active tank.. that its their problem, or better and entirely different problem that arises due to different issues.


All fights don't happen on gates. Engaging a kiting ship in a ship that is slower than it and doesn't have an ability to catch it is a terrible idea unless you know you can escape.

What is your point? That for active tanked setups close to a gate that can tank a talos for one minute to deaggro this change is benefical? We're talking about a whole range of ships here, not just edge cases. Plus, tbh if you were in a myrm trying to deaggress on a gate all I have to do is sit at 17km and shoot you. TE or not that doesn't change. I already mentioned in my previous post how this is does very little to effect 1v1 scenarios, as range control versus one person is very easy. So your point is moot.
Streya Jormagdnir
Alexylva Paradox
#475 - 2013-03-27 16:33:47 UTC
Sorry for the double-post, but I really do feel I have to rant about this. As someone who has been roaming more or less non-stop in the past few months I've not noticed Minmatar dominance, but rather Caldari dominance. Missiles cannot be tracking disrupted and always apply their on-paper DPS provided the target is moving slow enough and has a large enough signature radius. So that's two factors to account for: speed and signature radius. So long as the target is in range, one need not consider range. Additionally, missile users may select a damage type to deal 100% of.

Turrets, particularly turrets that rely on falloff (read: autocannons and sometimes blasters) need to contend with speed and signature for tracking purposes, as well as range in order to apply full DPS (no one wants to fight at the edge of falloff, where you'd be dealing pretty heavily reduced DPS). In other words, 3km optimal + 15km falloff is NOT the same as 18km missile range and is in fact considerably weaker. TEs extend falloff, placing the turret-using ship a little bit higher on the DPS curve at the same range. Additionally, turret users may select their damage type only partially (lasers will always deal EM/therm, hybrids will always deal kin/therm, and projectiles will always deal some degree of kinetic and typically some explosive as well), which is less flexible than missiles.

If you don't believe me Fozzie, simply open up EFT and look at a DPS graph for something like an autocannon kite Stabber at 25km and compare it with the DPS of the similarly range-bonused HAM Caracal.

Down with this sort of thing. Minmatar ships are already hurting as you lot attempt to give them missiles and shield bonuses (which race are we talking about again?) rather than expand on their natural strengths of falloff kiting (their ONLY viable form of kiting currently available to Minmatar pilots) and high base speed.

In short, Minmatar is increasingly becoming a "one trick pony" race, and you're about to club the dead horse further.

I am also a human, straggling between the present world... and our future. I am a regulator, a coordinator, one who is meant to guide the way.

Destination Unreachable: the worst Wspace blog ever

IWolfMasterI
Immortalis Inc.
Shadow Cartel
#476 - 2013-03-27 16:37:22 UTC
why you no like minmatar ccp, your **** us so hard the past year Cry
sabre906
The Scope
Gallente Federation
#477 - 2013-03-27 16:40:20 UTC
Kagura Nikon wrote:
sabre906 wrote:
It was never about the range, or Caldari would've been top of the hill for the past few years.

It was always about the speed - kite something forever until it dies, if not, gtfo. What took over since the nano nerf? Oh yeah, the next fastest thing.Roll

TE nerf hits all turret boats, especially the blasterboats that don't need a nerf.

Minmatar falloff should be increased, and their speed decreased to below shorter range boats, so you get to do a mental calculation: Can I whittle away enough of this thing's hp before it catches up to win the dps race?



Speed does not kill anyone without range. And caldari have been the king on larger scale warfare for quite some time. That is why heavy Missiles were nerfed.


Minmatar concept is speed. They have less EHP, capacitor, sensors etc. They cannot defeat other races on direct confrontation, you cannot expect them to do anything but kite.

I repeat MINMATAR CONCEPT IS SPEED. gallente Concept is firepower. Caldari concept is range and Ammarr concept is endurance. DO not try to make races equal...


tl;dr:
Winmatar's "concept" is to win?

I decree you the boss of what Eve should be. Your "concept," however flawed and unbalancing, shall be.Lol

When you can just "gtfo" at will, nothing else (especially ehp) matters. Nothing will be balanced until "gtfo" speed is balanced. Period.

TE nerf hit all turrets, include blasters that don't need a nerf. All races get their gun range nerfed except... rats. Balance is pvp. It's a meaningless pve nerf that does nothing.
Omnathious Deninard
University of Caille
Gallente Federation
#478 - 2013-03-27 16:40:21 UTC
IWolfMasterI wrote:
why you no like minmatar ccp, your **** us so hard the past year Cry

Maybe CCP sees the problem with Winmatar and is starting to cut them down making fleet doctrines with other ships, let alone give players the option to fly what they want and not what the top ship is.

If you don't follow the rules, neither will I.

Streya Jormagdnir
Alexylva Paradox
#479 - 2013-03-27 16:40:53 UTC
Suyer wrote:


This is a bad change and was not considered fully enough, it will have little impact on blob pvp, little impact on solo pvp (read 1v1's), but will have significant impact on small scale nano pvp, making it harder to engage larger groups of players by abusing speed and range. This area of the game did not need a nerf. Instead, brawling ships need a buff to bring their survivability (read: escape ability) on par with shield ships, or, at the very least, significantly better.

I think that AB's of all sizes should be significantly buffed


I agree with this, particularly an AB buff. If CCP wants to close the gap between brawl vs nano/kite, simply make afterburners more effective so that brawlers may slingshot kiters or slip outside of their warp disruptor range in order to escape.

I am also a human, straggling between the present world... and our future. I am a regulator, a coordinator, one who is meant to guide the way.

Destination Unreachable: the worst Wspace blog ever

seth Hendar
I love you miners
#480 - 2013-03-27 16:40:57 UTC
Streya Jormagdnir wrote:
Sorry for the double-post, but I really do feel I have to rant about this. As someone who has been roaming more or less non-stop in the past few months I've not noticed Minmatar dominance, but rather Caldari dominance. Missiles cannot be tracking disrupted and always apply their on-paper DPS provided the target is moving slow enough and has a large enough signature radius. So that's two factors to account for: speed and signature radius. So long as the target is in range, one need not consider range. Additionally, missile users may select a damage type to deal 100% of.

Turrets, particularly turrets that rely on falloff (read: autocannons and sometimes blasters) need to contend with speed and signature for tracking purposes, as well as range in order to apply full DPS (no one wants to fight at the edge of falloff, where you'd be dealing pretty heavily reduced DPS). In other words, 3km optimal + 15km falloff is NOT the same as 18km missile range and is in fact considerably weaker. TEs extend falloff, placing the turret-using ship a little bit higher on the DPS curve at the same range. Additionally, turret users may select their damage type only partially (lasers will always deal EM/therm, hybrids will always deal kin/therm, and projectiles will always deal some degree of kinetic and typically some explosive as well), which is less flexible than missiles.

If you don't believe me Fozzie, simply open up EFT and look at a DPS graph for something like an autocannon kite Stabber at 25km and compare it with the DPS of the similarly range-bonused HAM Caracal.

Down with this sort of thing. Minmatar ships are already hurting as you lot attempt to give them missiles and shield bonuses (which race are we talking about again?) rather than expand on their natural strengths of falloff kiting (their ONLY viable form of kiting currently available to Minmatar pilots) and high base speed.

In short, Minmatar is increasingly becoming a "one trick pony" race, and you're about to club the dead horse further.

^^ this ^^

what about playing the game before proposing changes, rather that doing it based on spreadsheets calculations?

because, while in some case, EFT give a good idea, it doesn't do anything, an damage appliance ingame and in EFT are so far from each other....

what you are actually doing here with TE, is AGAIN giving missiles boat an edge VS the others, while you were on a good path bringing them in line.

caldari missiles boats are dominating, a bit less since last update, but still.
and now, they will be again....