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[Odyssey] Cruise Missiles

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Author
BiggestT
School of Applied Knowledge
Caldari State
#241 - 2013-04-17 09:24:47 UTC
I'm usually one to spot an issue with any change and have a whinge about something.

But these changes.. Well, they're nothing short of excellent.

Thank you Mr. Rise, you have made my fat, ugly, but kind of bangable bird much sexier. Cool




Now... About those t2 cal/amarr resistance nerfs...? Big smile
monkfish2345
School of Applied Knowledge
Caldari State
#242 - 2013-04-17 09:34:04 UTC
Rise,

are there any thoughts to reconsider the Raven bonus' in light of this? i'm presuming it has already been considered, but this seems like it will end up being a far bigger buff for the typhoon than the Raven because of the explosion radius.

Whilst it's nice that ravens are capable to hit way out at 200km. the reality is that very little combat now takes place beyond 100km because of probing and MJDs.

This all leaves me feeling the only reason there will be to fly a raven is not being able to fly a typhoon.
amurder Hakomairos
Deep Core Mining Inc.
Caldari State
#243 - 2013-04-17 09:35:01 UTC
CCP Rise wrote:


10% increase in explosion radius for all Cruise Missiles


Rise



Is there some reason you found it necessary to make their already horrible damage application to smaller targets even worse?
Florian Kuehne
Tech3 Company
#244 - 2013-04-17 09:37:47 UTC
Nice changes overall, was really needed!

But when will you fix the problems concerning torps? look here, no answer since 2 months, makes me very sad...

https://forums.eveonline.com/default.aspx?g=posts&find=unread&t=207956
monkfish2345
School of Applied Knowledge
Caldari State
#245 - 2013-04-17 09:38:18 UTC
amurder Hakomairos wrote:
CCP Rise wrote:


10% increase in explosion radius for all Cruise Missiles


Rise



Is there some reason you found it necessary to make their already horrible damage application to smaller targets even worse?


As he says the damage application is worse but the actual damage applied will be more. such is the size of the base damage buff.
Theia Matova
Dominance Theory
#246 - 2013-04-17 09:40:52 UTC
CCP Rise wrote:

Specifically:

5% increased rate of fire for all Cruise Missile Launchers
200 added power grid need for all Cruise Missile launchers

4700m/sec base missile velocity for all Cruise Missiles (up from 3750m/sec)
14 second base flight time for all Cruise Missiles (down from 20 seconds)
25% increase in base damage for all Cruise Missiles
10% increase in explosion radius for all Cruise Missiles


Please keep in mind this change is not comprehensive. Following Odyssey, we hope to do more work to improve the missile systems in EVE by potentially adding new modules and/or interactions.

Look forward to hearing your feedback, as always
Rise


When I understood right these changes are made to make cruise missiles more viable in PVP environment where the biggest issue is the time it takes for the missiles to apply damage. The only change that actually affects this is 20% increase in missile speed. Does 20% flight time increase really make a difference? This is also affected by scan resolution not only missile flight time.

Therefore my out of the box suggestions would be:
a) Make it so that cruise missile launchers improve locking time.
b) Make that they would not require complete lock to fire / lock to target, maybe you could start firing as you acquire lock.
c) Perhaps you could prelaunch volleys to space that would seek into target that you were locking to. (This would improve initial volley for missiles making them for sure better in pvp)
d) Make it perhaps so that you could start firing missiles inside cloak and that it would not immediately break cloak (delayed decloak)

* And please take off the damage bonus or cut it down. To balance that you do not break PVE with these changes! Or increase missile volley too much (don't forget that missile DPS is omni damage and when you can choose volley that pierces through enemy resistance this is simply OP)
Theia Matova
Dominance Theory
#247 - 2013-04-17 09:41:41 UTC
amurder Hakomairos wrote:
CCP Rise wrote:


10% increase in explosion radius for all Cruise Missiles


Rise



Is there some reason you found it necessary to make their already horrible damage application to smaller targets even worse?


Stop whining and use rigs and precision cruises.
Liang Nuren
No Salvation
Divine Damnation
#248 - 2013-04-17 09:52:26 UTC  |  Edited by: Liang Nuren
Vitalius D'Fox wrote:

450 on 100km. not as much as raven. But it faster, and agile, and can use cover cloak.
Cann't do a thing at armed POS, but if pos armed, i prefer better army than Ravens.


Hey, thanks for getting back to me so quickly.

I just want to make sure that I understand you correctly. You'd rather assault an unarmed POS with a 450 DPS Bomber than a 1150 DPS Raven because the Bomber can use a covops cloak? I can see why you'd want to attack an armed POS with something better than the Raven. I've always been a fan of laser ships myself, but I'm not aware of any laser ships that can project 1000 DPS to 150km. I suppose you can argue that you just want to hug the POS shield and use close range ammo, but even then you're probably looking at losing a fair amount to resists.

I admit that I don't fully understand your reasoning, but you've already illustrated your far superior knowledge of the game by categorically dismissing any possible PVP use case of the Raven.

Quote:

Liang Nuren wrote:

And finally, I'm somewhat baffled by the argument that I was looking for surprise damage in a gate fight. What I was actually doing was looking for a way to apply 700+ DPS from outside of anyone's effective engagement range - and potentially from outside the engagement range of the sentries. I've always felt that the 400 DPS of a sniper nado felt kinda weak when plinking away at Rokhs and Abaddons, but maybe you have better luck than I do. :)


High sec sentries?
700 dps on raven is a myth. Like a drone dps.
- They need to fly to target.
- Target must be tackled
- Target must be large.
- When target is gone - your missile did't swith target and become wasted damage.
It's not better than tornado dps.


Oh I see. You somehow think that we don't know what a Warp Disruptor is. I can see why you'd make that mistake, given that we're Heretic Army. It's kinda a new module to us given the years of Orca camping, but we're coming around to learning how to use it. Someone once told me that I can fit a warp disruptor to a tanky battlecruiser or battleship and warp it to the gate and tackle whoever's on it. May be hearsay, but I kinda want to try it some time!

Another crazy thing that I thought was that Cruise would actually do pretty good DPS to battleships and battlecruisers. There's this one extremely rare PVE-only ship called "The Drake" that would take full damage of 840 DPS from a Raven at 200km.

Another crazy thing is that it appears that a somewhat common PVE-only ship named "The Drake" will take full damage from the Raven and Typhoon. It looks like most Battlecruisers will too, and cruisers like the Vexor and Maller can expect to take ~500 DPS or so. Another really weird thing that I thought was that the Tornado had a 17 second cycle time or something.

I mean, correct me if I'm wrong but the damage outlay for the first 60 seconds should look something like this:
Tornado: T0 6552
Raven: T16 5126
Raven: T22 10252
Tornado: T17 13104
Raven: T28 15378
Tornado: T34 19656
Raven: T34 20504
Raven: T40 25630
Raven: T46 30756
Tornado: T51 26208
Raven: T52 35882
Raven: T58 41008

It's almost like if the target is a BC or BS then the Tornado permanently falls behind at T=40, but ... well, that's just ~mathy stuff~ I guess. :)

Quote:
Like i said earlier. This is EFT dps on large static object.


Oh cool. Large, static objects... like battlecruisers. Got it.

-Liang

Ed: I'm going to bed. Good night. :)

I'm an idiot, don't mind me.

Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#249 - 2013-04-17 10:14:25 UTC
TZeer wrote:
Large sig radius, no resistance bonus, not a very big buffer tank. Not the ideal ship you wanna throw into a head to head engagement against a coordinated turret fit BS fleet...


It's not all about blobs and fleets. The Raven and Typhoon are supposed to be attack BS, they shouldn't be able to withstand a straight slugging match with combat BS like the Rokh and Abaddon. Use them with some recon support in a 50-125 km window in a typical small gang environment.

I do agree that the missile velocity bonus isn't hugely useful with cruise, although anything that reduces flight time and hostile logis' reaction time isn't entirely useless. If torps get more range, however, then the velocity bonus will be pretty useful on the Raven, as it'll open up some interesting kiting torp fits.
SongSinger
BlitzStrike
#250 - 2013-04-17 10:15:23 UTC
Liang Nuren wrote:
Vitalius D'Fox wrote:

450 on 100km. not as much as raven. But it faster, and agile, and can use cover cloak.
Cann't do a thing at armed POS, but if pos armed, i prefer better army than Ravens.


Hey, thanks for getting back to me so quickly.

I just want to make sure that I understand you correctly. You'd rather assault an unarmed POS with a 450 DPS Bomber than a 1150 DPS Raven because the Bomber can use a covops cloak? I can see why you'd want to attack an armed POS with something better than the Raven. I've always been a fan of laser ships myself, but I'm not aware of any laser ships that can project 1000 DPS to 150km. I suppose you can argue that you just want to hug the POS shield and use close range ammo, but even then you're probably looking at losing a fair amount to resists.

I admit that I don't fully understand your reasoning, but you've already illustrated your far superior knowledge of the game by categorically dismissing any possible PVP use case of the Raven.

Quote:

Liang Nuren wrote:

And finally, I'm somewhat baffled by the argument that I was looking for surprise damage in a gate fight. What I was actually doing was looking for a way to apply 700+ DPS from outside of anyone's effective engagement range - and potentially from outside the engagement range of the sentries. I've always felt that the 400 DPS of a sniper nado felt kinda weak when plinking away at Rokhs and Abaddons, but maybe you have better luck than I do. :)


High sec sentries?
700 dps on raven is a myth. Like a drone dps.
- They need to fly to target.
- Target must be tackled
- Target must be large.
- When target is gone - your missile did't swith target and become wasted damage.
It's not better than tornado dps.


Oh I see. You somehow think that we don't know what a Warp Disruptor is. I can see why you'd make that mistake, given that we're Heretic Army. It's kinda a new module to us given the years of Orca camping, but we're coming around to learning how to use it. Someone once told me that I can fit a warp disruptor to a tanky battlecruiser or battleship and warp it to the gate and tackle whoever's on it. May be hearsay, but I kinda want to try it some time!

Another crazy thing that I thought was that Cruise would actually do pretty good DPS to battleships and battlecruisers. There's this one extremely rare PVE-only ship called "The Drake" that would take full damage of 840 DPS from a Raven at 200km.

Another crazy thing is that it appears that a somewhat common PVE-only ship named "The Drake" will take full damage from the Raven and Typhoon. It looks like most Battlecruisers will too, and cruisers like the Vexor and Maller can expect to take ~500 DPS or so. Another really weird thing that I thought was that the Tornado had a 17 second cycle time or something.

I mean, correct me if I'm wrong but the damage outlay for the first 60 seconds should look something like this:
Tornado: T0 6552
Raven: T16 5126
Raven: T22 10252
Tornado: T17 13104
Raven: T28 15378
Tornado: T34 19656
Raven: T34 20504
Raven: T40 25630
Raven: T46 30756
Tornado: T51 26208
Raven: T52 35882
Raven: T58 41008

It's almost like if the target is a BC or BS then the Tornado permanently falls behind at T=40, but ... well, that's just ~mathy stuff~ I guess. :)

Quote:
Like i said earlier. This is EFT dps on large static object.


Oh cool. Large, static objects... like battlecruisers. Got it.

-Liang

Ed: I'm going to bed. Good night. :)


the whole problem is that the damage of  raven always will be reduced expense that the ship is not in place
I badly imagine a ship that is moving at a speed of less than 120 m / s
so your numbers are not correct
Sergeant Acht Scultz
School of Applied Knowledge
Caldari State
#251 - 2013-04-17 10:16:42 UTC  |  Edited by: Sergeant Acht Scultz
Skia Aumer wrote:
Why dont you just make target painters viable, instead of "other ideas" ?


By "viable" what do you mean?

Consider you answer about "viable" knowing interceptors frigates destroyers and interdictors clearly "insta pop" if a smart gang/fleet has at least 2 guys skilled on this module and know when, and on what, they apply it.

With a single Target painter II applied, correctly skilled and despite Interdictors speed can get instantly destroyed and even overkilled by an arty cane/ruppy and T2 arty versions.

As some people said, the missile explosion radius it self doesn't need to be increased but rather decreased slightly and increase speed impact slightly too so in the end they can apply some more of their damage without making of some module the ultimate weapon against tacklers already very fragile.

removed inappropriate ASCII art signature - CCP Eterne

Tub Chil
Deep Core Mining Inc.
Caldari State
#252 - 2013-04-17 10:21:54 UTC
Everyone is talking about Raven, but imo phoon benefits more
it has:
1. ability to fit massive tank, making it better for fleets
2. much better damage projection due to explosion velocity bonus.

as for the range, last few years of eve history proves that extreme ranges are not important. Rokh always could go damage at 250km, but even in fleet doctrines that had them, you could see fits for ~120 km

Liang is suggesting that because damage is boosted so much, Raven will occupy role of a long range damage dealer. i don't think it will, but let's see.
SongSinger
BlitzStrike
#253 - 2013-04-17 10:24:05 UTC
why not do that after the destruction of target, missiles automatically switched to the nearest locked target
Shingorash
School of Applied Knowledge
Caldari State
#254 - 2013-04-17 10:30:51 UTC
RIght EFT updated with new Cruise values.

The fit below (about 600m ISK cheap fit) gives...

829 Fury DPS (87 Exp Velocity, 272 Exp Radius) - More than capable of smacking anything Cruiser sized at range or in close.
592 Precision DPS (124 Exp Velocity, 143 Exp Radius) - Again basically full damage to anything Cruiser sized.
592 T1 Damage (103 Exp Velocity, 158 Exp Radius) - Velocity is a bit low but anything in web range is still screwed.

The values above still dont take into account the 2 Target Painters or the Web. A Merlin with a MSE and 3x CDFE has a sig radius of 52m. With 2 TP's on it the sig radius is going to end up at 79m.

So 55% of the Damage from the Exp Radius difference on Precision gives 325.6 DPS without taking into account the Frigate moving.

Outside of web range the DPS would be 170, in web range the DPS would be 382. If the Merlin had an AB On it the DPS would drop to 71 and 160. This doesn't include drones but in web range with Hammerhead II's and no AB a Merlin would take 540 DPS in its face of the 751 the SNI is putting out which is more than respectable.

For PVE applications that is more than enough and to be honest with the fit below you could use Fury on Cruiser and above although T1 might be better because of the Explosion Velocity (you could either swap 1 Rigor for a Flare or use T1 ammo to fix that).

In PVP applications you would lose some of the DPS listed but based on the tank on the SNI you could easily still do at least 33% DPS against Frigates with a PVP fit.

[Scorpion Navy Issue, PVE]
Damage Control II
Ballistic Control System II
Ballistic Control System II
Ballistic Control System II

Phased Weapon Navigation Array Generation Extron
Phased Weapon Navigation Array Generation Extron
Fleeting Propulsion Inhibitor I
EM Ward Amplifier II
Adaptive Invulnerability Field II
Shield Boost Amplifier II
X-Large Shield Booster II
Heavy Capacitor Booster II, Cap Booster 800

Cruise Missile Launcher II, Scourge Precision Cruise Missile
Cruise Missile Launcher II, Scourge Precision Cruise Missile
Cruise Missile Launcher II, Scourge Precision Cruise Missile
Cruise Missile Launcher II, Scourge Precision Cruise Missile
Cruise Missile Launcher II, Scourge Precision Cruise Missile
Cruise Missile Launcher II, Scourge Precision Cruise Missile
Drone Link Augmentor I

Large Warhead Rigor Catalyst II
Large Warhead Rigor Catalyst II
Large Anti-Thermal Screen Reinforcer I

Hammerhead II x5
Hobgoblin II x5



I really hope this helps to qualm peoples fears about the Explosion increase, the damage buff more than offsets it.

The DPS btw on the fit above with the Hammerhead II's and Fury is 988, if anyone tries to tell me that is crap considering the damage application you can get you need your head examining.


TZeer
BURN EDEN
No Therapy
#255 - 2013-04-17 10:38:35 UTC
Tub Chil wrote:
Everyone is talking about Raven, but imo phoon benefits more
it has:
1. ability to fit massive tank, making it better for fleets
2. much better damage projection due to explosion velocity bonus.

as for the range, last few years of eve history proves that extreme ranges are not important. Rokh always could go damage at 250km, but even in fleet doctrines that had them, you could see fits for ~120 km

Liang is suggesting that because damage is boosted so much, Raven will occupy role of a long range damage dealer. i don't think it will, but let's see.


Good post.

Range stopped being a factor when CCP changed the scan time for probes. Long range setups had the opportunity to move about, changing spots.

After the ~25sec scan time got cut down to 5 sec, long range setups had no value as they would be probed and warped to before they had even aligned.

This can easily be seen by the lack of fleet doctrines focusing on the 150km+ range.
Altrue
Exploration Frontier inc
Tactical-Retreat
#256 - 2013-04-17 10:40:29 UTC
The weapon system is still broken, since missiles cannot be used against targets smaller than the ship using the said weapon system.

That's mostly a good improvement, except for the increase in explosion radius that is definitely a move in the bad direction.

Why not removing entierly the sig radius negative impact on all missiles, leaving only the explosion velocity ? If the sig radius is higher than the requirement of the missile, then the explosion velocity becomes more flexible. This keeps both stats important, while allowing to damage smaller targets if they are slowed, exactly like other weapon systems.

Of course it's not really the right post to talk about that, so...

Signature Tanking Best Tanking

[Ex-F] CEO - Eve-guides.fr

Ultimate Citadel Guide - 2016 EVE Career Chart

amurder Hakomairos
Deep Core Mining Inc.
Caldari State
#257 - 2013-04-17 11:15:57 UTC
lilol' me wrote:
We have to remember that usually Cruise Missiles are not supposed to be for ship to ship battles. In RL like the tomahawks they are used to shoot land targets or 'structures' mainly. They not used for moving targets.

So its not really a PVP tool is it. However we used to have the TASM which was an anti ship missile and this is exactly what we need in eve. A NEW Cruise Missile specifically designed for PVP.

They should still be only shooting large ships, but have much much more velocity and perhaps not as much DPS. I know we have rage and precision cruise but I still dont think they are PVP based missiles as they dont have enough velocity.

The changes to say 14 seconds just does nothing to help this. Seriously 14 seconds to hit a target in PVP. Forget it. I know thats base but still.



This. Cruise missiles will be 100% useless and unused in pvp unless a pvp specific version is created with enough velocity that it can fly 200km in 1-2 seconds.
Funky Lazers
Funk Freakers
#258 - 2013-04-17 11:35:22 UTC
amurder Hakomairos wrote:
lilol' me wrote:
We have to remember that usually Cruise Missiles are not supposed to be for ship to ship battles. In RL like the tomahawks they are used to shoot land targets or 'structures' mainly. They not used for moving targets.

So its not really a PVP tool is it. However we used to have the TASM which was an anti ship missile and this is exactly what we need in eve. A NEW Cruise Missile specifically designed for PVP.

They should still be only shooting large ships, but have much much more velocity and perhaps not as much DPS. I know we have rage and precision cruise but I still dont think they are PVP based missiles as they dont have enough velocity.

The changes to say 14 seconds just does nothing to help this. Seriously 14 seconds to hit a target in PVP. Forget it. I know thats base but still.



This. Cruise missiles will be 100% useless and unused in pvp unless a pvp specific version is created with enough velocity that it can fly 200km in 1-2 seconds.


Agree. Moreover you should be able to use them without the Painters.
Not only you can't use painters on a long range, but also they have a long cycle time so switching targets will be a pain in the a$$.

Whatever.

Shingorash
School of Applied Knowledge
Caldari State
#259 - 2013-04-17 11:37:16 UTC
Funky Lazers wrote:
amurder Hakomairos wrote:
lilol' me wrote:
We have to remember that usually Cruise Missiles are not supposed to be for ship to ship battles. In RL like the tomahawks they are used to shoot land targets or 'structures' mainly. They not used for moving targets.

So its not really a PVP tool is it. However we used to have the TASM which was an anti ship missile and this is exactly what we need in eve. A NEW Cruise Missile specifically designed for PVP.

They should still be only shooting large ships, but have much much more velocity and perhaps not as much DPS. I know we have rage and precision cruise but I still dont think they are PVP based missiles as they dont have enough velocity.

The changes to say 14 seconds just does nothing to help this. Seriously 14 seconds to hit a target in PVP. Forget it. I know thats base but still.



This. Cruise missiles will be 100% useless and unused in pvp unless a pvp specific version is created with enough velocity that it can fly 200km in 1-2 seconds.


Agree. Moreover you should be able to use them without the Painters.
Not only you can't use painters on a long range, but also they have a long cycle time so switching targets will be a pain in the a$$.


So you should be able to use Guns without Tracking Computers as well then? And perhaps they should remove the cap requirement for Hybrids and Energy weapons as well?

That is basically what you are saying right? Each weapon system has drawbacks as well as benefits. You just have to learn to deal with them.
Kagura Nikon
Native Freshfood
Minmatar Republic
#260 - 2013-04-17 11:37:19 UTC
Liang Nuren wrote:
TZeer wrote:
Raven could be useful in PVP. But not with the current mechanics to probing where you get a warp in within 5 sec.


Sure, and if you're trying to use the Raven against fleets that are big enough to have a dedicated covops traveling with them.... well, then maybe you shouldn't use a Raven. That doesn't make it not useful. And hell - the Raven's fully capable of dropping out 900 DPS up close if someone were to warp their fleet on top of them.

-Liang



it would need a change of game mechanics. But what I think would make peopel satisfied woudl be if a cruise missile could be fired.. the raven could warp out .... and the missile fired would still hit and damage the target. That could lead to some interesting tactics

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