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[Odyssey] Cruise Missiles

First post First post
Author
Dr Ngo
Viziam
Amarr Empire
#321 - 2013-04-17 18:27:16 UTC  |  Edited by: Dr Ngo
Barry Dylan wrote:
Hi CCP Rise, thanks for these changes! It seems like this will give poor cruise missiles a fighting chance in PVP. Along those lines, could I offer the following suggestion?

Please make Cruise Missiles have 280 structure hitpoints. This would bring them in line with Torpedoes and make them less susceptible (but not immune) to firewalling.

Thanks very much for the consideration!


I like missiles because explosions

Edit: seriously though they should have a balanced amount of hp
Ranger 1
Ranger Corp
Vae. Victis.
#322 - 2013-04-17 18:47:02 UTC
Quote:
Hint: there are no railguns in RL, but there are in EVE.


Not entirely correct anymore.

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

Hae Sung
#323 - 2013-04-17 20:16:36 UTC  |  Edited by: Hae Sung
FT Diomedes wrote:
Is it just me or do ROF bonuses to long range weapons with delayed damage just make no sense at all?

Increase the damage bonus and remove the ROF bonus.



It's just you. They're completely separate issues. The travel time ceases to matter beyond the first and last shot against a target. Any engagement that exceeds 2-3 rounds fired will benefit from the increased ROF. Taking the delay out and removing the ROF bonus only aids in situations in which you are firing a very limited number of rounds at single targets (fleet alpha doctrine for example).
stoicfaux
#324 - 2013-04-17 20:36:31 UTC
30% DPS buff? Well, now there's two less reasons to fly a PvE Golem. CNR w/Fury = 786 DPS * 1.32% = 1037 DPS. Golem w/ CN torps = 1002 DPS. CNR costs ~430M isk versus Golem's ~800M isk.

And no, I don't see the increased explosion radius as being a problem for the CNR.

Pon Farr Memorial: once every 7 years, all the carebears in high-sec must PvP or they will be temp-banned.

Liang Nuren
No Salvation
Divine Damnation
#325 - 2013-04-17 20:44:10 UTC
Yeah, I already came to that conclusion. The CNR and Raven are both looking quite attractive. Hell, the Raven might actually come out better due to the ability to fit a T2 Accel and a T1 Rigor (+extra mid).

-Liang

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

Senji Vuran
The Black Star Elite
Coalition of Independent Corps
#326 - 2013-04-17 20:57:32 UTC
Bienator II wrote:
maybe you could give cruise missiles uniqueness by making them accelerate over the entire flight path. This would make flight time pretty much the same for long and medium range encounters, but wouldn't create an instant hit weapon at close range.


+1


Ranger 1 wrote:
Personally I'd still like to see missiles that are still in flight when their target is destroyed auto switch to the next target you have locked up. Of course they might not have the range left to make it to that target, but it would mean that a lot of those "wasted" volleys would still do some good... leaving the initial travel time delay as the main drawback to long range missile use.

Obviously this would be a very powerful change and would have to be carefully considered. Especially since it would likely mean that a missile boat could simply leave his missile launchers on during a fight, and as long as he had targets locked (and in the order he wanted them) he would be constantly spewing out effective damage.


+1

While I would LOVE to have the latter ability, it would be enough (for me) for in-flight missiles to acquire new targets (assuming they have enough flight time) but still have the launchers become disabled when their activated target explodes.
Morrigan LeSante
Perkone
Caldari State
#327 - 2013-04-17 21:07:13 UTC
stoicfaux wrote:
30% DPS buff? Well, now there's two less reasons to fly a PvE Golem. CNR w/Fury = 786 DPS * 1.32% = 1037 DPS. Golem w/ CN torps = 1002 DPS. CNR costs ~430M isk versus Golem's ~800M isk.

And no, I don't see the increased explosion radius as being a problem for the CNR.



Keep the faith.

I expected cool stuff from the cruise changes. As it stands, however, it's my view they've dialled it up passed 11.....


Hang in there for torp moves.
Enya Sparhawk
Black Tea and Talons
#328 - 2013-04-17 21:43:06 UTC
Do you know what would be sort of nice... if they could create some sort of time dilation for their missle systems (a programming solution) ... make it only at short ranges (0-50km) anything past that at long ranges runs by normal rules, just centered on the missles themselves (and not directly affecting the ships involved in the battle)... try to bridge the gap between applying instantaneous damage and their flight time by giving it the appearance of instantaneous damage for use in PvP. Does that make any sense? Is that even possible? I realize the hestitation for creating more lag during engagements, but there must be a way for fluidity...

I'm not sure if this is really possible but hey, its just an idea...

(Let me mull this over a bit, maybe I can better explain what I am thinking a little later...)

Fíorghrá: Grá na fírinne

Maireann croí éadrom i bhfad.

Bíonn súil le muir ach ní bhíonn súil le tír.

Is maith an scéalaí an aimsir.

When the lost ships of Greece finally return home...

Spugg Galdon
Federal Navy Academy
Gallente Federation
#329 - 2013-04-17 21:44:52 UTC
These are very good changes.

I am wondering if Raven/Phoon fleets become popular in a sniping role if people will actually start trying to using defender missiles to give some protection because at these long ranges they actually work. A little.
Bouh Revetoile
In Wreck we thrust
#330 - 2013-04-17 22:34:19 UTC
In fact, they just recreated HML, but in larger size.
Chessur
Full Broadside
Deepwater Hooligans
#331 - 2013-04-17 23:58:38 UTC  |  Edited by: Chessur
Well here is my feed back coupled with some math so i hope you enjoy:

Old phoon 2BCS, no implants, no heat, no rigs, Lv5 skills, T2 launchers, CN cruise.

DPS: 384

Now lets look at damage application. All ships shown have level 5 skills, are unfit except for an MWD. No other effects

Merlin: 22 DPS
Thrasher: 43 DPS
Thorax: 78 DPS
Brutix: 236 DPS
Drake: 307 DPS
Tempest: 343 DPS (Still not applying full damage to an MWD BS) Please explain to me why the proposed changes include a 10% decrease to explosion velocity? Cruise missile already cannot apply full DPS to an MWD BS.

Now that we have that established, lets look at the drake. Again with 2BCS HML II launchers, CN scourge no implants, no rigs, no drugs shoot at the same targets:

Drake HML DPS: 341

Merlin: 69
Thrasher: 118
Thorax: 186 (Cruiser sized weapon applying barely half of on paper DPS)
Brutix: 341
Drake: 341
Tempest: 341

I simply cannot understand what CCP is doing with missiles. Right now the best missile ships in the game are the 6 launcher RLM tengu, and the RLM cerberus / RLM Caracal. They both apply more damage to cruiser and smaller ships, while having comparable damage to BC / BS than HML currently have (after the nerf). Your current proposed cruise changes will help the PvE environment. However in the PvP environment, the current iteration of cruise missiles are in fact superior to the proposed- simply because they don't have to deal with that 10% decrease in explosion velocity.

Please look at the simple maths I am providing. It doesn't matter how much of a damage bonus you give missiles, if you are not willing to look at the application of the damage. Cruise / torps / HML / HAM can already do very little in the PvP environment because these weapon systems apply so little damage, unless the target is hard tackled. However hard tackling a target is difficult when you are flying small gang / kiting / solo. So other than using 2/3 ships, how is a pilot going to apply any meaningful damage to targets?

For those of you that are not as versed in missile damage, there are two deciding factors that determine missile damage:

Explosion radius vs target radius
Explosion velocity vs target velocity

Both of these components are not equal. Explosion radius has a much more marginal effect on missile damage, than a comparable decrease in explosion velocity / target velocity. Because of the way missile damage is calculated and coded into EvE- giving a missile that already struggles to apply damage a HUGE 10% explosion velocity decrease, is going to turn any 'dps buff' into a joke when observed in the PvP area.

Because the facts of the matter are this: Most ships carry an MWD. And while they do increase signature, this is not nearly enough to offset the fact that the same increase seen in the ship speed when compared to missile explosion velocity- throws damage application out the window. As I have stated before: If you increase the target velocity and the target signature radius by the same margin, target speed and explosion velocity play a much much larger role in deciding applied DPS to target than the same increase in explosion radius / target radius.

So CCP please clarify this for me.

1. Are you planning on adding addition modules to the game that will allow a pod pilot to choose to decrease explosion radius / increase explosion velocity apart from rigs?

2. Are you currently happy with RLM missiles having superior damage application when compared to HAM's / HMLs against cruisers?

3. What are your thoughts on the difficulty faced by missile uses when attempting to apply full 'on paper' DPS to PvP ships with out using hard tackle? Please provide an answer that is relevant to solo / small gang or kiting play styles. (Not all of us have friends in rapiers, huginns, arazus that fly around with us on call.)

Thank you for your time, and I await your response.
Hans Momaki
State War Academy
Caldari State
#332 - 2013-04-18 00:34:13 UTC
Chessur wrote:
Well here is my feed back coupled with some math so i hope you enjoy:

Old phoon, no implants, no heat, no rigs, Lv5 skills, T2 launchers, CN cruise.

DPS: 384

Now lets look at damage application. All ships shown have level 5 skills, are unfit except for an MWD. No other effects

Merlin: 22 DPS
Thrasher: 43 DPS
Thorax: 78 DPS
Brutix: 236 DPS
Drake: 307 DPS
Tempest: 343 DPS (Still not applying full damage to an MWD BS) Please explain to me why the proposed changes include a 10% decrease to explosion velocity? Cruise missile already cannot apply full DPS to an MWD BS.

Now that we have that established, lets look at the drake. Again with 2BCS HML II launchers, CN scourge no implants, no rigs, no drugs shoot at the same targets:

Drake HML DPS: 341

Merlin: 69
Thrasher: 118
Thorax: 186 (Cruiser sized weapon applying barely half of on paper DPS)
Brutix: 341
Drake: 341
Tempest: 341

I simply cannot understand what CCP is doing with missiles. Right now the best missile ships in the game are the 6 launcher RLM tengu, and the RLM cerberus / RLM Caracal. They both apply more damage to cruiser and smaller ships, while having comparable damage to BC / BS than HML currently have (after the nerf). Your current proposed cruise changes will help the PvE environment. However in the PvP environment, the current iteration of cruise missiles are in fact superior to the proposed- simply because they don't have to deal with that 10% decrease in explosion velocity.

Please look at the simple maths I am providing. It doesn't matter how much of a damage bonus you give missiles, if you are not willing to look at the application of the damage. Cruise / torps / HML / HAM can already do very little in the PvP environment because these weapon systems apply so little damage, unless the target is hard tackled. However hard tackling a target is difficult when you are flying small gang / kiting / solo. So other than using 2/3 ships, how is a pilot going to apply any meaningful damage to targets?

For those of you that are not as versed in missile damage, there are two deciding factors that determine missile damage:

Explosion radius vs target radius
Explosion velocity vs target velocity

Both of these components are not equal. Explosion radius has a much more marginal effect on missile damage, than a comparable decrease in explosion velocity / target velocity. Because of the way missile damage is calculated and coded into EvE- giving a missile that already struggles to apply damage a HUGE 10% explosion velocity decrease, is going to turn any 'dps buff' into a joke when observed in the PvP area.

Because the facts of the matter are this: Most ships carry an MWD. And while they do increase signature, this is not nearly enough to offset the fact that the same increase seen in the ship speed when compared to missile explosion velocity- throws damage application out the window. As I have stated before: If you increase the target velocity and the target signature radius by the same margin, target speed and explosion velocity play a much much larger role in deciding applied DPS to target than the same increase in explosion radius / target radius.

So CCP please clarify this for me.

1. Are you planning on adding addition modules to the game that will allow a pod pilot to choose to decrease explosion radius / increase explosion velocity apart from rigs?

2. Are you currently happy with RLM missiles having superior damage application when compared to HAM's / HMLs against cruisers?

3. What are your thoughts on the difficulty faced by missile uses when attempting to apply full 'on paper' DPS to PvP ships with out using hard tackle? Please provide an answer that is relevant to solo / small gang or kiting play styles. (Not all of us have friends in rapiers, huginns, arazus that fly around with us on call.)

Thank you for your time, and I await your response.


The whole issue is created by the lack of dmg-application modules for missiles. Imagine turrets without tracking enhancers and you would face the same issues (not to such a degree, but still...).

CCP Rise has said he will adress this, so I'm going to be a little patient.

Chessur
Full Broadside
Deepwater Hooligans
#333 - 2013-04-18 00:55:18 UTC
Hans Momaki wrote:
Chessur wrote:
Well here is my feed back coupled with some math so i hope you enjoy:

Old phoon, no implants, no heat, no rigs, Lv5 skills, T2 launchers, CN cruise.

DPS: 384

Now lets look at damage application. All ships shown have level 5 skills, are unfit except for an MWD. No other effects

Merlin: 22 DPS
Thrasher: 43 DPS
Thorax: 78 DPS
Brutix: 236 DPS
Drake: 307 DPS
Tempest: 343 DPS (Still not applying full damage to an MWD BS) Please explain to me why the proposed changes include a 10% decrease to explosion velocity? Cruise missile already cannot apply full DPS to an MWD BS.

Now that we have that established, lets look at the drake. Again with 2BCS HML II launchers, CN scourge no implants, no rigs, no drugs shoot at the same targets:

Drake HML DPS: 341

Merlin: 69
Thrasher: 118
Thorax: 186 (Cruiser sized weapon applying barely half of on paper DPS)
Brutix: 341
Drake: 341
Tempest: 341

I simply cannot understand what CCP is doing with missiles. Right now the best missile ships in the game are the 6 launcher RLM tengu, and the RLM cerberus / RLM Caracal. They both apply more damage to cruiser and smaller ships, while having comparable damage to BC / BS than HML currently have (after the nerf). Your current proposed cruise changes will help the PvE environment. However in the PvP environment, the current iteration of cruise missiles are in fact superior to the proposed- simply because they don't have to deal with that 10% decrease in explosion velocity.

Please look at the simple maths I am providing. It doesn't matter how much of a damage bonus you give missiles, if you are not willing to look at the application of the damage. Cruise / torps / HML / HAM can already do very little in the PvP environment because these weapon systems apply so little damage, unless the target is hard tackled. However hard tackling a target is difficult when you are flying small gang / kiting / solo. So other than using 2/3 ships, how is a pilot going to apply any meaningful damage to targets?

For those of you that are not as versed in missile damage, there are two deciding factors that determine missile damage:

Explosion radius vs target radius
Explosion velocity vs target velocity

Both of these components are not equal. Explosion radius has a much more marginal effect on missile damage, than a comparable decrease in explosion velocity / target velocity. Because of the way missile damage is calculated and coded into EvE- giving a missile that already struggles to apply damage a HUGE 10% explosion velocity decrease, is going to turn any 'dps buff' into a joke when observed in the PvP area.

Because the facts of the matter are this: Most ships carry an MWD. And while they do increase signature, this is not nearly enough to offset the fact that the same increase seen in the ship speed when compared to missile explosion velocity- throws damage application out the window. As I have stated before: If you increase the target velocity and the target signature radius by the same margin, target speed and explosion velocity play a much much larger role in deciding applied DPS to target than the same increase in explosion radius / target radius.

So CCP please clarify this for me.

1. Are you planning on adding addition modules to the game that will allow a pod pilot to choose to decrease explosion radius / increase explosion velocity apart from rigs?

2. Are you currently happy with RLM missiles having superior damage application when compared to HAM's / HMLs against cruisers?

3. What are your thoughts on the difficulty faced by missile uses when attempting to apply full 'on paper' DPS to PvP ships with out using hard tackle? Please provide an answer that is relevant to solo / small gang or kiting play styles. (Not all of us have friends in rapiers, huginns, arazus that fly around with us on call.)

Thank you for your time, and I await your response.


The whole issue is created by the lack of dmg-application modules for missiles. Imagine turrets without tracking enhancers and you would face the same issues (not to such a degree, but still...).

CCP Rise has said he will adress this, so I'm going to be a little patient.



However if they go that far, then wouldn't it be probable that TD's would start effecting all weapon systems? I hope they don't walk down that path- because if so every ship will have a TD on it, and things will become quite stupid.
Liang Nuren
No Salvation
Divine Damnation
#334 - 2013-04-18 01:19:23 UTC  |  Edited by: Liang Nuren
Chessur wrote:

Old phoon, no implants, no heat, no rigs, Lv5 skills, T2 launchers, CN cruise.

DPS: 384

Now lets look at damage application. All ships shown have level 5 skills, are unfit except for an MWD. No other effects
...
Now that we have that established, lets look at the drake. Again with 2BCS HML II launchers, CN scourge no implants, no rigs, no drugs shoot at the same targets:

Drake HML DPS: 341
...
Thank you for your time, and I await your response.


This is an utterly bullshit comparison.

-Liang

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

Bad Messenger
Rehabilitation Clinic
#335 - 2013-04-18 01:53:57 UTC
and this is supposed to make cruise missiles valid on pvp?
Bucca Zerodyme
Good For Nothing Corporation
#336 - 2013-04-18 01:59:47 UTC
Hans Momaki wrote:


The whole issue is created by the lack of dmg-application modules for missiles. Imagine turrets without tracking enhancers and you would face the same issues (not to such a degree, but still...).

CCP Rise has said he will adress this, so I'm going to be a little patient.



Dont get your hopes up, if you look at the formula for missiles dmg it doesnt matter if you missiles goes faster or your enemy goes slower. The only thing thats matter is the radio of explosion velocity and ship speed. Its the same for explosion radius and ship signature. Currently we can use TP and webifier. TP increase signature about 30% [even more with skills] and web reduce speed by 60%.

The new modules have to be at least as good as a TP otherwise it wont work and thats something i cant image, because currenty Tracking Computer increase your Trackling only about 15 % (30% with script). Its something i would call: good idea but it wont work.
Nikon Evenstar
X3 Enterprises
#337 - 2013-04-18 02:07:13 UTC
You know what would make missiles even more awesome (in PvP and PvE): reduced target painter cycle time. I suggest decreasing its cycle time and activation cost by 50%. Currently it is a PITA to use target painters against multiple squishy targets.
Chessur
Full Broadside
Deepwater Hooligans
#338 - 2013-04-18 02:13:45 UTC
Liang Nuren wrote:
Chessur wrote:

Old phoon, no implants, no heat, no rigs, Lv5 skills, T2 launchers, CN cruise.

DPS: 384

Now lets look at damage application. All ships shown have level 5 skills, are unfit except for an MWD. No other effects
...
Now that we have that established, lets look at the drake. Again with 2BCS HML II launchers, CN scourge no implants, no rigs, no drugs shoot at the same targets:

Drake HML DPS: 341
...
Thank you for your time, and I await your response.


This is an utterly bullshit comparison.

-Liang


I am not comparing the 2BCS drake vs 2BCS phoon. I was simply showing damage application of missiles. Your a confused person.
Liang Nuren
No Salvation
Divine Damnation
#339 - 2013-04-18 02:15:39 UTC
So why bother putting the BCUs on the Drake if you aren't trying to compare actual damage? And if you're not trying to compare actual damage... why not? Is that not what actually matters? :)

-Liang

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

Chessur
Full Broadside
Deepwater Hooligans
#340 - 2013-04-18 02:17:40 UTC
Bucca Zerodyme wrote:
Hans Momaki wrote:


The whole issue is created by the lack of dmg-application modules for missiles. Imagine turrets without tracking enhancers and you would face the same issues (not to such a degree, but still...).

CCP Rise has said he will adress this, so I'm going to be a little patient.



Dont get your hopes up, if you look at the formula for missiles dmg it doesnt matter if you missiles goes faster or your enemy goes slower. The only thing thats matter is the radio of explosion velocity and ship speed. Its the same for explosion radius and ship signature. Currently we can use TP and webifier. TP increase signature about 30% [even more with skills] and web reduce speed by 60%.

The new modules have to be at least as good as a TP otherwise it wont work and thats something i cant image, because currenty Tracking Computer increase your Trackling only about 15 % (30% with script). Its something i would call: good idea but it wont work.


I bolded the part that is wrong. A ship moving slower has a lower velocity, allowing your missiles to apply more damage. This is true 100% of the time. TP's are only good on bonused hulls. Bellicose / vigil does it best imo Again, this still doesn't answer my questions or fix the current problems facing missile ships.