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[Odyssey] Cruise Missiles

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Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#541 - 2013-04-30 18:04:15 UTC
Hagika wrote:
Bucca Zerodyme wrote:


Edit: Try to think of some situations, where you guns are out tracked and missiles still do Full DMG. I dont think there are many of them.

There actually isnt any.


Wrong again Hagika. Try thinking about your own ship's movement.
Morrigan LeSante
Perkone
Caldari State
#542 - 2013-04-30 18:30:45 UTC
Gypsio III wrote:
Hagika wrote:
Bucca Zerodyme wrote:


Edit: Try to think of some situations, where you guns are out tracked and missiles still do Full DMG. I dont think there are many of them.

There actually isnt any.


Wrong again Hagika. Try thinking about your own ship's movement.


But...they dont move in EFT Blink
Bucca Zerodyme
Good For Nothing Corporation
#543 - 2013-04-30 18:34:31 UTC  |  Edited by: Bucca Zerodyme
Gypsio III wrote:


Unfortunately there are far too many people who truly believe that they should be doing 100% of their EFT DPS to their targets in pretty much all situations. I don't understand whether it's an absurd form of entitlement syndrome, or whether they just can't understand how to use the correct combination of weapons and modules in the appropriate circumstances.

I mean, look at Bucca's post on the previous page. It's just a series of statements about whether or not full damage is applied in a series of artificial situations. There's no mention of the actual % damage or the actual damage numbers, no discussion of the realism of the situations, no discussion of the synergy with the launch platform and combat environments and no comparisons to other ships in the class. It's just so lazy, so stupid.


If you really want some numbers i can give you some later.

Edit: The only purpose of my previous post, was to show that fury cruise missiles cant apply Full dmg on almost any ships without utility. So a binary value was fully enough.
Dr Ted Kaper
Arondight
#544 - 2013-04-30 19:10:23 UTC
Mirel Dystoph wrote:
When do you rebalance the ****** up missile skilltree?

^this^
Enya Sparhawk
Black Tea and Talons
#545 - 2013-04-30 21:26:30 UTC
Kenshi Hanshin wrote:


But you like the idea of ships accelerating right? Missiles are essentially no different in terms of physics. If CCP made use of that fact it could/would help a lot in the balancing of weapon systems.

That said, if I really want to be an ******* and technically so, bullets also are affected by acceleration. However, that would make things far more complicated than necassary.

Exactly, why make something more complicated (for the player or the system) when it doesn't need to be in the first place...

I disagree because factoring an acceleration/deceleration will only slam a wedge between already different weapon systems further separating the divide... When the goal here is trying to make them all fair and feasible in game... I realize you are trying to find a solution to the amount of time it takes to apply damage but unfortunately that is the trade off for hitting 100% of the time with a weapon...

I like the idea of ships accelerating because I can fly them... lol

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...

Enya Sparhawk
Black Tea and Talons
#546 - 2013-04-30 21:41:36 UTC
MrDiao wrote:

What I'm actually asking is: why should the missile damage reduction curve be smoother? It changes all missiles. Why should ccp changes all missiles just because the cruise and/or torpedo has problem?

Therein lies the dilemma... What solution creates a fair system to all class of missles over all ranges of ship sizes?

The answer can't be something shoehorned into a solution.

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...

elitatwo
Zansha Expansion
#547 - 2013-04-30 22:25:54 UTC
And the answer is... *drums*

Comment all missile tracking code from the missiles that came 6 years ago out and missiles are fixed.

You're welcome!

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Josilin du Guesclin
Aliastra
Gallente Federation
#548 - 2013-05-01 00:42:55 UTC
Morrigan LeSante wrote:

I said when jammed out. How are you shooting an unlocked target...I don't recall FoF rounds for anything but missiles. They might suck compared to regular rounds but they're a VERY rude shock for an ECM tanked falcon/rook.

Except that the Falcon/whatever is going to be 30-50km out, and his friends are almost certainly much closer. Who do you think the FoF missiles go for?
MrDiao
Fuxi Legion
Fraternity.
#549 - 2013-05-01 00:43:58 UTC  |  Edited by: MrDiao
Bucca Zerodyme wrote:

You cant prove, that my solution is better then the current mechanics and vice verse.
I already provided a possible solution and showed some results, now you should pick whatever you feel is the best solution.
...................
If you are worried about the other missiles then i can tell you thats not the issue, you can always adjust some values.

I understand what you saying as:
"I'm not sure if this change can lead to a good consequence, nor I can prove that."
"This change will affect all the other missiles, but ccp should spend time to re-balance them (again) to adjust them to suit my formula"


So you are just asking for a change that has global consequence without justifying its usefulness? It recalls me something similar before Big smile

Bucca Zerodyme wrote:

Plz dont sell me this, i know missiles sucks, dont try to sell something bad as good. Dont post rare cases where missiles work.

Whats your usually encounter with a drake or caracal fleet?
ECM is ****, if you still using it, then you do something wrong. If just one ship is messing with your tactics, then just kill the Scorpion or jam it.
What do you mean with preparation? What do you fit for you missiles boats and which ships do you want to fight?


Caracal fleet and drake fleet are fine and still popular now, so do the talwar fleet, corax fleet and even hawk fleet. Light missile and rocket are powerful in either solo and gang pvp, Plz dont sell us things like "all missile sucks", because it's simply not real.



Kenshi Hanshin wrote:
MrDiao wrote:
Kenshi Hanshin wrote:


All missiles have a problem. Not just the cruise, torps etc.



I'm totally agree that rocket, light missile, heavy missile and heavy assault missile are absolutely fine at the moment.

If you think the missiles need an overall change, then it should be in a separate topic.


You need to improve your reading and comprehension skills...

I said, "All missiles have problems". Thus the sentence that you agree and then state certain missiles are fine, doesn't work.

This is a missile thread and I am perfectly founded to post critics of CMLs and every other missile here. Since i know the devs actually might read the criticisms.

...........

You need to improve your sense of humor actuallyBig smile

And this is a cruise missile thread. not a missile thread, not not a weapon re-balancing thread, not not not a "how to make eve better" thread.
Josilin du Guesclin
Aliastra
Gallente Federation
#550 - 2013-05-01 00:52:46 UTC
Enya Sparhawk wrote:

I disagree because factoring an acceleration/deceleration will only slam a wedge between already different weapon systems further separating the divide... When the goal here is trying to make them all fair and feasible in game... I realize you are trying to find a solution to the amount of time it takes to apply damage but unfortunately that is the trade off for hitting 100% of the time with a weapon...

And here was me thinking that the tradeoff was that while missiles always hit they seldom hit for full damage, and are more sensitive to target size than guns are. In particular this means that missiles' alpha is rather lower than EFT/EVE in-game numbers suggest.


Hagika
Standard Corp 123
#551 - 2013-05-01 02:16:37 UTC
Gypsio III wrote:
Hagika wrote:
Bucca Zerodyme wrote:


Edit: Try to think of some situations, where you guns are out tracked and missiles still do Full DMG. I dont think there are many of them.

There actually isnt any.


Wrong again Hagika. Try thinking about your own ship's movement.



If im orbiting at any decent speed, yes my battleship guns can be affected, but if im moving fast enough, when it comes to torps and cruise, they will be doing reduced damage as well.

Now if you are tagging me with a painter and web then i wont exactly be moving much and my sig will be mice and hi.

For smaller missile system then yes its possible.
Kenshi Hanshin
Pator Tech School
Minmatar Republic
#552 - 2013-05-01 05:16:47 UTC  |  Edited by: Kenshi Hanshin
Enya Sparhawk wrote:
Kenshi Hanshin wrote:


But you like the idea of ships accelerating right? Missiles are essentially no different in terms of physics. If CCP made use of that fact it could/would help a lot in the balancing of weapon systems.

That said, if I really want to be an ******* and technically so, bullets also are affected by acceleration. However, that would make things far more complicated than necassary.

Exactly, why make something more complicated (for the player or the system) when it doesn't need to be in the first place...

I disagree because factoring an acceleration/deceleration will only slam a wedge between already different weapon systems further separating the divide... When the goal here is trying to make them all fair and feasible in game... I realize you are trying to find a solution to the amount of time it takes to apply damage but unfortunately that is the trade off for hitting 100% of the time with a weapon...

I like the idea of ships accelerating because I can fly them... lol


Unless I was mistaken you have been advocating that missiles be different throughout the thread. So on that ground, changing the missile mechanics for range and flight would be fine.

And what you are missing is that the present missles are not fair and feasible in game. Unless you are PL or Goons or Test that use a swarm of hundreds. Ever heard the concept of "Quantity has a Quality all its' own" -Stalin. In terms of Eve if you put enough people in a sub-par ship with sub-par weapons, it will work anyway just due to numbers. As long as the numbers has reached or broken past that critical point.

Missiles don't hit 100% of the time. Inty's and some Faction Frigs can out-run missiles. Sufficient speed and small enough sig radius compared to explosion velocity and explosion radius nullify damage. In short, doesn't matter if you "hit 100%" if there is zero to paint-scratching damage. Missiles need mechanics changed. There is no reason that missiles can't be changed.

Hell, I would even take reducing damage if the application was better. Keep in mind that I protested the HML damage nerf. As it would affect my effectiveness severely at the skill-level at that point in time. I wouldn't care if missiles dealt damage in a pinpoint fashion that mimicked turrets. I want missile systems to be as effective at damage application as turrets.

Only when missiles can apply damage as efficiently as turrets will they be on even-ground. Till then they are not!

The mechanic change that I proposed wouldn't make it more complicated for the player. Definitely not for the sysem! I bet that having a freaking ball of drone-death puts far more strain on the servers. With the smart-tip tool as of last patch, all the player needs to see is range, damage, DPS, damage-type and number of rounds in magazine. To be honest, I bet you that it would less complicated for a newer player. Acceleration is an easy comcept. If they can't, that is their problem and probably wouldn't have lasted in Eve anyway.

Footnote: I would argue that doing mental math for optimal, falloff and tracking is a hell lot more tiring. Then having to do that for every single type of ammo you load. Even if it is easier like for lasers and hybrids (where damage-type stays constant).
Morrigan LeSante
Perkone
Caldari State
#553 - 2013-05-01 06:41:28 UTC  |  Edited by: Morrigan LeSante
Josilin du Guesclin wrote:
Morrigan LeSante wrote:

I said when jammed out. How are you shooting an unlocked target...I don't recall FoF rounds for anything but missiles. They might suck compared to regular rounds but they're a VERY rude shock for an ECM tanked falcon/rook.

Except that the Falcon/whatever is going to be 30-50km out, and his friends are almost certainly much closer. Who do you think the FoF missiles go for?


God forbid you fly your ship. That'd be heresy Blink

The point remains missiles are different and their existing feature set is at odds with them matching turrets in the way you want them to whilst remaining balanced.

I may be wrong, perhaps CCP can magic something up without a fundamental change - but I seriously doubt it. I've already attempted to explain why this is, but I dont think you get it.




Hagika wrote:
but if im moving fast enough, when it comes to torps and cruise, they will be doing reduced damage as well


Since I must assume you are talking about your velocity and your missiles.....this actually couldnt be more wrong. Or do you not understand the point you quoted? I'm actually not sure which is better......
Hagika
Standard Corp 123
#554 - 2013-05-01 06:52:25 UTC
The irony in todays technology compared to Eve is that a railgun will fire a projectile at 7x the speed of sound, yet the fastest missile can go 23x the speed of sound.

Grant it the missile takes a little time to build up to that speed, the fact of the matter is, in game, the missile should be faster, but since the build up of speed is in order, I think it would be fair that a missile at max range should take only a couple seconds longer to hit than a round from a gun.

While technically Amarr weapons are the only ones that should hit almost instantly.

Though i would be willing to make the exception that missiles at long range should be about the 2 second mark and at close range, instant.
terzho
Caldari Provisions
Caldari State
#555 - 2013-05-01 07:09:38 UTC
Remove travel time for missiles and make damage instant. **** logic problem solved.
Hagika
Standard Corp 123
#556 - 2013-05-01 07:32:46 UTC  |  Edited by: Hagika
terzho wrote:
Remove travel time for missiles and make damage instant. **** logic problem solved.



I would be all for it but, you will never hear the end of it from turret users.

Could just make missiles act and be affected exactly like guns, but give them a graphic, such as an instant streak of flame across space to the target, like lasers have light.

Get rid of the useless defender missiles and just make them affected by TD's like guns.

In the end, it would make everyone equal. Still call them missiles, no change to anything else. Just instant hitting missiles.
Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#557 - 2013-05-01 07:55:33 UTC
Instant-hitting missiles are called turrets. We already have them. You don't have to like it, but you do have to accept it. Lol
Hagika
Standard Corp 123
#558 - 2013-05-01 14:58:56 UTC  |  Edited by: Hagika
Gypsio III wrote:
Instant-hitting missiles are called turrets. We already have them. You don't have to like it, but you do have to accept it. Lol


I have no problem if they arent instant hitting, but I doubt CCP will find the balance for them. Where they actually work well.

We can not snipe with them, and people claim, how the range on cruise is unfair, they of course dont use them. Even with the 14 seconds with max skill, they are not a sniping weapon.

At this point, it would be better to make them like artillery, give them serious hitting power and shorten the range alot. Give them a base of like 120km.

Drop the travel time and increase flight speed so they hit within like 2-3 seconds of firing.
Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#559 - 2013-05-01 16:05:50 UTC
Missile flight time is simply not a problem solo or in small gang. It's only a problem in a mixed fleet with turret boats; but not only does Caldari have a top-notch fleet BS and ABC, but as Drake/Tengu spam showed, missile spam works in a pure missile fleet also.

You're not going to get 40 km/s missiles, be realistic. If you find yourself needing instant damage, use a turret boat - that's what they're there for.
Hagika
Standard Corp 123
#560 - 2013-05-01 16:24:01 UTC  |  Edited by: Hagika
Gypsio III wrote:
Missile flight time is simply not a problem solo or in small gang. It's only a problem in a mixed fleet with turret boats; but not only does Caldari have a top-notch fleet BS and ABC, but as Drake/Tengu spam showed, missile spam works in a pure missile fleet also.

You're not going to get 40 km/s missiles, be realistic. If you find yourself needing instant damage, use a turret boat - that's what they're there for.



Small gang is close up, and turrets will still preform better than missiles.

Top notch fleet BS? Tier 3 battle cruisers are beating it.

As for Drake and Tengu spam, yes it worked because Goon threw hundreds of people in a noob friendly ship and the ship had a large enough tank get reps in time.

To which people complained how it was too over powered because they were too lazy to do the counter. So the missile sstem was nerfed to hell when it has not been touched in years.

Thats the problem, someone finds a way to make a poor weapon system usable and then turret users complain.

They also make up the huge majority of the game because missiles in general suck.

I dont see a problem with having a fast missile system considering our modern day missiles can fly 8km/s and are actually faster than all turret weapons aside from lasers.

So in eve technology, we can propel a ship,rail,blaster,projectile,artillery and of course a laser to the speed of light but we cant propel a missile faster than our modern day speed on earth that also has gravity and wind resistance affecting it.


Sounds pretty ridiculous yes?

P.S- I am being realistic. In reality, the only weapon that should hit almost instantly are lasers. Other turrets should not be hitting instantly.