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[Odyssey] Cruise Missiles

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Author
Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#561 - 2013-05-01 19:05:12 UTC
Hagika wrote:
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.


You need to do more small gang. Straight
Trolly McForumalt
Doomheim
#562 - 2013-05-01 21:38:00 UTC
I guess I sort of have an issue with the way we've been the missile 'problem.' We've tried looking at it from a formula viewpoint but I'd like to take a step back from that a bit. What should we expect from missiles in general?

Here is what I consider to be a reasonable expectation for missiles as a starting point:
* Rockets and light missiles should do full damage to stationary frigate sized targets
* Heavy missiles and HAMs should do full damage to stationary cruiser sized targets
* Torpedoes and cruise missiles should do full damage to stationary battleship sized targets
* Citadel torpedos and cruise missiles should do full damage to stationary capital sized targets and modest damage to BS sized targets
* This should apply to all T2 variants as well

My suggestions:
* Standardize explosion radius and explosion velocity for each tier of missiles (for example rockets and light missiles have the same precision stats). Let them differ on range, rof, and damage. The longer range variant should always do less DPS.
* Reduce the explosion radii of light missiles, torpedoes, and citadels. The explosion radii of citadel weapons almost need to be halved.
* Increase the explosion velocity of most missiles a small amount or slightly soften the damage falloff curve for moving targets. Again citadel weapons will likely need a large increase in this stat.
* Introduce scriptable modules that modify a missiles explosion radius and explosion velocity while also introducing a counterbalancing ewar module (AFAIK there are no modules that reduce signature radius - this could be a good time to introduce one).
* These changes could put some missiles in a over-powered state - raw damage could be adjusted to compensate.

I realize a few of my ideas (like modules that give bonuses) have already been mentioned quite a bit, but I wanted to put forth my ideas nonetheless.
Kenshi Hanshin
Pator Tech School
Minmatar Republic
#563 - 2013-05-01 22:38:28 UTC  |  Edited by: Kenshi Hanshin
Technically you all know that is correct! Projectiles wouldn't be instant. Hybrids would also not be instant. The only one that would truly be anything close to instant over 200-km would be lasers.

Though just to be a bit of a jerk: lasers would actually take 667.13 microseconds to hit. Hybrids firing at ~1/4 the speed of light would take 2.67 milliseconds. Projectiles would be significantly longer than hybrids due to limitations in the speeds attainable via the technology cited. Now, I think that you gents and ladies don't want to push the "realistic" concept now.

Cause, if you do, CCP please input the travel times for the respective weapons in via a physics engine. I will know if you cheat on the projectiles, hybrids or lasers. Since I can figure out and run capture on shots at 200 km and double-check. Also, due to the energy-density limitations on projectile-tech cited in lore, the damage for all projectile turrets also needs to be severely reduced (kinetic-damage value predominately). Also, while I am on a roll of realism critics: lasers need to do primary and secondary damage due to sublimation of target material. Meaning that initially the laser would deal the EM and Thermal damage. However, material would be flash-converted (sublimation) to plasma and do secondary explosive and kinetic damage to armor. Hybrids would also do some secondary explosive damage to armor after impact due to expansion of melted/vaporized material. Projectiles would actually be more limited to a little kinetic and mostly secondary effects of the warhead: shock-waves from explosive charges, thermal heat from incendiary etc. Get cracking CCP, you got a lot of work cut out for you! Blink

Since I am reasonably certain now that you will show some sense and drop that stupidly pathetic "realistic" argument for instant-hitting turrets. Assuming that you are capable of realizing that, I will move on. If not, then I would suggest you all need to repeat all the physics and chemistry classes you ever took... Hopefully, you gents and ladies have more sense than to need that.

Back to missiles:

I agree in principle with Hagika that missiles need to have a fixed and constant damage-delay : 3-4 seconds max. It needs to be more than one second so as to be a noticeable difference from turrets. As has been mentioned before acceleration would be one way to do that. The other thing that should be changed with missiles is the damage application. Since at present it is rather pathetic against any moving target.

I thought of a possible solution to the damage application and the issues to missile mechanics:

1) Use the concept presently used in many modern RL missiles: uni-directional detonation. Most modern missiles when detonating send all the damage-causing fragments forward in a cone-like dispersion. This could be used in concept by Eve Online. The explosion radius could be changed to a distance value. The Explosion Range value would communicate the distance within the dispersion-cone that damage could be applied. You could think of that value as an indicator of density for damage: like the spread-pattern of a shotgun. The other part of the equation would be the velocity values. The speed of the missile would affect how close to the target it is when the warhead detonates.

In game, I would see the damage application value to work out like this for a 'fast-moving' frigate. The frigate's speed would determine how close the missile will get and thus the distance at which it explodes: explosion range. The explosion range would then be used to determine the density of the damage and thereby the damage applied to the frigate. *Maybe treat the explosion range like falloff range for turrets*.

This would still result in a fast moving frigate to take less damage than a cruiser. Larger ships which are slower would be hit harder. Then you are comparing the missile velocity and the target velocity: much simpler ratio and a better indication of whether the missile would intercept. Such a change to missile mechanics wouldn't need any change in the graphics. In Retribution the missiles were made to actually track the target ship as would be expected.

To counter missiles I think there are several ways we can go about it. One would be an ECM type module that interferes with missile tracking while in-flight. Another way would be a top slot mounted energy-based anti-missile system akin to a smartbomb but not omnidirectional. This energy-based missile interceptor should work similarly to how the present defender missiles work but without the glaring fail: range should be ~2500 meters optimal, no falloff. Third, there could be a specialized disruption script for missiles for the TD or SB (whichever makes more sense).

An extension of this proposal could mean the elimination of the confusing and inaccurate "guided" and "unguided" nomenclature. Instead the terms "long-range" and "short-range" could be applied. This would clarify to the pilot (new and old) the missile's intended philosophy-of-use (POU) and range. In addition, it would be similar to that of turrets and aid learning via familiarity.

EDIT: Refined the idea based on knowledge of present Air-to-Air missile engagement mechanics.
EDIT2: Missile graphics/flight pattern could be designed to intercept not follow the target. Doing that could make the present system more reasonable
Enya Sparhawk
Black Tea and Talons
#564 - 2013-05-01 22:54:34 UTC
Kenshi Hanshin wrote:

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.

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!

I'm with you on the effective/efficient point here, 100%...

To be honest, I wasn't really advocating anything other than that one fact... sorry if it sounded that way... I'm pretty sure I mentioned this isn't a programming solution but a mathematical one (in relation to the damage calculation formula which is unbalanced to the full spectrum)... a few times I might have even gotten off of topic with other possible suggestions to the system. (though I always mention that it would be something I would do after the actually damage calculation formula was redressed)... a further redefining of their roles in combat...

If I disagree with you, I'm not calling you wrong... I'm just expressing an opinion...

We have the same endgoals afterall...

- Ens






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...

Kenshi Hanshin
Pator Tech School
Minmatar Republic
#565 - 2013-05-01 23:02:52 UTC  |  Edited by: Kenshi Hanshin
Enya Sparhawk wrote:
I'm with you on the effective/efficient point here, 100%...

To be honest, I wasn't really advocating anything other than that one fact... sorry if it sounded that way... I'm pretty sure I mentioned this isn't a programming solution but a mathematical one (in relation to the damage calculation formula which is unbalanced to the full spectrum)... a few times I might have even gotten off of topic with other possible suggestions to the system. (though I always mention that it would be something I would do after the actually damage calculation formula was redressed)... a further redefining of their roles in combat...

If I disagree with you, I'm not calling you wrong... I'm just expressing an opinion...

We have the same endgoals afterall...

- Ens


No worries! I am glad that you clarified. I apologize that I didn't seem to have communicated necessarily well myself. Lol! Funny how hard it is to convey complicated concepts via text.. i would want to hear your opinion as you have been objective in what you have said in this discussion. Smile

I agree with you on that damage calculation formula needs to be redressed. The issue that I am having is not knowing what the formula exactly is. If I don't know what it is, it is hard for me to correct it, mathematically. What I have been trying is to think of reasonable ways to address the issue. Yet, it may require a rewriting of the damage-calculation formula. The question that I think I would like to figure out is if the end result would be better.

I take you sadly don't have that damage-calculation formula for missiles would you? Smile

That said, what do you think of the idea I mentioned above?
Gimme more Cynos
Deep Core Mining Inc.
Caldari State
#566 - 2013-05-01 23:04:37 UTC
Trolly McForumalt wrote:


Here is what I consider to be a reasonable expectation for missiles as a starting point:
* Rockets and light missiles should do full damage to stationary frigate sized targets
* Heavy missiles and HAMs should do full damage to stationary cruiser sized targets
* Torpedoes and cruise missiles should do full damage to stationary battleship sized targets
* Citadel torpedos and cruise missiles should do full damage to stationary capital sized targets and modest damage to BS sized targets
* This should apply to all T2 variants as well


So everyone (no matter which size he's in) should be able to mitigate a lot of dmg from missiles just because he double-clicked in space, and everyone beeing shot with bigger missiles should take literaly no dmg at all? This would happen if you change it that way while keeping the current formula..

The tough question in here is: how much damage should a missile do?

Trolly McForumalt
Doomheim
#567 - 2013-05-01 23:13:26 UTC
Gimme more Cynos wrote:
Trolly McForumalt wrote:


Here is what I consider to be a reasonable expectation for missiles as a starting point:
* Rockets and light missiles should do full damage to stationary frigate sized targets
* Heavy missiles and HAMs should do full damage to stationary cruiser sized targets
* Torpedoes and cruise missiles should do full damage to stationary battleship sized targets
* Citadel torpedos and cruise missiles should do full damage to stationary capital sized targets and modest damage to BS sized targets
* This should apply to all T2 variants as well


So everyone (no matter which size he's in) should be able to mitigate a lot of dmg from missiles just because he double-clicked in space, and everyone beeing shot with bigger missiles should take literaly no dmg at all? This would happen if you change it that way while keeping the current formula..

The tough question in here is: how much damage should a missile do?



Uh... I never said anything like that... at all. I *was* saying that cruiser sized missile systems, including T2 variants like Rage, should do full damage to stationary cruiser-sized targets. Currently, they do not. The current signature radius part of the damage equation is probably fine. The velocity portion of the equation needs to be less harsh. I have no idea where you got what you wrote.
Kenshi Hanshin
Pator Tech School
Minmatar Republic
#568 - 2013-05-01 23:18:55 UTC  |  Edited by: Kenshi Hanshin
Gimme more Cynos wrote:
Trolly McForumalt wrote:


Here is what I consider to be a reasonable expectation for missiles as a starting point:
* Rockets and light missiles should do full damage to stationary frigate sized targets
* Heavy missiles and HAMs should do full damage to stationary cruiser sized targets
* Torpedoes and cruise missiles should do full damage to stationary battleship sized targets
* Citadel torpedos and cruise missiles should do full damage to stationary capital sized targets and modest damage to BS sized targets
* This should apply to all T2 variants as well


So everyone (no matter which size he's in) should be able to mitigate a lot of dmg from missiles just because he double-clicked in space, and everyone beeing shot with bigger missiles should take literaly no dmg at all? This would happen if you change it that way while keeping the current formula..

The tough question in here is: how much damage should a missile do?


You are assuming that the present damage-calculation formula is balanced. Which has been proposed to be a false assumption.

Target velocity should have a mitigating effect on missile damage applied. That is not unreasonable. The question is the factors used to determine that. Under the present formula, the explosion radius and explosion velocity values play that role.

Sig radius is compared to explosion radius. Target velocity is compared to explosion velocity. The highest explosion velocity (unskilled/unbonused) is that of light missiles at 170 m/s. Since we all know that frigs can orbit at extremely high speeds comparatively (~1 km/s). The result is a very large reduction from that one ratio to damage-applied. Light missiles also have the smallest explosion radius (||) at 50 m. Compare this to the 'average' frig sig radius of around 40 m. This results in a further nerf to applied damage for light missiles of four-fifths. End result is a very large nerf to the applied damage. To offset that, CCP has had to increase the base damages of missiles to make it remotely worthwhile.

There are already at least two proposals in this topic that detail a better way to calculate damage-applied by missiles. Both proposals would require a change in missile mechanics from present. I would rather have the mechanics changed and the code re-written than try and 'balance' the present and deeply flawed system that makes parity borderline impossible.

EDIT: @Trolly

Since when do you shoot at a stationary target with missiles or turrets? I bet you that is an extremely rare occurrence. Therefore, that shouldn't be used as the baseline for damage-applied. Turrets are not affected by a moving target as long as it is able to be tracked and within their optimal range. This puts turrets at an unfair advantage in actual Eve scenarios compared to missiles in a mechanic sense. CCP has continually suggested just increasing base-damage to compensate. Doing that 'works' in terms of on-paper. However, it doesn't do anything for the other glaring issues with missiles: absurdly delayed-alpha as distance increases within effective range, for example.
Trolly McForumalt
Doomheim
#569 - 2013-05-02 00:16:34 UTC
Kenshi Hanshin wrote:


EDIT: @Trolly

Since when do you shoot at a stationary target with missiles or turrets? I bet you that is an extremely rare occurrence. Therefore, that shouldn't be used as the baseline for damage-applied. Turrets are not affected by a moving target as long as it is able to be tracked and within their optimal range. This puts turrets at an unfair advantage in actual Eve scenarios compared to missiles in a mechanic sense. CCP has continually suggested just increasing base-damage to compensate. Doing that 'works' in terms of on-paper. However, it doesn't do anything for the other glaring issues with missiles: absurdly delayed-alpha as distance increases within effective range, for example.


Well some baseline has to be used and if there is a scenario where full damage is applied, it would be stationary. I'm not saying the damage falloff for unmodified velocity (ie no prop mods) should be as steep as it is.

Also, the turret 'chance to hit' equation seems way more complicated than what you presented (though I understand the need to gloss over stuff when making a point). Turret shots won't do full damage on every shot even when in range and tracked (though some will do triple damage).
Kenshi Hanshin
Pator Tech School
Minmatar Republic
#570 - 2013-05-02 00:49:51 UTC  |  Edited by: Kenshi Hanshin
Trolly McForumalt wrote:

Well some baseline has to be used and if there is a scenario where full damage is applied, it would be stationary. I'm not saying the damage falloff for unmodified velocity (ie no prop mods) should be as steep as it is.

Also, the turret 'chance to hit' equation seems way more complicated than what you presented (though I understand the need to gloss over stuff when making a point). Turret shots won't do full damage on every shot even when in range and tracked (though some will do triple damage).


Agreed! I will admit that I simplified the turret damage equation for the sake of not going into a lot assumption statements. As I figured that you wouldn't appreciate the list of 'assumptions' and the accompanying math. The issue I have with the present system is as I said: the equation and application.

My personal opinion is that the issue would be too difficult to fix via the present equation. As certain values are just absurdly low (explosion velocity). Others are just technically wrong on physics principles of bodies in motion (explosion radius). I understand that as a Developer you want to simplify things for ease of implementation. However, there is a limit that you can do that without breaking how the object works.

In a game live Eve Online that for the most part makes use of physics, it wouldn't be unreasonable to apply it to say missiles. I went into some depth of applying that in that long post above. As long as the present system uses a fixed and instantaneous maximum flight velocity, the results will be gimped. Especially so if that flight velocity has no bearing on damage applied. Maybe there is an easier way than I suggested to implement the characteristics I explained.

Yet my opinion and position is that the present mechanics for missiles will prevent being able to truly balance them to turrets. As it will be too easy to either nerf them to be sub-par (present) or buff them to OP comparatively. The goal is parity between the effectiveness and efficiency of the weapon systems.

Turrets right now are well balanced except for some issues with powergrid, cap-use and cpu for beam lasers. Drones need their controls and ease-of-use be improved, at least. Drones are good at damage-application at present. Missiles have problems with damage-application and mechanics.

Missile-damage suffers from severe and unreasonable damage reduction (need 2 TP and 2 Webs to be able to deal full-damage even to a 'stationary' target). Missile range factors result in the absurdly long flight-times as distance increases within effective range. Then there is the delayed-alpha: flight time and launcher ROF. Delayed-alpha issue is directly responsible for the lousy dps of missiles (compared to turrets/drones) and thus the relegation to fail in pvp. All these issues that I summarize here are due to the existing formula and mechanics for missiles.
Bucca Zerodyme
Good For Nothing Corporation
#571 - 2013-05-02 01:11:26 UTC
Kenshi Hanshin wrote:

I agree with you on that damage calculation formula needs to be redressed. The issue that I am having is not knowing what the formula exactly is. If I don't know what it is, it is hard for me to correct it, mathematically. What I have been trying is to think of reasonable ways to address the issue. Yet, it may require a rewriting of the damage-calculation formula. The question that I think I would like to figure out is if the end result would be better.

I take you sadly don't have that damage-calculation formula for missiles would you? Smile

That said, what do you think of the idea I mentioned above?


Already done. it seems i got forgotten easily.

https://forums.eveonline.com/default.aspx?g=posts&m=2939186#post2939186

and

https://forums.eveonline.com/default.aspx?g=posts&m=2952112#post2952112
Bucca Zerodyme
Good For Nothing Corporation
#572 - 2013-05-02 01:15:13 UTC
Trolly McForumalt wrote:


Uh... I never said anything like that... at all. I *was* saying that cruiser sized missile systems, including T2 variants like Rage, should do full damage to stationary cruiser-sized targets. Currently, they do not. The current signature radius part of the damage equation is probably fine. The velocity portion of the equation needs to be less harsh. I have no idea where you got what you wrote.


Damage = Base_Damage * MIN(sig/Er, 1, (Ev/Er * sig/vel)^(log(drf) / log(5.5)))

sig = ship's signature
vel = ship's velocity
Er = Explosion Radius of missile
Ev = Explosion Velocity of missile
drf = Damage Reduction Factor of missile

See for yourself, as posted in my previous posts its a f(x) = 1/x function, which sucks as hell.
Bucca Zerodyme
Good For Nothing Corporation
#573 - 2013-05-02 02:13:19 UTC  |  Edited by: Bucca Zerodyme
Okay i promised someone to post some math.

The calculation will be done without skills, except missiles, because they have 2 dmg application skills. Both dmg applications will be at 4.

There are some Links to understand how Turrets work.

http://wiki.eveonline.com/en/wiki/Tracking_Guide
http://wiki.eveonline.com/en/wiki/Turret_damage

Okay Lets pick a Ship. Lets pick the worst-case, the Typhoon.

Typhoon
max velocity: 130
Signature radius: 330

Traversal-velocity < max(my ship velocity, enemy ship velocity)
So lets assume we dont move and the Typhoon is orbiting.

Lets pick the weapon with the worst tracking: 1400mm Howitzer Artillery II

Data so far:
Traversal-velocity = 130 m/s
Signature radius = 330 m
Distance = [25KM,50KM]
Explosion Velocity = 96.6 m/s
Explosion Radius = 264 m
Tracking = 0.009 rad/s
Weapon Resolution = 400m

DMG Missiles = (Ev/Er * sig/vel)^(log(4.5) / log(5.5)) = (96.6/264 * 330/130)^(0.882287) = 0.93695
DMG Turrets = 0.5^((Traversal Velocity / (Distance * Tracking) * Weapon Resolution / Signature radius)^2) = 0.5^((130 / (50000 * 0.009) * 400 / 330)^2) = 0.5^(0.122617873) = 0.918519
Now 25KM:
DMG Turrets = 0.5^((130 / (25000 * 0.009) * 400 / 330)^2) = 0.5^(0.490471493) = 0.71179

Okay missiles have an advantage, but lets increase the speed, lets double the speed:

DMG Missiles = (Ev/Er * sig/vel)^(log(4.5) / log(5.5)) = (96.6/264 * 330/260)^(0.882287) = 0.50830
DMG Turrets = 0.5^((Traversal Velocity / (Distance * Tracking) * Weapon Resolution / Signature radius)^2) = 0.5^((260 / (50000 * 0.009) * 400 / 330)^2) = 0.5^(0.490471493) = 0.71179
Now 25KM:
DMG Turrets = 0.5^((260 / (25000 * 0.009) * 400 / 330)^2) = 0.5^(1.96188) = 0.25669

Lets be honest, if you get close missiles win, but if you have a proper range turrets are much better. See the plot:
http://www.walterzorn.de/grapher/grapher.htm

Formula to use:
Min(1, (86.6/264 * 330/x)^(log(4.5) / log(5.5)));
0.5^((x / (50000 * 0.009) * 400 / 330)^2)

Red: Missiles
Green: Turrets

As you can see the DMG-Application of a Turret is much smoother. Why cant have missiles the same dmg-application-curve?
Kenshi Hanshin
Pator Tech School
Minmatar Republic
#574 - 2013-05-02 02:50:14 UTC
Bucca Zerodyme wrote:
Kenshi Hanshin wrote:

I agree with you on that damage calculation formula needs to be redressed. The issue that I am having is not knowing what the formula exactly is. If I don't know what it is, it is hard for me to correct it, mathematically. What I have been trying is to think of reasonable ways to address the issue. Yet, it may require a rewriting of the damage-calculation formula. The question that I think I would like to figure out is if the end result would be better.

I take you sadly don't have that damage-calculation formula for missiles would you? Smile

That said, what do you think of the idea I mentioned above?


Already done. it seems i got forgotten easily.

https://forums.eveonline.com/default.aspx?g=posts&m=2939186#post2939186

and

https://forums.eveonline.com/default.aspx?g=posts&m=2952112#post2952112


I am sorry to cause you to feel that way. I honestly forgot if they had been posted. It is a really busy week for me.
Morrigan LeSante
Perkone
Caldari State
#575 - 2013-05-02 07:04:47 UTC
Bucca Zerodyme wrote:
Lets be honest, if you get close missiles win, but if you have a proper range turrets are much better. See the plot


That, right there, encapsulates the exact problem I've been trying to explain.

Missiles lose nothing from short ranges. Given a constant target speed they do the same damage at 0 as they do at 225+.

That is not possible to balance that situation without a radical shake up to the ENTIRE platform.

It what I've been trying to say, if you make missiles on a par with turrets at distance you're ALSO making them JUST as effective at point blank ranges, it wouldnt be balanced - not without the shakeup I mentioned. There could be no tactical flying - fighting a missile boat becomes a pure and simple DPS race - one which (if missiles are boosted more) the turret boat would lose, every time.

Basically what I'm saying is that it could be solved - but it cannot be solved tweaking individual missile stats alone - it's a bigger problem than that. Or - we accept the status quo that cruises just aint great in PvP. Remember, I'm a big missile user, it's a shame - but they're far from the only sub-par module choice in PvP.

Perhaps it's just one of those things. Perhaps I'm a little too magnanimous this time in the morning Smile
Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#576 - 2013-05-02 07:59:12 UTC  |  Edited by: Gypsio III
Trolly McForumalt wrote:


Here is what I consider to be a reasonable expectation for missiles as a starting point:
* Rockets and light missiles should do full damage to stationary frigate sized targets
* Heavy missiles and HAMs should do full damage to stationary cruiser sized targets
* Torpedoes and cruise missiles should do full damage to stationary battleship sized targets
* Citadel torpedos and cruise missiles should do full damage to stationary capital sized targets and modest damage to BS sized targets


This is what already happens in almost all circumstances. Straight
In a few cases such as logi, it doesn't - but these ships are supposed to be hard to hit, it's a logi issue rather than a missile issue.

You also asked for T2 missiles to do the same. But this is clearly silly for Rage/Fury, as it leaves them without a role.
Gimme more Cynos
Deep Core Mining Inc.
Caldari State
#577 - 2013-05-02 16:15:01 UTC
Trolly McForumalt wrote:


Uh... I never said anything like that... at all. I *was* saying that cruiser sized missile systems, including T2 variants like Rage, should do full damage to stationary cruiser-sized targets. Currently, they do not. The current signature radius part of the damage equation is probably fine. The velocity portion of the equation needs to be less harsh. I have no idea where you got what you wrote.


If full dmg is applied to stationary targets only, double-clicking in space would result in a huge dmg mitigation. That's where I got it out of. Obviously, that wasn't part of your suggestion. Sry Ugh

Quote:
You are assuming that the present damage-calculation formula is balanced. Which has been proposed to be a false assumption.


Nah, that's not what I'm doing. I guess all missile-users know where the flaw is. The point is, that you'ld need to figure out how much damage a missile should do against targets of various sizes and at various speeds before you change the formula. Yes, a new formula would make sense, but it's a thin line between OP and useless.

It isn't as easy as proposing a new formula based on RL physics.. It needs to fit for EvE.. Ugh
Bucca Zerodyme
Good For Nothing Corporation
#578 - 2013-05-02 16:28:18 UTC
Gimme more Cynos wrote:


Nah, that's not what I'm doing. I guess all missile-users know where the flaw is. The point is, that you'ld need to figure out how much damage a missile should do against targets of various sizes and at various speeds before you change the formula. Yes, a new formula would make sense, but it's a thin line between OP and useless.

It isn't as easy as proposing a new formula based on RL physics.. It needs to fit for EvE.. Ugh


It seems ppl dont want to read before posting, like "Its not easy to change the Formula". Already done, took me about 4 hours, no big deal. See my Post:
https://forums.eveonline.com/default.aspx?g=posts&m=2962266#post2962266

Now Compare the Dmg-Application of both Formulas. Besides Missiles have the same Issue on ALL sizes.
Hagika
Standard Corp 123
#579 - 2013-05-02 20:17:37 UTC
I would also like to address the fact that if a frig is standing still, a Cruise or Torp ship should be able to one shot it just as any turret ship would do, provided the weapon has enough damage to destroy it.

A torp or cruise would be like dropping a giant nuke on a tiny ship. It makes perfect sense for it to go splat right after.
Hagika
Standard Corp 123
#580 - 2013-05-02 20:28:49 UTC
Gypsio III wrote:
Hagika wrote:
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.


You need to do more small gang. Straight




Have done a ton of small gang.

My eve career has been spent doing piracy, Faction warfare, large alliance wars and even Red vs Blue.

Usually my small gang experiences ended up being ambush, silly station games, or running around faction war site gates popping people.

The one thing I have enjoyed most in Eve is piracy. I cant count the number of times I have gone from -10 back to positive sec so i can go back into highsec to do shopping or suicide ganks.

I get my jollies from blowing up and taking peoples hard earned ships and loot.

Emo rage and carebear tears make the yummiest of deserts.