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[Odyssey 1.1] Medium Rail, Beam and Artillery rebalance

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Author
Otto Schultzky
Garoun Investment Bank
Gallente Federation
#341 - 2013-08-07 01:17:17 UTC
Dual 150mm Rails and Quad Light Beams are crap as is, with short optimal and fall off range, reducing their tracking even further doesn't make much sense.
At that point you might as well fit Electron Blasters/ Dual180mm Auto canons with better tracking and similar engagement envelope with T2 long range ammo (Null/ Barrage) and call it a day.

If at all possible keep the current tracking stats on Dual 150mm Rail guns and Quad Light Beam Lasers, while buffing Damage / ROF

Alsyth
#342 - 2013-08-07 15:44:06 UTC
Still no answer on HML?
Mra Rednu
Oyonata Gate Defence Force.
#343 - 2013-08-07 20:15:56 UTC

HML's are just about the most pressing issue in this thread about medium turrets, we are all waiting with baited breath here.......
Heyer Vitally
Caldari Provisions
Caldari State
#344 - 2013-08-07 22:35:42 UTC
I Like it

Caldari have always been a joke at PVP when flying anything larger than a frigate

- slow ships,
- missile travel time
- anemic DPS from Rails

with this, hopefully the Moa and the ferox might actually see some use




Deacon Abox
Black Eagle5
#345 - 2013-08-07 22:43:34 UTC  |  Edited by: Deacon Abox
Mra Rednu wrote:

HML's are just about the most pressing issue in this thread about medium turrets, we are all waiting with baited breath here.......

No

Heyer Vitally wrote:
Caldari have always been a joke at PVP when flying anything larger than a frigate

and No.


Roll


Otto Schultzky wrote:
Dual 150mm Rails and Quad Light Beams are crap as is, with short optimal and fall off range, reducing their tracking even further doesn't make much sense.
At that point you might as well fit Electron Blasters/ Dual180mm Auto canons with better tracking and similar engagement envelope with T2 long range ammo (Null/ Barrage) and call it a day.

If at all possible keep the current tracking stats on Dual 150mm Rail guns and Quad Light Beam Lasers, while buffing Damage / ROF


but Yes.

CCP, there are off buttons for ship explosions, missile effects, turret effects, etc. "Immersion" does not seem to be harmed by those. So, [u]please[/u] give us a persisting off button for the jump gate and autoscan visuals.

Alsyth
#346 - 2013-08-07 23:13:04 UTC
Mr missile hater thank you for your concern.


Now, as someone who flies everything I welcome these changes to medium sized long range weapons but keep the same feedback:
HML need to be buffed.

Stop trying to balance hml ships (nighthawk, claymore, sacrilege etc when they don't use ham) while hml are in that utterly useless state.

And while you're at it, start considering rapid light missile launchers as proper cruiser sized weapons, and give bonus to all of missile using ship (cruiser/BC size).


That way missile users would have 3 weapon systems true:
-RLM with low dps, medium range, good damage application (100% on cruisers, good on frigs)
-HAM with hi dps, low range, medium damage application (100% on slow Cruisers and bigger, poor on frigs)
-HML with medium dps, long range, poor damage application (100% on BCs, bad on cruisers, horrible on frigs)

Compared to turrets which will have, after Odyssee 1.1
-close range, high dps, good damage application (100% on cruisers, good on frig except AB up close)
-long range, high dps (yes...), medium damage application (100% on cruisers at 25+km, 100% on mwd frig at 80+km)

Right now hml have too low of a dps to be even considered, and their range is not even interesting unless on bonuses ships. Add their poor damage application (no cruiser take full damage from them) on you really have the worst weapon system.

Besides, it would only be consistent with what you did to cruise missiles...
Deacon Abox
Black Eagle5
#347 - 2013-08-07 23:23:48 UTC  |  Edited by: Deacon Abox
Alsyth wrote:
Mr missile hater thank you for your concern.

...

I already do have missiles trained on all my characters. Most with multiple tech II missiles trained. Granted on Deacon the missile sp is minimal (about a million sp).

However, it appears you gloss over tracking considerations and see this OP as only a buff. It is not. Tracking on turrets can be a real *****. And now it will be more so. I think any ship fitting long range medium turrets will be expending more slots on TC/TEs to compensate. But then maybe that the reason for the tracking nerf. So that means fewer slots for other things like damage mods.

Basically, you missile exclusive folks should be calling for CCP to implement the long overdue TC/TE/TD effects on missiles. Or more properly a set of new modules that do what those modules do for turrets. That way you can get missiles to perform the way you want them. By making the same fitting choices turret ships have had to make (and soon more than ever for medium ships) for years and years.

edit - and apparently you missed an earlier poster that provided this link - http://themittani.com/features/missiles-need-love-too
The damage numbers are just now reaching rough parity. But missiles have no modules to affect characteristics in a desired way. That can change if new missile altering modules are introduced. I don't agree with the article that somehow defenders can be fixed though.

CCP, there are off buttons for ship explosions, missile effects, turret effects, etc. "Immersion" does not seem to be harmed by those. So, [u]please[/u] give us a persisting off button for the jump gate and autoscan visuals.

Mra Rednu
Oyonata Gate Defence Force.
#348 - 2013-08-08 06:40:30 UTC
Deacon Abox wrote:
Mra Rednu wrote:

HML's are just about the most pressing issue in this thread about medium turrets, we are all waiting with baited breath here.......

No


Roll




Train sarcasm detection up a lvl or two.
TehCloud
Guardians of the Dodixie
#349 - 2013-08-08 08:08:34 UTC
Alsyth wrote:
Mr missile hater thank you for your concern.


Now, as someone who flies everything I welcome these changes to medium sized long range weapons but keep the same feedback:
HML need to be buffed.



Let us think why you are wrong.

Oh yeah, HMLs got nerfed because they were completely OP. Now that they aren't OP anymore you want them buffed. Figures.

My Condor costs less than that module!

Deacon Abox
Black Eagle5
#350 - 2013-08-08 11:13:05 UTC
Mra Rednu wrote:
Deacon Abox wrote:
Mra Rednu wrote:

HML's are just about the most pressing issue in this thread about medium turrets, we are all waiting with baited breath here.......

No


Roll




Train sarcasm detection up a lvl or two.

my bad. P sawey

CCP, there are off buttons for ship explosions, missile effects, turret effects, etc. "Immersion" does not seem to be harmed by those. So, [u]please[/u] give us a persisting off button for the jump gate and autoscan visuals.

Alsyth
#351 - 2013-08-08 13:29:03 UTC  |  Edited by: Alsyth
Missile exclusive?
I fly everything. And since missile nerf, heavy missiles have been utterly useless. I don't fly them any more, and will choose rapid light missiles, heavy assault, or any gun, any day.


Something you and that link fail to understand is how missile damage is only close to turret damage with T2 long range ammo, take any closer range ammo and missiles fall short.
Even with T2 fury, which couldn't hit even a slow Mwd cruiser for max damage, at any range.


Tracking is an issue for medium long range turret only under 25km against your intended targets (cruisers). If you get closer than that, well, you were bad and should have chosen short range guns (or heavy assault missile btw).
Against frigates well, these are not your intended targets, but you have the opportunity to kill them easily at longer range (50+ with non T2 ammo) while missiles will never do meaningful damage. True, they will always hit, for next to nothing.


Only two situations when heavy missiles are better on ships without range bonuses:
-at 50+ km, against slow fat BC or bigger (everything smaller and you're better off with turrets)
-under 20km against fast & small targets turrets will not track. But that's a failure on your part if you took long range guns and end up in this situation.
Deacon Abox
Black Eagle5
#352 - 2013-08-08 19:33:57 UTC
Alsyth wrote:
Tracking is an issue for medium long range turret only under 25km against your intended targets (cruisers). If you get closer than that, well, you were bad and should have chosen short range guns (or heavy assault missile btw).
Against frigates well, these are not your intended targets, but you have the opportunity to kill them easily at longer range (50+ with non T2 ammo) while missiles will never do meaningful damage. True, they will always hit, for next to nothing.


Only two situations when heavy missiles are better on ships without range bonuses:
-at 50+ km, against slow fat BC or bigger (everything smaller and you're better off with turrets)
-under 20km against fast & small targets turrets will not track. But that's a failure on your part if you took long range guns and end up in this situation.

Yes, because one's targets never move. I know I know I should have gone short range guns because stupid me I moved too close to my target. Ugh, it's almost like fitting HMs or HAMs when I should have just fit RLML. I should have known the speed and sig parameters of all the ships I might run into. Turrets are easy. I'm just bad Sad

CCP, there are off buttons for ship explosions, missile effects, turret effects, etc. "Immersion" does not seem to be harmed by those. So, [u]please[/u] give us a persisting off button for the jump gate and autoscan visuals.

Kane Fenris
NWP
#353 - 2013-08-08 21:57:59 UTC
TehCloud wrote:
Alsyth wrote:
Mr missile hater thank you for your concern.


Now, as someone who flies everything I welcome these changes to medium sized long range weapons but keep the same feedback:
HML need to be buffed.



Let us think why you are wrong.

Oh yeah, HMLs got nerfed because they were completely OP. Now that they aren't OP anymore you want them buffed. Figures.


actually they were overnerfed
that something has been nerfed only indicates that something probably was op but not that it is balanced after the nerf
auraofblade
Caldari Provisions
Caldari State
#354 - 2013-08-09 03:48:20 UTC  |  Edited by: auraofblade
I don't know if someone has already mentioned it, but...

Does anybody find it weird that Short guns with Long ammo have (approximately) the same DPS and Range as Long guns with Short ammo, but the Short gun still wins in terms of Tracking, Fitting and Cap Stability even after the ammo penalties?

There's simply no debating it here - unless your target is going to die on the very first volley, there is no reason to fit a Long gun with Short ammo because all you end up doing is gimping your everything for negligible gains. That's also why T2 Short Gun Long Ammo is considered the de-facto choice, well...across the board really. Sure it's a DPS loss compared to the -50% and -75% optimal ammo, but after considering damage projection and fitting requirements it's simply the best possible choice unless you can guarantee that you're literally on top of your target as soon as you warp on the grid.

Even if you consider Long with Long, there's still the other issue of the minimum warp range being 150 km, meaning that after a certain point you actually DON'T want to get further away even if your ship and guns would support > 150 km optimal. And while I'm a bit of a noob and only really EFT warrior it, it's ABSURDLY easy to break 150 optimal on anything that has a +Range bonus, and even easier if you're using Long ammo. This ends up making the -50% Optimal the ammo of choice of Long guns, simply because it's the highest DPS and alpha, without kissing the 150 km threshold nor gimping the range so hard that it drops to T2 Short Ammo.

In all honestly I'd much rather see sweeping AMMO balance changes instead of trying to fix the guns.
Flex Carter
Caldari Independant Mining Association
#355 - 2013-08-09 07:55:25 UTC
Kane Fenris wrote:
TehCloud wrote:
Alsyth wrote:
Mr missile hater thank you for your concern.


Now, as someone who flies everything I welcome these changes to medium sized long range weapons but keep the same feedback:
HML need to be buffed.



Let us think why you are wrong.

Oh yeah, HMLs got nerfed because they were completely OP. Now that they aren't OP anymore you want them buffed. Figures.


actually they were overnerfed
that something has been nerfed only indicates that something probably was op but not that it is balanced after the nerf


It's strange, they Nerfed HML to fall in line with the other weapons But then they go and Buff the other weapons now But leave the HML alone. WTF....
Enthes goldhart
Federal Navy Academy
Gallente Federation
#356 - 2013-08-09 11:33:00 UTC
CCP Rise wrote:
So I made a DPS graph here showing three fits: a 200mm Rail Thorax, a 250mm Rail Deimos, and a Neutron Talos, all of which have 2 tracking enhancers fit.


I can understand blasters needed tracking enhancers as they are designed for short range surely rails should be usable without TE's or TC's like missles.

This means that you have nerfed tracking but then assumes that people are going to fit 2 mods which each increase tracking by 9.5%

(Thorax and Talos also have tracking bonus whereas the Deimos doesn’t which kind of makes this comparison a bit odd)

This graph showing tracking is all well and good but it is not a real situation when both targets are moving with high transversal trying to move out of point range which makes rail deimos’s tracking go to **** (yes I own a rail deimos don’t judge). So unless your view is that they should only be used at 40km+ they really don’t need a tracking nerf.


Also why would you pick a talwar? The destroyer with the smallest sig, I tried your graph with a catalyst and the talos starts hitting better at 20KM, vs a thorax it hits better at 7km onwards…

CCP Rise wrote:
It looks like the Talos tracks 3x as well as the Deimos. In reality, because of the role Signature Resolution plays, the Deimos will actually track moving targets about 19% better than the Null Talos.


That is all relative to the signature radius, it’s not a fixed 19% it’s a graph, Talwar sig with mwd on is 135, a catalyst’s sig is 408, a thorax is 720… so unless you are fighting a fleet of 100mn ships you are better off in a Talos.
FleetAdmiralHarper
Kitchen Sink Kapitals
#357 - 2013-08-09 13:18:39 UTC
Warde Guildencrantz wrote:
brb refitting ferox

also. Are you going to de-crap heavy missiles now? Before the reason you nerfed them was because you thought buffing all the long range turrets was too much "power creep". Fozzie? Any say on this?



OH DEAR GOD PLEASE!!!! DO THAT FOZZI
im begging you. +5% range and the 10% damage back.
Little Dragon Khamez
Guardians of the Underworld
#358 - 2013-08-10 00:43:00 UTC
Heyer Vitally wrote:
I Like it

Caldari have always been a joke at PVP when flying anything larger than a frigate

- slow ships,
- missile travel time
- anemic DPS from Rails

with this, hopefully the Moa and the ferox might actually see some use






More power grid is needed on the ferox though to properly fit a full rack of 250mms plus a tank and prop mods etc.

Dumbing down of Eve Online will result in it's destruction...

Tepalica
ACME-CORP
#359 - 2013-08-10 01:17:34 UTC  |  Edited by: Tepalica
I have not read through all the 18 pages here and I am pretty sure I am not the first one to mention at least some of this...

Why the hell are you devs trying to destroy minmatar artillery usage on every turn? Rails got 2 buffs 15% each, beams got 25% flat buff....and you come up with a stinking 10% bonus on artillery RoF - why not 20%? It would still be the lowest buff of the lot and it would actually be sufficient!

The artillery dps is already very questionable and let's not forget that other than Jaguar and Munnin, THERE ARE NO REAL MINMATAR ARTILLERY BOATS - sure Tempest can fit arty, but it has no damage application bonuses same as Hurricane. A proper arty boat should have optimal range bonus and tracking bonus...or at least one of them and at the same time not be so very PG deficient like the Vargur that you need 2x T2 PG rigs just to fit 4 1400mm II arty cannons - hell, you need a powergrid implant if you want to fit a stinking afterburner on a Vargur after you manage to squeeze the 1400's in!!!

Also, I believe anyone with a half of a working brain can see that T2 Rail/Beam/Arty ammo is completely and utterly useless - a 25% tracking bonus at the range at which 75% bonus tracking would not be enough to hit anything other than a BS with a MWD running - and the dps difference between Quake/Gleam/Javelin and their respective close range max dps faction ammo counterparts is like 1%, maybe 2% TOPS!!!

It really isn't my intention to sound hostile here but what were you people thinking?
And are you thinking anything towards fixing all of this crap?
Aglais
Ice-Storm
#360 - 2013-08-10 02:24:53 UTC
Heyer Vitally wrote:
I Like it

Caldari have always been a joke at PVP when flying anything larger than a frigate

- slow ships,
- missile travel time
- anemic DPS from Rails

with this, hopefully the Moa and the ferox might actually see some use


1. Caracals. They're very good despite missile travel time, and they're actually rather speedy.

2. The Moa is already used as a blaster platform in certain roles. The Ferox is a subpar battlecruiser to almost everything in nearly every way save for tank. It's pretty much the new Prophecy in that regard.

3. These changes will not incentivize the fitting of railguns on Caldari hybrid ships. The railguns that will fit on the Moa without absolutely ******** smashing of your defensive and mobility modules will still be doing crap damage, AFAIK. With WORSE TRACKING. You'll want the 250mms and nothing else, really, and even then they're a nightmare to fit- this aspect of railguns, their absolutely anemic performance for such outrageous fitting costs, was never really addressed.