These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

[Odyssey 1.1] Medium Rail, Beam and Artillery rebalance

First post First post First post
Author
elitatwo
Zansha Expansion
#441 - 2013-08-27 13:12:39 UTC
Lephia DeGrande wrote:
Torpedos are unguided so atleast that would make sense.

Oh and by the way, there are Several Minerals in Eve that mankind dont even know so why its not simply possible that they can stand Antimatter and such things?

Just some thoughts.


Because for the world of EVE antimatter is in this case just a name that sounds cool.

If those shells really had an antimatter core, then on impact all clones on that grid would get activated as a result.

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Optimo Sebiestor
The New Eden School of trade
Organization of Skill Extracting Corporations
#442 - 2013-08-27 13:15:15 UTC
Ammo, capacitor and powergrid issues. Yep, this is going to make people use long range guns more...
Onictus
Federal Navy Academy
Gallente Federation
#443 - 2013-08-27 13:45:19 UTC
Meyr wrote:
Listening to a friend who ran Lvl 4's in a Tengu complain that he can now 'only' hit at 75 KM or so now, yeah, I'd say that HML's needed a bit of a nerf. The buffs to Medium Turrets should make them a viable option for both PVE & PVP, something that has been badly needed, especially for hybrids (a mission-fit rail Thorax has long been a joke, even with perfect skills in Gunnery).

Now, if you'd only do something about Blasters...


They used to go around 115 with offensive IV and level bombardment(IV). I had a Drake that hit for 118.
Tarn Kugisa
Kugisa Dynamics
#444 - 2013-08-27 18:38:43 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?


now I can use my favorite battlecruiser without it being gimpy as hell

Be polite. Be efficient. Have a plan to troll everyone you meet - KuroVolt

Magermh
Carldari Cancer Recruits
#445 - 2013-08-27 19:24:22 UTC  |  Edited by: Magermh
Out of consern for my fellow member that use rails and understand that i could not do damage to a cruiser using afterburner and so on and the nerf for tracking enhancers. I would rather have tracking enhancers that boost special bonuses like autocannan tracking enhancers that give falloff and tracking and rail tacking enhancers that give me a big boost in rail tracking. I would say the same for any other weapon. Maybe the specialization should be in the modules not the weapons or ships.

Then i would say these are a big blessing in improvements as they are in the long range all ready. Web them for me and i will nuke them. Cool

V/R
Mage
kanadia
Imperial College London
#446 - 2013-08-27 19:33:57 UTC  |  Edited by: kanadia
I wonder will these changes be applied to NPC ships (of which using rail / beam / arty weapons) as well? If that is case, one will be facing +25% incoming damage in Amarr-space level 3 (and some level 4) missions while only getting +15% local-rep (assuming player ship is armor-tanked) boost, meaning the missions will actually be harder. I know the difference isn't much and missions are generially easy any way, but I just want to know if this is an intended consequence.
Cade Windstalker
#447 - 2013-08-27 23:54:49 UTC
Tarmaniel wrote:
Cade Windstalker wrote:
It's also worth noting that most solo-frigates simply won't mess with a missile ship where as in a fleet their response to a RLM cruiser or Battlecruiser is going to be to send in Heavy Tackle where the RLMs are going to be less DPS than HAMs or Heavies would have been, thus putting the person at a disadvantage against that ship class.


RLMs do more DPS to MWDing battlecruisers than HAMs do if they have links, let alone heavies.

I don't think you quite understand how bad heavies are. There are battleships that take more damage from RLMs than HMLs if skirmish linked, even with no prop mod running.


If we're going to assume the enemy has Skirmish Links then can we at least assume I was smart enough to bring target painters? Roll

Seriously, max sig reduction from Skirmish Links is 34.5% (Odyssey 1.1). A fully skilled target painter boosts sig by 37.5% which should more or less cancel out the bonus entirely. If you put it on a Huginn it's 56.25% and if it's a Republic Fleet TP it's 60%.

You don't even need multiple TPs here, you just need a couple of dedicated ships. If you're worried about them popping then over-tank them at the expense of damage so even if they die the enemy spends enough time killing them that you win anyway.

elitatwo wrote:
Anyhow,
that worst thing that has ever come to EVE was the day somebody had that idea of missile tracking about six years ago.

Many missiles have a guidance system that need a target lock, so they don't miss and the payload makes sure, they get the job done.
Well 30.000 year from now mankind is becoming so stupid that they cannot invent a proper guidance system anymore and Titans can "speedtank" citadel torpedos, by accelaration - good times.


This is actually a fairly good approximation of the issues explosives face in space.

It's not that the missile "misses" or "fails to hit" it hits just fine, the problem is that it's exploding against the hull which means that if you're moving the blast wave stays behind and does less damage unless it can keep up to some degree.

The reason explosives and missiles especially are so devastating in atmospheric combat is because of the blast wave. In space there's nothing for this blast wave to propagate through except for debris from the missile plus whatever incidental damage you get from radiation.

If you were to, say, somehow vacuum seal and reinforce a warehouse, suck all the air out, and then set off a bomb inside with the materials it needs to "explode" you probably wouldn't even exceed the atmospheric pressure trying to crush the warehouse from outside.

Also the days when missiles did full damage to everything sucked.

Lephia DeGrande wrote:
Torpedos are unguided so atleast that would make sense.

Oh and by the way, there are Several Minerals in Eve that mankind dont even know so why its not simply possible that they can stand Antimatter and such things?

Just some thoughts.


I tend to just assume that most of the round is taken up by the containment system for the Anti-matter and reactive matter to go with it so that the entire thing just reacts on impact. Big bang, but very small actual explosive payload.
FleetAdmiralHarper
Kitchen Sink Kapitals
#448 - 2013-08-28 07:05:45 UTC  |  Edited by: FleetAdmiralHarper
now that the other medium weapons are being buffed. and the reason for the heavy missile nerf is null and void. can we please get our 10% damage back? and like another 15-20km range? <- obviously speaking maxed out.

i agree 120k is stupid for heavy's.. but so is this 50km crap... (both level 4)

oh and for the love of god add some more range to t2 missiles but more importantly make them apply better.. t2 missiles are pointless.
Cade Windstalker
#449 - 2013-08-28 07:30:37 UTC
FleetAdmiralHarper wrote:
now that the other medium weapons are being buffed. and the reason for the heavy missile nerf is null and void. can we please get our 10% damage back? and like another 15-20km range?

i agree 120k is stupid for heavy's.. but so is this 50km crap...

oh and for the love of god add some more range to t2 missiles but more importantly make them apply better.. t2 missiles are pointless.


Except that the other long range guns are getting a tracking nerf to compensate and Missiles will still apply their DPS just as well up close as at long range, meaning the Heavy Missile Nerf is still justified. In-fact now with Heavies vs any other long range medium turret you can close to short range and clean house.

Can't do that with Rails, Beams, or Arty.

Speaking of those, if you check the effective ranges on Rails, Beam Lasers, or Artillery you'll see that they're generally short of Heavy Missiles at that damage tier. Or to state that a little more plainly. If you fit these weapons for Heavy Missile ranges you don't get Heavy Missile damage, if you fit them for Heavy Missile damage you don't get Heavy Missile range.

As for the T2 missiles, you have the option of increased DPS application at the cost of a lot of range from Precision missiles (useful for small targets that don't have much range anyway). Or the ability to increase your weapon damage by ~1/3rd at the cost of some range and some damage application ability. This basically means you're shooting up about half a weapon class and means you do a lot of damage to Battleships.

If that's somehow useless then I a bit scared to see your idea of useful.
Lived Rellik
Caldari Provisions
Caldari State
#450 - 2013-08-28 15:42:12 UTC
"HIT QUALITY" should not be a totally random number. The same variables should apply to this to some degree. If a ship is standing still and shooting a target of significant size the Qaulity should be on the high side a greater percentage of the time. How does one "Barely Scratch" a POCO in a stationary ship well within Optimal Range of its guns? Missles have no "Hit Quality" applied to them.
Space Bacon
Arcana Imperii Ltd.
#451 - 2013-08-28 17:39:26 UTC
No heavy missles and only a marginal bonus to Arty? Ouch... The alpha on medium arty isn't all that strong unless you have absurd numbers. I am pretty sure most people have switched to using Arty Nado's. Honestly, if you see a group of snipe muninn's in space let me know! I love easy HAC kills!
Cade Windstalker
#452 - 2013-08-28 18:07:11 UTC
Lived Rellik wrote:
"HIT QUALITY" should not be a totally random number. The same variables should apply to this to some degree. If a ship is standing still and shooting a target of significant size the Qaulity should be on the high side a greater percentage of the time. How does one "Barely Scratch" a POCO in a stationary ship well within Optimal Range of its guns? Missles have no "Hit Quality" applied to them.


It's not "totally random", go read the Eve Tracking Formula. If you somehow meant something else they by all means explain.

Missile damage being more consistent is one of the advantages of missiles and one of the reasons they don't need a damage buff compared to other long-range weapons.

Space Bacon wrote:
No heavy missles and only a marginal bonus to Arty? Ouch... The alpha on medium arty isn't all that strong unless you have absurd numbers. I am pretty sure most people have switched to using Arty Nado's. Honestly, if you see a group of snipe muninn's in space let me know! I love easy HAC kills!


Arty Alpha is only really a concern in large numbers or when shooting down a ship class. In both cases a buff to arty alpha is not needed, outside of these cases it doesn't matter therefore the ROF bonus is fine. Projectiles take very little penalty from increased ROF because they don't use capacitor so this is a good trade for them.

If you want to test how bad medium arty alpha can get start MWDing toward an Arty-Cane to try and get point on him from 100km out... Roll
Deliora May
Altersheim fuer grummelige Veteranen
#453 - 2013-08-29 13:15:25 UTC
The main reason why I didn't like the medium long range weapons so far was the crappy tracking on them. Considering the PG usage, there is not going to be too much PG left for me for tank so I want to sit at range. Which means I can pretty much throw the t2 close range ammo out the window because well - quite honestly: I'd die if I'd use it, I'd be better of using t2 mediums and scorch (using lasers as an example here).
Now if I use the t2 long range ammo I get hit by a 75% tracking malus which already makes you miss stuff quite badly which is set to orbit you with MWD on for a nice large sig radius and still at a long range. Now imagine it with 15% less tracking and I am getting one hell of a headache.
I think it is odd - as it has been pointed out before - that you are comparing a t3 battlecruiser with a Deimos (HAC). I for one would suggest reducing the damage buff / rate of fire buff but instead INCREASING the tracking to make it more viable. Or introduce a skill which affects the tracking penalty of ammunition specifically so we can reduce the negative impact of the t2 long range ammo.
Mournful Conciousness
Federal Navy Academy
Gallente Federation
#454 - 2013-08-29 14:47:09 UTC
I've tested the artillery (t1) and rail guns (t2) on sisi.

all ammo types hit well at their respective ranges provided you kite your target

did you test lasers on sisi?

Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".

FleetAdmiralHarper
Kitchen Sink Kapitals
#455 - 2013-08-29 15:27:54 UTC  |  Edited by: ISD Ezwal
Cade Windstalker wrote:
FleetAdmiralHarper wrote:
now that the other medium weapons are being buffed. and the reason for the heavy missile nerf is null and void. can we please get our 10% damage back? and like another 15-20km range?

i agree 120k is stupid for heavy's.. but so is this 50km crap...

oh and for the love of god add some more range to t2 missiles but more importantly make them apply better.. t2 missiles are pointless.


Except that the other long range guns are getting a tracking nerf to compensate and Missiles will still apply their DPS just as well up close as at long range, meaning the Heavy Missile Nerf is still justified. In-fact now with Heavies vs any other long range medium turret you can close to short range and clean house.

Can't do that with Rails, Beams, or Arty.

Speaking of those, if you check the effective ranges on Rails, Beam Lasers, or Artillery you'll see that they're generally short of Heavy Missiles at that damage tier. Or to state that a little more plainly. If you fit these weapons for Heavy Missile ranges you don't get Heavy Missile damage, if you fit them for Heavy Missile damage you don't get Heavy Missile range.

As for the T2 missiles, you have the option of increased DPS application at the cost of a lot of range from Precision missiles (useful for small targets that don't have much range anyway). Or the ability to increase your weapon damage by ~1/3rd at the cost of some range and some damage application ability. This basically means you're shooting up about half a weapon class and means you do a lot of damage to Battleships.

If that's somehow useless then I a bit scared to see your idea of useful.


several points need to be made.

1 missiles DONT apply their damage well. ESPECIALLY t2.. while its true the damage application is the same at 0-max range. failing to apply even half is still failing.. with a nighthawks application bonuses, level 4-5 skills and target painters on battlecruiser with an ab.. you hit HALF as hard as you would if you would just use standard noob t1 missiles(non faction).


2 i dont think you have used HMLs in a LONG time... you should try them again, right now for pvp.. good luck

3 missiles dont get any kinda low or medium slots to help with tracking or damage application, rails, beams and arty do.. *Snip* Please refrain from personal attacks. ISD Ezwal

4 precision missiles??? HA HA HA HA HA look at the stats bro. basically the same or less damage then standard and faction missiles. less range.. and WHAT IS THAT? SAME DAMAGE APPLICATION!... if their goal was to make them precisely useless. then MISSION ACCOMPLISHED! =) 11 extra exp velocity and 15 extra explosion radius is pretty pore for a precision missile. especially considering your normally hitting stuff for full effect anyway (which is jack **** now might i add) with t1 and faction missiles... so whats the point of them?

*Snip* Please refrain from personal attacks. ISD Ezwal

i miss the old inferno 1.0 patch missiles. yeah they were a little TO long range, but at-least when you shot them at people it hurt.. and they didnt look at you like: "lol noob what are you doing?" -10% damage to the stock missile was WAY to much... =/


Ps: fozzie if you do see this, you should consider doing somthing with missiles, its all anyone is bitching about in your "gunnery thread".. so i take it that everyone is pretty happy with the gun changes, congrats! XD.. might want to look at this now?


Edited out some profanity. ISD Ezwal.
Mournful Conciousness
Federal Navy Academy
Gallente Federation
#456 - 2013-08-29 15:42:58 UTC
there are rigs for missile range and exp radius. I think it's reasonable that there should be low slot modules for missile range. low slot modules for explosion radius and velocity might be problematic but it's worth a thought experiment.

it would make the 5 lows on the nighthawk more interesting, and would probably make cruise missiles ridiculously overpowered, but...

Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".

Harvey James
The Sengoku Legacy
#457 - 2013-08-29 16:47:45 UTC
Mournful Conciousness wrote:
there are rigs for missile range and exp radius. I think it's reasonable that there should be low slot modules for missile range. low slot modules for explosion radius and velocity might be problematic but it's worth a thought experiment.

it would make the 5 lows on the nighthawk more interesting, and would probably make cruise missiles ridiculously overpowered, but...


mm.. cruises got overbuffed

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

Cade Windstalker
#458 - 2013-08-29 17:40:20 UTC
FleetAdmiralHarper wrote:

1 missiles DONT apply their damage well. ESPECIALLY t2.. while its true the damage application is the same at 0-max range. failing to apply even half is still failing.. with a nighthawks application bonuses, level 4-5 skills and target painters on battlecruiser with an ab.. you hit HALF as hard as you would if you would just use standard noob t1 missiles(non faction).

magical numbers in fitting tools and the fitting dps counter be damned.


Then either use Precision Missiles (you know, the ones with better damage application) or use your standard T1 missiles... Fury are specialized T2 ammo and you don't use them against an ABing BC, you use them on a Battleship (preferably one that's not fitting a prop mod) to deal extra damage to that larger target.


FleetAdmiralHarper wrote:
3 missiles dont get any kinda low or medium slots to help with tracking or damage application, rails, beams and arty do.. so cry me a river..


And they can still deal zero damage a good deal of the time if the target is moving fast enough or orbiting close enough. Missiles don't care about that, if you're within the full damage threshold of a missile you get hit for full damage, this makes missiles a very consistent damage source and is part of what I mean when I say missiles apply their damage well.

Also Rise just mentioned that CCP are considering adding damage application modules to missiles. They may not do it but they're considering it.

FleetAdmiralHarper wrote:
4 precision missiles??? HA HA HA HA HA look at the stats bro. basically the same or less damage then standard and faction missiles. less range.. and OMG WHAT IS THAT? SAME DAMAGE APPLICATION!... if their goal was to make them precisely useless. then MISSION ACCOMPLISHED! =) 11 extra exp velocity and 15 extra explosion radius is pretty damn pore for a precision missile. especially considering your normally hitting stuff for full effect anyway (which is jack **** now might i add) with t1 and faction missiles... so whats the point of them?


Well, running some quick numbers it looks like they're about 20% better Explosion Velocity and 10% better explosion radius than standard missiles, which seems to add up to a similar damage application bonus to the 25% tracking on short-range ammo for other long-range weapon systems.
Mournful Conciousness
Federal Navy Academy
Gallente Federation
#459 - 2013-08-29 17:41:48 UTC  |  Edited by: Mournful Conciousness
Harvey James wrote:
Mournful Conciousness wrote:
there are rigs for missile range and exp radius. I think it's reasonable that there should be low slot modules for missile range. low slot modules for explosion radius and velocity might be problematic but it's worth a thought experiment.

it would make the 5 lows on the nighthawk more interesting, and would probably make cruise missiles ridiculously overpowered, but...


mm.. cruises got overbuffed


I agree. CCP did this deliberately to force them back into fleet pvp. Unfortunately the flght-time issue frightens FCs I think.

Really, all forms of gunnery ought to have flight time in the equation. Bullets do not travel at the speed of light. Lasers do of course, but the energy accumulates over time at the impact point (as heat energy). This takes less time for a pulse laser by its nature - more energy is compressed into each pulse, so the mechanics would probably work out.

So if hybrids and projectiles had a "muzzle velocity" metric and the laser weapons had an "energy accumulation period" metric, all weapons systems would be balanced in that respect, and missiles would once again be seen as a viable system. Cruise missiles could then be brought down to a sensible level of performance.

Maybe if a CSM member reads this, they can whisper in Fozzie or Rise's ear...

EDIT: for the record, my corp uses cruise missles for combined pve/pvp in WH space - they're very versatile, and deadly with a target painter.

Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".

FleetAdmiralHarper
Kitchen Sink Kapitals
#460 - 2013-08-30 07:49:44 UTC  |  Edited by: FleetAdmiralHarper
Cade Windstalker wrote:
[quote=cade windstalker]


Then either use Precision Missiles (you know, the ones with better damage application) or use your standard T1 missiles... Fury are specialized T2 ammo and you don't use them against an ABing BC, you use them on a Battleship (preferably one that's not fitting a prop mod) to deal extra damage to that larger target.




thats the problem i have with them.. their suppose to be heavy damaging missiles... but they arent.
heavys are suppose to kill cruisers and battle-cruisers.. and you cant even use the t2 variant on ABing battleships... that combined with it skips 2 ship classes before it even starts applying anything. is pretty pathetic... t2 heavys are only really useful on a battleship or dreadnaught standing still, or pocos... and if im going after them ied rather use a blaster naga and kite...

dont even get me started on t2 cruise and torps.. oh dear god..


and rigs arent enough. it still needs those medium and low slot modules. i really hope ccp is serious and adds them..



i would like all 10% of my damage back. but i would be ok with 7.5% damage returning, like i said an extra 15-20k range with max skills.

5%-7.5% more application in each velocity and exp radius, would be very welcome with furys/rages t2s.



lastly i dont think cruise missiles got over buffed at all. i think the other long range weapons like (large rails) need to be brought upto-par with other long range weapons like cruise/artillery.

long range weapons shouldn't be useless.. they should kill things at range, as effectively as blasters/autocannons/torps do up-close. but if you get in close/under them, they shouldn't be-able to hit much. thus maintaining balance/purpose