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Buff torpedos please ccp

First post First post
Author
Darling Hassasin
Parental Control
Didn't want that Sov anyway.
#61 - 2013-09-12 09:57:12 UTC
Malcanis wrote:
Lara Dantreb wrote:
In my opinion, torpedoes should be long range, slow, massive damage dealing ammo. In pvp fired from far behind the brawl. Useless in Pve


The weapon you are describing would be awesome for PvE and useless for PvP. It is in fact what torps used to be back in 2007.


Ahaha and you should see how they were in 2005. 300 m/s and 0 damage loss in application. Meaning if a ceptor is somehow hit by a torp (for example while picking his nose) it would invariably get instaed.

Made Ravnes the undeniable kings of PvE, especially for low sp chars. It is not feasible to go back to these mechanics today but some things I miss...

Like where you could fit an mwd on your Raven start burning for a target 100kms away while releasing torps and matching you speed to that of the torps (350ish?). Eventually the target would invariably pop at the moment of impact. Can you spell "150k alpha" (and that was well before rigs / slaves / overheat / insanely buffed buffer tanks / cpaital ships etc etc - nothing survided -).

Twisted
Zappity
New Eden Tank Testing Services
#62 - 2013-09-12 09:59:22 UTC
Sergeant Acht Scultz wrote:
...it's not rocket science...


Well, actually...

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Cipher Jones
The Thomas Edwards Taco Tuesday All Stars
#63 - 2013-09-12 17:52:23 UTC
CCP Rise wrote:
Hello

A lot of good points in here. I don't think we're ready to make a big change to torps or cruise right now, but I agree that we need to think about it. The point that cruise are so good for pve that torps are difficult to justify makes sense, but as Malc says, we can't necessarily just make a change based on that situation when both torps and cruise are trying to compete in the pvp environment and for now are still beat out by turrets in most situations.

One of the ideas that I agree most with is that the rof feels very long which can make torps harder to manage, and the ammo capacity is very low so it feels like you have to reload too much.

I'll make sure we talk about this in the near future and see if any adjustments are necessary.


Pretty much except for snipe build PvP niche close range weapons are the primary choice for PvP and long range for PvE. The PvE exception being ships with falloff/optimal bonus.

internet spaceships

are serious business sir.

and don't forget it

Jose Montalvo
Pandemic Horde Inc.
Pandemic Horde
#64 - 2013-09-12 21:28:39 UTC
CCP Rise wrote:
Hello

A lot of good points in here. I don't think we're ready to make a big change to torps or cruise right now, but I agree that we need to think about it. The point that cruise are so good for pve that torps are difficult to justify makes sense, but as Malc says, we can't necessarily just make a change based on that situation when both torps and cruise are trying to compete in the pvp environment and for now are still beat out by turrets in most situations.

One of the ideas that I agree most with is that the rof feels very long which can make torps harder to manage, and the ammo capacity is very low so it feels like you have to reload too much.

I'll make sure we talk about this in the near future and see if any adjustments are necessary.


Thanks for having this in your plans for the future. Torps really need some love and tweaks. I really like the idea of tweaking the rof and the ammo capacity that you said. I was gonna suggest if it is possible to increase either their missile velocity or the flight time by at least 15% as a base not as in bonuses given by either ravens or typhoons. Right now with max skills and t2 rigs they can barely pass 45 to 50 km and that's with a average tank battleship such as the raven and his big navy issue brother. Im sure a bit of more range will be appretiated by the community even if it is 10 to 15 more kilometers. They will not have the range or speed of cruise missiles but they can be in between by having raw firepower and flexibility for the large missile group. What do you think Rise?? :)
Elindreal
Planetary Interactors
#65 - 2013-09-12 22:45:32 UTC
why do half the replies here sound as if they're from people who haven't even been around since the cruise missile changes?

cruise missiles were given better speed (and lower flight time) because they were useless in PVP due to taking far too long to apply any damage at all. so people suddenly saying cruise missiles should have their velocity lowered should seriously consider reading up before they post.

people saying the short range missiles should apply better than the long range (such as AC,s Pulse, Blasters vs their long range counter parts) clearly have never used any missile weapon system before. all short range missile variants dubbed 'unguided missiles' have worse application but better damage potential. they are effectively the weapon system to hit a class above their weight class, or require heavy ewar support.

long range missile variants have always had better application but lower damage potential.

finally, torpedoes have been buffed already a few times by allowing the skill 'guided missile precision' skill to apply and allowing rigor rigs to apply.

all this said, i agree torps do have a few issues.

1) torp launcher capacity - is a bit small
2) torp launcher fitting - all long range weapons missile launchers require more cpu and less pg relative to their short range counterparts, while torp launchers require more cpu AND pg. this is arguably out of line.
3) maybe... just maybe range, could be looked at

otherwise, most of the ideas here are actually moving EVE backwards (literally, like multiple patches ago)
Goldensaver
Maraque Enterprises
Just let it happen
#66 - 2013-09-12 23:23:12 UTC
Elindreal wrote:
why do half the replies here sound as if they're from people who haven't even been around since the cruise missile changes?

cruise missiles were given better speed (and lower flight time) because they were useless in PVP due to taking far too long to apply any damage at all. so people suddenly saying cruise missiles should have their velocity lowered should seriously consider reading up before they post.

people saying the short range missiles should apply better than the long range (such as AC,s Pulse, Blasters vs their long range counter parts) clearly have never used any missile weapon system before. all short range missile variants dubbed 'unguided missiles' have worse application but better damage potential. they are effectively the weapon system to hit a class above their weight class, or require heavy ewar support.

long range missile variants have always had better application but lower damage potential.


Clearly you haven't used missiles lately. Things have changed. Rockets have a smaller explosion radius than LMLs by a large step, more than making up for the slightly lower velocity. HAMs have a smaller radius *and* faster explosion velocity. Both of those were a recent change, Cruises/torps (and citadel variants) being the only thing that remain different, and they haven't been "rebalanced" lately.


Elindreal wrote:

finally, torpedoes have been buffed already a few times by allowing the skill 'guided missile precision' skill to apply and allowing rigor rigs to apply.

all this said, i agree torps do have a few issues.

1) torp launcher capacity - is a bit small
2) torp launcher fitting - all long range weapons missile launchers require more cpu and less pg relative to their short range counterparts, while torp launchers require more cpu AND pg. this is arguably out of line.
3) maybe... just maybe range, could be looked at

otherwise, most of the ideas here are actually moving EVE backwards (literally, like multiple patches ago)

And this is about the extent of what I want changed aside from the damage application. Those are the only things I think need adjusting. The fitting is way out of whack, especially when you compare to Cruises and the relation between short range and long range at small and medium size.
Markku Laaksonen
School of Applied Knowledge
Caldari State
#67 - 2013-09-13 01:17:00 UTC  |  Edited by: Markku Laaksonen
Just a little tidbit to drop in here. Take from it what you will.

My Drake Navy Issue is fitted with T2 HAMs and 3 BCS IIs. With perfect skills and CN missiles, EFT says I get some certain DPS. (Don't recall off the top of my head and cant' access EFT now to check. I'll edit later.)

A Ferox fit with T2 250mm Rails and 2 Mag Stab IIs, CN antimatter, and my skills (i.e. not Vs), out DPS the nDrake by about 200.

Does that seem off to anyone else?

Yep, I derped left when I should hav ederped right. Disregard this post. I had T2 rails on my Ferox and m4 HAMs on my nDrake.

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Josilin du Guesclin
Aliastra
Gallente Federation
#68 - 2013-09-13 10:07:31 UTC  |  Edited by: Josilin du Guesclin
Bertrand Butler wrote:

Range is not really a problem, you will see that its pretty much consistent with the range differences in the other missile size tiers. What is reversed is the damage application, speed and ammo per launcher stats.

No, range is poor and doesn't follow the pattern you'd expect from smaller missiles.

Your basic Rocket's stats are 2.25 km/s for 2s (4.5 km range). HAM: 2.25 km/s for 4s (9 km range). Torpedo: 1.5 km/s for 6s (9 km range). So they reach no further than HAMs, but take longer to get there, when you'd expect the same velocity and a base range of about 13.5 km.

Now, long range missiles: Light: 3.75 km/s for 5s (18.75 km range). Heavy: 4.3 km/s for 6.5s (27.95 km range). Cruise: 4.7 km/s for 14s (65.8 km). Note that Heavies and Cruises have had their range nerfed over the last few patches (though CMs had their speed buffed a lot).

Comparing long and short ranged:

Short Long Ratio
Light....4.5...18.75...4.1667
Heavy....9.0...27.95...3.1056
BS.......9.0...65.8....7.3111

One of these ratios isn't even a little bit like the others.

As a matter of comparison, here are the range stats of tech I lasers (of the biggest type of each size), optimal/falloff (in km). Tachyons listed separately because they break the pattern (and have always had the fitting to match):

Pulse Beam Ratio
Small.....5/ 2...10/ 4...2.0
Medium...10/ 4...20/ 8...2.0
Large....20/ 8...40/16...2.0
Tach.............44/20


Notice how (aside from Tachyons) there's a nice progression here. Hybrids follow the same pattern except that rails' optimal is eight times that of blasters rather than two (and falloff 2.4 times rather than two). Projectile weapons also follow the same progression by size, doubling in reach with each step (but artillery outranges autocannons by a factor of ten for optimal and 1.82 for falloff).

So, it's blindingly obvious that torpedoes 'should' have a range of 18 km (though I'd be perfectly happy with 13.5 km via a velocity increase), and that long range missiles have been hacked to hell and back.

Now, when comparing missile ranges to guns (which I've not done, above), we have to remember that missile skills give up to 1.5 times flight time and velocity, for 2.25 times the base range, whereas gun skills only give 1.25 times optimal and falloff. However, only rigs improve missile range, while rigs and modules increase gun ranges. Range extension rigs seem uncommon for most applications, but 1-2 range/tracking mods for guns are common. To complicate matters even more, guns commonly use ammo that modifies range, and TII and meta guns get more optimal (not that this means much for blasters and autocannons). Thus it's very hard to really say whether torpedoes have reasonable range compared to guns, but when even most blaster BS can load up Null and be at one multiple of falloff whilst outranging torpedoes firing Javelin, I think something is wrong.

Torpedo damage is probably fine, though the difference in DPS between a small fast target (even ignoring 'so fast it outruns the torps', which isn't actually that fast) and a large heavily webbed target might be too great. I wouldn't say no to buffs to explosion velocity and/or radius, but I'd expect them to come with a raw damage nerf.
Josilin du Guesclin
Aliastra
Gallente Federation
#69 - 2013-09-13 10:18:29 UTC
Skia Aumer wrote:

So torps are crap for PVE and they suck in PVP. But you cannot improve them, because they'll be OP. Anyone see some logics here?

This is a not unknown problem in game design. Sometimes it's just because the balance is on a knife-edge (which I think is the case here), and other times it's because the game system in question is fundamentally impossible to balance.


Gypsio III
State War Academy
Caldari State
#70 - 2013-09-13 10:22:58 UTC
Markku Laaksonen wrote:
Just a little tidbit to drop in here. Take from it what you will.

My Drake Navy Issue is fitted with T2 HAMs and 3 BCS IIs. With perfect skills and CN missiles, EFT says I get some certain DPS. (Don't recall off the top of my head and cant' access EFT now to check. I'll edit later.)

A Ferox fit with T2 250mm Rails and 2 Mag Stab IIs, CN antimatter, and my skills (i.e. not Vs), out DPS the nDrake by about 200.

Does that seem off to anyone else?


Yes, it does sound off, and the reason for this is that it's not true. It's not even close to being true. Ugh

Triple-BCS HAM Navy Drake - 475 CN DPS and 557 Rage DPS.
Dual-MFS Ferox - 481 DPS (antimatter).

Drones excluded in both cases.
Josilin du Guesclin
Aliastra
Gallente Federation
#71 - 2013-09-13 10:34:45 UTC
Sergeant Acht Scultz wrote:

Torps are in line with Blasters/Autocanons/Pulse as short range weapon system; more range means rigs efforts and it's a fair trade off.
30km range for a short range battleship weapon system is balanced with the other SR systems and ships, comparing Golem to Sbs is silly however, not only for ship size but most important because of their totally different role.

That's 30 km range from a bonused hull, or from using Javelin torps on a normal hull. A Tempest (a hull with no range bonus) with a couple of Tracking Enhancer II's can reach 30 lkm using Barrage and still be under half falloff (long range ammo, so equivalent to the Javelins). Hail has the same effect vs. Rage, and Fusion does this to standard torps. So, the torps give full DPS out to maximum range (though vs a moving target their range drops), but they seldom apply full DPS except to very large targets, and the cut-off at maximum range is absolute. Even unbonused Blaster battleships can apply some DPS out beyond the range of any Torpedo battleship.
Josilin du Guesclin
Aliastra
Gallente Federation
#72 - 2013-09-13 10:41:24 UTC
Sergeant Acht Scultz wrote:


Pulse lasers with SCORCH svp mkay? -it's well known scorch is out of whack, doesn't make the weapon system OP at all

Multifreq and Conflag can reach 18km optimal without a hull bonus easily. That's the practical range of standard torps off an unbonused BS, and optimal + 1/2 falloff is still ~85% DPS, and that's ~24 km.
Quote:

FALSE ! -fit hydraulic thruster rigs on your ship and tell me how far you can shoot with your Torps? -don't waste your time, I already know how much, me too haz Pyfa/EFT on top of fitted ships in my hangars.

And you can toss extra range rigs on your gun boats too. Yes, DR will kick in, but you've got more range to start with, because the TEs/TCs will be fitted for the tracking bonuses as well - you aren't fitting them just for range.

Markku Laaksonen
School of Applied Knowledge
Caldari State
#73 - 2013-09-13 13:30:07 UTC
Gypsio III wrote:
Markku Laaksonen wrote:
Just a little tidbit to drop in here. Take from it what you will.

My Drake Navy Issue is fitted with T2 HAMs and 3 BCS IIs. With perfect skills and CN missiles, EFT says I get some certain DPS. (Don't recall off the top of my head and cant' access EFT now to check. I'll edit later.)

A Ferox fit with T2 250mm Rails and 2 Mag Stab IIs, CN antimatter, and my skills (i.e. not Vs), out DPS the nDrake by about 200.

Does that seem off to anyone else?


Yes, it does sound off, and the reason for this is that it's not true. It's not even close to being true. Ugh

Triple-BCS HAM Navy Drake - 475 CN DPS and 557 Rage DPS.
Dual-MFS Ferox - 481 DPS (antimatter).

Drones excluded in both cases.


Yeah, I saw what I did wrong when I got home and looked at EFT, and edited my post to say so. I had m4 HAMs rather than T2s.

Still, you can see that the Antimatter Rail Ferox is out DPS'ing the faction missile HAM nDrake. How is it that a long range weapon system out DPSes a short ranged weapon system?

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Drake Doe
88Th Tax Haven
#74 - 2013-09-13 14:33:00 UTC
Markku Laaksonen wrote:
Gypsio III wrote:
Markku Laaksonen wrote:
Just a little tidbit to drop in here. Take from it what you will.

My Drake Navy Issue is fitted with T2 HAMs and 3 BCS IIs. With perfect skills and CN missiles, EFT says I get some certain DPS. (Don't recall off the top of my head and cant' access EFT now to check. I'll edit later.)

A Ferox fit with T2 250mm Rails and 2 Mag Stab IIs, CN antimatter, and my skills (i.e. not Vs), out DPS the nDrake by about 200.

Does that seem off to anyone else?


Yes, it does sound off, and the reason for this is that it's not true. It's not even close to being true. Ugh

Triple-BCS HAM Navy Drake - 475 CN DPS and 557 Rage DPS.
Dual-MFS Ferox - 481 DPS (antimatter).

Drones excluded in both cases.


Yeah, I saw what I did wrong when I got home and looked at EFT, and edited my post to say so. I had m4 HAMs rather than T2s.

Still, you can see that the Antimatter Rail Ferox is out DPS'ing the faction missile HAM nDrake. How is it that a long range weapon system out DPSes a short ranged weapon system?


The fact that one of them apply dps the same everywhere within it's range? Possibly the fact that on those hulls the drake most likely has more range vs antimatter?

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Naomi Knight
Ministry of War
Amarr Empire
#75 - 2013-09-13 19:58:48 UTC
Drake Doe wrote:

The fact that one of them apply dps the same everywhere within it's range? Possibly the fact that on those hulls the drake most likely has more range vs antimatter?

:O

250mm rail II with antimatter ferox 27km optimal+15km fallott
ham II navy missile with drake 20km max range
more or less same dps

yeah i can totally see how drake has more range....

HML-s are just overnerfed
and torps are just plain crap ultra short range with terrible dmg appliciation ,high fitting costs and horrible torp volumes/costs
Sergeant Acht Scultz
School of Applied Knowledge
Caldari State
#76 - 2013-09-15 12:53:08 UTC
Josilin du Guesclin wrote:
Sergeant Acht Scultz wrote:


Pulse lasers with SCORCH svp mkay? -it's well known scorch is out of whack, doesn't make the weapon system OP at all

Multifreq and Conflag can reach 18km optimal without a hull bonus easily. That's the practical range of standard torps off an unbonused BS, and optimal + 1/2 falloff is still ~85% DPS, and that's ~24 km.
Quote:

FALSE ! -fit hydraulic thruster rigs on your ship and tell me how far you can shoot with your Torps? -don't waste your time, I already know how much, me too haz Pyfa/EFT on top of fitted ships in my hangars.

And you can toss extra range rigs on your gun boats too. Yes, DR will kick in, but you've got more range to start with, because the TEs/TCs will be fitted for the tracking bonuses as well - you aren't fitting them just for range.




Well we obviously have an issue with definition of "SHORT RANGE" weapon system.

What can be considered normal tbh, 34km Torps or 90km 800mm AC or 80km Scorch Pulse?

Now lets have a talk about short range large blasters vs torps and we might actually be talking about the ONLY two true short range weapon systems, which means by all means Pulse/ACs are way out of whack and have to be brought in line with torps/blasters, not the other way around and believe me I'd like to hit with my blasters at 80km without much effort.

removed inappropriate ASCII art signature - CCP Eterne

Sergeant Acht Scultz
School of Applied Knowledge
Caldari State
#77 - 2013-09-15 12:56:35 UTC
Markku Laaksonen wrote:
Gypsio III wrote:
Markku Laaksonen wrote:
Just a little tidbit to drop in here. Take from it what you will.

My Drake Navy Issue is fitted with T2 HAMs and 3 BCS IIs. With perfect skills and CN missiles, EFT says I get some certain DPS. (Don't recall off the top of my head and cant' access EFT now to check. I'll edit later.)

A Ferox fit with T2 250mm Rails and 2 Mag Stab IIs, CN antimatter, and my skills (i.e. not Vs), out DPS the nDrake by about 200.

Does that seem off to anyone else?


Yes, it does sound off, and the reason for this is that it's not true. It's not even close to being true. Ugh

Triple-BCS HAM Navy Drake - 475 CN DPS and 557 Rage DPS.
Dual-MFS Ferox - 481 DPS (antimatter).

Drones excluded in both cases.


Yeah, I saw what I did wrong when I got home and looked at EFT, and edited my post to say so. I had m4 HAMs rather than T2s.

Still, you can see that the Antimatter Rail Ferox is out DPS'ing the faction missile HAM nDrake. How is it that a long range weapon system out DPSes a short ranged weapon system?



Dude sry to tell you stuff like this but the real issue isn't the drake any more, new crap has been added and will get nerf at some point: med rails are a bit out of whack, HMs are way too nerf and need buffs, untill then all we can do is deal with and change ship/weapon system until they actually see something in their logs.

removed inappropriate ASCII art signature - CCP Eterne

FlinchingNinja Kishunuba
Crunchy Crunchy
#78 - 2013-09-15 23:06:49 UTC
AoE damage....
stoicfaux
#79 - 2013-09-15 23:51:25 UTC
Honestly, just get rid of torpedoes.

Missiles have the whole flight time issue, so they need to be fast. Cruise missile damage has been buffed to the point that torps are redundant. The idea of unguided missiles has failed miserably as evidenced by how "unguided' missiles follow a target and with the recent "Guided Missile Precision skill now applies to unguided missiles" buff.

In other words, delayed damage is the con, and long range and a flat damage curve are the pros. Let's just simplify on one missile system.

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stoicfaux
#80 - 2013-09-16 00:32:11 UTC
And... let's look at the Stealth Bombers. They have a huge 100% range buff because... well... torpedoes are short range weapons. /roll

Seriously, get rid of them.


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