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Ways to improve missiles

Author
Alice Doombringer
Ascendance
Goonswarm Federation
#1 - 2013-11-27 08:47:24 UTC  |  Edited by: Alice Doombringer
Before i go for the improvements i will be handling some things that are wrong on missiles.

Skills:
Missiles are separate from turret skills. If you train for 1 turret type, you can easily train for others. If you train for missiles, you need to start right from bottom to get turrets skills. Quess that is fine.
But here is the problem on missile skills. While turret skills you only need to train small, medium, large and capital turret skill and then specialisations to get close and long range weapons, on missiles you need to train separately basic skills for rockets, light missiles, heavy missiles, heavy assault missiles, cruise missiles, torpedoes, capital cruise missiles, capital torpedoes and then you need to train their specialisations. So to put it short.. to get small long range (light) missiles and short range (rockets) missiles you train double amount compared to any turret group. Small hybrid turret skill gives you both blasters and rails. To get same style weapons you train rockets and light missiles skills. already taken double time. on specialisation we are then on equal footing.

Modules:
Turrets have Tracking Computers and Tracking Enhancers that boosts range and tracking of turrets. They also have Target Painting that increases targets signature radius and thus helps bigger turrets hit better. Missiles have only Target Painter.

Applying damage:
Turrets apply damage always instantly while for missiles it takes time for missile to reach target. This is clearly seen on incursions where every fc prefers turret boat over missile boat cos turrets pops target before missiles ever reach it and same issue is on pvp too. Turrets damage variies from 0 to max dmg (not taking resists here into account) depending how well they hit. Missiles damage is constant both in ill and good (not maximum but modified by target speed and size).

So here is some ideas to help on the matters:

Skills:
Instead of having separate skillsets for long and short range missiles we apply small missiles to replace rockets and light missiles, medium missiles for heavy and heavy assault missiles, large missiles for torpedoes and cruise missiles and capital missiles for citadel versions.

Modules:
Add a module that boosts missile velocity and explosion velocity similarly to tracking computer. With scripts give bigger boost for either one. this would give missiles some possibility to increase range or hitting. The more affecting factor would be still that missiles travels faster and may see more use that way.
Some of course complains that there is no anti missile systems. But there is defender missiles for the job.. except those are pretty useless. I Would suggest to change that to be medium slot item and change them to hinder explosion velocity and velocity of missiles in similar fashion as tracking disruption works for turrets.
elise densi
Imperial Academy
Amarr Empire
#2 - 2013-11-27 09:01:25 UTC
There is indeed a need of chance to missile users they work fine in lower lvl pve as missions to lvl 4 but then u wanna go up the ladder to incursions everyone wants turret users .

So adding some new mods might be a awesome idea for the future.

I support this threat even as a turret user.
Alice Doombringer
Ascendance
Goonswarm Federation
#3 - 2013-11-27 09:16:13 UTC
Nice to see that someone shares the concern at least.
Elina Demai
YF Transports and Logistics
Yulai Federation
#4 - 2013-11-27 12:05:33 UTC
I agree. I just trained all that missile support skills. I can understand that they are seperated from gunnery skills. Missiles have like drones their own support skills and are currently mostly used for mission running.

But it is not really understandable that T2 specialization takes some much additional time. Please reduce that. Also the proposed boosting module would be nice.

Missile are penalized compared with turrets. I hear from older players that missiles were commonly used for PvP. But not any more. So this could be small optimizations that they could be more used for other purposes like incursions or PvP.
Chrom Shakiel
Center for Advanced Studies
Gallente Federation
#5 - 2013-11-27 14:26:49 UTC
All Level 5 no implants.

Heavy assault missiles
Scourge Rage: explosion velocity 130,5/s. Explosion radius 161,25, Range 16,9km
Caldari Navy Scourge: explosion velocity 151,5m/s. Explosion radius 93,75, Range 20,3km
Scourge Javelin : explosion velocity 151,5m/s. Explosion radius 93,75, Range 30,4km
Scourge T1: explosion velocity 151,5m/s. Explosion radius 93,75, Range 20,3km

Heavy missiles
Scourge Fury: explosion velocity 102m/s. Explosion radius 180, Range 47,2
Caldari Navy Scourge: explosion velocity 121,5m/s. Explosion radius 105, Range 62,9
Scourge Precision : explosion velocity 145,5m/s. Explosion radius 93,75, Range 31,4
Scourge T1: explosion velocity 121,5m/s. Explosion radius 105, Range 62,9

Looking at these stats I find it strange that the long range ammo have lover explosion velocity then its short range counter part. I would think explosion velocity would be a more important stat for long range ammo when range is the key advantage you have over your opponent, forcing your opponent to either burn towards you or disengage.

I would suggest to either buff HMLS explosion velocity or buff the Flare rigs a bit

I believe the explosion velocity is an underestimated value in the missile tracking formula, especially if you are facing a fast opponent with an AB or ho knows how to use a MWD to its advantage.
Alice Doombringer
Ascendance
Goonswarm Federation
#6 - 2013-11-27 14:33:07 UTC
Wouldn't it be pretty nice to have a module that would give you bonus to explosion velocity then? wouldn't need to neccessarily waste a rig for fixing it? rarely i see tracking rigs used in turret ships :P
Zan Shiro
Doomheim
#7 - 2013-11-27 14:53:08 UTC
Alice Doombringer wrote:
Wouldn't it be pretty nice to have a module that would give you bonus to explosion velocity then? wouldn't need to neccessarily waste a rig for fixing it? rarely i see tracking rigs used in turret ships :P



the bonus of tracking rigs is usually better run as or the and putting what it replaces as a rig. On say my rokh I was partial to tc and shifting a resist to rigs. Also in the case of rokh and hybrids in general these rigs just kill grids way to damn fast. Shield rig is just sig radius hit. On say a bs unless in a mach you aren't really trying sig tanking too well lol.


Common missile rigs like flare/rigor tend to hurt a grid that at max skill has lots of room to do so (all my missile fits generally don't have me hitting grid issues at any rate). My with my max fitting skills one hybrid rig has my rokh a pita to fit real quick with just 1 rig (assuming I follow the kind of eve law that too many fitting mods is usually a bad fit).
Arthur Aihaken
CODE.d
#8 - 2013-11-27 15:00:30 UTC
1. Skills, yes - missiles are at a bit of a disadvantage in training. If this was revamped as you suggest, I'm not entirely sure there would be an easy way short of resetting all missiles skills and giving players the equivalent SP to re-assign post change.
2. Modules - instead of introducing new Tracking Enhancers or Tracking Computers, why not just expand these modules to provide both turret and launcher enhancements? There are numerous hulls that hat multiple weapon types already. So optimal/falloff/tracking speed for ballistics and flight time/explosion radius/explosion velocity for missiles. This would also mean that tracking disruption would most likely apply to missiles, however.

I am currently away, traveling through time and will be returning last week.

Alice Doombringer
Ascendance
Goonswarm Federation
#9 - 2013-11-27 15:14:54 UTC
well there was before already talk about applying missile disruption to tracking dsiruptor thingy.. but it would just make that module so overpowered that it owuld be a must on every ship. if we increase flight time of missiles... it doesn't alleviate the initial problem that i pointed out: missiles are way too slow on applying damage over distance. why turret ships are picked on incursion fleets? because for missiles it takes forever to reach target and therefore turrets ahve done the job way before.
Arthur Aihaken
CODE.d
#10 - 2013-11-27 15:28:48 UTC
Alice Doombringer wrote:
well there was before already talk about applying missile disruption to tracking dsiruptor thingy.. but it would just make that module so overpowered that it owuld be a must on every ship. if we increase flight time of missiles... it doesn't alleviate the initial problem that i pointed out: missiles are way too slow on applying damage over distance. why turret ships are picked on incursion fleets? because for missiles it takes forever to reach target and therefore turrets ahve done the job way before.

Hydraulic rigs are amazing.

I am currently away, traveling through time and will be returning last week.

Alice Doombringer
Ascendance
Goonswarm Federation
#11 - 2013-11-27 15:36:16 UTC
maybe they are but they will consume powergrid like any other weapon rig. and will be away from something else.
Silvetica Dian
Imperial Shipment
Amarr Empire
#12 - 2013-11-27 15:48:22 UTC
Elina Demai wrote:
currently mostly used for mission running.


Missile are penalized compared with turrets. I hear from older players that missiles were commonly used for PvP. But not any more. So this could be small optimizations that they could be more used for other purposes like incursions or PvP.


So what you are saying is that missile boats (hawks , condors, hookbills, crows, malediction, vengeance, caracal, cerberus, raven and phoon) are not commonly used in null or low sec combat?
guess we are on different servers or something then.
Odd i thought this was a single shard game.

Money at its root is a form of rationing. When the richest 85 people have as much wealth as the poorest 3.5 billion (50% of humanity) it is clear where the source of poverty is. http://www.theguardian.com/commentisfree/2014/jan/20/trickle-down-economics-broken-promise-richest-85

Arthur Aihaken
CODE.d
#13 - 2013-11-27 15:50:00 UTC  |  Edited by: Arthur Aihaken
Alice Doombringer wrote:
maybe they are but they will consume powergrid like any other weapon rig. and will be away from something else.

No, they penalize CPU - not power grid. And yes, there's always a tradeoff.

I am currently away, traveling through time and will be returning last week.

Alice Doombringer
Ascendance
Goonswarm Federation
#14 - 2013-11-27 15:59:47 UTC  |  Edited by: Alice Doombringer
well.. let it be cpu then but the idea itself remains. but why wouldn't give options for missile users like turret users have? turrets have tracking rigs but because there is tracking computers... why to use tracking rigs then? the same speed we can ask why to limit missile people only to rigs? why wouldn't give them teh same chance to waste medium slot for missile computer?

CCP wants to balance stuff a lot but some things seems to be wanted to kept as they are. Turrets gets lot of buffing and such.. but then missiles... they either get not attention or a nerf most likely. or then a module that doesn't actually fix any of the existing issues itself.

here is another thing that i originally planned to leave for another time but seems to be time to pull out too: reload time. missile weapons have reload time of 10 seconds while many of the turrets have 5 seconds. missiles new module just gives us another nice reload time: 40 seconds.
Alice Doombringer
Ascendance
Goonswarm Federation
#15 - 2013-11-27 16:06:48 UTC
what comes to pvp of missile ships.. some misisle ships are used there yes but it still leaves the incursion part. missile ships people have referred to me as pve kings but the best hisec pve way to make isk favors heavily turrets due to instant damage.