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Modify the Caldari bonuses for T2 ships

Author
Caleb Seremshur
Bloodhorn
Patchwork Freelancers
#1 - 2013-12-02 09:29:15 UTC  |  Edited by: Caleb Seremshur
So I did some thinking and a bit of looking around and saw something amazing...

The golem was changed the way I wanted it to be changed.. to have 5% explosion VELOCITY per level

Now this is very important.

Hawk gets no missile application bonuses - that's fine, because light missiles and rockets generally apply pretty well on this platform which has a shield boost bonus instead
Flycatcher gets explosion radius - this is ok because you'll probably want to fight light missiles anyway and those things especially fury missiles need a little better application against faster targets when mounted on a destroyer

Cerberus -

Quote:
Current stats are

Caldari Cruiser skill

5% kinetic damage/level
10% velocity/level

HAC
10% flight time/level
5% ROF/level


should have IMO its bonuses changed to
Quote:
Caldari Cruiser skill

5% kinetic damage/level
20% missile velocity/level

HAC
5% explosion velocity/level
5% ROF/level


As discussed in a couple of threads seeking info on missiles and the cerb an explosion velocity bonus is *essential* to making HAMs/HML better weapon choices of their own right. WIth RLML changed in such a way that people aren't going to use them as a be-all end-all weapon system it's important to provide a valid bonus to incentivising the general use of other missile types (and to buffing however slightly RLML users so that they are afforded a reason to still use the weapon)

Similarly the Nighthawk should me modified to:

Quote:
Caldari Battlecruiser skill bonus per level:
7.5% bonus to Heavy Assault and Heavy Missile Kinetic damage
4% bonus to all shield resistances

Command Ships skill bonus per level:
7.5% bonus to Heavy Assault Missile Launcher and Heavy Missile Launcher rate of fire
5% bonus to Heavy Assault and Heavy Missile explosion VELOCITY
3% bonus to the strength of Siege Warfare and Information Warfare links


Since light missiles are specifically exempted from being bonused here I would even propose a further increase in application by changing the raw value from 5% to 7.5%

Now we can extrapolate this to ships like the phoenix. Give the phoenix 7.5% explosion velocity per level as a base bonus and suddenly supers aren't speed tanking you any more.

Why do all this? To create a bit of internal consistancy inside caldari lines especially where it really counts (at the cruiser and up levels) on combat hulls. T2 ships are supposed to be specialised and I feel Caldari can distuingish themselves the most through applied missile damage since they are as a race not especially more resilient or agile than other races and tragically one of their major missile systems is penalised by an attribute no amount of piloting skill can solve.
Alvatore DiMarco
Capricious Endeavours Ltd
#2 - 2013-12-02 09:32:25 UTC  |  Edited by: Alvatore DiMarco
First you say that light missiles apply pretty well. Then in your next line you say that they need better application because of the platform they're being launched from. The platform a missile is launched from has no effect on how well it does or does not apply its damage.

Your whole post is thus invalid.
Caleb Seremshur
Bloodhorn
Patchwork Freelancers
#3 - 2013-12-02 09:33:20 UTC  |  Edited by: Caleb Seremshur
When mounted on a destroyer specifically yes.

Quote:
Flycatcher gets explosion radius - this is ok because you'll probably want to fight light missiles anyway and those things especially fury missiles need a little better application against faster targets when mounted on a destroyer


Are you implying ship bonuses do not matter?
Zvaarian the Red
Evil Leprechaun Brigade
#4 - 2013-12-02 09:48:54 UTC
Heavy missiles need a hefty buff first.
Caleb Seremshur
Bloodhorn
Patchwork Freelancers
#5 - 2013-12-02 09:58:09 UTC
If you buff the system first without consideration to the hulls that will use it... CCP yes need to buff them I don't doubt that but the question is how? Raw damage is a valid answer if you refuse to touch their application for example a small increase in explosion velocity now means more damage is being applied than before...

but obviously a light missile having 170m Ev and HM having what? 100Ev? and similar raw damage? That's not acceptable at all.
Niena Nuamzzar
Royal Amarr Institute
Amarr Empire
#6 - 2013-12-02 10:01:11 UTC
should have IMO its bonuses changed to
Quote:
Caldari Cruiser skill

5% damage/level
20% missile velocity/level

HAC
5% explosion velocity/level
5% ROF/level

We don't need kinetic only bonus anymore, thank you.
Zvaarian the Red
Evil Leprechaun Brigade
#7 - 2013-12-02 10:05:41 UTC
Caleb Seremshur wrote:
If you buff the system first without consideration to the hulls that will use it... CCP yes need to buff them I don't doubt that but the question is how? Raw damage is a valid answer if you refuse to touch their application for example a small increase in explosion velocity now means more damage is being applied than before...

but obviously a light missile having 170m Ev and HM having what? 100Ev? and similar raw damage? That's not acceptable at all.


Refusing to touch the damage application of heavy missiles would only prove that CCP is truly incompetent when it comes to game balance (which seems quite possible at this point).
Zvaarian the Red
Evil Leprechaun Brigade
#8 - 2013-12-02 10:06:52 UTC
Niena Nuamzzar wrote:
should have IMO its bonuses changed to
Quote:
Caldari Cruiser skill

5% damage/level
20% missile velocity/level

HAC
5% explosion velocity/level
5% ROF/level

We don't need kinetic only bonus anymore, thank you.


QFT. Kinetic only bonuses are horrible. No other race is tied to one damage type like Caldari are. It's ridiculous.
Caleb Seremshur
Bloodhorn
Patchwork Freelancers
#9 - 2013-12-02 10:17:41 UTC
Niena Nuamzzar wrote:
should have IMO its bonuses changed to
Quote:
Caldari Cruiser skill

5% damage/level
20% missile velocity/level

HAC
5% explosion velocity/level
5% ROF/level

We don't need kinetic only bonus anymore, thank you.


Actually I disagree because otherwise Caldari become the only race that gets top damage in any one type it chooses. Minmatar projectile ammo sacrifices dps due to secondary damage types which your resist profile may be tanked against. Hybrid ammo deals only 2 damage types and lasers only 2 damage types.

So for now I respectfully disagree on that basis, if you wanted to make the case for 10% kinetic, 5% EM etc then please make it but a raw buff to all damage types just because you can isn't supported by racial dynamics.
Alvatore DiMarco
Capricious Endeavours Ltd
#10 - 2013-12-02 10:21:22 UTC
If light missiles apply just fine when fitted to a Hawk, why do they need extra help applying their damage when fitted to a Flycatcher?
Swiftstrike1
Swiftstrike Incorporated
#11 - 2013-12-02 10:45:03 UTC
The secret to a good balance patch is making sure the Devs are all in the zone when programming any changes.

Casual Incursion runner & Faction Warfare grunt, ex-Wormholer, ex-Nullbear.

Caleb Seremshur
Bloodhorn
Patchwork Freelancers
#12 - 2013-12-02 10:56:27 UTC
Alvatore DiMarco wrote:
If light missiles apply just fine when fitted to a Hawk, why do they need extra help applying their damage when fitted to a Flycatcher?


Because one brawls the other does not.

One implies it will be fighting sig tanks and the other will be fighting under scram/web conditions. You really should look up the missile damage formula.
Niena Nuamzzar
Royal Amarr Institute
Amarr Empire
#13 - 2013-12-02 11:15:54 UTC
Caleb Seremshur wrote:
Niena Nuamzzar wrote:

We don't need kinetic only bonus anymore, thank you.

Actually I disagree because otherwise Caldari become the only race that gets top damage in any one type it chooses. Minmatar projectile ammo sacrifices dps due to secondary damage types which your resist profile may be tanked against. Hybrid ammo deals only 2 damage types and lasers only 2 damage types.

So for now I respectfully disagree on that basis, if you wanted to make the case for 10% kinetic, 5% EM etc then please make it but a raw buff to all damage types just because you can isn't supported by racial dynamics.

5% bonus to EM and kinetic would be ok. Anything is better than kinetic only.
Gypsio III
State War Academy
Caldari State
#14 - 2013-12-02 11:23:50 UTC
The problem with the Phoenix isn't its damage application to supercaps. An explosion velocity bonus would be of minimal use.
Caleb Seremshur
Bloodhorn
Patchwork Freelancers
#15 - 2013-12-02 11:36:06 UTC
Gypsio III wrote:
The problem with the Phoenix isn't its damage application to supercaps. An explosion velocity bonus would be of minimal use.


Operating under the assumption that everyone is shooting in each others optimals... even bog standard citadel torps shoot further than XL AM ammo.

What are the other problems with the phoenix?

When firing to similar ranges, a moros does only 300 more dps than a phoenix.. if it's a matter of tank then I don't understand your issue. No dread can withstand sustained pressure from any really competent group with enough numbers.
Arya Regnar
Darwins Right Hand
#16 - 2013-12-02 11:47:56 UTC
Niena Nuamzzar wrote:
should have IMO its bonuses changed to
Quote:
Caldari Cruiser skill

5% damage/level
20% missile velocity/level

HAC
5% explosion velocity/level
5% ROF/level

We don't need kinetic only bonus anymore, thank you.

IMO gallente should have exp and em damage and lasers should also have exp and kin damage, and minmatar should also shoot perfectly good high damage kin ammo.

Oh wait.
Racial damage.

No.

EvE-Mail me if you need anything.

Gypsio III
State War Academy
Caldari State
#17 - 2013-12-02 12:29:03 UTC
Caleb Seremshur wrote:
Gypsio III wrote:
The problem with the Phoenix isn't its damage application to supercaps. An explosion velocity bonus would be of minimal use.


Operating under the assumption that everyone is shooting in each others optimals... even bog standard citadel torps shoot further than XL AM ammo.

What are the other problems with the phoenix?

When firing to similar ranges, a moros does only 300 more dps than a phoenix.. if it's a matter of tank then I don't understand your issue. No dread can withstand sustained pressure from any really competent group with enough numbers.


Phoenix damage application first. Since the siege penalty to explosion velocity was removed, it's really quite hard for a supercap to mitigate citadel torp damage. It can be done with a skirmish-linked Hel using an X-type afterburner, but to do it with an Aeon requires some mix of lowslot speed mod, X-instinct and fancy afterburners. It's possible, sure, but it's not the sort of thing that I think is a real problem. Oh hang on, I'm not sure whether EFT is applying the Ragnorak's sig-reduction bonus correctly. Does it work on top of Evasive Manoeuvres or does it replace it? Bah, I'll have to train Cap Ships V on Sisi to check this.

Anyway. Range and damage. Torp range of 60 km is nice compared to 14/31 km on Moros, making the Phoenix outdamage the Moros beyond 31 km or so. But what if the Moros fits three TCs - and given that dreads are frequently deployed with carrier support, in-combat refitting is often an option. That takes the Moros to 20/61 km and gives the Phoenix essentially no damage advantage anywhere. To be fair though, triple TC isn't commonly a thing, but dual TC is, and that still looks pretty bad for the Phoenix.

I'm not sure about your 300 DPS figure. With triple T2 damage mods, a meta-1 weapon Phoenix does 10,039 DPS and the Moros 13,421 DPS. Plus the Phoenix loses further DPS over a siege cycle because of the interaction of siege mode and missile flight time, and also because it's probably a good idea to have at least one launcher using non-kinetic because of in-combat refitting and RAHs.

There's also a question of combat utility. If we divide dread use into anticapital/structure work and the blap game, then the Moros is unquestionably better at the blap game. But the damage and range also make it better at the anticapital work too. If we divide dread use into small-scale use as in WHs and fleet use, then on the small scale the Phoenix suffers from its inability to play the blap game and its inferior damage. Yet on the fleet scale, it suffers from missile flight time, potential firewalls and also inferior damage.

This has been a bit of a blathery post, but to fix the Phoenix I think you first need to decide what its specialist role should be. Given that missiles are always a bit dodgy on the fleet scale, I'd push it into a smaller-scale role as a capital killer. But to be useful there, it needs to have a superiority over the Moros commensurate with its inferiority at the blap game - and that means more raw damage, and a lot of it. The kinetic-only bonus certainly needs to go, given RAHs and refitting. Of course, some of this could be achieved by nerfing the Moros - IMO the range of XL blasters is much too high and lets the Moros intrude into Revelation territory - but that's another story. Smile
Icarus Able
Refuse.Resist
#18 - 2013-12-02 12:56:14 UTC
Niena Nuamzzar wrote:
should have IMO its bonuses changed to
Quote:
Caldari Cruiser skill

5% damage/level
20% missile velocity/level

HAC
5% explosion velocity/level
5% ROF/level

We don't need kinetic only bonus anymore, thank you.

Ok as long as caldari ships can only use T2 Kinetic missiles.
Kirimeena D'Zbrkesbris
Republic Military Tax Avoiders
#19 - 2013-12-02 14:02:53 UTC  |  Edited by: Kirimeena D'Zbrkesbris
I'm not sure why OP likes expl. velocity bonus that much. Explosion radius beats it any time by a big margin (20% expl. radius bonus has same effect on missile damage application as 25% expl. velocity).

Opinions are like assholes. Everybody got one and everyone thinks everyone else's stinks.