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The great missile debate

First post First post
Author
Ginger Barbarella
#41 - 2013-12-04 23:51:36 UTC
DHB WildCat wrote:
Ginger Barbarella wrote:
Oooh! Ooooh!! I've got a novel idea!!!

If you're fighting an opponent that has 95% kinetic resists--- wait for it--- don't use freaking kinetic missiles!!

inorite, wild idea!!!

(must be whiney first-world-problems week on EveO forums)



/me begins to say something about 40 second reloads .......... But instead I won't feed the obvious trolls.


/me begins to say something about only idiots use Rapids these days (oh, look, someone else using the phrase "front-loading"), but then decides not to humor the First-World-Problem OP...

"Blow it all on Quafe and strippers." --- Sorlac

Tauranon
Weeesearch
CAStabouts
#42 - 2013-12-05 04:15:48 UTC
Verity Sovereign wrote:
Tauranon wrote:
DHB WildCat wrote:


3) RLML and RHML .... okay deimos on field switching to em damage.... 40 seconds later, you're either dead or ran away, cause you CANT change ammo types to be effective in 40 seconds. Or you can continue to shoot kinetic at the diemos as it laughs at you until you die.



so eerrm you have both thermal and kinetic resists, and the diemos isn't killing you quick, and the pilot of a diemos can't change damage type.

With a droneboat its literally see whats on the field, go back to pos, get appropriate drones, hope he's continuing to ignore d-scan.


That has changed now with mobile depots.... but its still a minimum 1 minute to change drones in most cases (ie the depot deployment time)


Thats likely to be 175m3 of not capacitor boosters, or other tactical issues - like jumping with cargo expanders on, hoping to get to a location where you can refit.
Frostys Virpio
State War Academy
Caldari State
#43 - 2013-12-05 06:00:34 UTC
Rab See wrote:
Frostys Virpio wrote:


..... [HERE IT COMES]

Why don't you just use an AB to "EWAR" the missiles? You don`t even need orbitting skill, fly in a straight like with AB speed increase and it will be enough to cancel some of the damage and unlike gunnery, there is fuckall a missile ship can do to counter your "skillfull" piloting like you could to to help your tracking. Missile are easy mode to attack with and defend against. No amount of piloting skill can help because just moving in any direction give the same effect as a super good orbit.



Aaaannnd there you have it. The counter to missiles is speed, EVERY ship can counter them. The counter to speed is a Web/Scram. Everyone in pvp uses them, except it appears, missile users. Too busy fitting tank, and cloaking devices.

So the skillful part is lost on you - hint - get a bloody web FFS - see what I wrote and READ IT. Huggin. PAINTS AND WEBS.

And the last thing we all know about missile boat pilots is .... they dont fly anything but solo. They want to engage with heavies at 70k for fear of being shot back at with their ubertanked ships. Heavies are fine, try artillery - range is 20k optimal. At 70k its a lucky 100 dps.

I FKING HATE MISSILE MOANERS. THE CRETINS OF THE GAME.


Even if you web a small target, it's signature is still too small to hit correctly and there is no tracking mod/better piloting to help you. You need to add a painter and with how small some sigs are, it's not really making all that much of a difference unless you happen to be running a painter bonused ship. I'm not saying missiles are OP or UP btw, only that it's not only a question of "fight within web range".
Roime
Mea Culpa.
Shadow Cartel
#44 - 2013-12-05 06:11:22 UTC
DHB WildCat wrote:
TheMercenaryKing wrote:

4+6) Explosion velocity+explosion radius, I made a nice post about this, let me find the link.




I want to discuss this more.

Are you saying that, lets take all variables out of here and get down to the most basic of maslow's hierarchy of needs here, a ship sitting still no matter the size can be hit by a turret of any size for FULL damage and thats okay? However a torp / cruise missile hitting a cruiser that is sitting at zero m/sec, or a HAM / HM hitting a destroyer / frig sized targets only does half or less of it FULL dps is okay?

Now lets get the target moving. Perfect transverse no matter the weapon "other than domis with sentries" will miss a smaller target. That is fair. However an 800 auto cannon tempest will wreck a cruiser with zero transverse no matter the speed..... but a cruise raven will still do crap dps to a cruiser even with a zero transverse factor. Not even.


*Now it would be silly of me to not put forward a possible solution.... I purpose the damage done by missiles are based solely on the resistances and speed of the target ships. Based on this...... "Typical detonation velocities in gases range from 1800 m/s to 3000 m/s. Typical velocities in solid explosives often range beyond 4000 m/s to 10300 m/s." So lets use the gas numbers for arguement sakes. anything over 3km/sec would take zero damage from missiles. Anything slower would take the percentage of damage based on the speed. So obviously a webbed target would take more damage than a non webbed one. A frig sitting at 0m/sec against a torp would evaporate. On this as well we need a mod like a tracking disruptor that can mess with the guidance system and slow the speed of the missile.


Whats your take on that?


You refuse to acknowledge the other side completely- with perfect transversal a smaller ship can avoid turret damage 100%, but missiles always hit no matter what the target does. Missiles also have much longer ranges than comparable turrets.


.

Niena Nuamzzar
Royal Amarr Institute
Amarr Empire
#45 - 2013-12-05 06:59:51 UTC
Roime wrote:

You refuse to acknowledge the other side completely- with perfect transversal a smaller ship can avoid turret damage 100%, but missiles always hit no matter what the target does. Missiles also have much longer ranges than comparable turrets.

You refuse to acknowledge the other side completely - with less than perfect transversal a small and fast ship can get from 1-100% turret damage, but missiles will always do 10%, no matter what the pilot does. Turrets will also hit their targets almost instantly regardless of range and without losing ammo.
Silverbackyererse
Deep Core Mining Inc.
Caldari State
#46 - 2013-12-05 11:48:07 UTC
Missiles are fine. It's the CCP dev's who keep changing them who are broken. Lol

I think a reload time on any of CCP Rise ideas of somewhere in the region of 40 months should fix it. P
Kitty Bear
Deep Core Mining Inc.
Caldari State
#47 - 2013-12-05 11:59:53 UTC
Odithia wrote:

Btw while we're talking missiles : I want my tracking disruptor to mess with missile guidance.


from the way missile tracking behaves, the guidance is provided by the ship that launches them
their behaviour is actually more reminiscent of the guided shells fired by modern day artillery pieces than actual missiles


you can have your missile guidance disruption, if I can have FULL guidance on missiles

full guidance btw would be
- fire volley at target A
- target A explodes, whilst volley is still flight
- volley auto-corrects flight path to target B
Marcus Walkuris
Aww yeahhh
#48 - 2013-12-05 13:31:09 UTC
I have given it thought, and it has been suggested earlier. The missile damage application mechanic is just broken. Maybe if we finally get some tracking enhancing modules the formula is somewhat salvageable. But it doesn't make sense from the get go. Im talking about large size guns still having the very real potential to affect small hulls, but missiles struggle to keep up with 1 size smaller forget about 2.
The whole damage modifier concept of the higher average dps (missiles) vs higher potential dps (gunnery) is bankrupt.
Why? Well that is simple you can't create the concept since turrets need to have a respectable damage application instead of a random number generator. Thus you will always end up with gunnery having flexibility well past missiles as it always has been.
A large problem is the fact that several mechanism just do the same versus missiles as against gunnery but without a counter for missiles like flying differently.
You add speed which works vs tracking, but also for it if you use guns. It is a very plain difference in force multiplication from statistics.

All the arguments against missiles I have seen so far are fubar and come from people that don't use missiles but just "dislike" them.
I should've picked up on "missiles are for PvE" much sooner, where speed and signatures are dependable.
I did pick up on it though so I decided to make my main full PvE and buy a character on the marketplace, one that doesn't need 15% short of DOUBLE the support skills to make heavy sized missiles work for worse outcomes.
15x multiplier for target painting and 21x for missile support=36x vs 18x for all of gunnery support, 16x for projectiles as you don't need controlled bursts.
For reference a 2x multiplier is a week at perfect training, 8x a month.Not mentioning that you can get most out of gunnery with a MUCH lower amount of SP invested. Whereas missile support skills are quintessential to basic application since you can't improve application through proper flying AND the force multiplier is higher on missile skills with a lower outcome. Say you take projectiles you get falloff support (trajectory analyses) to 5 and leave optimal at 4 and you're good. Or the other way around for lasers get optimal (sharpshooter) to 5 and leave falloff at lvl 4. The tracking skill "motion prediction" x2 very important vs 2 skills in missiles at 7x multiplier.

I have completely given up on missiles having finished the tracking skills and leaving the rest at lvl 4 besides cruise missiles.
With the marauder changes I gave thought to flying a Golem with the changes but screw it, I won't take any more missiles up the ash.
And I am certainly not putting 15x multiplier into target painting alone and the missile range skills to 5 (x6) which are VERY needed for short ranged missile systems "torpedos" as I don't like like the idea of cruises anemic dps on a golem with bastion n all adding nothing to them.
Biting the bullet and switching to gunnery, I'd rather fly 3 optimal marauders in the end then one missile boat.
Besides with excellent missile skills it would still take less time to get techII large AC and fly a vargur then torpedoes at this point, ridiculous considering I have 27 mill some SP that is a years and a month+, including 2 and a half months in missiles at perfect training speed and more in actual time of-course. I've posted about it here before: https://forums.eveonline.com/default.aspx?g=posts&m=3846978#post3846978

The HM nerf was very similar to rlml, last minute horrible and around for eternity to come.
They also discontinued support for my mac OS, me running a mac mini with a busted dvd drive meant game over.
This was announced POST expansion in basically a Troll post by CCP stating we should essentially be playing on a real computer anyway sucks to be you etc. what'd you expect. They apologized later but the damage was done.
Again, just GIVE UP on missiles I have done the math before in my previous thread. There is no reason to put anymore SP in missiles unless you are 10%-5% away from maxing out sub capital everything in missiles. I'll stick with my rattlesnake, gather SP and get away from missiles all together.
Niena Nuamzzar
Royal Amarr Institute
Amarr Empire
#49 - 2013-12-05 13:48:15 UTC
Marcus Walkuris wrote:
There is no reason to put anymore SP in missiles unless you are 10%-5% away from maxing out sub capital everything in missiles. I'll stick with my rattlesnake, gather SP and get away from missiles all together.

Even with all 5 in missiles you'll find that only rockets, light and cruise missiles are usable and that rest is garbage. Heavy assault missiles are good if you are willing to fly tankless in hero more.
Marcus Walkuris
Aww yeahhh
#50 - 2013-12-05 14:28:50 UTC  |  Edited by: Marcus Walkuris
Roime wrote:


You refuse to acknowledge the other side completely- with perfect transversal a smaller ship can avoid turret damage 100%, but missiles always hit no matter what the target does. Missiles also have much longer ranges than comparable turrets.



Isn't this the whole reason missiles are fubar, they have 0 synergy with warp scramblers/webs.
If you are out of range of scrambers/webs you are kiting in a semi straight line with guns having awesome tracking, you do this with missiles the only time you will want to be in this position is with small missiles since they have the tracking to be effective outside of web-range against a wide range of ships.
With guns you fight inside of web-range and do well or outside and do well, with missiles you fight inside of web-range or you use small size missiles in which case you probably still do..
So unless you are comfortable with "the missile tree" being light missiles+rockets then yes missiles are fubar.
This is what most missile whining comes from rockets+small missiles and tbh most of the time, it is just bitching because people couldn't win. Since for some reason it is not okay for missiles to ever hard counter something, or ever be on top. The weapon system mechanics further add to the feeling of OP I can't win because what makes it breaks it too. You either have the stats to hit well or you don't, shine or fail with missiles because they're broken. The formula needs changed badly in a manner that missiles need a certain way of flying to be effective or something that adds to it. They should've implemented a common suggestion where if you loose a volume to overkill have it redirect to another target, just to begin to make up for delayed damage application.

Edit: Imho with current missile mechanics you have a very problematic situation when it comes to medium sized missile damage projection vs small, and large to medium and small.
Marcus Walkuris
Aww yeahhh
#51 - 2013-12-05 14:56:40 UTC
Niena Nuamzzar wrote:
Marcus Walkuris wrote:
There is no reason to put anymore SP in missiles unless you are 10%-5% away from maxing out sub capital everything in missiles. I'll stick with my rattlesnake, gather SP and get away from missiles all together.

Even with all 5 in missiles you'll find that only rockets, light and cruise missiles are usable and that rest is garbage. Heavy assault missiles are good if you are willing to fly tankless in hero more.


I am aware, but what you mean is for PvE, pvp=LM rockets or go home. HAMS function but seem to rely on the strength of hulls defenses since missiles can't alpha they need to outlast which by its-self lowers the engagement profile.
Aivo Dresden
State War Academy
Caldari State
#52 - 2013-12-05 15:17:57 UTC  |  Edited by: Aivo Dresden
Personally, this is my view on missiles and it would appear a lot of people agree on it:
Frigate and battleship sized launchers are alright.
Rockets -> Great
Light missile launchers -> Low ROF, medium damage, great range. I would say balanced.
Cruise missiles -> Solid
Torpedos -> Somewhat hull dependent but alright, and you can just use cruise missiles instead. :P

Cruiser launcher are the issue.
HAM -> The problem here imo is not so much the launcher, but the ammo. Heavy missiles just need some changes.
HM -> Same as above. I think the launcher works almost alright, but the ammo is just meh. The damage application of the missiles is just rubbish. I think heavy missiles should get somewhat better damage application, and Heavy launchers in general need a DPS bump.

Rapid launchers, both light and heavy: The sustained DPS is extremely low. The fact you can shoot for 50sec and then spend 40 sec reloading is rubbish. The whole hit and run idea is great on paper, except that it doesn't work at all when you're webbed and scrammed. Then you can argue that the wrong launcher was fitted for the situation. In that case I would ask, which other cruiser sized launcher would you use instead? HM and HAM have their own issues, and light launchers just lack the DPS to take down a cruiser. There simply is no alternative.

With the recent passes on T1 ships cruisers have gained a lot of momentum and I like them a lot. They feel viable now. Unfortunately the missile system not so much. We have a great base, but nothing to put on it. I'm even OK with the damage specific bonuses on the Caldari ships. I would like to see it changed to all damage types, but whatever, I can live with it.

The problem I have is that I just don't have a solid launcher to put on my Caracal, Drake, ...
Malcanis
Vanishing Point.
The Initiative.
#53 - 2013-12-05 15:26:36 UTC
DHB WildCat wrote:
1) Selectable damage type is the ONLY saving grace for todays missile user. however CCP refuse to change the damn kinetic bonus to an universal one so we are forced to use kinetic if we want high damage..... however......


Apparently kinetic damage bonuses make ships "more interesting".

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Aivo Dresden
State War Academy
Caldari State
#54 - 2013-12-05 15:29:39 UTC  |  Edited by: Aivo Dresden
Malcanis wrote:
DHB WildCat wrote:
1) Selectable damage type is the ONLY saving grace for todays missile user. however CCP refuse to change the damn kinetic bonus to an universal one so we are forced to use kinetic if we want high damage..... however......


Apparently kinetic damage bonuses make ships "more interesting".

I don't know if this is relevant but traditionally, Gallente and Caldari always had a great war between them. it somehow makes sense for Caldari to develop ships that counter the inherent advantages of Gallente ships. On the other hand, you could always just argue "why don't they just make them to do more damage of the type that REALLY hurts?". That's a good question. Not sure why the Gallente resistance gap isn't getting exploited more. :P
Niena Nuamzzar
Royal Amarr Institute
Amarr Empire
#55 - 2013-12-05 15:30:39 UTC  |  Edited by: Niena Nuamzzar
Marcus Walkuris wrote:
Niena Nuamzzar wrote:
Marcus Walkuris wrote:
There is no reason to put anymore SP in missiles unless you are 10%-5% away from maxing out sub capital everything in missiles. I'll stick with my rattlesnake, gather SP and get away from missiles all together.

Even with all 5 in missiles you'll find that only rockets, light and cruise missiles are usable and that rest is garbage. Heavy assault missiles are good if you are willing to fly tankless in hero more.

I am aware, but what you mean is for PvE, pvp=LM rockets or go home. HAMS function but seem to rely on the strength of hulls defenses since missiles can't alpha they need to outlast which by its-self lowers the engagement profile.

IMO cruise missiles are very good for PvE atm (some say for PvP even - Phoon, but I wouldn't know). For SOE LP grind I'm using Scorpion with T2 precision rigs, no TP and having all V & +5 implants I can easily kill elite cruisers with Fury missiles!!! With faction or precision one's Angel cruisers are down in no time. You can even kill elite Dramiels in idk, 10 or so volleys (not what you would do but still)..

EDIT: HAM's are working...ish on Tengu with maxed everything; T2 range rigs and TP is a must just... quite often you're supposed to fly a lot to get in range (around 50 km) and once you get the taste for maxed BS with cruise missiles it's kinda hard to go back in a way and think of something not as good.
Marcus Walkuris
Aww yeahhh
#56 - 2013-12-05 15:48:27 UTC  |  Edited by: Marcus Walkuris
Niena Nuamzzar wrote:

IMO cruise missiles are very good for PvE atm (some say for PvP even - Phoon, but I wouldn't know). For SOE LP grind I'm using Scorpion with T2 precision rigs, no TP and having all V & +5 implants I can easily kill elite cruisers with Fury missiles!!! With faction or precision one's Angel cruisers are down in no time. You can even kill elite Dramiels in idk, 10 or so volleys (not what you would do but still)..


Do you have anything to compare it to though? I don't think you would look at missiles the same way if you used gunnery and applied 100% or close to it to cruisers and frigates. I don't have large gunnery but I get the package through flying sentry boats.

Edit: I am aware that sentries have excellent tracking but they also suffer from being unable to split guns, and dps loss from a hyperactive rate of fire combined with 1 sec server response time. Aside from that you need a decent range for the tracking greatness. Also missiles as stoicfaux showed lose a large chunk of dps to defenders at close ranges. I would tell a newbie to go for maelstrom/vargur today.
Niena Nuamzzar
Royal Amarr Institute
Amarr Empire
#57 - 2013-12-05 16:37:46 UTC  |  Edited by: Niena Nuamzzar
Marcus Walkuris wrote:
Niena Nuamzzar wrote:

IMO cruise missiles are very good for PvE atm (some say for PvP even - Phoon, but I wouldn't know). For SOE LP grind I'm using Scorpion with T2 precision rigs, no TP and having all V & +5 implants I can easily kill elite cruisers with Fury missiles!!! With faction or precision one's Angel cruisers are down in no time. You can even kill elite Dramiels in idk, 10 or so volleys (not what you would do but still)..

Do you have anything to compare it to though? I don't think you would look at missiles the same way if you used gunnery and applied 100% or close to it to cruisers and frigates. I don't have large gunnery but I get the package through flying sentry boats.

IMO it's not so much the ship but the player. I've flown in fleets with almost anything (PvE wise) and I was always (EDIT: well, I guess) the one with most dps / applied dps on the field. It's like in PvP, you need to specialize as best as you can because if you don't just having FOTM ship won't help you.

While pveing I'm flying combo with maxed pulse Nightmare and it's hard not to be biased but let's just say turret ships are better for killing smaller ships faster (why using her in the first place). Anything you can either alpha or take down in a few volleys I'd prefer turrets over missiles. When it comes to killing battleships I'd rather choose ship that can switch damage types, hence BS with cruise missiles.
Rab See
Stellar Dynamics
#58 - 2013-12-05 17:04:12 UTC
Yes - missile users really dont get it. Its like they play WoW inside eve.

Lets compare, 3x gyro/ballistics - nothing else.
Vanilla Cane 720mm arty, EMP: 434 dps @ 15 + 22k

Vanilla Drake Heavy T2, scourge: 322 dps @ 63k

Vanilla Cane 425mm auto, EMP: 518 dps @ 1.5 + 12k

Vanilla Drake HAss T2, scourge: 444 dps @ 20.2k

Missile users want ALL the benefits, but none of the drawbacks. Try autos for crap range, or artillery for crap damage application. I fly a cane, I know to close and web and scram. I close to apply damage. Artillery, I have to maintain range, I cannot close to apply damage. Try tracking a frigate closein with artillery you fucktards.

In a drake - I fit web and painter and scram. I still get better range with assault, better applied damage ALL the time. You DONT NEED TO TRACK, flying a drake is like flying a tonka toy. Or grow some balls and close in, paint, web and scram the target. Thats how a drake applies damage.

And remember - eve is a game for sharing - get some friends who fly ships that complement the missile boat.
Aivo Dresden
State War Academy
Caldari State
#59 - 2013-12-05 17:16:05 UTC  |  Edited by: Aivo Dresden
Here come the EFT warriors. Roll
Your paper DPS is very different from actual applied DPS.
If you had been paying any attention to the rest of the thread than you would have noticed that the main issue with heavy missiles is in fact the damage application.
TheMercenaryKing
Collapsed Out
Pandemic Legion
#60 - 2013-12-05 17:21:47 UTC
Aivo Dresden wrote:
Here come the EFT warriors. Roll
Your paper DPS is very different from actual applied DPS.


not really, missiles are "static" damage. Granted in battle the variables change (transverse, target resistance, sig - boosters, boosts, MWDs) but for the most can be closely calculated. pilot skill does come into account obviously, but much less than people make it out to be since most people are average pilots at best.