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The great missile debate

First post First post
Author
Hrett
The Scope
Gallente Federation
#101 - 2013-12-06 00:31:01 UTC
Marcus Walkuris wrote:
Hrett wrote:
So why do people say HMLs are broken? Im not being a smart ass. I am curious as to the argument.

Unless I am missing something: They apply good consistent (and selectable) DPS at huge ranges. Their damage is effected by target speed and explosion velocity, but the same goes for turrets (and in fact, turret damage is effected by target AND shooter speed and gun resolution). In the example the guy posted above - whatever the damage they do to a Maller at 0 at X speed, they do the same damage to that Maller at X speed out to 60k-ish, and vice-versa. Try that with any medium turret weapon system.

Again - Im not being a smart ass here - I just dont understand the gripe. It sounds as if the gripe is "I want HMLs to be what they were before." Before, they were broken.


Not to be a smart ass either, but if you have to ask these questions you have not read much into this thread.
Essentially the gripe is: That as you are stating perceived characteristics of missiles, these are created by hearsay and believable since you (clearly) don't use HM or missiles in general.
Read things over missiles suffer damage reduction against stationary targets, at larger ranges they do FAR less damage then turrets since they increase hit chance by kiting. Wth, just read things over it has all been said. (not trying to be short appreciate you trying to jump in, just read a bit).


I did read the thread. Your "increase hit chance by kiting" example, while technically true, only works if your target has no traversal. All of your complaints about HMLs have the equivalent drawback in turret systems.

Example of (Over-simplified) damage status now, for tracking, range, etc:

Blasters 10--5---0
Rails 0---5---10
HML 5---5---5

Different, but equal.

What HML users want:

7.5---7.5---7.5

People would rarely use anything else. You know - kind of like HMLs were before, and RLMLs were until recently.

So again - what is your complaint that isnt also a drawback of a turret system? I still dont get it.

spaceship, Spaceship, SPACESHIP!

Maxor Swift
Science and Trade Institute
Caldari State
#102 - 2013-12-06 00:54:03 UTC
I know nothing about the under lying machanics of this game but what i do know is that if a shoot anything smaller than a stationary cruiser with HMs or HAMs i do effectively 0 damage.

And now that RLMLs are too painful to use, i have ZERO options below cruises good job CCP.

"What you talking about willis"

Aivo Dresden
State War Academy
Caldari State
#103 - 2013-12-06 01:01:27 UTC  |  Edited by: Aivo Dresden
Hrett, to use your over simplified example;
For rockets and light missiles sure, lets agree on those numbers. Now when it comes to heavy missiles, you're more looking at (lets say those distances are 0km-10km-20km):
Blasters 10-5-0
Rails 0-5-10
HML 2-2-2

If you're shooting anything smaller than a stationary cruiser, you're looking at
0.5 - 0.5 - 0.5
Hrett
The Scope
Gallente Federation
#104 - 2013-12-06 01:50:07 UTC  |  Edited by: Hrett
Aivo Dresden wrote:
Hrett, to use your over simplified example;
For rockets and light missiles sure, lets agree on those numbers. Now when it comes to heavy missiles, you're more looking at (lets say those distances are 0km-10km-20km):
Blasters 10-5-0
Rails 0-5-10
HML 2-2-2

If you're shooting anything smaller than a stationary cruiser, you're looking at
0.5 - 0.5 - 0.5


I disagree on your distances - it should be more like 0-20-60. At least 60kish is how far away my rail thorax was killed by a gang of HML caracal's last night - and I was not stationary. P

The point is - they are cruiser sized weapons. They should not hit moving things smaller than a cruiser very hard. Turrets dont if there is any transversal. That is what RLMLs are for (and RLMLs are still good for killing frigates and burst DPS on larger targets, IMHO).

Being a rail user since 2007 or so, I can sympathize with gimped weapon systems. But I dont think HMLs are gimped - they (and RLMLs) just arent as all powerful as they used to be. They both used to be "good in every situation." Now they both have trade-offs (just like other weapon systems). That seems balanced to me.

Just my opinion.

spaceship, Spaceship, SPACESHIP!

Marcus Walkuris
Aww yeahhh
#105 - 2013-12-06 08:33:21 UTC
My point so far has been that the current formula for missiles just seems to not work. Missiles essentially don't add to the game it removes mechanics for constant average dps which happens to be quite anemic. What do you do apply an average percentage of dps of?? Good players with gunnery? The gunnery stats? Average gunnery player damage?? You will always pingpong between useless dps and an average high enough that it makes everyone cry OP.

Also Hrett, a gang of anything is the worst way to start any kind of example. Unless you measured the average time to die against an equal amount of thorax lately. Arguing balance based on your opinion becomes a very empty sound if that is all you wish to base it off, especially with Avio being as courteous and factual as possible, and he is not the first prophet of missile use.
Bouh Revetoile
In Wreck we thrust
#106 - 2013-12-06 08:54:22 UTC  |  Edited by: ISD Ezwal
Kitty Bear wrote:
im not just talking statistics, im talking probabilities as well.
ive tried to keep it nice and simple, so that people with limited understanding such as yourself can follow what im trying to put across, but I just cant display it in a 1+1=2 format.



the dps figures given by [rab see] are based on a turret based weapon hitting for standard 1x damage
because that is how the 3rd party tools display the raw data.
those tools do NOT factor in misses or critical hits, or any of the other hit variables used in eve's damage calculation
so when you triple the theoretical maximum volley damage, you also triple the maximum theoretical dps

as were all quoting theoretical numbers from a 3rd party calculator (eft/pyfa/evehq)
it's equally justifiable to give those theoretical numbers thier maximum values as well
hence I quoted a number range 0, x

im sorry if those possible damage ranges discount your argument regarding the weakness of turrets when compared to missiles
but critical hits change turret performance values significantly.
You definitely don't understand turrets hit formula...

Here is how it works : Dependind on ennemy relative transversal velocity and distance from you, the formula gives you a hit chance, a number between 0,01 and 1, let's call it H.

Then the computer draw a random number between 0 and 1. Let's call it X.

If X < 0,01, it's a critical hit. And if X < H, it's a hit.

Here, you computed to know if you hit the target. THEN you compute the damage.

Damage is simple : multiply your base damage by 0,5+X.

What does that mean ?

1) If you had 100% chances to hit (a stationary target in optimal range), a hit do between 51% and 150% damage OR critical hit with 300% damage.

2) If your chances to hit were 50% (tracking = transversal XOR distance = optimal + falloff), a hit will do between 51% and 100% base damage OR critical hit for 300% damage.

3) If your chances to hit were 25%, a hit will do between 51% and 75% base damage OR critical hit for 300% damage.

But this is for ONE hit. That is NOT what your dps will be.

So what does statistical means ? That means that you CANNOT compute turret dps based on one hit. For turret dps to have any meaning, you need a statisticaly relevant set of data. 100 draws are not not enough yet, but we'll start to see what happen.

So, in case 1, we have 100% hit chances, so all 100 bullets will hit. Each will do between 51 and 150% damage but one which will do 300%. In this case, the dps will be 103% * base damage / rof.

In case 2, now that become interesting : half the shot will miss and of the 50 hitting shots, 1 will be a critical, and all the 49 others will do between 51 and 100% base damage. Hence, your dps will be 40% * base damage / rof.

Why ? Because you won't have any hit with X above 0,5 so no hit will do more than 100% base damage to compensate those doing less than base damage. And that is for the hits, because you still have half your shot which completely missed the target.

Case 3, to be sure you understand : now only 25 shot on the 100 you fired will hit, and the damage of each hit will do between 50 and 75% base damage with one doing 300%. Here your dps should fall to around 20% base damage/rof.

Most if not all softwares showing dps already take this into account.

So, you see ? Saying that you should consider critical hit is stupid, because they already are considered when you talk about dps, as are the miss. The sad truth is that turret dps fall drasticaly when hit chances fall too much because of these miss, and one shot here and there won't change the outcome if a frigate managed to settle the orbit around you.

The dps figures for turrets show the average damage per second you will do with turrets when you factor in all the miss, bad, good and critical hits.

*Snip* Please refrain from personal attacks. ISD Ezwal

I'll make a spreadsheet with missile damage to average cruisers and frigates to show actual numbers and not finely picked ones.
Hrett
The Scope
Gallente Federation
#107 - 2013-12-06 13:50:37 UTC
Marcus Walkuris wrote:
My point so far has been that the current formula for missiles just seems to not work. Missiles essentially don't add to the game it removes mechanics for constant average dps which happens to be quite anemic. What do you do apply an average percentage of dps of?? Good players with gunnery? The gunnery stats? Average gunnery player damage?? You will always pingpong between useless dps and an average high enough that it makes everyone cry OP.

Also Hrett, a gang of anything is the worst way to start any kind of example. Unless you measured the average time to die against an equal amount of thorax lately. Arguing balance based on your opinion becomes a very empty sound if that is all you wish to base it off, especially with Avio being as courteous and factual as possible, and he is not the first prophet of missile use.


I wasn't using the gang example to say HMLs are fine, I was using it to show their ranges.

Avio has yet to produce any missile drawbacks that don't have an equal in turrets, other than their damage is lower. That is as it should be. Having the best effective range by far and equal damage to other systems is broken. That is not an opinion.

But I will step out now and y'all can continue. Good luck.

spaceship, Spaceship, SPACESHIP!

Gimme more Cynos
Deep Core Mining Inc.
Caldari State
#108 - 2013-12-06 15:03:35 UTC  |  Edited by: Gimme more Cynos
Hrett wrote:


I wasn't using the gang example to say HMLs are fine, I was using it to show their ranges.

Avio has yet to produce any missile drawbacks that don't have an equal in turrets, other than their damage is lower. That is as it should be. Having the best effective range by far and equal damage to other systems is broken. That is not an opinion.

But I will step out now and y'all can continue. Good luck.


Missiles lack an equivalent to tracking enhancing modules for low-slots. Missiles have mids and rigs, nothing else. This is the inherit problem in my opinion - especially if you consider that you can fit mitigation for missile-damage in lowslots. Turrets have the advantage of having tracking enhancers - missiles don't.

As I said in another post - I think missiles do infact need damage application-modules for low-slots. This way, one could have the choice of more application vs more damage/Rof - which seems to be a fair trade, given that application vs tank is allready covered on midslots.

To the guy who says missiles are reliable damage:

They don't. Missile damage is more stable, yes. Reliable is different though. This would only be true if there would be a damage-reduction cap for ExVel, and as we all know, there is none (which would be bad anyway).
Wayward Hero
Wayward Ventures
#109 - 2013-12-06 17:20:24 UTC  |  Edited by: Wayward Hero

  1. Scripts for Tracking Computers to boost explosion velocity and explosion radius of missiles
  2. Similar static bonus to Tracking Enhancers
  3. Increase bonuses from Track Computers and Enhancers slightly for all weapon systems
  4. Remove single damage bonus from all hulls with single damage bonus, replace with an all damage type bonus, possibly for single weapon system (rockets, lights, heavies, torps, etc.) if it makes SENSE
  5. Scripts for Tracking Disruptors to reduce explosion radius of missiles
  6. Scripts for Tracking Links to boost explosion velocity and explosion radius of missiles
  7. Change missile damage ratios from 100% single damage type to dual damage types

    • Scourge - 75% Kinetic, 25% Explosive
    • Inferno - 75% Thermal, 25% EM
    • Nova - 75% Explosive, 25% Thermal
    • Mjolnir - 75% EM, 25% Kinetic

  8. Rapid Launchers, 15 sec reload time, reduce clip size further, monstrous fire rate. Make into an actual "alpha" type weapon if that is what you are going for
  9. Heavy Missiles, reduce the explosion radius slightly and boost the damn explosion velocity FFS
Aivo Dresden
State War Academy
Caldari State
#110 - 2013-12-06 18:18:57 UTC  |  Edited by: ISD Ezwal
More people throwing statements around without any factual proof. At least I went through the trouble of documenting all my claims and statements. Just yelling missiles this and turrets that is a little daft if you can't produce numbers to back up your statements.

*Snip* Please refrain from personal attacks. ISD Ezwal

"Missiles are ideal in fleet" ... you do realize of course that it takes time for a missile to land and by then the target will be gone already? I don't know what you're shooting at but even the people who barely know anything about this topic have brought this up more than once. But of course you know better, which is why everyone flies missile boats in fleets these days and not Maelstroms or Domis.

*Snip* Please refrain from personal attacks. ISD Ezwal
Aivo Dresden
State War Academy
Caldari State
#111 - 2013-12-06 19:35:35 UTC
The Drake issue was that the hull itself gave 25% damage as well. The Drake damage bonus was removed, as well as the general damage numbers and damage application of the missiles. Flight time and velocity were reduced as well. The drake kind of received a double nerf, since both the hull and the missile system got hit. Now I'm not saying it's undeserved. The Drake was a bit too strong.

With the Drake itself losing its 25% bonus damage from the hull AND a flat 20% damage decrease as well as a decrease in damage application, well that was a little overzealous. The heavy missile lost it's competitiveness.

An extra problem that comes with that is that there are no modules that allow you to alter the missile stats, like you would have for a turret. I can't fit any modules that bump up my missile speed, flight time, explosion velocity, ... All of those would be welcomed. Allowing some sort of customization of the missile's stats, aside from using rigs would somewhat help. Alternatively, it makes no sense for a medium weapon system to already get a damage reduction from the targets signature radius, when targeting a medium sized ship. There's just absolutely no reason a heavy missile should already do reduced damage (in fact almost half) on for example an Osprey, which is a cruiser as well. The application is just horrible.
Marcus Walkuris
Aww yeahhh
#112 - 2013-12-06 19:57:53 UTC  |  Edited by: Marcus Walkuris
Aivo Dresden wrote:
The Drake issue was that the hull itself gave 25% damage as well. The Drake damage bonus was removed, as well as the general damage numbers and damage application of the missiles. Flight time and velocity were reduced as well. The drake kind of received a double nerf, since both the hull and the missile system got hit. Now I'm not saying it's undeserved. The Drake was a bit too strong.

With the Drake itself losing its 25% bonus damage from the hull AND a flat 20% damage decrease as well as a decrease in damage application, well that was a little overzealous. The heavy missile lost it's competitiveness.

An extra problem that comes with that is that there are no modules that allow you to alter the missile stats, like you would have for a turret. I can't fit any modules that bump up my missile speed, flight time, explosion velocity, ... All of those would be welcomed. Allowing some sort of customization of the missile's stats, aside from using rigs would somewhat help. Alternatively, it makes no sense for a medium weapon system to already get a damage reduction from the targets signature radius, when targeting a medium sized ship. There's just absolutely no reason a heavy missile should already do reduced damage (in fact almost half) on for example an Osprey, which is a cruiser as well. The application is just horrible.


Yeah absolutely no argument there 100% agreed. They didn't need to take on the weapon-system and they could've dealt with it in hull bonuses. That is my point too. I mean at the time caracals couldn't even properly fit their appropriate sized missile launchers. Afterwards there was no point.

But in the EvE I played HML weren't competitive outside of very select arenas, and in its context weren't OP it was all about the null sec drama. Lord knows you can't have a dominant missile platform in EvE. In low sec if you saw a drake you left it alone, takes too long to kill and the loot pinnate always has raisins in it no good stuff (not to mention the likeliness of biting deep into a bait-line). However whiney kiddies that wanted to be able to kill a drake and yelled "no fair" even-though the Drake they hated so much could only kill them! If... They attacked the shield wall in a red frenzy, instead of just casually flying off. I really miss the drake for what it offered EvE though, a platform that by it's sheer tank added a form of sovereignty/presence due to the threat of added hostiles, although the real problem could've been long term effects of their presence in structure sieges especially in low zex. Maybe there is room for that concept again now that we have actual warp speed differences and swarms of interceptors. Ohh well theory-crafting. P.S. I didn't like flying a drake, it was like pushing a whale back into the ocean. Boring as hell.

Edit: I think the missile mechanism needs a long looking into, Im not saying make everything the same but reducing the influence of signature radius would be a very important step for now.
Bouh Revetoile
In Wreck we thrust
#113 - 2013-12-06 20:42:18 UTC
Aivo Dresden wrote:
An extra problem that comes with that is that there are no modules that allow you to alter the missile stats, like you would have for a turret. I can't fit any modules that bump up my missile speed, flight time, explosion velocity, ... All of those would be welcomed. Allowing some sort of customization of the missile's stats, aside from using rigs would somewhat help. Alternatively, it makes no sense for a medium weapon system to already get a damage reduction from the targets signature radius, when targeting a medium sized ship. There's just absolutely no reason a heavy missile should already do reduced damage (in fact almost half) on for example an Osprey, which is a cruiser as well. The application is just horrible.
Oh sweet ! The "random" choice of the Osprey, and too bad if it have 20% smaller sig and 20% more speed than the average cruiser...

The fleets I'm talking about where HAM are excellent are small fleet of between 6 and 20 people. In these small fleets short range weapons are good, but with blasters you lose a lot of dps traveling from target to target. With AC, it's better, but falloff. Pulse are perfect in this situation, and mind you, HAM apply more damage than pulse can do in perfect conditions with the exception of untackled frigate. But in a gang, the target will be tackled and painted.

In fact, in small gangs, from 2 to 20 at least (until short range weapons become useless in fact I'd say), missiles (HAM) and caldari ships are very good.

Things are a bit different though since the medium LR turrets buff, but still HAM have the advantage of no tracking against these (damage application of medLR turret is still poor bellow 15km, even against cruisers).

HM, since medLR turets buff, might need a little love. Anyway they are a long range weapon, and you shouldn't be using them bellow 40km, and they shouldn't be better than turrets bellow this range (unless below 10-15km). Why ? Because medium LR turrets wouldn't have any reason to exists otherwise.

Each weapon have a role and asking for missiles to do what turrets already do is plain stupid.

And finaly, the solo niche everyone thinks they should be able to do it with whatever they feel ok to do with. Indeed it's hard for medium missiles to deal with frigates, but there are some ships with damage application bonus to help that. Why did anyone never showed the damage application numbers of a Caracal Navy Issue ?
Niena Nuamzzar
Royal Amarr Institute
Amarr Empire
#114 - 2013-12-06 21:08:43 UTC  |  Edited by: Niena Nuamzzar
Bouh Revetoile wrote:
Why did anyone never showed the damage application numbers of a Caracal Navy Issue ?

CNI with two Rigors II and CN Scourge missiles (every other launcher OH) can do 41DPS to OH ab Executioner and 346DPS to OH mwd Cerberus. In web range that would be 93DPS to frigate and 544DPS (full damage) to HAC. Replace web with meta IV TP and you get almost perfect damage application to cruiser and very poor to frigate (only 55DPS). CNI has 28k EHP buffer tank, flown with maxed skills and +5 damage/precision implants.

EDIT: Fitted in this way it has missile exp. radius (a bit less velocity) very similar to Scourge Fury light missiles: 53/190 against 49/225. Somewhat extreme fit though and Imo very expensive for what it's worth.
Bouh Revetoile
In Wreck we thrust
#115 - 2013-12-06 23:17:45 UTC  |  Edited by: Bouh Revetoile
Niena Nuamzzar wrote:
Bouh Revetoile wrote:
Why did anyone never showed the damage application numbers of a Caracal Navy Issue ?

CNI with two Rigors II and CN Scourge missiles (every other launcher OH) can do 41DPS to OH ab Executioner and 346DPS to OH mwd Cerberus. In web range that would be 93DPS to frigate and 544DPS (full damage) to HAC. Replace web with meta IV TP and you get almost perfect damage application to cruiser and very poor to frigate (only 55DPS). CNI has 28k EHP buffer tank, flown with maxed skills and +5 damage/precision implants.

EDIT: Fitted in this way it has missile exp. radius (a bit less velocity) very similar to Scourge Fury light missiles: 53/190 against 49/225. Somewhat extreme fit though and Imo very expensive for what it's worth.

AB is meant to tank missile dps, and executioner is one of the smallest frigate, and you overheat it on top of that. This is an extreme example, and even 44dps to such a frigate is a lot I'd say. Not to mention the frigate shouldn't ever catch you in the first place.

Can't you try average scenario instead of always cherry picking the worst case you can ever encounter in game ?
Marcus Walkuris
Aww yeahhh
#116 - 2013-12-06 23:28:11 UTC  |  Edited by: Marcus Walkuris
Bouh Revetoile wrote:
Osprey isn't a fair example


The osprey isn't that unique there are similar ships in every faction, but they commonly have a higher sig but also substantially faster. Check Omen thorax examples. Stabber is the best one to accidentally use for that comparison.
ISD Ezwal
ISD Community Communications Liaisons
ISD Alliance
#117 - 2013-12-07 00:23:59 UTC
I have removed some rule breaking posts and those quoting them. As always I let some edge cases stay.
Please people, keep it on topic and above all civil!

The rules:
3. Ranting is prohibited.

A rant is a post that is often filled with angry and counterproductive comments. A free exchange of ideas is essential to building a strong sense of community and is helpful in development of the game and community. Rants are disruptive, and incite flaming and trolling. Please post your thoughts in a concise and clear manner while avoiding going off on rambling tangents.


4. Personal attacks are prohibited.

Commonly known as flaming, personal attacks are posts that are designed to personally berate or insult another forum user. Posts of this nature are not beneficial to the community spirit that CCP promote and as such they will not be tolerated.

ISD Ezwal Community Communication Liaisons (CCLs)

Moonlit Raid
Doomheim
#118 - 2013-12-07 01:41:04 UTC
Thaddeus Eggeras wrote:
AND I want the damn torp explosion wave back, it was so pretty

I whole heartedly agree.

If brute force isn't working, you're just not using enough.

Please Note: Any advice given comes with the caveat that nothing will be suitable for every situation.

Niena Nuamzzar
Royal Amarr Institute
Amarr Empire
#119 - 2013-12-07 10:21:14 UTC
Bouh Revetoile wrote:
Niena Nuamzzar wrote:
Bouh Revetoile wrote:
Why did anyone never showed the damage application numbers of a Caracal Navy Issue ?

CNI with two Rigors II and CN Scourge missiles (every other launcher OH) can do 41DPS to OH ab Executioner and 346DPS to OH mwd Cerberus. In web range that would be 93DPS to frigate and 544DPS (full damage) to HAC. Replace web with meta IV TP and you get almost perfect damage application to cruiser and very poor to frigate (only 55DPS). CNI has 28k EHP buffer tank, flown with maxed skills and +5 damage/precision implants.

EDIT: Fitted in this way it has missile exp. radius (a bit less velocity) very similar to Scourge Fury light missiles: 53/190 against 49/225. Somewhat extreme fit though and Imo very expensive for what it's worth.

AB is meant to tank missile dps, and executioner is one of the smallest frigate, and you overheat it on top of that. This is an extreme example, and even 44dps to such a frigate is a lot I'd say. Not to mention the frigate shouldn't ever catch you in the first place.

Can't you try average scenario instead of always cherry picking the worst case you can ever encounter in game ?

You are wrong, extreme would be 33DPS (only 25 without TP) to mwd saar Crusader. You can't hope to kill it and with 131DPS, given enough time, it will kill you. Truth be told, CNI with T2 rigors, expensive implants and perfect skills is an extreme example as well.
Komodo Askold
Strategic Exploration and Development Corp
Silent Company
#120 - 2013-12-07 11:09:24 UTC  |  Edited by: Komodo Askold
I agree, too, that target size shouldn't be a factor against missiles. I mean, if a frig is flying around and gets a rocket hit, it would be a 'fair' damage, but getting caugh in the explosion of a cruise missile should just shred it, in the same way getting hit by a large, long range turret vaporizes it. It's just not fair I can single shot a far away frig that is either stationary or flying towards me with a large turret or a sentry drone but not with a large missile. It's no sense, it just got hit by a missile almost its size, with enough damage to rival a turret or a drone, in a full frontal collision, and yet it's just a scratch.

The 'speed factor' against missiles is fair: turrets and drones have a problem against fast moving targets and so should missiles, even though they always hit (given right sized missiles), so that speed tanking is a valid choice. But size... that's just too many disadvantages. If a BS gets hit by a citadel missile, it should get instantly commited to dust, not get away with a 'hey, I'm too small for you'. Damn it, you can kill an insect with a nuke!

I honestly think that part of the missile mechanics should be looked at, and get rid of.

EDIT: re-reading my post, I realized some people could say 'Hey! If missiles always hit, then a missile BS would be instant death sentence for a group of frigs!' The answer is: what about the speed factor? Would you remain at zero transversal against a turret or sentry drone BS? No, wouldn't you? The same for missiles: if you are in that frig at full speed and those cruise missiles get you, you'll only get a scratch, but if you remain slow, you'll be wiped out. Wouldn't that be very similar to turrets or sentry drones?