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[Rubicon] Rapid Missile Launchers - v2

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Sgt Ocker
What Corp is it
#3161 - 2013-12-12 01:08:27 UTC  |  Edited by: Sgt Ocker
Bouh Revetoile wrote:
You are wrong...
Insert Bouh's Rant here.
Not going to post the rant again but in response. Bouh you spend so much time interpreting what is said and taking it out of context. You should join a debating team as confuser, the role of confuser is to take what someone else has said and use it against them completely out of, or in another context.


In context what was said is correct; the ammunition used in any weapon is a counter for what it is being used on as is a TP or Web or even a shield extender. These are all counter measures taken to help you win a fight.

Nul is a counter to kiting ships because it is the ammo that is supposed to hit them the best.
Precision missiles are a counter to small fast moving targets as they are designed to hit those targets.

Neither of these "counter measures" works alone BUT with the right set of counter measures, you stand a better chance of success.

My opinions are mine.

  If you don't like them or disagree with me that's OK.- - - - - - Just don't bother Hating - I don't care

It really is getting harder and harder to justify $23 a month for each sub.

Kenshi Hanshin
Pator Tech School
Minmatar Republic
#3162 - 2013-12-12 01:11:17 UTC
Arthur Aihaken wrote:
Mournful Conciousness wrote:
Forgive me Arthur, what do you mean by "fix"? Are you proposing a fix to HMLs, or have you fixed the spreadsheet that generated the charts?

I was able to fix the non-modified damage application of HAMLs and HMLs against smaller vessels, and the second series of graphs show the results with and without rigs, and with and without rigs while using electronic warfare. As an example, against the MWD Interceptor HAMs previously did 4.55 DPS - they now do 9.37 DPS; HMs previously did 5.42 DPS - they now do 6.29. The benefit is more pronounced for HAMs, less so for HMs. The bottom line is that an unmodified original HML does 5.42 DPS against a MWD Interceptor; a modified HML (rigs, EW) now does 11.57. For comparison, the new RLML does 26.7 DPS similarly configured.

What's most important is that this particular fix doesn't alter the damage application of HAMs and HMs against cruisers and larger targets, so it won't skew damage application for the new rapid heavy missile launchers against large targets (they will be marginally more effective against smaller targets, however).

You sir are awesome! Now you need to charge CCP several thousand dollars for that work. Then you will be like every other game-designer/engineer. But much better than Mr. 40sec and Fizzle, whom seem to cannot solve simple problems.

So basically, you just altered the explosion radius and or explosion velocity correct? Or did you use a ship bonus for that? I am curious how exactly you thought to do that fix.
Kenshi Hanshin
Pator Tech School
Minmatar Republic
#3163 - 2013-12-12 01:14:54 UTC  |  Edited by: Kenshi Hanshin
Sgt Ocker wrote:
Bouh Revetoile wrote:
You are wrong...
Insert Bouh's Rant here.
Not going to post the rant again but in response. Bouh you spend so much time interpreting what is said and taking it out of context. You should join a debating team as confuser, the role of confuser is to take what someone else has said and use it against them completely out of, or in another context.


In context what was said is correct; the ammunition used in any weapon is a counter for what it is being used on as is a TP or Web or even a shield extender. These are all counter measures taken to help you win a fight.

Nul is a counter to kiting ships because it is the ammo that is supposed to hit them the best.
Precision missiles are a counter to small fast moving targets as they are designed to hit those targets.

Neither of these "counter measures" works alone BUT with the right set of counter measures, you stand a better chance of success.

Sorry for the double post, couldn't help it.

That or Bouh should go into politics were taking things completely out of context is normal and acceptable. He might succeed brilliantly in that arena... Have you considered a career change Bouh?

Back on topic, it seems that the changes needed to bring balance (in the force, j/k) to missiles is relatively simple. Specifically, it would require balancing the HMs correctly as Arthur has done. Then balancing the other missiles below cruises around the HMs. Then all that would be needed is giving torps a bit more range. So that they can reach further than ~17km on hulls other than the Raven and RNI.

That said, the bonuses for the Raven Standard and RNI need to be changed from that unhelpful ridiculous and absurd missile-velocity bonus that does nothing for me. I do not need to hit targets at over 200km with Cruise Missiles. The flight time alone would mean that anyone but a mentally-challenged individual would warp away before impact. So, max range for Cruises should be ~100km but need to either have a much higher max-velocity so I don't wait 5-10 seconds for impact. Or missiles need to have an acceleration (much more realistic and logical) instead. Back on topic, replace the velocity bonus on ravens with something useful like Explosion-Velocity or something. Or give me another mid-slot so I can fit a TP without sacrificing tank on my overblown space-turkey.

*Feels like a space-turkey with the sig radius that my Raven has to be tanked well. Cause I feel like I piloting a small moon, no pun intended, due to how well everything and everyone shoots me.

*Ps. also please remove those absurd missile launcher slots on certain Gallente ships, no one will use them. It confuses the noobs.
Arthur Aihaken
CODE.d
#3164 - 2013-12-12 01:41:05 UTC
Kenshi Hanshin wrote:
I gotta say that is a nice change. CCP, hire this man to repair all the chaos and destruction that CCP 40sec and CCP Fizzle create. Thanks!

I'd settle for a trip to FanFest.
Next on the list: torpedoes and capital missiles… Attention

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

Arthur Aihaken
CODE.d
#3165 - 2013-12-12 01:43:16 UTC
Kenshi Hanshin wrote:
So basically, you just altered the explosion radius and or explosion velocity correct? Or did you use a ship bonus for that? I am curious how exactly you thought to do that fix.

Nope. Big smile
If we can get a dev response in this thread, I'll be happy to post all my source data.

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

Fourteen Maken
Karma and Causality
#3166 - 2013-12-12 01:43:32 UTC  |  Edited by: Fourteen Maken
Arthur Aihaken wrote:
Updated Comparison
I's time get the discussion back on-track, it's chart time again! Target vessels have been sorted according to applied damage, and each line on the graph represents 20 applied DPS. First, the disclaimers...

Target Vessels: I revised the values for all ships up to and including strategic cruisers, utilizing the "worst-case scenario", ie: the fastest Minmatar ships with the lowest signature radius. Opposing ship fittings consisted of an applicable T2 propulsion module with V skills. As these do not reflect a signature increase or velocity decrease due to shield extenders, armor plating, associated rigs, implants (±) or the wide range of variations one will experience with different races - these should be taken with a grain of salt.

Missile Test Platform: This was a base Tengu with V skills and subsystems. A single T2 launcher with Faction Scourge ammunition was fitted along with 3x T2 Ballistic Control Systems. For the rig comparison, 2x T2 Medium Warhead Rigors and 1x T2 Medium Warhead Flare rigs were utilized. Electronic warfare was a single T2 Target Painter. DPS reflects both reload times and ammunition capacity.

Missile Comparison (with and without rigs)
Missile Comparison (electronic warfare, with and without rigs)
RLMLs - as has been previously stated, there's almost no benefit to running rigs against cruisers, and a single target painter is more effective against destroyers than full rigs.
HAMLs - a single target painter makes HAMs more effective against cruisers than LMs. With rigs, these are insane.
HMLs - these really need rigs and target painters to shine.

Missile Comparison, HML Fix (with and without rigs)
Missiles Comparison, HML Fix (electronic warfare, with and without rigs)
Oh, and I fixed medium HMs. Completely. The change takes all of modifying 2 lines of code. I'll let the results speak for themselves…


Edit: never mind I figured it out Smile

HAM's seemed to get a good improvement but HML is still not right, I'm sorry.
Sgt Ocker
What Corp is it
#3167 - 2013-12-12 01:51:38 UTC
Arthur Aihaken wrote:
Updated Comparison
I's time get the discussion back on-track, it's chart time again! Target vessels have been sorted according to applied damage, and each line on the graph represents 20 applied DPS. First, the disclaimers...

Target Vessels: I revised the values for all ships up to and including strategic cruisers, utilizing the "worst-case scenario", ie: the fastest Minmatar ships with the lowest signature radius. Opposing ship fittings consisted of an applicable T2 propulsion module with V skills. As these do not reflect a signature increase or velocity decrease due to shield extenders, armor plating, associated rigs, implants (±) or the wide range of variations one will experience with different races - these should be taken with a grain of salt.

Missile Test Platform: This was a base Tengu with V skills and subsystems. A single T2 launcher with Faction Scourge ammunition was fitted along with 3x T2 Ballistic Control Systems. For the rig comparison, 2x T2 Medium Warhead Rigors and 1x T2 Medium Warhead Flare rigs were utilized. Electronic warfare was a single T2 Target Painter. DPS reflects both reload times and ammunition capacity.

Missile Comparison (with and without rigs)
Missile Comparison (electronic warfare, with and without rigs)
RLMLs - as has been previously stated, there's almost no benefit to running rigs against cruisers, and a single target painter is more effective against destroyers than full rigs.
HAMLs - a single target painter makes HAMs more effective against cruisers than LMs. With rigs, these are insane.
HMLs - these really need rigs and target painters to shine.

Missile Comparison, HML Fix (with and without rigs)
Missiles Comparison, HML Fix (electronic warfare, with and without rigs)
Oh, and I fixed medium HMs. Completely. The change takes all of modifying 2 lines of code. I'll let the results speak for themselves…
Not to nitpick or anything (well yes I am Lol ) In your comparison it clearly shows an RLML Tengu performs well VS an AB Stabber. This I can understand but would the RLML Tengu (T3) kill an AB Stabber (T1) in 18 volleys or less?

My opinions are mine.

  If you don't like them or disagree with me that's OK.- - - - - - Just don't bother Hating - I don't care

It really is getting harder and harder to justify $23 a month for each sub.

Sgt Ocker
What Corp is it
#3168 - 2013-12-12 01:58:58 UTC
Arthur Aihaken wrote:
Kenshi Hanshin wrote:
I gotta say that is a nice change. CCP, hire this man to repair all the chaos and destruction that CCP 40sec and CCP Fizzle create. Thanks!

I'd settle for a trip to FanFest.
Next on the list: torpedoes and capital missiles… Attention
Remember me when you get the job - I want my Citadel Torpedo's to hit out to 120k for 100% damage on one of those pesky interceptors. Twisted

Arthur, you have obviously spent many hours researching your posts and although a lot of it goes straight over my head, I have gleaned a lot of useful information from you and others in this thread.

.,.Thanks guys.,.

My opinions are mine.

  If you don't like them or disagree with me that's OK.- - - - - - Just don't bother Hating - I don't care

It really is getting harder and harder to justify $23 a month for each sub.

Arthur Aihaken
CODE.d
#3169 - 2013-12-12 03:10:40 UTC  |  Edited by: Arthur Aihaken
Fourteen Maken wrote:
Edit: never mind I figured it out Smile
HAM's seemed to get a good improvement but HML is still not right, I'm sorry.

Actually, heavy missiles are right on the money. When factoring in reload time, pfya says the Tengu comes in at 481 DPS, which is 80.17 DPS per launcher (my numbers actually show 80.24, so the variance with my adjustments is .0008). With T2 rigs and a single target painter, the "revised" heavy missile launchers show:

• 100% damage application against a MWD Loki strategic cruiser
• 82.2% damage application against a MWD Stabber cruiser
• 67.6% damage application against a MWD Thrasher destroyer
• 63.3% damage application against a MWD Vagabond HAC
• 48.4% damage application against a AB Stabber cruiser

Using rigs means less tank, but it also means you get to apply the range advantage of HMLs against fast-moving targets. If you want to forego that in lieu of close quarters combat, the "revised" heavy assault missile launchers are far deadlier.

Sgt Ocker wrote:
Not to nitpick or anything (well yes I am Lol ) In your comparison it clearly shows an RLML Tengu performs well VS an AB Stabber. This I can understand but would the RLML Tengu (T3) kill an AB Stabber (T1) in 18 volleys or less?

With the caveat that this only lasts for 40 seconds… If we exclude reloads, each RLML does 100.49 DPS. This can obviously be boosted with Faction RLMLs, Faction Ballistic Controls with a 4th T2 Ballistic Control as well as the two +5 implants. However, we'll just stick with T2 stuff and Faction ammo.

So we get 602.94 DPS x 18 volleys @ 2.05s per volley. Unless my numbers are off, this works out to 22248.5 damage. The PvP fit I found for a AB Stabber shows 24.2k EHP, so I would have to say no. Even if you pimped the Tengu as per above, it wouldn't take much to throw that off (a kinetic-specific shield amplifier would do it). Provided you could keep the engagement to a 1:1, I think the Stabber would fall in the second garage of RLMLs though.

Sgt Ocker wrote:
Remember me when you get the job - I want my Citadel Torpedo's to hit out to 120k for 100% damage on one of those pesky interceptors. Twisted

Arthur, you have obviously spent many hours researching your posts and although a lot of it goes straight over my head, I have gleaned a lot of useful information from you and others in this thread… Thanks guys.,.

I managed to make Citadel cruise missiles and Citadel torpedoes about 25% more effective than torpedoes against Dreadnoughts and Carriers. When rigged, this jumps to about 100% effectiveness for Citadel torpedoes. If you hit a moving battleship with full T2 rigs and 4x Target Painters, you can do about 600 sustained DPS against it; less against an AB or MWD battleship). How does that sound?
Big smile

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

Zvaarian the Red
Evil Leprechaun Brigade
#3170 - 2013-12-12 03:34:06 UTC  |  Edited by: Zvaarian the Red
Arthur Aihaken wrote:
Kenshi Hanshin wrote:
So basically, you just altered the explosion radius and or explosion velocity correct? Or did you use a ship bonus for that? I am curious how exactly you thought to do that fix.

Nope. Big smile
If we can get a dev response in this thread, I'll be happy to post all my source data.


Why do you need a dev in the thread to share your fix with us? I know for a fact that they are reading this thread (via direct correspondence), so they will see it. Expecting them to post to ask for it is kind of strange to me. Hell if you don't want to share it with the non-developers for some reason but are sure it fixes the issue, mail it directly to Rise.
Zvaarian the Red
Evil Leprechaun Brigade
#3171 - 2013-12-12 03:37:14 UTC  |  Edited by: Zvaarian the Red
Arthur Aihaken wrote:

Sgt Ocker wrote:
Not to nitpick or anything (well yes I am Lol ) In your comparison it clearly shows an RLML Tengu performs well VS an AB Stabber. This I can understand but would the RLML Tengu (T3) kill an AB Stabber (T1) in 18 volleys or less?

With the caveat that this only lasts for 40 seconds… If we exclude reloads, each RLML does 100.49 DPS. This can obviously be boosted with Faction RLMLs, Faction Ballistic Controls with a 4th T2 Ballistic Control as well as the two +5 implants. However, we'll just stick with T2 stuff and Faction ammo.

So we get 602.94 DPS x 18 volleys @ 2.05s per volley. Unless my numbers are off, this works out to 22248.5 damage. The PvP fit I found for a AB Stabber shows 24.2k EHP, so I would have to say no. Even if you pimped the Tengu as per above, it wouldn't take much to throw that off (a kinetic-specific shield amplifier would do it). Provided you could keep the engagement to a 1:1, I think the Stabber would fall in the second garage of RLMLs though.


Is that with Fury or faction ammo?

Also is that fit purely a buffer fit? Because otherwise it's got to chew through more than the ehp number.
Arthur Aihaken
CODE.d
#3172 - 2013-12-12 03:43:02 UTC  |  Edited by: Arthur Aihaken
Zvaarian the Red wrote:
Why do you need a dev in the thread to share your fix with us? I know for a fact that they are reading this thread (via direct correspondence), so they will see it. Expecting them to post to ask for it is kind of strange to me. Hell if you don't want to share it with the non-developers for some reason but are sure it fixes the issue, mail it directly to Rise.

I was hoping to get them actively involved in a discussion to address these shortfalls, but here's the fix:

• The missile formula contains a variable called dry (damage reduction factor). This is set to 2.8 for light missiles, 3.2 for heavy missiles and 4.5 for heavy assault missiles.
• I changed this to 3.0 for heavy missiles and 3.2 for heavy assault missiles. That's it.

I should add this was far from my first attempt, and that I probably adjusted every other conceivable variable first. This was the only adjustment (ironically the last and simplest) that did what I wanted it to: buffed HAMLs and HMLs against smaller targets (only). It looks great on electronic paper (which is all I have to test from, unfortunately), but if it bears out I think it holds promise.

Zvaarian the Red wrote:
Is that with Fury or faction ammo? Also is that fit purely a buffer fit? Because otherwise it's got to chew through more than the ehp number.

Faction, because I suspect that T2 ammunition will do less net DPS for a variety of factors. Yes, it was purely a buffer fit - which is why I didn't think it could be done against a competent Stabber setup. I think it could be done in 2 volleys if you pre-mixed some Faction Mjolnir and Nova ammo in addition to the scourge, and you were able to keep it confined to a 1:1. Easier said than done, though.

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

Zvaarian the Red
Evil Leprechaun Brigade
#3173 - 2013-12-12 03:57:04 UTC
Arthur Aihaken wrote:
Zvaarian the Red wrote:
Why do you need a dev in the thread to share your fix with us? I know for a fact that they are reading this thread (via direct correspondence), so they will see it. Expecting them to post to ask for it is kind of strange to me. Hell if you don't want to share it with the non-developers for some reason but are sure it fixes the issue, mail it directly to Rise.

I was hoping to get them actively involved in a discussion to address these shortfalls, but here's the fix:

• The missile formula contains a variable called dry (damage reduction factor). This is set to 2.8 for light missiles, 3.2 for heavy missiles and 4.5 for heavy assault missiles.
• I changed this to 3.0 for heavy missiles and 3.2 for heavy assault missiles. That's it.

It looks great on electronic paper (which is all I have to test from, unfortunately), but if it bears out I think it holds promise.


As I mentioned in the other thread you started it looks like a hefty buff for HAMs and a tiny buff for HMs. Now that I know the numbers involved I can see why. You reduced the value for HAMs by 28.9% and the value for HMs by a mere 6.25%. Looking at your graph all I see is a tiny nudge up for HMs and a very real possibility that HAMs may become overpowered against medium and smaller targets.

Now all that said, I think your change to HMs is something worth looking at. I've never seen anyone really break down what damage reduction factor really does. To me though it seems like a variable that makes the whole thing unstable and overly complex. Perhaps uniformity across all missiles with this value and adjustments to damage values across the board to compensate is an avenue that could be approached. It would certainly seem that the damage reduction factor is a major factor in why larger missiles seem to often have ridiculously low damage against smaller targets, and why the problem seems to get worse and worse as the size of the missile goes up.
Arthur Aihaken
CODE.d
#3174 - 2013-12-12 04:57:15 UTC
Zvaarian the Red wrote:
As I mentioned in the other thread you started it looks like a hefty buff for HAMs and a tiny buff for HMs. Now that I know the numbers involved I can see why. You reduced the value for HAMs by 28.9% and the value for HMs by a mere 6.25%. Looking at your graph all I see is a tiny nudge up for HMs and a very real possibility that HAMs may become overpowered against medium and smaller targets.

Now all that said, I think your change to HMs is something worth looking at. I've never seen anyone really break down what damage reduction factor really does. To me though it seems like a variable that makes the whole thing unstable and overly complex. Perhaps uniformity across all missiles with this value and adjustments to damage values across the board to compensate is an avenue that could be approached. It would certainly seem that the damage reduction factor is a major factor in why larger missiles seem to often have ridiculously low damage against smaller targets, and why the problem seems to get worse and worse as the size of the missile goes up.

Light missiles have a drf value of 2.8, rockets 3, heavy missiles 3.2 and heavy assault missiles 4.5. If we agree that light missiles have excellent damage application, but that both heavy and heavy assault missiles suck - we have a little wiggle room (more for heavy assault missiles). Thus, I changed the value to 3 for heavy missiles and 3.2 for heavy assault missiles, to bring it more in-line with the difference between light missiles and rockets. So yes, it might seem like I buffed HAMs more than HMs, but it only seems that way… Drf isn't broken per say, it just needs a few minor adjustments.

There's another interesting variable called Detonation Proximity that might be fun to play with. I don't think it would have any bearing on the actual missile mechanics (at least I couldn't find any link), but it might be cool from a visual standpoint seeing cruise missiles and torpedoes exploding 100m or more from the target.

I don't think that HAMs will necessarily become OP against medium and smaller targets, for the sole reason that it takes full T2 rigs and a target painter to fully realize their potential. On the scale of tank to glass cannon, it's leaning more towards the latter. Also note that this is on a Tengu (not Caracals or Drakes), and T3s are slated for a rebalance… Also note that even though I don't necessarily like the mechanics of the rapid light and rapid heavy missile launchers, I can't ignore the fact that they exist. Buffing heavy missiles more than what I adjusted them would turn the Raven and Typhoon into absolute nightmares and thus unbalance another weapon system.

Heavy missiles become better against smaller targets, as they should. Against medium targets, they need rigs or target painters to achieve higher their full potential - which isn't necessarily any different than rails needing tracking enhancers or tracking computers. Heavy missiles still have a huge range advantage. Yes, a ballistic enhancer would be nice - but chances are missiles would then be subject to tracking disruptors. And once Pandora's Box is opened...

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

Alvatore DiMarco
Capricious Endeavours Ltd
#3175 - 2013-12-12 05:19:47 UTC  |  Edited by: Alvatore DiMarco
...the only thing we'll have left is hope. But hope for what?

Also, since you're playing around with various missile values I want to ask what you're using to do this. Is this a Pyfa thing?
Arthur Aihaken
CODE.d
#3176 - 2013-12-12 05:22:47 UTC
Alvatore DiMarco wrote:
...the only thing we'll have left is hope. But hope for what? Also, since you're playing around with various missile values I want to ask what you're using to do this. Is this a Pyfa thing?

Hope that we'll yet redeem the SP we trained for missile skills… I've actually got a separate spreadsheet for the calculations; I'm just using pyfa for the ship and module stats.

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

Zvaarian the Red
Evil Leprechaun Brigade
#3177 - 2013-12-12 06:11:11 UTC  |  Edited by: Zvaarian the Red
Arthur Aihaken wrote:
Zvaarian the Red wrote:
As I mentioned in the other thread you started it looks like a hefty buff for HAMs and a tiny buff for HMs. Now that I know the numbers involved I can see why. You reduced the value for HAMs by 28.9% and the value for HMs by a mere 6.25%. Looking at your graph all I see is a tiny nudge up for HMs and a very real possibility that HAMs may become overpowered against medium and smaller targets.

Now all that said, I think your change to HMs is something worth looking at. I've never seen anyone really break down what damage reduction factor really does. To me though it seems like a variable that makes the whole thing unstable and overly complex. Perhaps uniformity across all missiles with this value and adjustments to damage values across the board to compensate is an avenue that could be approached. It would certainly seem that the damage reduction factor is a major factor in why larger missiles seem to often have ridiculously low damage against smaller targets, and why the problem seems to get worse and worse as the size of the missile goes up.

Light missiles have a drf value of 2.8, rockets 3, heavy missiles 3.2 and heavy assault missiles 4.5. If we agree that light missiles have excellent damage application, but that both heavy and heavy assault missiles suck - we have a little wiggle room (more for heavy assault missiles). Thus, I changed the value to 3 for heavy missiles and 3.2 for heavy assault missiles, to bring it more in-line with the difference between light missiles and rockets. So yes, it might seem like I buffed HAMs more than HMs, but it only seems that way… Drf isn't broken per say, it just needs a few minor adjustments.

There's another interesting variable called Detonation Proximity that might be fun to play with. I don't think it would have any bearing on the actual missile mechanics (at least I couldn't find any link), but it might be cool from a visual standpoint seeing cruise missiles and torpedoes exploding 100m or more from the target.

I don't think that HAMs will necessarily become OP against medium and smaller targets, for the sole reason that it takes full T2 rigs and a target painter to fully realize their potential. On the scale of tank to glass cannon, it's leaning more towards the latter. Also note that this is on a Tengu (not Caracals or Drakes), and T3s are slated for a rebalance… Also note that even though I don't necessarily like the mechanics of the rapid light and rapid heavy missile launchers, I can't ignore the fact that they exist. Buffing heavy missiles more than what I adjusted them would turn the Raven and Typhoon into absolute nightmares and thus unbalance another weapon system.

Heavy missiles become better against smaller targets, as they should. Against medium targets, they need rigs or target painters to achieve higher their full potential - which isn't necessarily any different than rails needing tracking enhancers or tracking computers. Heavy missiles still have a huge range advantage. Yes, a ballistic enhancer would be nice - but chances are missiles would then be subject to tracking disruptors. And once Pandora's Box is opened...


First of all HAMs are not even close to being at the same level of need as HMs. As it is they are presently usable, which HMs really are not outside of PVE. Are HAMs a bit underpowered? Probably. But not at all compared to HMs. Also you said it may look like you buffed HAMs more than HMs when you actually didn't, but your chart clearly indicates you did. I have both charts on tabs in my browser and the HAM bars jump a massive amount when I switch them while the HMs only move slightly. Finally, RHMLs can be adjusted down if need be. Holding HMs back for such a niche (read mostly crap) weapon system is the wrong way to go.
Fourteen Maken
Karma and Causality
#3178 - 2013-12-12 11:13:24 UTC
Arthur Aihaken wrote:


I don't think that HAMs will necessarily become OP against medium and smaller targets


I'm sorry but I have to be honest and the more I look at this proposal the less I like it, true they are far from OP against medium targets, in fact whatever you've done has hardly changed the application against other cruisers, but yet more than doubled their effectiveness against small targets. Doing it so that the changes are disproportionately impacting small fast ships like interceptors whilst barely changing their application against other cruisers is just the opposite of what needs to be done. I think using a blinged out ganky HAM Tengu is probably the wrong way to go about it, T2 rigors are not an option for most of the ships that use HAM's nobody will really use them on anything other than a Tengu for pvp. But now I've seen the numbers I'd rather leave them alone than have HAM Tengu's chewing up interceptors and ab frigates with such ease. For me personally it's a better argument against buffing HAM's than anything the turret fanboys managed in the whole thread lol.

I think if you look at it again you'll feel the same, a slight tweak is all HAM's need so they do more damage against other cruisers, not ~100% damage application buff against interceptors and the like, and HML is still useless even after the changes. so it's not doing it for me.

I hope you don't take this the wrong way because your on the right track and I do appreciate all your efforts. Smile
Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#3179 - 2013-12-12 11:50:24 UTC
Yeah. The thing is that HAMs are typically used in conjunction with a web, so you need to be careful with improving their damage application to small stuff, because the 60% web is already equivalent to a 150% painter against targets mitigating damage via speed.

If you give us some percentage application numbers from New HAMs against a webbed smaller target, I think we'll have a better idea about the size of the boost that you're proposing, which we can't really tell from your bar graphs. Actually, I can just do it myself. Big smile

Against an Enyo, 880 m/s and 37 m sig:

ABing: Current 9.3%, New 16.0%. Caracal 395 raw DPS goes from 37 DPS to 63 DPS applied
ABing webbed: Current 20.9%, New 29.8%. Caracal 395 raw DPS goes from 83 DPS to 118 DPS applied.

Base speed: Current 20.5%, New 29.4%. Caracal 395 raw DPS goes from 81 DPS to 116 DPS applied.
Webbed: Current 39.5%, New 39.5%. Caracal 395 raw DPS remains at 156 applied.

So essentially what you're proposing is a pretty huge reduction in the effectiveness of ABs at speed-tanking HAMs. An Enyo doesn't last long with 118 DPS applied to its lowest resists. So, yeah, I think you've got this the wrong way round. HMs before HAMs.
Arthur Aihaken
CODE.d
#3180 - 2013-12-12 12:38:44 UTC  |  Edited by: Arthur Aihaken
Zvaarian the Red wrote:
First of all HAMs are not even close to being at the same level of need as HMs. As it is they are presently usable, which HMs really are not outside of PVE. Are HAMs a bit underpowered? Probably. But not at all compared to HMs. Also you said it may look like you buffed HAMs more than HMs when you actually didn't, but your chart clearly indicates you did. I have both charts on tabs in my browser and the HAM bars jump a massive amount when I switch them while the HMs only move slightly. Finally, RHMLs can be adjusted down if need be. Holding HMs back for such a niche (read mostly crap) weapon system is the wrong way to go.

If as you say, HAMs are usable - then why aren't they the medium of choice for PvP? The answer is damage application, and to a lesser degree the fact that Caldari cruisers aren't necessarily setup for brawling. Assuming you could even engage a MWD Interceptor with HAMs, the current damage application compared to RLMLs is 14.8%. After the proposed "fix" it's 31.2%. Also bear in mind that this is with a Tengu - and not a Caracal, so you're losing 25% kinetic damage, 12.5% ROF and a further 16.7% in overall damage (5 launchers). As I previously mentioned, T3s are getting rebalanced - so this should be viewed as the optimal scenario and subject to change in the near future. If you want, I'll be happy to do up a chart with a Caracal instead (it's not as impressive, though).

Fourteen Maken wrote:
I'm sorry but I have to be honest and the more I look at this proposal the less I like it, true they are far from OP against medium targets, in fact whatever you've done has hardly changed the application against other cruisers, but yet more than doubled their effectiveness against small targets. Doing it so that the changes are disproportionately impacting small fast ships like interceptors whilst barely changing their application against other cruisers is just the opposite of what needs to be done. I think using a blinged out ganky HAM Tengu is probably the wrong way to go about it, T2 rigors are not an option for most of the ships that use HAM's nobody will really use them on anything other than a Tengu for pvp. But now I've seen the numbers I'd rather leave them alone than have HAM Tengu's chewing up interceptors and ab frigates with such ease. For me personally it's a better argument against buffing HAM's than anything the turret fanboys managed in the whole thread lol.

I think if you look at it again you'll feel the same, a slight tweak is all HAM's need so they do more damage against other cruisers, not ~100% damage application buff against interceptors and the like, and HML is still useless even after the changes. so it's not doing it for me.

I hope you don't take this the wrong way because your on the right track and I do appreciate all your efforts. Smile

Not at all. The graph looks skewed because what you're seeing for RLMLs factors in reloads. So it looks like HAMs got an extreme buff, when in actuality they're only marginally better. I think to allow a fair comparison, I'll do another chart up with a Caracal.

Gypsio III wrote:
So essentially what you're proposing is a pretty huge reduction in the effectiveness of ABs at speed-tanking HAMs. An Enyo doesn't last long with 118 DPS applied to its lowest resists. So, yeah, I think you've got this the wrong way round. HMs before HAMs.

What's the comparison with pulse lasers, blasters and drones?

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