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[Rubicon] Rapid Missile Launchers - v2

First post First post First post
Author
Moonaura
The Dead Rabbit Society
#3201 - 2013-12-12 17:41:09 UTC  |  Edited by: Moonaura
Bouh Revetoile wrote:
Arthur Aihaken wrote:
Here's a revised HML proposal for consideration.
Heavy Missile Fix
Again, the problem with your numbers is that they only show worse case scenarios here (the fastest and smallest ships with prop mod running). I'm afraid your HM will apply full damage to evrything else without efforts...


Agreed, the numbers do indeed need to show other cruisers/frigates other than low signature ones.

But Bouh, you are wrong - they will not do full damage to everything else without efforts. Its sweeping statements like that, that have not won you many friends in this thread. If you took one glance at EFT or my previous stuff on this, its clear they don't. But for the sake of you know... sating his argument, be worth adding in other races.

I have previously shown you how a Bellicose with 5 target painters in the damn thing and rigs and HM still don't hit for full damage.

Edit. One last point, Arthur has gone to a lot of trouble on this one, good job.

"The game is mostly played by men - 97%. But 40% of them play as women... so thats fine."  - CCP t0rfifrans 

Arthur Aihaken
Kenshin Academia.
Kenshin Shogunate.
#3202 - 2013-12-12 17:46:53 UTC  |  Edited by: Arthur Aihaken
Bouh Revetoile wrote:
Again, the problem with your numbers is that they only show worse case scenarios here (the fastest and smallest ships with prop mod running). I'm afraid your HM will apply full damage to evrything else without efforts...

I'm going to update the graph for a Caracal, so stay tuned. If you're willing to provide me with some fits for the aforementioned target ships, I'll gladly revise the stats. I just need a short list of anything that would affect speed and signature. Feel free to suggest some alternatives (Amarr, Gallente, Minmatar and even Caldari). I don't fly most of those ships, so any input is appreciated. Thanks.

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

Dr Sraggles
The Covenant of Blood
#3203 - 2013-12-12 17:57:33 UTC
Arthur Aihaken wrote:
Here's a revised HML proposal for consideration.
Heavy Missile Fix



Arthur,

Thanks for all you efforts on this. I am sorry I haven't posted for a few days. Thanks again for adding Faction HAMs to the Graphs.

However, this discussion is not complete unless we have Faction Heavy Missiles displayed on your graphs. These are the default HML for those in pvp and the discussion would benefit greatly from a look at their performance against frigs/dessies/cruisers.

Typically T2 are considered the PvE only choices reason being that even with a 10 second reload choosing between precision and regular are not worth the time and range compromises. Faction Heavies have superior range and have a similar performance profile to T2 precision and are truly the default choice for Tengu pvp gangs.

CCP Rise may have considered it a little "Bizarre" that we spent so much time worry about what are mostly PvE missiles rather than a focused discussion on Faction Missiles which is what we need to focus on, imo, if we are to address the performance of missiles in PvP.


best

ps Buffing PvE missiles is fine by me, don't get me wrong, but my Tengu only uses faction, weak as they are.
Arthur Aihaken
Kenshin Academia.
Kenshin Shogunate.
#3204 - 2013-12-12 18:07:07 UTC
Dr Sraggles wrote:
Thanks for all you efforts on this. I am sorry I haven't posted for a few days. Thanks again for adding Faction HAMs to the Graphs.

However, this discussion is not complete unless we have Faction Heavy Missiles displayed on your graphs. These are the default HML for those in pvp and the discussion would benefit greatly from a look at their performance against frigs/dessies/cruisers.

Np. Right now I'm just focusing on a RHML » HML comparisons as the consensus seems to be that HAMs are ok for the moment.

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

Onictus
Federal Navy Academy
Gallente Federation
#3205 - 2013-12-12 18:11:56 UTC
Arthur Aihaken wrote:
Dr Sraggles wrote:
Thanks for all you efforts on this. I am sorry I haven't posted for a few days. Thanks again for adding Faction HAMs to the Graphs.

However, this discussion is not complete unless we have Faction Heavy Missiles displayed on your graphs. These are the default HML for those in pvp and the discussion would benefit greatly from a look at their performance against frigs/dessies/cruisers.

Np. Right now I'm just focusing on a RHML » HML comparisons as the consensus seems to be that HAMs are ok for the moment.


They are workable, just very niche.

To be far so are the rest of the SR medium weapons......the rest of the long range turrets got a MAJOR buff i.e. +600 DPS rail Brutix, no drones, no implants....yeah.
Marcus Walkuris
Aww yeahhh
#3206 - 2013-12-12 18:12:35 UTC
Sal Landry wrote:
Marcus Walkuris wrote:

You make a fine labyrinth of contradiction, can't decipher what you are trying to say. You agree, you don't? "I would have assumed..we could all agree... should all be able to apply.... seems that is not the case in some people's eyes.

Sorry, genuinely trying to figure out wether you are trying to be sarcastic.

Are you a non-native English speaker by any chance? His post seems perfectly straight-forward to me, he's saying that missiles and turrets should have stats in a comparable range with nothing massively outclassing the other, but that "some people" (Bouh and 40sec for example) are opposed to this on a design basis.

It's like the old Winmatar issues before tiericide. "You don't get it, Minmatar are SUPPOSED to be super fast and agile, that's their specialty. Caldari ships specialize at being complete ****, that's why they're so efficient at being worthless"

So long as the devs have this ingrained belief that missiles must be **** when engaging smaller targets, no amount of graphs showing turret and drone superiority is going to make them change that.


Ahahahaha. I kinda miss that logic, I was around for it and it was rather sad, although the general attitude towards missiles persists. I wonder where it went. At least we will always have. Caldari are good at PvE "independent of reality", Minmatar=small gang and solo, Amarr=fleet, and gallente is jack of all trades.
But yeah his post if meant sarcastically could be interpreted to mean the opposite. No offense intended lol. Non-native aside I am quite capable of reading.
Arthur Aihaken
Kenshin Academia.
Kenshin Shogunate.
#3207 - 2013-12-12 18:14:37 UTC  |  Edited by: Arthur Aihaken
Updated Heavy Missiles
From the Caracal perspective. T2 launchers, Faction ammunition and T1 rigs. Old numbers in light blue - new numbers in light grey. Maximum DPS is 53.91 per launcher, which is only achieved against MWD Cruiser and MWD Strategic (and then, only with rigs). Short version: with these changes, if you're willing to fully rig your Caracal it basically puts HMLs on par with RLMLs against cruiser-sized targets.

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

Niena Nuamzzar
Royal Amarr Institute
Amarr Empire
#3208 - 2013-12-12 18:15:11 UTC
Arthur Aihaken wrote:

Right now I'm just focusing on a RHML » HML comparisons as the consensus seems to be that HAMs are ok for the moment.

Those people are wrong - HAMs need 10-20% better damage application to be ok.
Arthur Aihaken
Kenshin Academia.
Kenshin Shogunate.
#3209 - 2013-12-12 18:18:44 UTC
Niena Nuamzzar wrote:
Those people are wrong - HAMs need 10-20% better damage application to be ok.

The previous adjustment I made gave HAMs a 60-100% buff against smaller ships (only), and about 10-20% against cruiser-size vessels. I don't think it was that well-received...

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

Arthur Aihaken
Kenshin Academia.
Kenshin Shogunate.
#3210 - 2013-12-12 18:27:59 UTC  |  Edited by: Arthur Aihaken
Caracal RHML-HAM-HML Comparison
Existing RHMLs, existing HAMLs (no buff) and the new proposed HMLs (slight buff).

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

Fourteen Maken
Karma and Causality
#3211 - 2013-12-12 18:41:12 UTC
Bouh Revetoile wrote:
Fourteen Maken wrote:
Drones have a 60km control range, and you can put railguns on your vexor if you want to compare apples with apples
Yeah, and how many years will your drones take to reach your target ? Ogres are not as fast as missiles you know, and I thought missile users would understand this parameter...


Of course I get that, and the fact that drones can be shot means they should have higher dps, even though in most cases your better to primary the vexor rather than waste time trying to kill 3-4 full flights of drones. But that's already more than accounted for by HML's paltry dps, to then add the caveat that your ship should be able to avoid half of that already weak dps just because your not sitting still is over the top; to call moving at more than 230m/s a "Speed Tank" is stretching it a bit, and that's usually where dps starts to fall off a cliff for HML pilots. That leaves me doing just 130dps with faction missiles against you, with the changes Arthur suggested that would go up by what appears to be around 20% to 160dps... and your jumping up and down for some reason. You must be looking at the best case missile scenarios, which involves spending 100mil on tech 2 rigors and flares for a Tengu, but that's not going to be the case for any Caracal pilot, we still won't be doing all of our dps.
Marcus Walkuris
Aww yeahhh
#3212 - 2013-12-12 18:46:02 UTC  |  Edited by: Marcus Walkuris
Arthur Aihaken wrote:
Niena Nuamzzar wrote:
Those people are wrong - HAMs need 10-20% better damage application to be ok.

The previous adjustment I made gave HAMs a 60-100% buff against smaller ships (only), and about 10-20% against cruiser-size vessels. I don't think it was that well-received...


I understand your caution Arthur. The reason I don't share your sentiment though, is the fact I was around when the "horrible" HML one shotted every solar-system in EvE.
Back in those days they had fabulous stats, and these silly DPS discussions were not as dominant. IT was much more about realistic scenarios "engagement profiles". Which to be honest I find to be completely lacking in all this anti-missile shenanigans. At the peak of HML dominance, you would only see them on the Drake and the Tengu. Only one of them truly overpowered with them. The drake was like a small moon, durable and chucked full of stats but with 0 control over a fight. They really only functioned stripped of tank (where they were balanced to ******). Or like before floating in space like an army of jellyfish and essentially just a popular fleet doctrine which was seeing more counters by the day.
Of-course many things were different back then, caracals had a kinetic bonus, couldn't fit anything, a general issue for missile ships. The tengu really made children weep in their sleep, and could've been adjusted with hull changes.

I guess the moral of the story is that people have no imagination, if HML did awesome damage like before. You would still run into the same problems as before. A abundance of kineticbonuses. Flight time creating added opportunity to evade dps. A lack of tracking enhancing modules. And a general acceptance of EFT war completely ignoring turret ships tend to favor tracking or double dip in fire rate+damage and generally better base hull attributes. Whereas as I've stated (all of this) before. Missiles are stuck with kinetic+range bonus. Rigs for projection, mind you that rigs are generally the gap filler and are a VERY substandard primary choice for increasing statistics. You need energy, target range or a little passive resist to fill a thermal hole 'just in case'. Not ohh lets try a build where I use rig slots for dps..... Even with good work on these issues it needs to come out of a vacuum more. If I was a little more math savvy or could use EFT atm I wouldn't mind making a REAL comparison between turrets and missiles. Best ammo for shooting frigs+web.

I'd probably start with a realistic fit for missiles, and a "what if we could fit like gunnery ships" fit. Imaginary tracking+range mods,+tracking/damage bonuses on hulls. And actually add some gunnery standard pvp fits and their tracking characteristics.
Niena Nuamzzar
Royal Amarr Institute
Amarr Empire
#3213 - 2013-12-12 18:46:27 UTC
Arthur Aihaken wrote:

The previous adjustment I made gave HAMs a 60-100% buff against smaller ships (only), and about 10-20% against cruiser-size vessels. I don't think it was that well-received...

Probably because 60-100% against smaller / speedy hulls is too much :) it should be 10-20% against everything (frigates / destroyers / cruisers).
Bouh Revetoile
In Wreck we thrust
#3214 - 2013-12-12 19:35:23 UTC
Moonaura wrote:
Bouh Revetoile wrote:
Arthur Aihaken wrote:
Here's a revised HML proposal for consideration.
Heavy Missile Fix
Again, the problem with your numbers is that they only show worse case scenarios here (the fastest and smallest ships with prop mod running). I'm afraid your HM will apply full damage to evrything else without efforts...


Agreed, the numbers do indeed need to show other cruisers/frigates other than low signature ones.

But Bouh, you are wrong - they will not do full damage to everything else without efforts. Its sweeping statements like that, that have not won you many friends in this thread. If you took one glance at EFT or my previous stuff on this, its clear they don't. But for the sake of you know... sating his argument, be worth adding in other races.

I have previously shown you how a Bellicose with 5 target painters in the damn thing and rigs and HM still don't hit for full damage.

Edit. One last point, Arthur has gone to a lot of trouble on this one, good job.
I was talking about the modified HML of Arthur and afraid meant that I didn't check the numbers yet. Though on a second look they show almost full dps on MWDing Loki. As I said, the Loki have a close to average speed and signature (I computed average T1 cruiser speed and signature : 127m ; 275m/s). When MWDing, missile dps is reduced most of the time (exception is 1600mm plate which slow down the cruiser to less than 5 times bonus he need to counter the signature increase), hence all cruisers above average overall (sig/speed might be a good ratio to evaluate missile vulnerability) will take, like this Loki, close to full HM dps even without rigs.

I repeat, this is for the modified HML he provided numbers for.
Bouh Revetoile
In Wreck we thrust
#3215 - 2013-12-12 19:46:02 UTC
Arthur Aihaken wrote:
Bouh Revetoile wrote:
Again, the problem with your numbers is that they only show worse case scenarios here (the fastest and smallest ships with prop mod running). I'm afraid your HM will apply full damage to evrything else without efforts...

I'm going to update the graph for a Caracal, so stay tuned. If you're willing to provide me with some fits for the aforementioned target ships, I'll gladly revise the stats. I just need a short list of anything that would affect speed and signature. Feel free to suggest some alternatives (Amarr, Gallente, Minmatar and even Caldari). I don't fly most of those ships, so any input is appreciated. Thanks.

If it is a spreadsheet, I suggest you to use average numbers. I already provided average for T1 Cruisers (without logi or faction ships) ; I'll make some more numbers digging but I think the Rupture is close to ideal baseline : close to average speed, close to average signature, and can be shield or armor tanked. Untanked he will give the reference for how armor and shield influence missile dps figures.

I also think combat cruisers are CCP's reference for cruiser numbers : the base numbers from where other cruisers numbers are derived from.
scorchlikeshiswhiskey
Totally Abstract
O X I D E
#3216 - 2013-12-12 19:52:29 UTC
Bouh Revetoile wrote:
Arthur Aihaken wrote:
Bouh Revetoile wrote:
Again, the problem with your numbers is that they only show worse case scenarios here (the fastest and smallest ships with prop mod running). I'm afraid your HM will apply full damage to evrything else without efforts...

I'm going to update the graph for a Caracal, so stay tuned. If you're willing to provide me with some fits for the aforementioned target ships, I'll gladly revise the stats. I just need a short list of anything that would affect speed and signature. Feel free to suggest some alternatives (Amarr, Gallente, Minmatar and even Caldari). I don't fly most of those ships, so any input is appreciated. Thanks.

If it is a spreadsheet, I suggest you to use average numbers. I already provided average for T1 Cruisers (without logi or faction ships) ; I'll make some more numbers digging but I think the Rupture is close to ideal baseline : close to average speed, close to average signature, and can be shield or armor tanked. Untanked he will give the reference for how armor and shield influence missile dps figures.

I also think combat cruisers are CCP's reference for cruiser numbers : the base numbers from where other cruisers numbers are derived from.

Hey, Bouh, if you've got all these great ideas about what Arthur has been doing wrong that only you know how to do right why not do it your own ******* self instead of being a whiny little ****?
Just a thought.....
Dr Sraggles
The Covenant of Blood
#3217 - 2013-12-12 20:15:50 UTC
Arthur Aihaken wrote:
Dr Sraggles wrote:
Thanks for all you efforts on this. I am sorry I haven't posted for a few days. Thanks again for adding Faction HAMs to the Graphs.

However, this discussion is not complete unless we have Faction Heavy Missiles displayed on your graphs. These are the default HML for those in pvp and the discussion would benefit greatly from a look at their performance against frigs/dessies/cruisers.

Np. Right now I'm just focusing on a RHML » HML comparisons as the consensus seems to be that HAMs are ok for the moment.



Sorry for the misunderstanding, what I mean is we need Faction HML missiles, not the PvE (T2) ones to talk about. This is the overwhelmingly more popular choice for PvP, as I understand others preferences as well as my own.

best
Bouh Revetoile
In Wreck we thrust
#3218 - 2013-12-12 21:02:07 UTC  |  Edited by: Bouh Revetoile
scorchlikeshiswhiskey wrote:
Hey, Bouh, if you've got all these great ideas about what Arthur has been doing wrong that only you know how to do right why not do it your own ******* self instead of being a whiny little ****?
Just a thought.....
Do you have any idea about what it takes to do this job ?

It's a great job he is doing, but not perfect. You are already enough to congratulate him so I make sure someone point out the flaws.

Because as great as its work can be, I don't like when people use math to fool others, and these numbers, because of the flaws I pointed out, can make people believe wrong things.
Arthur Aihaken
Kenshin Academia.
Kenshin Shogunate.
#3219 - 2013-12-12 21:33:54 UTC  |  Edited by: Arthur Aihaken
Dr Sraggles wrote:
Sorry for the misunderstanding, what I mean is we need Faction HML missiles, not the PvE (T2) ones to talk about. This is the overwhelmingly more popular choice for PvP, as I understand others preferences as well as my own.

The configurations all reflect T2 launchers (RLML, HAML and HML) with Faction missiles, 3x T2 Ballistic Controls and T1 rigs.

Bouh Revetoile wrote:
It's a great job he is doing, but not perfect. You are already enough to congratulate him so I make sure someone point out the flaws. Because as great as its work can be, I don't like when people use math to fool others, and these numbers, because of the flaws I pointed out, can make people believe wrong things.

It's not an attempt to fool anyone with math. When I revised the chart I clearly stated that I picked the hardest, non-configured targets for frame of reference only, ie: this is the worst-case scenario you'll face.

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

Kagura Nikon
Native Freshfood
Minmatar Republic
#3220 - 2013-12-12 23:20:53 UTC
Onictus wrote:
Kagura Nikon wrote:
Fact, HEavy missiles and hams should NOT apply full damage to an AB cruiser. And should not do even a reasonable ammount of damage against a minmatar (smaller) cruisers.. with nanos... And shoudl do VERY LITTLE damage agaisnt that same cruiser using faction AB and maxed gang links.



Yeah, that is why they are garbage.....because they don't. So on a missile ship you are ruling out half of the sub-cap classes as targets that you have a change to do damage to.

Only missiles have this issue.



Really? Try to hit the same targets with arties. At extreme ranges it can do damage, but on most situatiosn it will do even less damage than missiles agaisnt a target ABing.


Missiles should need webs and target painters to deny that.

ITs simple logic. IF the hsotile spends 3-4 modules specifically to avoid missile damage. You shoudl use at LEAST, on very mINIMUM 2 mods to specifically counter that.


Game balance is not about being fun to YOU only. Trade offs are relevant. You want to do damage? web the damm target.

"If brute force does not solve your problem....  then you are  surely not using enough!"