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The great missile debate

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Daenika
Chambers of Shaolin
#201 - 2013-12-20 05:47:49 UTC  |  Edited by: Daenika
Fixing missile damage against stationary targets would be as easy as removing one of the MIN function arguments. Currently, missile damage is the minimum of three values: 1.0, SigRad/ExpRad, or [(ExpVel*SigRad)/(TarVel*ExpRad)] ^ (ln(DRFac)/ln(5.5))

Remove the second of those two, and damage against a stationary target (or a sufficiently slow, sufficiently large target) ceilings at 100% damage rather than (SigRad/ExpRad)% damage. That would put it in line with turrets, and is a very simple change to make, with seemly few balance concerns.

The difference between traversal for turrets and linear velocity for missiles makes sense, and is also a valid distinction without really favoring either side heavily. It also introduces valid tactical options. Same with the travel time. The only really severe design issues with missiles currently are the kinetic-only damage bonuses on Caldari ships (which nullify arguably the largest selling point of missiles, namely selectable single-typed damage) and the abnormal ceiling against slow/unmoving but small targets.

I still maintain that HAMs are seriously underrated as a weapon system. Their T2 variants really do make the weapon system. Javelins destroy frigates and destroyers, while Rages melt battleships (a HAM Tengu is among a limited number of cruisers capable of hitting nearly 1k DPS using only T2 and faction equipment, and all the rest are Blaster boats as far as I can recall), and cruisers die to either pretty equally well.
scorchlikeshiswhiskey
Totally Abstract
O X I D E
#202 - 2013-12-20 06:08:09 UTC
Daenika wrote:
Fixing missile damage against stationary targets would be as easy as removing one of the MIN function arguments. Currently, missile damage is the minimum of three values: 1.0, SigRad/ExpRad, or [(ExpVel*SigRad)/(TarVel*ExpRad)] ^ (ln(DRFac)/ln(5.5))

Remove the second of those two, and damage against a stationary target (or a sufficiently slow, sufficiently large target) ceilings at 100% damage rather than (SigRad/ExpRad)% damage. That would put it in line with turrets, and is a very simple change to make, with seemly few balance concerns.

The difference between traversal for turrets and linear velocity for missiles makes sense, and is also a valid distinction without really favoring either side heavily. It also introduces valid tactical options. Same with the travel time. The only really severe design issues with missiles currently are the kinetic-only damage bonuses on Caldari ships (which nullify arguably the largest selling point of missiles, namely selectable single-typed damage) and the abnormal ceiling against slow/unmoving but small targets.

I still maintain that HAMs are seriously underrated as a weapon system. Their T2 variants really do make the weapon system. Javelins destroy frigates and destroyers, while Rages melt battleships (a HAM Tengu is among a limited number of cruisers capable of hitting nearly 1k DPS using only T2 and faction equipment, and all the rest are Blaster boats as far as I can recall), and cruisers die to either pretty equally well.

I don't recall ever seeing lack of damage against stationary targets as a complaint of missile pilots. That's a new one to me. Not saying you're wrong though.
But you are wrong in that the only really severe design issue with missiles is the kinetic only bonus. The biggest issue is that missiles as a whole, with 3 notable exceptions, lack a certain level of damage application. This was widely discussed in the RLML thread with graphs and everything. Capitals.... need I say more? Torps are lacking in application, especially when we consider that they are a short range weapon. Heavies are also lacking. This is not to say that a torp should hit an interceptor for 100% damage or something ridiculous, but torps and heavies require too much assistance to be able to hit for damage that will let them compete with average turret dps.
:)
Daenika
Chambers of Shaolin
#203 - 2013-12-20 06:27:17 UTC
Quote:
I don't recall ever seeing lack of damage against stationary targets as a complaint of missile pilots. That's a new one to me. Not saying you're wrong though.


That's probably because stationary targets are vanishingly rare in EVE, particularly in PvE (where missiles are most often used). Still, it's a problem, if only on a design level.

Quote:
But you are wrong in that the only really severe design issue with missiles is the kinetic only bonus. The biggest issue is that missiles as a whole, with 3 notable exceptions, lack a certain level of damage application. This was widely discussed in the RLML thread with graphs and everything. Capitals.... need I say more? Torps are lacking in application, especially when we consider that they are a short range weapon. Heavies are also lacking. This is not to say that a torp should hit an interceptor for 100% damage or something ridiculous, but torps and heavies require too much assistance to be able to hit for damage that will let them compete with average turret dps.
:)


I tend to agree, but you also have to keep in mind that webs and TPs tend to have a much larger effect on missiles than turrets due to the double natural log exponentiation as well (making the equation extremely non-linear). I've seen arguments both ways on it. Missiles are also quite a bit less vulnerable to EWAR. TDs don't work on them. Neuts don't work on them. Technically, even damps and ECM don't, if you include the concept of FOF missiles (which, to be fair, basically no one uses). That's pretty much the entire enchilada as far as active offense-disrupting EWAR goes. More dependency on friendly EWAR being present on the target is probably a valid balance for that.

I'll have to play with the numbers a bit to see, though. I've not really checked on the actual scaling, I'm just going with my intuition based on my (admittedly rather excessive) experience with missiles.
Caldareg
Caldari Provisions
Caldari State
#204 - 2013-12-20 08:50:42 UTC
I guess I'm not as experienced as most of guys in the thread, but I've noticed something that I want to share with you. Among different missile / caldari related threads people point out the fact that webs are usually better choice than TP and stuff like "just by moving target reduces incoming damage".
I personally see more webs than TPs too.

So, what if missiles had higher explosion velocity, but larger explosion radius than they have currently? Potentially could fix some adressed problems with right % proportion.

If my idea isn't stupid and worthwhile calculating, some smart experienced guy could do the math.
Seraph IX Basarab
Outer Path
Seraphim Division
#205 - 2013-12-20 09:13:14 UTC
Haven't't read the entire thread but the OP.

You should keep in mind that T2 ships seem to have resists against their "rival faction's" damage type. So gallente T2/T3 resists are high in Kinetic. Caldari are high in Thermal and a respectable boost in Kinetic to offset blasters.

Secondly the trade off in using missiles is that as long as the enemy is in range, you don't miss. It's consistency that guns lack. Buff missiles up to what you want and there'd be no point in using gunnery ships.
shal ri
Short Bus Window Licker
#206 - 2013-12-20 14:09:13 UTC
Seraph IX Basarab wrote:
Haven't't read the entire thread but the OP.

You should keep in mind that T2 ships seem to have resists against their "rival faction's" damage type. So gallente T2/T3 resists are high in Kinetic. Caldari are high in Thermal and a respectable boost in Kinetic to offset blasters.

Secondly the trade off in using missiles is that as long as the enemy is in range, you don't miss. It's consistency that guns lack. Buff missiles up to what you want and there'd be no point in using gunnery ships.


The whole point of missiles. They are stable dps within the range they are able to hit. Why they are not used in fleet? Easy. Firewall. Turrets don't have this problem do they. Instead they have tracking EW used against them. Inconclution, missiles work fine, nothing needs to change.
Lloyd Roses
Artificial Memories
#207 - 2013-12-20 15:00:06 UTC
shal ri wrote:
Seraph IX Basarab wrote:
Haven't't read the entire thread but the OP.

You should keep in mind that T2 ships seem to have resists against their "rival faction's" damage type. So gallente T2/T3 resists are high in Kinetic. Caldari are high in Thermal and a respectable boost in Kinetic to offset blasters.

Secondly the trade off in using missiles is that as long as the enemy is in range, you don't miss. It's consistency that guns lack. Buff missiles up to what you want and there'd be no point in using gunnery ships.


The whole point of missiles. They are stable dps within the range they are able to hit. Why they are not used in fleet? Easy. Firewall. Turrets don't have this problem do they. Instead they have tracking EW used against them. Inconclution, missiles work fine, nothing needs to change.


Afaik the reason for missiles to be unpopular in comparison to rails/artillery is mainly the delayed damage. Missiles fly for a good 10secs. over a 80km engagement. Now put that into 10% TiDi, and tell me you couldn't project reps in time.

To the proposal above, elimination of the sigrad/expl.rad component: Good idea. A Vindicator to stop a well-tanked mega/baddon/rokh in it's track, then oneshot it with a phoenix. Tracking doesn't matter, nor does distance. :>
shal ri
Short Bus Window Licker
#208 - 2013-12-20 20:38:41 UTC
Lloyd Roses wrote:
shal ri wrote:
Seraph IX Basarab wrote:
Haven't't read the entire thread but the OP.

You should keep in mind that T2 ships seem to have resists against their "rival faction's" damage type. So gallente T2/T3 resists are high in Kinetic. Caldari are high in Thermal and a respectable boost in Kinetic to offset blasters.

Secondly the trade off in using missiles is that as long as the enemy is in range, you don't miss. It's consistency that guns lack. Buff missiles up to what you want and there'd be no point in using gunnery ships.


The whole point of missiles. They are stable dps within the range they are able to hit. Why they are not used in fleet? Easy. Firewall. Turrets don't have this problem do they. Instead they have tracking EW used against them. Inconclution, missiles work fine, nothing needs to change.


Afaik the reason for missiles to be unpopular in comparison to rails/artillery is mainly the delayed damage. Missiles fly for a good 10secs. over a 80km engagement. Now put that into 10% TiDi, and tell me you couldn't project reps in time.

To the proposal above, elimination of the sigrad/expl.rad component: Good idea. A Vindicator to stop a well-tanked mega/baddon/rokh in it's track, then oneshot it with a phoenix. Tracking doesn't matter, nor does distance. :>



U really think its ok for a dread to 1 shot a bs. That is not balance. The Phoenix should only hit dreads and carriers well.
Marcus Walkuris
Aww yeahhh
#209 - 2013-12-20 20:42:39 UTC  |  Edited by: Marcus Walkuris
To the 3 posters above. Seriously?? Ignore the points in this thread and throw around cliches about perceived missile skill functionality that isn't even relevant to what has been mentioned before.

If you have a a discussion about 7 points that are wrong with gunnery, would I come in there and say "The point of gunnery is position yourself to your range advantage while denying it to your opponent". And then run off while pulling my pants off like I got caught taking a dump on the neighbors lawn??

What does that add? I mean join in, but don't stipulate 1 point of the issue. Even ones I can agree with like missile flight time being 'a major issue' but really just a piece to a larger puzzle of fitting issues, SP inequality, broken missile launchers, poor synergy to 0 synergy with point range,firewaling, borderline ******** F.O.F. missiles, a lack of ammo choice, Kinetic bonuses, range bonuses that do nothing,poor scaling with rate of fire due to reload times etc. etc. etc. I like to keep it simple, but not simpler then it actually is.
Bouh Revetoile
In Wreck we thrust
#210 - 2013-12-20 22:25:23 UTC
Marcus Walkuris wrote:
What does that add? I mean join in, but don't stipulate 1 point of the issue. Even ones I can agree with like missile flight time being 'a major issue' but really just a piece to a larger puzzle of fitting issues, SP inequality, broken missile launchers, poor synergy to 0 synergy with point range,firewaling, borderline ******** F.O.F. missiles, a lack of ammo choice, Kinetic bonuses, range bonuses that do nothing,poor scaling with rate of fire due to reload times etc. etc. etc. I like to keep it simple, but not simpler then it actually is.
So, if I understand correctly, you don't like rof bonus as well as damage bonus ; you think the ability to choose between 4 damage types is not enough ; you don't like range bonus ; and you think the range of HAM or Torp synergize poorly with point range.

Well I think you hate missiles, but not for objective reasons.

@shal ri : firewall nor flight time are problems, or Drake and Tengu wouldn't have been. The problem of missiles IMO is their low damage on lower sized target (even with lot of TP) compared to turrets, and the effect of signature/speed gang links. All this make large missiles not versatile enough and too easy to counter with an AHAC fleet I think.
Daenika
Chambers of Shaolin
#211 - 2013-12-21 01:01:11 UTC  |  Edited by: Daenika
Quote:
So, what if missiles had higher explosion velocity, but larger explosion radius than they have currently? Potentially could fix some adressed problems with right % proportion.


Doesn't help. Missile damage is governed by the ratio of the missiles explosion velocity to the target's velocity multiplied against the ratio of the target's signature radius to the missile's explosion radius. If you increase both the explosion radius and the explosion velocity by the same factor, damage stays the same.

Example, if I'm shooting a missile at a target with a 100m sig moving at 100 m/s, I'll do the exact same damage if my missile has an explosion radius of 100m and an explosion velocity of 100 m/s as I will if my missile has an explosion radius of 500m and an explosion velocity of 500 m/s.

The reason webs are so much superior to TPs is because they are a decrease rather than an increase, and a much larger one at that. Decreasing the target's velocity by 60% (T2 or meta4 web) is the same as increase it's signature radius by 150%. A T2/meta4 TP will provide 30-37.5% sig increase, depending on skillpoints in Signature Focusing (multiplicative 5% bonus per level to TP sig bonus). It would require 5 TPs at Signature Focusing V (or 2-4 ones from bonused hulls) to equal a single meta4 or T2 web.
S4nn4
24th Imperial Crusade
Amarr Empire
#212 - 2013-12-21 11:34:01 UTC
Daenika wrote:
Fixing missile damage against stationary targets would be as easy as removing one of the MIN function arguments. Currently, missile damage is the minimum of three values: 1.0, SigRad/ExpRad, or [(ExpVel*SigRad)/(TarVel*ExpRad)] ^ (ln(DRFac)/ln(5.5))

Remove the second of those two, and damage against a stationary target (or a sufficiently slow, sufficiently large target) ceilings at 100% damage rather than (SigRad/ExpRad)% damage. That would put it in line with turrets, and is a very simple change to make, with seemly few balance concerns.


Afaik (but correct me if I'm wrong) CCP's stance is that the missile damage equation will not be changed. They will only tweak the ammo attributes (and possibly the ships) to balance things.

Meditril
Hoplite Brigade
Ushra'Khan
#213 - 2013-12-21 12:20:20 UTC  |  Edited by: Meditril
Guys, really. Missiles are fine as they are, and the recent change by CCP to Rapid missiles was really needed. Especially Rapit Small Missileswhere completely overpowered.

Missiles are intended to be a complete different weapon than turrets, and this is fine. Therefore, they also have completely different pros and cons to turrets which is an intended behavior.

Missiles have many and BIG pros if compared to turrets... they are:
1. They always hit if enemy is in range after taking flight time into account. Have you every noticed how easy it is to completely avoid damage from turrets by speed / sig tanking?
2. They have much greater ranges.
3. They can't be tracking disrupted, neutralized, or ECMed (F.O.F Missiles)
4. Free choice of damage... yes some ships have kinetic bonuses... but many others have bonuses for all missiles damage types.

Having these BIG pros brings naturally some cons:
1. Can be outrun... mostly an issue for rockets and non-caldari small missile boats in fast chase scenarios.
2. Less overall damage than turrets especially against fast/small targets at long range. But this is overcompensated by fact that turrets don't hit at all against fast/small targets orbiting at close range.
3. Flight time. Sorry, but missiles are simply not sniping platforms.

You just can't have a weapon system which only has PROS, because then it would be OP and thus completely would obsolete all other weapon systems.
Drake Doe
88Th Tax Haven
#214 - 2013-12-21 14:28:03 UTC
shal ri wrote:
Lloyd Roses wrote:
shal ri wrote:
Seraph IX Basarab wrote:
Haven't't read the entire thread but the OP.

You should keep in mind that T2 ships seem to have resists against their "rival faction's" damage type. So gallente T2/T3 resists are high in Kinetic. Caldari are high in Thermal and a respectable boost in Kinetic to offset blasters.

Secondly the trade off in using missiles is that as long as the enemy is in range, you don't miss. It's consistency that guns lack. Buff missiles up to what you want and there'd be no point in using gunnery ships.


The whole point of missiles. They are stable dps within the range they are able to hit. Why they are not used in fleet? Easy. Firewall. Turrets don't have this problem do they. Instead they have tracking EW used against them. Inconclution, missiles work fine, nothing needs to change.


Afaik the reason for missiles to be unpopular in comparison to rails/artillery is mainly the delayed damage. Missiles fly for a good 10secs. over a 80km engagement. Now put that into 10% TiDi, and tell me you couldn't project reps in time.

To the proposal above, elimination of the sigrad/expl.rad component: Good idea. A Vindicator to stop a well-tanked mega/baddon/rokh in it's track, then oneshot it with a phoenix. Tracking doesn't matter, nor does distance. :>



U really think its ok for a dread to 1 shot a bs. That is not balance. The Phoenix should only hit dreads and carriers well.

Tell that to the moros

"The homogenization of EVE began when Gallente and Caldari started sharing a weapon system."---Vermaak Doe-- "Ohh squabbles ohh I love my dust trolls like watching an episode of Maury with less " Is he my Dad " but more of " My Neighbor took a dump on my lawn " good episode! pops more corn" ---Evernub--

Caleb Seremshur
Bloodhorn
Patchwork Freelancers
#215 - 2013-12-21 14:38:21 UTC
Seraph IX Basarab wrote:
Haven't't read the entire thread but the OP.

You should keep in mind that T2 ships seem to have resists against their "rival faction's" damage type. So gallente T2/T3 resists are high in Kinetic. Caldari are high in Thermal and a respectable boost in Kinetic to offset blasters.

Secondly the trade off in using missiles is that as long as the enemy is in range, you don't miss. It's consistency that guns lack. Buff missiles up to what you want and there'd be no point in using gunnery ships.


Really the secret here is just to reduce T2 full resists a bit. By doing this you won't totally marginalise entire weapon systems.
Seraph IX Basarab
Outer Path
Seraphim Division
#216 - 2013-12-21 18:12:49 UTC
Caleb Seremshur wrote:
Seraph IX Basarab wrote:
Haven't't read the entire thread but the OP.

You should keep in mind that T2 ships seem to have resists against their "rival faction's" damage type. So gallente T2/T3 resists are high in Kinetic. Caldari are high in Thermal and a respectable boost in Kinetic to offset blasters.

Secondly the trade off in using missiles is that as long as the enemy is in range, you don't miss. It's consistency that guns lack. Buff missiles up to what you want and there'd be no point in using gunnery ships.


Really the secret here is just to reduce T2 full resists a bit. By doing this you won't totally marginalise entire weapon systems.


If you're using missiles you have the ability to pick damage type so that's really not an issue either. Even if you get more of a bonus for kinetic, use something else that the enemy is weaker against.
Daenika
Chambers of Shaolin
#217 - 2013-12-22 01:01:02 UTC
Quote:
To the proposal above, elimination of the sigrad/expl.rad component: Good idea. A Vindicator to stop a well-tanked mega/baddon/rokh in it's track, then oneshot it with a phoenix. Tracking doesn't matter, nor does distance. :>


A Moros fit with 3 meta Blasters with Uranium (common in WH, as it gives a 30km optimal), with 3 faction MagStabs, 2 Faction TEs, 4 T2 TCs (two scripted for tracking, 2 for optimal/falloff), with all 5 skills, deals 11825 DPS at 30.467 + 60.291 km, with a tracking of 0.01024 and a sig resolution of 2000.

A Phoenix with 3 meta Torpedo launchers using faction Scourge torpedoes, with 5 faction BCSs, deals 11605 DPS up to 59.1 km, with an explosion radius of 1500 and an explosion velocity of 30.

I tend to use a Nightmare with a 10mn AB II and 2 Nanofiber IIs as a target, as it very closely approximates the sleeper battleships seen in C5/C6 wormhole escalations (sig 400, speed 173 m/s).

I'll analyze both this and shooting at an armor-tanked Dominix and a shield-tanked Scorpion (ships I see often on the killboards in nullsec), to analyze both PvE and PvP in both slower speed/smaller sig and faster speed/larger sig situations (armor and shield tanking, respectively).

Against a Nightmare (approximates sleeper battleship), the Moros does 391 DPS (3.23% of max DPS) at 35km, assuming full traversal. Most of the time, these battleships are going to either be burning directly away from the Moros due to aggro (our strategy), be webbed and painted (also our strategy), or both. This Nightmare with 5 meta4 painters (unbonused, so +37.5% each) and 2 60% webs has a sig of 1018 and a velocity of 33 m/s. Shooting against that, the Moros deals 11659 DPS (96.19% of max DPS).

The Phoenix against that same Nightmare deals 531 DPS (4.57% of max DPS) against the unwebbed, unpainted version, but only 7160 DPS (61.70% of max DPS) against the webbed and painted version. In fact, it'd only deal 7876 DPS (67.87% of max DPS) against a stationary version of that Nightmare, whereas the Moros would deal 12120 DPS (100% of max DPS - includes wrecking blows, hence why it's above the paper DPS of 11825).

Now let's look at PvP battleships. For both the Scorpion and the Dominix fit, I'm going to use ones I pulled off zkillboard that seem like good approximations of common fits. The Scorpion fit I'm using is here, and has a velocity of 118 m/s with a sig of 569m at all V's without boosts. The Dominix fit I'm using is here, and has a velocity of 120 m/s with a sig of 465m.

Against the Scorpion, the Moros does 3915 DPS (32.31%) while the Phoenix does 1174 DPS (10.12%). If you apply 3 TPs and 2 90% webs to the Scorpion, sig balloons to 1141m and velocity goes to 3 m/s. The Moros does 12048 (99.41%), Phoenix does 8827 (76.07%).

Against the Dominix, the Moros does 2025 (16.71%), while the Phoenix does 899 (7.75%). With 3 TPs and 2 90% webs, sig goes up to 1029m, velocity down to 3 m/s. Moros does 12048 DPS (99.40%), Phoenix does 7961 DPS (68.60%).

If we did remove the sig/exp radius factor from the missile equation, Phoenix damage would be at 100% (11605 DPS) against both double-90% webbed targets, but that's still less than the Moros would be doing (due to wrecking blows). It would still only be doing 7160 DPS against the webbed and painted Nightmare, and the DPS values for it would also be the same against all of the others above.

Basically, even if we remove that factor, the Phoenix would still usually be doing less damage than the Moros, but it wouldn't have the absurd cap at ~65-70% of it's DPS (since it's nearly impossible to get a Battleship up to a 1500m sig, generally takes 5 max-skill full-hull-bonused TPs to do the trick), whereas it's very easy to get a battleship slow enough and large enough to allow a Moros to hit it for nearly 100% damage.

As a good example of this, there's a type of Sentry gun common in C5 combat sites called an Orthrus. It has a sig of 50m, but is immobile. Both the Moros and the Phoenix take around a minute to target these while in siege. However, the Moros does 100% damage to them (since they and the Moros are both stationary). The Phoenix does 3.33% damage against them.

It's an unreasonable and ridiculous cap, and does nothing for overall balance (except make missiles universally weaker than turrets when shooting down a size). The only way I could manage to make the Phoenix do more DPS than the Moros was when the total DPS output from both was below about 5% of maximum, generally on battleship-sized targets moving relatively slowly but also extremely close to the Dread.
Bouh Revetoile
In Wreck we thrust
#218 - 2013-12-22 10:03:20 UTC
Daenika wrote:
It's an unreasonable and ridiculous cap, and does nothing for overall balance (except make missiles universally weaker than turrets when shooting down a size). The only way I could manage to make the Phoenix do more DPS than the Moros was when the total DPS output from both was below about 5% of maximum, generally on battleship-sized targets moving relatively slowly but also extremely close to the Dread.
In fact I'd be more prone to modify turret formula to reduce hit chances against smaller target regardless of their transversale rather than making missiles more powerful against smaller targets.
Daenika
Chambers of Shaolin
#219 - 2013-12-22 16:46:53 UTC  |  Edited by: Daenika
Quote:
In fact I'd be more prone to modify turret formula to reduce hit chances against smaller target regardless of their transversale rather than making missiles more powerful against smaller targets.


Could do that, though I'd have to play with the formula. Problem is, that'd have a MUCH more far-reaching effect, as it would touch nearly every ship in the game, in a large number of situations.

It would intrinsically decrease the value of webs and increase the value of target-painters. It would decrease the blap potential of dreads, and therefore weaken them as a whole. Would weaken fighters against anything smaller than a battleship. Would also necessarily increase the potency of frigates and to a lesser extent cruisers, especially against larger foes. Would make hauling valuable but small stuff in a frigate more attractive, because it would almost completely remove the threat of Tornado blapping on a hull that small (Catalysts would still be a threat). Might also necessitate implementing a turret version of the Rigor rig, and possible turret versions of the RLML and RHML.

So ya, LOTS more far-reaching effects. Not saying that's necessarily bad, I tend to approve of many of the changes it would imply, but it *would* require a lot more balancing polish and consideration.
Dandrenn
Deep Core Mining Inc.
Caldari State
#220 - 2013-12-22 21:30:49 UTC
I always thought the devs were Gallente citizens since i started playing in 06. I fought a gallente cruiser the other day who had 600 DPS he was putting out. A cruiser.

I remember fitting a Cerberus with about 700 or so DPS (my missile skills) and that's a HAC.