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Ballistic Enhancer

First post
Author
Zvaarian the Red
Evil Leprechaun Brigade
#81 - 2013-12-22 04:30:22 UTC  |  Edited by: Zvaarian the Red
Nevyn Auscent wrote:
Zvaarian the Red wrote:
Meditril wrote:

Missiles are currently very good (and close to being overpowered) if you know how to correctly use them.


How do you people say complete nonsense like this with a straight face?

Because there is no E-War that totally shuts a missile user down.
TD's.... Ignored.
TP's... Well. everyone ignores those other than taking more DPS.
Damping or ECM, fit FOF, while I agree it's not great, it does some damage at least. Far better than a turret user can do with no targets or no targets inside lock range.
Neuts. Missiles don't use cap. (Ok, projectiles share this benefit, but the rest of the turrets don't)

You are now asking for the ability to buff your damage application while maintaining the immunity to disruption.
And this can't be sold as putting missiles where they should be at a base level, since that fix should be applied to the base missile stats. Though I do agree a lot of the missiles do need a base application buff so they hit same sized targets with no prop mod or other speed buffs near/at full damage.

Lore wise I can easily make up fluff as to why TD's would affect normal missiles also. FOF missiles could keep their immunity to EWar.


Spoken like someone who has never used missiles above frig class...
Meyr
Di-Tron Heavy Industries
OnlyFleets.
#82 - 2013-12-22 05:46:14 UTC
Arthur Aihaken wrote:
Meyr wrote:
No. Missiles have selectable damage types, ignore tracking, do full damage at max range, never miss, and now, you want even better DPS & DPS application?

Full damage at max range… that's a good one.


Arthur, you're going to have to give me an example of missiles being affected by something we turret users refer to as "FALLOFF". You know, the range at which our damage is halved.

Pretty sure you can't. Enjoy trying, though.

We'll all patiently await your response.

So long as a target is capable of being hit, missiles hit.
Nevyn Auscent
Broke Sauce
#83 - 2013-12-22 06:12:14 UTC
Zvaarian the Red wrote:

Spoken like someone who has never used missiles above frig class...

Other than the fact I have, and hence why I agree that missiles do need some work on their base balance with regards to application.
But if you want the ability to enhance your application with modules, it needs to come with a matching vulnerability. Which it currently doesn't have.
Meyr
Di-Tron Heavy Industries
OnlyFleets.
#84 - 2013-12-22 06:26:57 UTC  |  Edited by: Meyr
Do missiles need to be looked at again? Obviously, yes. Will they ever again be the ridiculously OP weapons they once were (OP being defined as 500+ DPS Tengus shooting out to 100+ KM, or unbonused hulls, such as the Drake, shooting for full damage out to 75KM)? I devoutly hope not.

Once the ship balance passes are done, CCP can look more closely at missiles. Until then, LIVE WITH IT. They still work well, just not as well as you all are obviously used to.

Welcome to the world turret users have always been in. Your range is now somewhat comparable to ours, but without the loss of DPS that fighting in falloff causes. You still have the advantage of fighting while jammed. You don't miss, unless the target outruns your missiles (in this current era of Inty gangs, that's a threat, but one that turret users face, too - if they can outrun your missiles, they're moving too fast to track). You can still change damage types, still don't need cap, and have Rapid Launchers to allow you to better fight against smaller opponents, something for which there is no comparable turret counterpart.

Do we have tracking computers? Sure. Do you need one? At best, that question is debatable (perhaps this is why they gave you Rapid Launchers?).

All weapon systems have low-slot DPS enhancements, so any enhancement module would almost certainly have to be a mid-slot, cap-using unit. The question then becomes one of how to balance it, and will it be allowed to affect all launcher types? CCP clearly do not want RHML's to be capable of annihilating frigate hulls, but, if you examine the effects of what you're asking for, that is a possibility, particularly for the Typhoon - remember, hull bonuses do not incur stacking penalties.

My opinion is still that, with their inherent advantages over turrets, missiles do not need another module to enhance their capabilities - just a balance pass AFTER the ship balance passes are completed.
Drake Doe
88Th Tax Haven
#85 - 2013-12-22 07:07:57 UTC
Meyr wrote:
Do missiles need to be looked at again? Obviously, yes. Will they ever again be the ridiculously OP weapons they once were (OP being defined as 500+ DPS Tengus shooting out to 100+ KM, or unbonused hulls, such as the Drake, shooting for full damage out to 75KM)? I devoutly hope not.

Once the ship balance passes are done, CCP can look more closely at missiles. Until then, LIVE WITH IT. They still work well, just not as well as you all are obviously used to.

Welcome to the world turret users have always been in. Your range is now somewhat comparable to ours, but without the loss of DPS that fighting in falloff causes. You still have the advantage of fighting while jammed. You don't miss, unless the target outruns your missiles (in this current era of Inty gangs, that's a threat, but one that turret users face, too - if they can outrun your missiles, they're moving too fast to track). You can still change damage types, still don't need cap, and have Rapid Launchers to allow you to better fight against smaller opponents, something for which there is no comparable turret counterpart.

Do we have tracking computers? Sure. Do you need one? At best, that question is debatable (perhaps this is why they gave you Rapid Launchers?).

All weapon systems have low-slot DPS enhancements, so any enhancement module would almost certainly have to be a mid-slot, cap-using unit. The question then becomes one of how to balance it, and will it be allowed to affect all launcher types? CCP clearly do not want RHML's to be capable of annihilating frigate hulls, but, if you examine the effects of what you're asking for, that is a possibility, particularly for the Typhoon - remember, hull bonuses do not incur stacking penalties.

My opinion is still that, with their inherent advantages over turrets, missiles do not need another module to enhance their capabilities - just a balance pass AFTER the ship balance passes are completed.


It's unbelievable how biased or ignorant you are of the advantages of turrets over missiles, yes both have their ups and downs but you seem to focus only on the downs of missiles when turrets can get wrecking hits, shoot low signature radius ships with ease, and negate the speed of their targets by flying the ship a certain way alone. Also, no comparable turret for hitting smaller targets? That's why there are those low fitting, high application turrets for basically every turret.

"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--

Nevyn Auscent
Broke Sauce
#86 - 2013-12-22 07:42:00 UTC
Drake Doe wrote:


It's unbelievable how biased or ignorant you are of the advantages of turrets over missiles, yes both have their ups and downs but you seem to focus only on the downs of missiles when turrets can get wrecking hits, shoot low signature radius ships with ease, and negate the speed of their targets by flying the ship a certain way alone. Also, no comparable turret for hitting smaller targets? That's why there are those low fitting, high application turrets for basically every turret.

Except there aren't. The 'high application' turrets are only marginally better application than the normal DPS turrets that get used and in most cases you will actually get lower DPS even on the small nimble targets because you have lower DPS to start with and still can't apply it effectively.
You want to complain about people who you believe haven't used missiles, don't throw stones in glass houses and make yourself sound like a moron talking about turrets at the same time.
Zvaarian the Red
Evil Leprechaun Brigade
#87 - 2013-12-22 07:54:16 UTC
Meyr wrote:
Do missiles need to be looked at again? Obviously, yes. Will they ever again be the ridiculously OP weapons they once were (OP being defined as 500+ DPS Tengus shooting out to 100+ KM, or unbonused hulls, such as the Drake, shooting for full damage out to 75KM)? I devoutly hope not.


I haven't seen anyone asking for the heavy missile nerf to be completely undone. I think most of us just want the damage application part of it to be rolled back. It was overkill when combined with the range and damage nerfs, and has left them completely useless outside of PVE.
Zvaarian the Red
Evil Leprechaun Brigade
#88 - 2013-12-22 08:00:28 UTC
Meyr wrote:
Arthur Aihaken wrote:
Meyr wrote:
No. Missiles have selectable damage types, ignore tracking, do full damage at max range, never miss, and now, you want even better DPS & DPS application?

Full damage at max range… that's a good one.


Arthur, you're going to have to give me an example of missiles being affected by something we turret users refer to as "FALLOFF". You know, the range at which our damage is halved.

Pretty sure you can't. Enjoy trying, though.

We'll all patiently await your response.

So long as a target is capable of being hit, missiles hit.


You do realize that many missiles (especially the problem missiles like heavies) pretty much never do full damage, or really anything approaching full damage, to anything unless it is large and slow right?
Meditril
Hoplite Brigade
Ushra'Khan
#89 - 2013-12-22 08:01:27 UTC
Zvaarian the Red wrote:
Nevyn Auscent wrote:
Zvaarian the Red wrote:
Meditril wrote:

Missiles are currently very good (and close to being overpowered) if you know how to correctly use them.


How do you people say complete nonsense like this with a straight face?

Because there is no E-War that totally shuts a missile user down.
TD's.... Ignored.
TP's... Well. everyone ignores those other than taking more DPS.
Damping or ECM, fit FOF, while I agree it's not great, it does some damage at least. Far better than a turret user can do with no targets or no targets inside lock range.
Neuts. Missiles don't use cap. (Ok, projectiles share this benefit, but the rest of the turrets don't)

You are now asking for the ability to buff your damage application while maintaining the immunity to disruption.
And this can't be sold as putting missiles where they should be at a base level, since that fix should be applied to the base missile stats. Though I do agree a lot of the missiles do need a base application buff so they hit same sized targets with no prop mod or other speed buffs near/at full damage.

Lore wise I can easily make up fluff as to why TD's would affect normal missiles also. FOF missiles could keep their immunity to EWar.


Spoken like someone who has never used missiles above frig class...


My Precision Heavy Missiles work really nice on my Scythe Fleet Issue against small targets (with one TP applied).
Same is for Rage Heavy Missiles against most Cruisers.
You naturally should switch to the right damage type before the fight starts... but this is really managable if you know the basic fittings of most of your enemies.
Zvaarian the Red
Evil Leprechaun Brigade
#90 - 2013-12-22 08:08:27 UTC
Meditril wrote:

My Precision Heavy Missiles work really nice on my Scythe Fleet Issue against small targets (with one TP applied).
Same is for Rage Heavy Missiles against most Cruisers.


Mind sharing your fit? Because I'm not seeing it.
Meditril
Hoplite Brigade
Ushra'Khan
#91 - 2013-12-22 08:29:11 UTC  |  Edited by: Meditril
Zvaarian the Red wrote:
Meditril wrote:

My Precision Heavy Missiles work really nice on my Scythe Fleet Issue against small targets (with one TP applied).
Same is for Rage Heavy Missiles against most Cruisers.


Mind sharing your fit? Because I'm not seeing it.


Here you go:
http://minmatar.eve-kill.net/?a=kill_detail&kll_id=18587014
(This was one of the stupid situations where I completely failed due to hitting the wrong buttons.)
Nevyn Auscent
Broke Sauce
#92 - 2013-12-22 08:45:25 UTC  |  Edited by: Nevyn Auscent
Meditril wrote:
Zvaarian the Red wrote:
Meditril wrote:

My Precision Heavy Missiles work really nice on my Scythe Fleet Issue against small targets (with one TP applied).
Same is for Rage Heavy Missiles against most Cruisers.


Mind sharing your fit? Because I'm not seeing it.


Here you go:
http://minmatar.eve-kill.net/?a=kill_detail&kll_id=18587014
(This was one of the stupid situations where I completely failed due to hitting the wrong buttons.)

Using precisions vs an unlinked and no prop mod Maller gives perfect application.
This is precisions vs a same sized ship.
Vs a No links, No Prop mod Punisher, you are now down to about 35% of your damage, with precisions.

Using standard heavy missiles vs a Maller, you are also at only about 90% application.
This is a no links, no prop mod Maller, which is pretty well known as a brick, certainly not one of the fastest Cruisers out there.
Add links and a prop mod, and you might as well press self destruct.

The base stats just aren't there on application atm.
If a Maller can start to speed tank normal heavy missiles without prop mod, there is an issue after all.
Drake Doe
88Th Tax Haven
#93 - 2013-12-22 08:52:31 UTC
Nevyn Auscent wrote:
Drake Doe wrote:


It's unbelievable how biased or ignorant you are of the advantages of turrets over missiles, yes both have their ups and downs but you seem to focus only on the downs of missiles when turrets can get wrecking hits, shoot low signature radius ships with ease, and negate the speed of their targets by flying the ship a certain way alone. Also, no comparable turret for hitting smaller targets? That's why there are those low fitting, high application turrets for basically every turret.

Except there aren't. The 'high application' turrets are only marginally better application than the normal DPS turrets that get used and in most cases you will actually get lower DPS even on the small nimble targets because you have lower DPS to start with and still can't apply it effectively.
You want to complain about people who you believe haven't used missiles, don't throw stones in glass houses and make yourself sound like a moron talking about turrets at the same time.

You had it correct up until the point where you said they would be doing overall less dps to smaller ships, which is only true if you use tracking penalizing ammo.

"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--

Nevyn Auscent
Broke Sauce
#94 - 2013-12-22 08:55:15 UTC
Drake Doe wrote:

You had it correct up until the point where you said they would be doing overall less dps to smaller ships, which is only true if you use tracking penalizing ammo.

50% of 500 DPS > 75% of 300 DPS.
Yes, these are simply numbers I made up to illustrate my point, but the reality is that is normally true with turrets because the difference in tracking between the weapon types is not that much for turrets. Unlike missiles who have large differences between their application.
Meditril
Hoplite Brigade
Ushra'Khan
#95 - 2013-12-22 09:37:07 UTC  |  Edited by: Meditril
Nevyn Auscent wrote:
Meditril wrote:
Zvaarian the Red wrote:
Meditril wrote:

My Precision Heavy Missiles work really nice on my Scythe Fleet Issue against small targets (with one TP applied).
Same is for Rage Heavy Missiles against most Cruisers.


Mind sharing your fit? Because I'm not seeing it.


Here you go:
http://minmatar.eve-kill.net/?a=kill_detail&kll_id=18587014
(This was one of the stupid situations where I completely failed due to hitting the wrong buttons.)

Using precisions vs an unlinked and no prop mod Maller gives perfect application.
This is precisions vs a same sized ship.
Vs a No links, No Prop mod Punisher, you are now down to about 35% of your damage, with precisions.

Using standard heavy missiles vs a Maller, you are also at only about 90% application.
This is a no links, no prop mod Maller, which is pretty well known as a brick, certainly not one of the fastest Cruisers out there.
Add links and a prop mod, and you might as well press self destruct.

The base stats just aren't there on application atm.
If a Maller can start to speed tank normal heavy missiles without prop mod, there is an issue after all.


I do not see your problem... no Punisher survives an attack for a longer period of time, even if only 35% of damage is applied...
A Maller can speed tank medium arty easily... so why should it not be able to speed tank a heavy missile too? Again, it might mitigate some damage, but at the end of the day it will get some damage.

If I would use arty in both of the above scenarios then both, the Punisher and the Maller would be able to mitigate 100% of damage in close orbit or if I am orbiting them fast at 18 km... they can't do this against missiles. So missiles are a much better choice for this ship than arties.
Zvaarian the Red
Evil Leprechaun Brigade
#96 - 2013-12-22 11:58:40 UTC
Meditril wrote:
Nevyn Auscent wrote:
Meditril wrote:
Zvaarian the Red wrote:
Meditril wrote:

My Precision Heavy Missiles work really nice on my Scythe Fleet Issue against small targets (with one TP applied).
Same is for Rage Heavy Missiles against most Cruisers.


Mind sharing your fit? Because I'm not seeing it.


Here you go:
http://minmatar.eve-kill.net/?a=kill_detail&kll_id=18587014
(This was one of the stupid situations where I completely failed due to hitting the wrong buttons.)

Using precisions vs an unlinked and no prop mod Maller gives perfect application.
This is precisions vs a same sized ship.
Vs a No links, No Prop mod Punisher, you are now down to about 35% of your damage, with precisions.

Using standard heavy missiles vs a Maller, you are also at only about 90% application.
This is a no links, no prop mod Maller, which is pretty well known as a brick, certainly not one of the fastest Cruisers out there.
Add links and a prop mod, and you might as well press self destruct.

The base stats just aren't there on application atm.
If a Maller can start to speed tank normal heavy missiles without prop mod, there is an issue after all.


I do not see your problem... no Punisher survives an attack for a longer period of time, even if only 35% of damage is applied...
A Maller can speed tank medium arty easily... so why should it not be able to speed tank a heavy missile too? Again, it might mitigate some damage, but at the end of the day it will get some damage.

If I would use arty in both of the above scenarios then both, the Punisher and the Maller would be able to mitigate 100% of damage in close orbit or if I am orbiting them fast at 18 km... they can't do this against missiles. So missiles are a much better choice for this ship than arties.


35% of a Scythe FI's rather modest missile DPS might kill a Punisher...eventually...assuming it's not well-tanked...
Nevyn Auscent
Broke Sauce
#97 - 2013-12-22 12:52:31 UTC
Meditril wrote:


I do not see your problem... no Punisher survives an attack for a longer period of time, even if only 35% of damage is applied...
A Maller can speed tank medium arty easily... so why should it not be able to speed tank a heavy missile too? Again, it might mitigate some damage, but at the end of the day it will get some damage.

If I would use arty in both of the above scenarios then both, the Punisher and the Maller would be able to mitigate 100% of damage in close orbit or if I am orbiting them fast at 18 km... they can't do this against missiles. So missiles are a much better choice for this ship than arties.

Would you please explain to me exactly how a Maller is speed tanking your medium arty with no prop mod? I mean I guess if you are using terrible piloting.
This was a no prop mod cruiser taking reduced damage from a medium weapon system simply by moving at base speed.
This was not an AB Maller.
Links would also significantly decrease the damage it takes from missiles, while not affecting turrets.

The Punisher, not too big a deal overall but.... that was again a no prop mod no links Punisher. Add an AB & Links to it and watch your expected missile dps drop to about 5%. The maths on that was just referring to the claims of the previous poster regarding their damage application.

The point behind the Maller maths was to show that there are issues with the base levels of damage application.
A cruiser with a T1 link on a T1 BC should not be automatically mitigating 10-15% of missile DPS. It should be taking full damage still. To start to mitigate the damage on a same size ship you should be needing T2 links on a T2/T3 ship, or a prop mod/nano/overdrive to get speed above standard. Both should obviously mitigate a reasonable amount.

Then you can decide if you need to add in Ballistic Enhancers/Apply Tracking Enhancers(My prefered option) Along with disruption to the Standard missile ammo's. (FOF missiles should also be immune to tracking disruption even if it applies to missiles, as that keeps the current FOF Missile uniqueness of EWar immunity, which makes up for it's horrible target selection)
Meditril
Hoplite Brigade
Ushra'Khan
#98 - 2013-12-22 13:07:36 UTC  |  Edited by: Meditril
I slowly get the impression that some of the guys here simply don't get it: EVE is a matter of choices. If you have different solutions to apply DPS then those different solutions will have different PROS and CONS. It is up to you to choose the right solution for your situation or fighting style. Furthermore, not all solutions are equally good for all situations or fighting styles.

The main difference between turret and missiles mechanics is, that if you put damage on the y-axis and disruption on the x-axis (which in this case is a summary of small signature, high speed, tracking disruption,...) then you simply get two different profiles for turrets and missiles:

a) Turrets have high damage under optimal conditions, but it drops fast to zero once disruption factors come into play.
b) Missiles have medium damage under optimal conditions, but they drop slowly and never to zero with raising disruption factors.

In short: if you do not like missiles, then just use drones or turrets and stop crying.
Daichi Yamato
Jabbersnarks and Wonderglass
#99 - 2013-12-22 15:28:38 UTC
lol why do the maller and punisher have no prop mod? silly example?

even with a prop mod, links and whatever, if the maller or punisher is up close and u arent going to hit it with the likes of arties, and will still do damage (although a small amount) with heavies. But if the maller or punisher is at a distance, it will help the turret tracking alot, and u will get the odd hit, where as the heavies will be consistently weak.

it is a pro and con thing depending on where u find urself relative to the bad guy.

to the person who thinks a ships sig radius doesnt have much of an effect on turret tracking...by god it does. if u look at the tracking formula, u'll see that the tighter a ship orbits, the more and more sig becomes a big problem for turrets.

also this may also change ur opinion:
Exeq Solo PvP

the fight against the vaga may be of particular interest for the point of sig vs turrets.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Nevyn Auscent
Broke Sauce
#100 - 2013-12-22 16:01:47 UTC
The point of no prop mod was to illustrate the silly situation missiles are in with their current base damage application. And how bad it currently is with things like heavy missiles.