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Ballistic Enhancer

First post
Author
Drake Doe
88Th Tax Haven
#101 - 2013-12-22 16:09:24 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.

Anyone who's ever used missiles knows that you don't hit at max range if your target is moving.

"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--

Drake Doe
88Th Tax Haven
#102 - 2013-12-22 16:17:00 UTC
Nevyn Auscent wrote:
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.


You seem to be forgetting that tbe gap in dps for, let's say heavy electrons to heavy ions, isn't that big either so 50% of 500 < 75% of 400 ( yes I am doing the same thing you just did with different numbers, but unless you're going up by two weapon classes in a single size, it's a better example). And usually the difference in missile application can be enough to negate a difference in dps, like using cruise missiles under 30km in a raven instead of torpedos.

"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--

Daichi Yamato
Jabbersnarks and Wonderglass
#103 - 2013-12-22 16:24:05 UTC
u wont be doing full damage with heavies, but if those ships are up close, they wont need prop mods to mitigate the damage of turrets either. this is just the nature of turrets vs missiles. The game simply does not hold missiles and turrets equal in ALL situations. sometimes missiles are better, sometimes turrets are better. u cant really change this without drastically changing the formula.

and flat out increasing the stats of missiles (including just their application) would improve their already advantageous position over turrets at closer ranges to an arguably overpowered extent. it must be at least considered the effect such changes would have on tackling frigs, where they are untouchable by most medium weapons, they'd be taking even more damage from missiles.

it would be prudent to train both and take missiles where missiles are warranted, and turrets where where turrets are warranted. Eve is a game of choice after all.

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

Daichi Yamato
Jabbersnarks and Wonderglass
#104 - 2013-12-22 16:45:22 UTC
Drake Doe wrote:

Anyone who's ever used missiles knows that you don't hit at max range if your target is moving.


moving AWAY or PERPENDICULAR to u.

if ur target is moving towards u (not even straight towards u), missiles get a nice DPS boost.

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

Drake Doe
88Th Tax Haven
#105 - 2013-12-22 16:49:42 UTC
Daichi Yamato wrote:
Drake Doe wrote:

Anyone who's ever used missiles knows that you don't hit at max range if your target is moving.


moving AWAY or PERPENDICULAR to u.

if ur target is moving towards u (not even straight towards u), missiles get a nice DPS boost.


Granted I should've been more specific, at least I didn't blatantly ignore a major factor in missile or turret application.

"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--

Meyr
Di-Tron Heavy Industries
OnlyFleets.
#106 - 2013-12-22 17:10:55 UTC  |  Edited by: Meyr
Where the hell do you lot get the idea that a target's size or velocity has no effect upon the damage a turret applies?

Also, to the whiner above, yes, turrets DO get 'Wrecking' shots. They also get 'Grazing' shots. So, shut it.

I fly both missile and turret ships - pretty easy to do when you're a 2008 character, so don't get the moronic notion that I've never shot at something with a missile.

Missiles will apply the same damage, shot after shot, to a target's shields or armor or hull, depending on the target's ability to absorb more than one volley to each layer of protection. Multiples of the same target will each receive the same damage from a volley. You can predict how many shots it will take to kill a particular type of target based upon prior damage notifications for an identical target.

Yes, these statements are made from a PVE viewpoint, but, since no two PVP situations are identical, this is an effective manner in which to establish a baseline upon which to base a discussion such as this.

Once we have established the merits and detractions of each weapon type, then we can determine what tweaks need to be made.
Kitty Bear
Deep Core Mining Inc.
Caldari State
#107 - 2013-12-22 17:12:13 UTC  |  Edited by: Kitty Bear
part of the problem is that people continuously try to compare things that are not directly comparable
launchers and turrets have equivalences, but are not truly comparable

These are the equivalencies.

Raw Damage
Missiles - Base Damage and Rate of Fire
Turrets - Base Damage and Rate of Fire

The Difference :-
This is pretty much the only area where there is no real difference between the two different systems

ranges
Missiles - defined by Velocity x Flight Time
Turrets - defined by Optimal + Fall-Off

The difference :-
Velocity X Flight Time is a fixed and static value
Optimal + Fall-Off is a non static value where the chance to hit approaches 0 (roughly at somewhere between x2.3 to x2.6)

The full Fall-Off value is NEVER given by turret users when quoting possible ranges

Damage Application
Missiles - Targets Velocity and Signature Radius v's Explosion Radius and Explosion Velocity
Turrets - Targets Velocity and Vector and Signature Radius v's Signature Resolution and Tracking Speed

The Difference :-
Missiles - Can only be modified via active modules that affect the target directly
Turrets - Can fit active modules that affect the target ship directly
Turrets - Can fit active & passive modules that boost the host ship
Turrets - Vector can be negated through piloting skills
Turrets - Tracking Speed is a major concern at very short ranges, and non-consequential at long ranges

Damage Modification
Missiles - Only ever hit
Turrets - Can miss and have a small range of modifiers up to a 300% increase

The difference :-
Missiles don't miss, but they never get a random 300% damage bonus either.


Why is the full Fall-Off value important?
At it's extreme value of ~x2.5 a hit is still possible, and due to the way eve calculates damage that hit can still produce a critical hit.
Daichi Yamato
Jabbersnarks and Wonderglass
#108 - 2013-12-22 17:21:39 UTC
^^^^^^^^^^^^^^^^^^^^^^^^^^^^

wow is it a 300% damage for a wrecking? it looks like just double from my logs.

the whole point of wrecking hits on turrets, is yes u can even get a wrecking hit at extreme ranges and against all odds, but u can also get a complete miss against a stationary POS under optimal. its very VERY unlikely that all ur guns will miss, but it is just as unlikely that all ur guns will wreck.

so u cant really put it as a PRO turret argument.

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

Kitty Bear
Deep Core Mining Inc.
Caldari State
#109 - 2013-12-22 17:41:53 UTC  |  Edited by: Kitty Bear
yup .. it's 300%

it is possible to fly in such a way that you increase your chance of making them, but if your against a turret based ship then they get the same bonus chances Shocked it's a 2 edged sword I guess.

to be honest a lot of people are very closed minded in their both opinions and views on how to 'fix' eve
if you can see and accept that missiles and turrets both have their strengths, and weaknesses then a nice healthy discussion can be had

its when you consider the variations in the platforms that the confusion can really start to form
blasters and railguns v's hml's and hams for example
it gets even worse when people start trying to compare ammunition types from differing platforms
null, spike, precision, rage .... just a few examples ...

sometimes I feel that not even CCP know or understand how the differing systems and ammunition types work in relation to each other



and yes .. a critical hit is very much a PRO turret (and drone) argument, simply because missiles do not have that ability.
it's an advantage with limitations .. but it's still there as a possibility.
Daichi Yamato
Jabbersnarks and Wonderglass
#110 - 2013-12-22 18:04:47 UTC
Kitty Bear wrote:

and yes .. a critical hit is very much a PRO turret (and drone) argument, simply because missiles do not have that ability.
it's an advantage with limitations .. but it's still there as a possibility.


lol how? when u can just as easily miss when ur supposed to have the perfect shot? and u have just as much a chance of making a smashing hit as a graze. It makes absolutely no difference to ur expected dps over time. it as much an advantage as it is a disadvantage.

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

Drake Doe
88Th Tax Haven
#111 - 2013-12-22 18:04:47 UTC
Meyr wrote:
Where the hell do you lot get the idea that a target's size or velocity has no effect upon the damage a turret applies?

Also, to the whiner above, yes, turrets DO get 'Wrecking' shots. They also get 'Grazing' shots. So, shut it.

I fly both missile and turret ships - pretty easy to do when you're a 2008 character, so don't get the moronic notion that I've never shot at something with a missile.

Missiles will apply the same damage, shot after shot, to a target's shields or armor or hull, depending on the target's ability to absorb more than one volley to each layer of protection. Multiples of the same target will each receive the same damage from a volley. You can predict how many shots it will take to kill a particular type of target based upon prior damage notifications for an identical target.

Yes, these statements are made from a PVE viewpoint, but, since no two PVP situations are identical, this is an effective manner in which to establish a baseline upon which to base a discussion such as this.

Once we have established the merits and detractions of each weapon type, then we can determine what tweaks need to be made.


Where did I mention ANYTHING about wrecking or grazing shots in the post above yours and if you don't want to be treated like a biased idiot, don't ignore facts. We already know the merits of turrets vs missiles, including how each set of turret compares to is equivalent launcher (small pulse, small autos, and small blasters to rockets, etc.) As for the pve comment, rats aren't usually known for their spead besides certain overseer npcs, and tackling frigate npcs.

"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--

Meyr
Di-Tron Heavy Industries
OnlyFleets.
#112 - 2013-12-22 19:39:52 UTC
Not directly above, Drake. My apologies if it appeared that way. One of the prior posts mentioned 'Wrecking shots' as a turret enhancement, but failed to mention that 'Grazing shots' also happen.
Zvaarian the Red
Evil Leprechaun Brigade
#113 - 2013-12-22 21:59:23 UTC  |  Edited by: Zvaarian the Red
Daichi Yamato wrote:
u wont be doing full damage with heavies, but if those ships are up close, they wont need prop mods to mitigate the damage of turrets either. this is just the nature of turrets vs missiles. The game simply does not hold missiles and turrets equal in ALL situations. sometimes missiles are better, sometimes turrets are better. u cant really change this without drastically changing the formula.

and flat out increasing the stats of missiles (including just their application) would improve their already advantageous position over turrets at closer ranges to an arguably overpowered extent. it must be at least considered the effect such changes would have on tackling frigs, where they are untouchable by most medium weapons, they'd be taking even more damage from missiles.

it would be prudent to train both and take missiles where missiles are warranted, and turrets where where turrets are warranted. Eve is a game of choice after all.


I love how you focus on one very minor advantage for a missile system that never actually wants to be at close range (because heavy missile ships are not built for brawling) and somehow come to the conclusion that it outweighs the mountain of advantages long range medium turrets have over them in their intended range. There's a very good reason no one uses heavy missiles in PVP. Stop ignoring reality.

In "a game of choice" the only sensible choice is to never use heavy missiles in PVP. You believe this is good?
Nyancat Audeles
Center for Advanced Studies
Gallente Federation
#114 - 2013-12-23 06:53:07 UTC
Zvaarian the Red wrote:
Nyancat Audeles wrote:
Alvatore DiMarco wrote:
Meyr wrote:
Missiles ignore tracking


Do you even use missiles? Do you understand at all that missiles have tracking? Explosion radius and explosion velocity make up the parts of a missile's tracking. They're also what makes AB tanking of missiles a thing that exists to keep missiles from doing their full damage.

I don't think you know what "tracking" means.

That's not called "tracking". Missiles hit their target if it's in range, period. They have infinite ability to track a target - how much damage is applied, however, is dependent on the factors you listed.


It actually is called tracking in EVE.


No. The "tracking" attribute can be seen under an attributes tab of a weapon. Missiles don't have this attribute, if you want to get technical.

Missiles are currently very powerful. I like the way CCP has been going with variations - missiles should perform and feel as different as possible from turrets.
Nyancat Audeles
Center for Advanced Studies
Gallente Federation
#115 - 2013-12-23 06:55:51 UTC  |  Edited by: Nyancat Audeles
Zvaarian the Red wrote:

heavy missile ships are not built for brawling

In "a game of choice" the only sensible choice is to never use heavy missiles in PVP. You believe this is good?


Have you ever PvP'd? Is this troll or sarcasm? I can't tell.

The Sacrilege, Caracal, HAM Legion, Tengu, Damnation, Nighthawk, Cerberus, Drake, Cyclone (just off the top of my head), and a couple of more ships would like to speak to you.

If you think these ships don't excel at PvP, you need to learn how to fit ships instead of whining about this very powerful weapon system.
Drake Doe
88Th Tax Haven
#116 - 2013-12-23 07:14:16 UTC
Nyancat Audeles wrote:
Zvaarian the Red wrote:

heavy missile ships are not built for brawling

In "a game of choice" the only sensible choice is to never use heavy missiles in PVP. You believe this is good?


Have you ever PvP'd? Is this troll or sarcasm? I can't tell.

The Sacrilege, Caracal, HAM Legion, Tengu, Damnation, Nighthawk, Cerberus, Drake, Cyclone (just off the top of my head), and a couple of more ships would like to speak to you.

If you think these ships don't excel at PvP, you need to learn how to fit ships instead of whining about this very powerful weapon system.

He's talking about hmls, not Hams.

"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--

Kagura Nikon
Native Freshfood
Minmatar Republic
#117 - 2013-12-23 08:53:30 UTC
Kitty Bear wrote:
part of the problem is that people continuously try to compare things that are not directly comparable
launchers and turrets have equivalences, but are not truly comparable

These are the equivalencies.

Raw Damage
Missiles - Base Damage and Rate of Fire
Turrets - Base Damage and Rate of Fire

The Difference :-
This is pretty much the only area where there is no real difference between the two different systems

ranges
Missiles - defined by Velocity x Flight Time
Turrets - defined by Optimal + Fall-Off

The difference :-
Velocity X Flight Time is a fixed and static value
Optimal + Fall-Off is a non static value where the chance to hit approaches 0 (roughly at somewhere between x2.3 to x2.6)

The full Fall-Off value is NEVER given by turret users when quoting possible ranges

Damage Application
Missiles - Targets Velocity and Signature Radius v's Explosion Radius and Explosion Velocity
Turrets - Targets Velocity and Vector and Signature Radius v's Signature Resolution and Tracking Speed

The Difference :-
Missiles - Can only be modified via active modules that affect the target directly
Turrets - Can fit active modules that affect the target ship directly
Turrets - Can fit active & passive modules that boost the host ship
Turrets - Vector can be negated through piloting skills
Turrets - Tracking Speed is a major concern at very short ranges, and non-consequential at long ranges

Damage Modification
Missiles - Only ever hit
Turrets - Can miss and have a small range of modifiers up to a 300% increase

The difference :-
Missiles don't miss, but they never get a random 300% damage bonus either.


Why is the full Fall-Off value important?
At it's extreme value of ~x2.5 a hit is still possible, and due to the way eve calculates damage that hit can still produce a critical hit.



You know how to apply percentages? Does nto seem so. 3 time s damage is 200% not 300%

And sicne the weapon grouping was implemented you NEVER EVER get the full 200%. The wreackign chance is calculated for each weapon.

And you if yout a combined wreackign for all the 6 or 8 guns then you shoudl be playing in the lottery .

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

Kagura Nikon
Native Freshfood
Minmatar Republic
#118 - 2013-12-23 08:54:24 UTC
Nyancat Audeles wrote:
Zvaarian the Red wrote:

heavy missile ships are not built for brawling

In "a game of choice" the only sensible choice is to never use heavy missiles in PVP. You believe this is good?


Have you ever PvP'd? Is this troll or sarcasm? I can't tell.

The Sacrilege, Caracal, HAM Legion, Tengu, Damnation, Nighthawk, Cerberus, Drake, Cyclone (just off the top of my head), and a couple of more ships would like to speak to you.

If you think these ships don't excel at PvP, you need to learn how to fit ships instead of whining about this very powerful weapon system.



You clearly need to learn to read before posting.

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

I am disposable
Republic University
Minmatar Republic
#119 - 2013-12-23 10:08:04 UTC
Nyancat Audeles wrote:
Zvaarian the Red wrote:

heavy missile ships are not built for brawling

In "a game of choice" the only sensible choice is to never use heavy missiles in PVP. You believe this is good?


Have you ever PvP'd? Is this troll or sarcasm? I can't tell.

The Sacrilege, Caracal, HAM Legion, Tengu, Damnation, Nighthawk, Cerberus, Drake, Cyclone (just off the top of my head), and a couple of more ships would like to speak to you.

If you think these ships don't excel at PvP, you need to learn how to fit ships instead of whining about this very powerful weapon system.


1) Read before posting.

2) HAMs are highly mediocre, and half the ships you just listed are giant failboats in PVP.

3) Just admit you hate missiles and that you will only be happy when you know you can own any missile ship you encounter with your turrets.
Kitty Bear
Deep Core Mining Inc.
Caldari State
#120 - 2013-12-23 12:43:54 UTC
Kagura Nikon wrote:

And sicne the weapon grouping was implemented you NEVER EVER get the full 200%. The wreackign chance is calculated for each weapon.

And you if yout a combined wreackign for all the 6 or 8 guns then you shoudl be playing in the lottery .


So .. we are supposed to accept the fact that turrets can miss or just score grazing hits.
But .. we are supposed to discount the fact that turrets can crit.

and because only half the turret data is 'acceptable', missiles are op because they always hit.


interesting ...