These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

[Rubicon] Rapid Missile Launchers - v2

First post First post First post
Author
Arthur Aihaken
CODE.d
#3981 - 2014-01-14 03:55:06 UTC  |  Edited by: Arthur Aihaken
Mournful, out of curiosity… Why weren't you running a Nighthawk? Let me see if I can answer that for you…

Caldari Battlecruiser skill bonus per level:
7.5% bonus to Heavy Assault and Heavy Missile Kinetic damage

Compare: 5x T2 HMLs, 3x T2 BCs, V skills. No drones - just missiles.
• Nighthawk: HML, 341 DPS; 1347 volley, 62.9km range, 78.7m ER / 122m/s EV
• Damnation: HML, 320 DPS; 2020 volley, 94.3km range, 105m ER / 122m/s EV

DPS is marginally less, but the Damnation outranges the Nighthawk by 50% - and volleys are 50% greater also. The Nighthawk gets a nice kinetic bump (not included here), but that's pretty easy to counter… Damnation also gets 50mbit/s drone bandwidth/100m3 drone storage compared to the 25mbit/s drone bandwidth/25m3 drone storage on the Nighthawk. And since the Nighthawk can use rigs and Slave implants for tank, it can actually run 2 drone damage amplifiers if so desired.

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

Mournful Conciousness
Federal Navy Academy
Gallente Federation
#3982 - 2014-01-14 09:20:06 UTC
Arthur Aihaken wrote:
Mournful, out of curiosity… Why weren't you running a Nighthawk? Let me see if I can answer that for you…

Caldari Battlecruiser skill bonus per level:
7.5% bonus to Heavy Assault and Heavy Missile Kinetic damage

Compare: 5x T2 HMLs, 3x T2 BCs, V skills. No drones - just missiles.
• Nighthawk: HML, 341 DPS; 1347 volley, 62.9km range, 78.7m ER / 122m/s EV
• Damnation: HML, 320 DPS; 2020 volley, 94.3km range, 105m ER / 122m/s EV

DPS is marginally less, but the Damnation outranges the Nighthawk by 50% - and volleys are 50% greater also. The Nighthawk gets a nice kinetic bump (not included here), but that's pretty easy to counter… Damnation also gets 50mbit/s drone bandwidth/100m3 drone storage compared to the 25mbit/s drone bandwidth/25m3 drone storage on the Nighthawk. And since the Nighthawk can use rigs and Slave implants for tank, it can actually run 2 drone damage amplifiers if so desired.


In the proteus gank? I took the damnation because I wanted to give my stratios the best survival opportunity, we had an oneiros cloaked on standby and this toon currently happens to be sporting a fed navy gang link implant which I use for giving armour and web boosts to our c6 fleet.

I have a nighthawk, eos, damnation and claymore all fitted up in the pos ready to go and I use them all.

The claymore and nighthawk are fitted with 5 hams and gang links. But yes, the damnation is a wonderful ship. Strong, good PG, can support neuts easily. It has enough ehp to survive for a while if the logi pilot discos.

When I mentioned that missile application mods would not increase damage application what I mean to say is that low slot exp radius and velocity mods would replace the rigs, leaving the rig slots available for tank. Stacking penalties would discourage fitting rigs and low slot mods in both cases.

In your above comparison, you have demonstrated that the nighthawk applies missile damage a good deal more effectively than a damnation at the cost of 5% of dps. For my purposes the range penalty is not an enormous issue. The nighthawk is very attractive to me in a shield fleet. It can of course also fit 4bcs without compromising tank to make up for the deficiency.

Granted, it's not quite as strong and carries less tackle.

Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".

Mournful Conciousness
Federal Navy Academy
Gallente Federation
#3983 - 2014-01-14 12:53:48 UTC
I have a wry smile on my face at this point, as only 24 months ago I was lamenting how badly armour tanking sucked in comparison to shield, and how it was not possible to fit any gallente ship to stand a real chance in pvp. Really, at the time Gallente ships were the laughing stock of the pvp community. They were overwhelmed by shield tanked drakes and hurricanes.

It seems that the wheel has turned somewhat since then, or is it that in Eve we all assume that our chosen ship is the worst in all engagements?

Could it be that there is bias in our recollection, in that we have stronger memories of fights lost than fights won?

I would still not consider taking a myrmidon or brutix to a fight - their capacitors are not strong enough to allow them to survive. I would take a drake, but only with logistics available. But a cyclone... now that's a hell of a ship - even solo.

Solo, the deimos and ishtar shine in a way that other hacs cannot. Having said that, I have 1v1'd a well-fitted cerberus in an ishtar and was unable to make headway into its tank. Eventually (we're talking 20 minutes here) he managed to kill all my drones and start working on exhausting my cap charge supply. Of course this kind of fight can only happen on SiSi. On tranquility, 20 minutes of non-stop pvp may as well be an eternity. It won't be a 1v1 for long...

I've also had a lot of success with the sacrilege, and friends of mine swear by the zealot. The vagabond is of course without peer for kiting blaster ships, particularly now that its capacitor is so strong it can MWD permanently.

I think there are a lot of options in Eve right now. Many more than there were 2 years ago. It's not perfect, but it's light years ahead of where it was. In those days you flew a drake or a hurricane or you died in a fireball.

And as Rise has said, we have missile damage application mods to come. When they arrive, shield missile ships are likely to start to outperform armour missile ships. Particularly the nighthawk!

Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".

Arthur Aihaken
CODE.d
#3984 - 2014-01-14 13:29:08 UTC
Mournful Conciousness wrote:
Could it be that there is bias in our recollection, in that we have stronger memories of fights lost than fights won?

Probably… Big smile

Quote:
And as Rise has said, we have missile damage application mods to come. When they arrive, shield missile ships are likely to start to outperform armour missile ships. Particularly the nighthawk!

That would be a welcome change. In the interim, my brief fling with Amarr missile ships is turning into a full-fledged courtship. I can't stand the way Minmatar ships look on general principal, and I've grown bored with Caldari hulls. Maybe I'll train for a missile Legion next...

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

Mournful Conciousness
Federal Navy Academy
Gallente Federation
#3985 - 2014-01-14 14:07:24 UTC
Arthur Aihaken wrote:

That would be a welcome change. In the interim, my brief fling with Amarr missile ships is turning into a full-fledged courtship. I can't stand the way Minmatar ships look on general principal, and I've grown bored with Caldari hulls. Maybe I'll train for a missile Legion next...


I would say that this is starting to look like a natural and normal evolution of your experience in Eve.

I think very often people are advised to start the game in caldari and gallente ships - they are after all the kings of PVE, to be later drawn either towards the brash elegance of the shiny imperial death bricks, or the guerrilla-style minmatar death traps.

In a fleet fight, i'm always happy to have amarr ships around me. I can rely on them still being there on the next server tick...

Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".

Arthur Aihaken
CODE.d
#3986 - 2014-01-14 16:55:39 UTC
Mournful Conciousness wrote:
I would say that this is starting to look like a natural and normal evolution of your experience in Eve.

I think very often people are advised to start the game in caldari and gallente ships - they are after all the kings of PVE, to be later drawn either towards the brash elegance of the shiny imperial death bricks, or the guerrilla-style minmatar death traps.

In a fleet fight, i'm always happy to have amarr ships around me. I can rely on them still being there on the next server tick...

I know this is a poor excuse, but I was drawn to the Caldari because I liked the aesthetic appeal of the ships as a whole. But this is a valid observation, and I can't help but think that the root of the problem is how PvE is treated in EVE.

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

Kesthely
State War Academy
Caldari State
#3987 - 2014-01-14 16:56:59 UTC
Mournful Conciousness wrote:


And as Rise has said, we have missile damage application mods to come. When they arrive, shield missile ships are likely to start to outperform armour missile ships. Particularly the nighthawk!


Depending only on what becomes available ofcourse. Armor tank is still Better then shield, and on current mechanics a ham Sacriledge is scary if you use ahac principles in a fleet. if like guns they get the equivalent of tracking computers, and thus can opt to increase the damage application (short range small targets) or increase the range vs larger targets the sacrilege can become a truelly terror to bigger sig radius ships (battlecruiser and battleship blobs) due to sig tanking ahac mechanics.

Improveing damage application on Ham, HML and Torpedo's is a must; allowing more flexibility to the fits (or even in fights) with range / damage application altering mods is a must as well.
Arthur Aihaken
CODE.d
#3988 - 2014-01-14 17:16:59 UTC
Kesthely wrote:
Improveing damage application on Ham, HML and Torpedo's is a must; allowing more flexibility to the fits (or even in fights) with range / damage application altering mods is a must as well.

Truth be told, they just need to get rid of the Caldari-specific kinetic damage bonuses.

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

Vinyl 41
AdVictis
#3989 - 2014-01-15 05:05:42 UTC  |  Edited by: Vinyl 41
so missle application mods where would we place those:
lows - would need to saccrifice BCUs so we would need to go with some damage rigs and sacrifice 1-2 tank rigs - seems a bad idea
mids - so this one looks easy just kick the tps and replace but wait shield tanked ships tend to have 0-2 tps at best rest is tank and webs / points - hmm so we get into 2 problems we make tps obsolete and we get into no space to fit those - seems its time to remake TPs
high - missle ships usualy have 1 spare high slot so maybe those could go in here but that application mod would need to have so absurd stats since it would need to make a difference on the stats with just 1 mod
I am disposable
Republic University
Minmatar Republic
#3990 - 2014-01-15 06:50:43 UTC
Vinyl 41 wrote:
so missle application mods where would we place those:
lows - would need to saccrifice BCUs so we would need to go with some damage rigs and sacrifice 1-2 tank rigs - seems a bad idea


Swapping out the third BCU that is so common on shield tanking missile boats would yield much better results in most cases. Armor tanking missile boats might have trouble fitting them but they have more flexibility in mid slots for TPs and/or webs. I think it's obvious that low slots are where such modules should go.
Arthur Aihaken
CODE.d
#3991 - 2014-01-15 07:02:23 UTC  |  Edited by: Arthur Aihaken
Lows would be preferable for a ballistic enhancer. I'd even trade a few more mids for lows so I can run an armor tank instead.

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

Vinyl 41
AdVictis
#3992 - 2014-01-15 07:18:28 UTC
I am disposable wrote:
Vinyl 41 wrote:
so missle application mods where would we place those:
lows - would need to saccrifice BCUs so we would need to go with some damage rigs and sacrifice 1-2 tank rigs - seems a bad idea


Swapping out the third BCU that is so common on shield tanking missile boats would yield much better results in most cases. Armor tanking missile boats might have trouble fitting them but they have more flexibility in mid slots for TPs and/or webs. I think it's obvious that low slots are where such modules should go.


this still leaves us with what 1 aplication ench so what ******* godly % to stats must it add to make the missles work - this leaves the same problem as making it a high slot mod - you would need 2 of those to make them balanced and thats kinda gimping your damage or fit
best would be to make a remake the TP mechanics to the proposed missle aplication enchanters
Kesthely
State War Academy
Caldari State
#3993 - 2014-01-15 10:39:18 UTC
Arthur Aihaken wrote:
Kesthely wrote:
Improveing damage application on Ham, HML and Torpedo's is a must; allowing more flexibility to the fits (or even in fights) with range / damage application altering mods is a must as well.

Truth be told, they just need to get rid of the Caldari-specific kinetic damage bonuses.


In favor of what? Eg Cerberus has a kin bonus, but even with that kinetic bonus its missiles compare poorly compared with other hacs, switching to allround bonus allows more flexibility yes, but it still doesn't improve the fact that it still poorly compared with other hacs in terms of damage application.

Its paper dps, is good, better even then some or most other hacs but its the application of that dps where its lacking severly 1/3rd more paper dps results in 1/2 applied dps or worse.

a single bonus like the caldari missile boats get isn't optimal, but its far from the worst thing thats happening. Look at it this way, if you see a fleet of zealots, you know your going to face EM/Therm damage, if you see Deimos, you know that Kin/Therm is the thing to worry about, and if you see vagabonds its Kin/Exp, seeing a Cerberus and knowing your probably going to face Kin isn't the worst thing, but knowing that if you face cerbs that you only have to take out the tackle to reduce the fleets dps by 50% is!
Vinyl 41
AdVictis
#3994 - 2014-01-15 11:03:12 UTC  |  Edited by: Vinyl 41
so how to change TP mechanics well how about we add a bonus to missle application but only for the ship thats causing the effect leaving the global signature radius there ( maybe a 15% radius and 10% velocity - numbers just out of head ofc those would be stacking penalized ) or maybe smt similar could get incorporated into a new skill that when atacking a painted target your missles get 2-3% per lvl increased aplication stats - i kinda like the second idea because i think that eve lacked in the active prereq skill department
on a side note is that the fix all the missle fanboys want prolly since the base stats on the different missles still would require tweaking still equiping a TP or having a TP bonused ship will have a good reason
Mournful Conciousness
Federal Navy Academy
Gallente Federation
#3995 - 2014-01-15 16:46:08 UTC
Vinyl 41 wrote:
...so what ******* godly % to stats must it add to make the missles work ...


Missiles do work, just not the way you'd like them to.

The trick in eve is to adapt one's strategy to the tools available. I can assure you that the CCP devs will not make the tools you want, because they know that you (and I) are biased, favouring tools that give us all the advantages and none of the drawbacks.

The way to look at your chosen weapons system is not from your own eyes, seeing your vulnerabilities, but from your target's perspective. What will he be worrying about when he encounters you? Can you do something to your ship that will make his day worse?

Start thinking this way and your fits and strategies, whether using missiles or any other weapon, will become more successful. It's not a natural way to think unless you were born a psychopath - humans are generally not natural killers of other humans. But this is what you must train yourself to do - exploit the weak, and drive home your victory without a second thought.

It's common for early eve PVPers to feel a sense of "sunk cost" in their chosen strategy, fit or selection of weapons - often in all situations. Every opponent is different, with different vulnerabilities and strengths. Missiles are not suitable for every pvp encounter. Neither are blasters, or afterburners, or microwarp drives. Some ships are just so good that no other single ship can defeat them at all. When these guys are encountered, it's not your weapon's fault. It's the fact that your opponent made the better ship selection that day (or you made the wrong call in engaging him).

You have to learn to roll with it.

Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".

Vinyl 41
AdVictis
#3996 - 2014-01-15 17:04:42 UTC  |  Edited by: Vinyl 41
im not that biased towards any weapon system for me missles should be a below avarage dps system that should reliable apply its damage over the whole range - kinda like a DoT effect - right now we have an ongoing crusade against the shadows of the evil drake fleets that roamed the eve universe not so long ago - thats what i call biased againt a weapon system Twisted
will CCP listen to this idk but we can be sure they will deploy all their resources to pump out more deployables thats sure Twisted haha
but ok now lets go back to the topic on how to fix the missles
Arthur Aihaken
CODE.d
#3997 - 2014-01-15 17:41:11 UTC  |  Edited by: Arthur Aihaken
Kesthely wrote:
In favor of what? Eg Cerberus has a kin bonus, but even with that kinetic bonus its missiles compare poorly compared with other hacs, switching to allround bonus allows more flexibility yes, but it still doesn't improve the fact that it still poorly compared with other hacs in terms of damage application.

Just changing it to a standard missile damage bonus would go a long way with damage application. It might even be enough without a ballistic enhancer module.

Vinyl 41 wrote:
so how to change TP mechanics…

I'm inclined to leave TP mechanics the way they are, as they're a form of EW. Truthfully, stasis webs are overpowered - and that's part of the problem. They should really have a 20-30% effect (max), because they make it altogether too easy to apply damage. What we really need is a low-slot passive ballistic enhancer that yields -10% explosion radius, +10% explosion velocity and say 5-10% missile velocity (stacking penalized with other modules and rigs, of course). This would then take the place of a third or fourth ballistic controller.

Mournful Conciousness wrote:
The way to look at your chosen weapons system is not from your own eyes, seeing your vulnerabilities, but from your target's perspective. What will he be worrying about when he encounters you? Can you do something to your ship that will make his day worse?

Don't bring a missile to a gun fight, and if you find yourself in a fair fight - you're doing it wrong. Lol

Vinyl 41 wrote:
im not that biased towards any weapon system for me missles should be a below avarage dps system that should reliable apply its damage over the whole range

Oh, pretty sure we're already there… the only problem is damage application. Since most Caldari ships need their miss for tanks in PvP applications, a low-slot ballistic enhancer that frees up the use of rigs is the best recourse.

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

Vinyl 41
AdVictis
#3998 - 2014-01-15 17:58:31 UTC  |  Edited by: Vinyl 41
problem is that TP in its current form is considered medicore at best - im sick of the jokes that you need 10 TPs and 10 webs to make most missles work
most pvp ships have at best 3 bcus so giving away 2 of those will gimp the dps very hard forcing you to invest into rigs - thats a tricky situation - ofc CCP could up the base damage on some missles here but thats not gonna happen
Arthur Aihaken
CODE.d
#3999 - 2014-01-15 18:26:17 UTC  |  Edited by: Arthur Aihaken
Vinyl 41 wrote:
problem is that TP in its current form is considered medicore at best - im sick of the jokes that you need 10 TPs and 10 webs to make most missles work

I think if you look at the effective range for TPs they're more suitable as fleet or support tools than active PvP. And it's not quite as extreme as needing 10 EW modules; rigors will trump a target painter and a web will trump both combined.

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

scorchlikeshiswhiskey
Totally Abstract
O X I D E
#4000 - 2014-01-15 18:45:44 UTC
Arthur Aihaken wrote:
Vinyl 41 wrote:
problem is that TP in its current form is considered medicore at best - im sick of the jokes that you need 10 TPs and 10 webs to make most missles work

I think if you look at the effective range for TPs they're more suitable as fleet or support tools than active PvP.

I would agree with that statement. Also that TP's aren't a missile support, they're support for every weapon type.

If any module or mechanic were to be changed or added in this sense, I would want some type of way to scram targets at range and make use of the real range of the long range missiles. Balance would be key; it would have to have drawbacks that would make situation and not just an automatic choice, possibly a velocity reduction to the ship or a sig bloom on the host ship so that you would not want to use it in close range. Those are just off the top of my head, but I think a module like this would add a dimension to combat while, if balanced properly, not providing an OP module.

Maybe, in keeping with passive tank, it would have a short cycle time and a large cap usage?
Or possibly, due to interference from the host ship, it would have a minimum activation range of 30km?

I realize that I threw out an idea without numbers, but I'm not that deep into Eve mechanics that I can come up with a raw-data prototype.