These forums have been archived and are now read-only.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

Change how the specific damage type bonus on missiles works

Author
Arthur Aihaken
CODE.d
#21 - 2014-03-06 20:51:00 UTC
Mike Voidstar wrote:
You mean in terms of scifi tech? Sure.

Actually, I meant in terms of the actual game mechanics, ie: 25% of "0" is still "0". It would be great for L4 missions - you could just run Inferno and be done with it.

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

Bertrand Butler
Cras es Noster
#22 - 2014-03-06 20:52:23 UTC  |  Edited by: Bertrand Butler
Mike Voidstar wrote:
If I then use a different ammo that is in all ways identical to the others, but does not do the 50% extra, am I still performing at that balanced level?


YES. Thats the whole point. The hulls are already balanced for that. You are mistaking flexibility with power. A damage bonus limit that does not essentially limit power (DPS) is no limit at all.
Mike Voidstar
Voidstar Free Flight Foundation
#23 - 2014-03-06 20:58:23 UTC
Bertrand Butler wrote:
Mike Voidstar wrote:
If I then use a different ammo that is in all ways identical to the others, but does not do the 50% extra, am I still performing at that balanced level?


YES. Thats the whole point. The hulls are already balanced for that.


Ah... Ok...

You realize that makes no sense right? If 100 dps is the balanced level for a hull, arbitrarily declaring 70 dps also balanced is insane.

Missiles as a system are balanced with fully selectable damage. Those hulls are not magically balanced when you take that damage away by switching to a different ammo type.
Mike Voidstar
Voidstar Free Flight Foundation
#24 - 2014-03-06 21:01:54 UTC
Arthur Aihaken wrote:
Mike Voidstar wrote:
You mean in terms of scifi tech? Sure.

Actually, I meant in terms of the actual game mechanics, ie: 25% of "0" is still "0". It would be great for L4 missions - you could just run Inferno and be done with it.


I have no idea how the game is coded. However it would be a simple mathmatical function to find (Damage*.5). The ability to apply that in whatever flavor you want may not currently exist but should not be terribly hard to figure out.
Arthur Aihaken
CODE.d
#25 - 2014-03-06 21:03:06 UTC  |  Edited by: Arthur Aihaken
Bertrand Butler wrote:
YES. Thats the whole point. The hulls are already balanced for that. You are mistaking flexibility with power. A damage bonus limit that does not essentially limit power (DPS) is no limit at all.

Which hulls? T2 - T3? Because they don't have the standard 0-20-40-50 resistances.

Mike Voidstar wrote:
I have no idea how the game is coded. However it would be a simple mathmatical function to find (Damage*.5). The ability to apply that in whatever flavor you want may not currently exist but should not be terribly hard to figure out.

Me neither, I was just curious. I like the idea of EM+kinetic, Thermal+kinetic and Explosive+kinetic damage.

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

Anhenka
The New Federation
Sigma Grindset
#26 - 2014-03-06 21:03:31 UTC  |  Edited by: Anhenka
Mike Voidstar wrote:
Bertrand Butler wrote:
Mike Voidstar wrote:
If I then use a different ammo that is in all ways identical to the others, but does not do the 50% extra, am I still performing at that balanced level?


YES. Thats the whole point. The hulls are already balanced for that.


Ah... Ok...

You realize that makes no sense right? If 100 dps is the balanced level for a hull, arbitrarily declaring 70 dps also balanced is insane.

Missiles as a system are balanced with fully selectable damage. Those hulls are not magically balanced when you take that damage away by switching to a different ammo type.


But 100dps is not the only benchmark for determining balanced level for a hull. The ability to do 100 dps of X damage, or only 70 dps of Y damage is one part of the multitude of factors that go into balancing the ship as a whole. The limited spectrum of being able to only apply full damage when using a specific type of ammunition is a negative factor without which they would be forced to impose alternative penalties to either raw ship stats or tone back damage/application bonuses across the whole hull in order to compensate for the new greater level of tactical flexibility.
Mike Voidstar
Voidstar Free Flight Foundation
#27 - 2014-03-06 21:08:31 UTC
The tactical flexability remains unchanged.

You dont get to do full damage of any type you want. You can only select normal damage, with the bonus being applied to the fixed type.

The hulls are not operating at a balanced level at the reduced total dps. If they were, the bonused dps would be overpowered, and I am pretty sure a 50% overpowered amount of dps would not go unnoticed fot long.
Inspiration
#28 - 2014-03-06 21:12:29 UTC  |  Edited by: Inspiration
A thermal missile suddenly doing a lot of another damage type makes no sense at all. And to be fair, a missile doing just one type of damage makes no sense either. Besides that, a weapon system such as missiles by nature is designed to deliver different forms of damage and can have different types of tracking mechanisms, and tracking duration etc.

In other words, missiles are a form of smart or guided ammunition, flexible, a bit like drones in some regards. The whole point of making a system so bulky (compared to turrets) makes no sense without some cleverness in the missiles. In a way, missiles sit between drones and turrets.

This leaves us with the situation that the current damage type specific bonuses make no sense at all whatsoever and same goes for a missile speed or flight time bonus. On the other hand, rate of fire bonuses make perfect sense.

Considering all this, I have to say no. Replacing one broken system with another even weirder broken system is not progress. All it does is waste resources and make the code more complicated, hindering a sensible implementation at some future point in time.

I am serious!

Anhenka
The New Federation
Sigma Grindset
#29 - 2014-03-06 21:15:59 UTC  |  Edited by: Anhenka
Mike Voidstar wrote:
The tactical flexability remains unchanged.

You dont get to do full damage of any type you want. You can only select normal damage, with the bonus being applied to the fixed type.

The hulls are not operating at a balanced level at the reduced total dps. If they were, the bonused dps would be overpowered, and I am pretty sure a 50% overpowered amount of dps would not go unnoticed fot long.


I normally don't stray into anything that can be considered a personal attack, but if you are unable to understand why giving what is already considered to be a balanced ship the ability to deal an extra 25-50% damage regardless of ammo choice on a ship specifically restricted from dealing full damage except within narrow boundaries is a tactical buff, then this thread is already dead in the water.
Mike Voidstar
Voidstar Free Flight Foundation
#30 - 2014-03-06 21:25:25 UTC
I leave the complexity of the code to the coders.

CCP likes the flavor specific damage bonus. That has had a lot of discussion, and they were clear that the specific bonuses were not going anywhere, despite the issues inherant with their balance. I suggest this as an alternative to keep both the balance simple and the flavor bonus with its inherant drawbacks intact.

As to what a missile is IRL vs. whatever we are sending off through fluidic space at our enemies in New Eden, I agree that most missile bonuses are weird, as the weapon has little relationship with its launcher. Unlike turrets, missiles should not be getting much from the ships systems to aid them. However, this is scifi--- and other than a lack of brass and polish pretty much a 50's Flash Gordon scifi at that... Stuff does not need to make sense, just be fun.
Mike Voidstar
Voidstar Free Flight Foundation
#31 - 2014-03-06 21:34:15 UTC
Anhenka wrote:
Mike Voidstar wrote:
The tactical flexability remains unchanged.

You dont get to do full damage of any type you want. You can only select normal damage, with the bonus being applied to the fixed type.

The hulls are not operating at a balanced level at the reduced total dps. If they were, the bonused dps would be overpowered, and I am pretty sure a 50% overpowered amount of dps would not go unnoticed fot long.


I normally don't stray into anything that can be considered a personal attack, but if you are unable to understand why giving what is already considered to be a balanced ship the ability to deal an extra 25-50% damage regardless of ammo choice on a ship specifically restricted from dealing full damage except within narrow boundaries is a tactical buff, then this thread is already dead in the water.


I understand what you dont like. I disagree that it disturbs the balance of the ship as much as you seem to. I consider the reduction of offtype damage to be an unnwarrented and uncompensated nerf to the weapon system as used on those hulls. When something underperforms, it does not need a nerf to balance fixing that.

Those ships are only balanced when using the proper ammo. The weapon is balanced when it has the selclectable damage intact. Allowing the ship to actually use its advantages should not require compensation.
Phaade
Know-Nothings
#32 - 2014-03-06 21:38:26 UTC
Anhenka wrote:
Um.... No.

That either buffs all the other non bonused missiles to the same raw damage level as the type with the bonuses, or you now need to implement a nerf to the other missiles specific to that hull in order to bring them back down to the previous level of total damage, at which point they are even less useful then they were previously.

Also issues with missiles that were previously doing pure damage of one type now doing weird mixtures of things like EM/Kinetic.

But frankly, the major issue is that you don't have a reason why kinetic only bonused ships deserve to have that same bonus applied to the raw damage output of the other missile type. This would be a major buff to all kinetic bonused ships without having any drawback, and such a buff needs a lot of support to justify.

-1



You don't think well, do you?

This change would be great.
Anhenka
The New Federation
Sigma Grindset
#33 - 2014-03-06 21:47:12 UTC
Mike Voidstar wrote:

I understand what you dont like. I disagree that it disturbs the balance of the ship as much as you seem to. I consider the reduction of offtype damage to be an unnwarrented and uncompensated nerf to the weapon system as used on those hulls. When something underperforms, it does not need a nerf to balance fixing that.

Those ships are only balanced when using the proper ammo. The weapon is balanced when it has the selclectable damage intact. Allowing the ship to actually use its advantages should not require compensation.


You are not getting a reduction to the other ammo's. You are getting a buff to one ammo. It's a very important difference.

The baseline for "balanced" for a ship like the drake is having a single extremely strong bonus towards a single damage type.
It's not balanced as though it were capable of dealing that level of DPS with all damage types, it is balanced with the restriction of only being able to deal that much dps with kinetic.

If you were to change the Drakes "10% damage bonus to kinetic missiles per level" into "10% extra damage in a kinetic form to all missiles per level", it would be at a far stronger level than it was previously, because it no longer has to stay in kinetic damage to apply the bonus damage, a factor which was taken into consideration during the process where the ships stats and bonuses were decided.

TLDR: The ships with kinetic only damage bonuses are not under-performing, they are performing precisely as intended given the stats which they were given by CCP. If performance is increased by removing drawbacks, either additional drawbacks must be implemented, or bonuses removed to keep the ships capabilities in line with current.
Mike Voidstar
Voidstar Free Flight Foundation
#34 - 2014-03-06 22:01:07 UTC
There is no sensible way to make that logic work.

The idea of selectable damage as a tactical advantage is tenuous at best, making use of different base resists and likely builds. The situations where it would be useful happen extremely rarely... You either have to have inside knowledge of your enemy or else someone with a ship scanner... Who here regularly employs a ship scanner before selecting ammo? Right... Probably no one.

That said, it is a balance point of missiles as a weapon system that they be capable of selecting their damage. The Drake gains nothing from having that advantage so drastically reduced if not using kinetic ammo.

If the balance point is to limit the effectiveness of the bonus, then applying the bonus damage as a fixed type does that without reducing the hull to a joke when using something else.

It does not create some kind of tactical choice.... You use kinetic, because the only time it would not be better to do so is if you were knowingly going out to face someone with extremely high kinetic resists.... In which case you dont change ammo, you change ships.
Anhenka
The New Federation
Sigma Grindset
#35 - 2014-03-06 22:26:36 UTC  |  Edited by: Anhenka
Mike Voidstar wrote:
There is no sensible way to make that logic work.

The idea of selectable damage as a tactical advantage is tenuous at best, making use of different base resists and likely builds. The situations where it would be useful happen extremely rarely... You either have to have inside knowledge of your enemy or else someone with a ship scanner... Who here regularly employs a ship scanner before selecting ammo? Right... Probably no one.

That said, it is a balance point of missiles as a weapon system that they be capable of selecting their damage. The Drake gains nothing from having that advantage so drastically reduced if not using kinetic ammo.

If the balance point is to limit the effectiveness of the bonus, then applying the bonus damage as a fixed type does that without reducing the hull to a joke when using something else.

It does not create some kind of tactical choice.... You use kinetic, because the only time it would not be better to do so is if you were knowingly going out to face someone with extremely high kinetic resists.... In which case you dont change ammo, you change ships.

Let me tell you about the time in Tribute 150 Goon drakes all spewed kinetic missiles at my double kinetic hardener fit, overheated 97% kinetic resist Phobos. (Completely true story btw)

Slowboated all the way back to gate, 13km away, and jumped out. All because they decided that their 50% bonus to kinetic was worth shooting straight into my 97% kinetic resists instead of swapping to unbonused explosive and hitting me in a mere mid 80's% resist. If they were able to deal the same raw DPS with all missiles (even if part of that was kinetic) as they could with kinetic, I would have been long dead from the far greater number of people who were using primarily explosive/em/therm damage.

And inside knowledge is not required. I'm never going to engage a vagabond fleet while in a zealot fleet because I know that using EM/Them against t2 Min shield ships is a waste of time. I certainly don't need a ship scanner to tell me the most likely to be lowest or highest resist profile for popular fits on popular ships.

People may not use a combat scanner, but lots and lots of experienced players will change ammo types before engaging another gang based off their own knowledge about the most likely effective damage type to deal.

Giving an equal amount of raw damage to the other missile types is a near total removal of the bonus only applying to kinetic. 100dps of kinetic, or 66dps of explosive and 34 of kinetic, or 66/34% EM/kin, or therm/kin, it's about as effective in 99% of situations as 100dps of a specific type. And in an as many situations as the portion of kinetic reduces actual applied dps, there is an equal number where having the kin portion increases applied DPS.

It's not quite as perfect as a simple 10% damage bonus per level to all missile types, but in PvP where mostly omni tanks are prevalent, it's a massive buff as compared to only applying the dps to kinetic missiles.

And a 10% to all missile damages would be a huge buff to only Kin missile bonused ships, deserving of a commensurate nerf to either damage or ship stats. Your arguments about why it is not a massive buff are still non effective, as they all somehow revolve around the idea that the full kin bonus was the ideal amount of damage for one of these ships to deal, and that the inability to deal the same amount with the other missiles was not a factor that permitted them to be given significantly higher stats than could be justified with a 10% to all missile damage bonus.
Mike Voidstar
Voidstar Free Flight Foundation
#36 - 2014-03-06 22:34:56 UTC
Except they dont have 'significantly higher stats'.

They are roughly equal in performance with kinetic damage.

Your story proves the point. They didnt have a tactical choice. Even a fleet the size you speak of didnt bother sparing a guy to scan your fit and adjust the damage output, because in almost every situation its not really a choice. The benefit of their weapon was removed, allowing you to radically alter the outcome.

These ships do not have a one third advantage anywhere else that justifies a 3/4 reduction in options.
Kaerakh
Obscure Joke Implied
#37 - 2014-03-06 22:44:51 UTC
It took me a second after looking at it to get what the OP was talking about. I think it's interesting, but has some potential balancing repercussions. One of the primary downsides of missiles is that you're putting all of your damage eggs in one basket. This would remove that downside. So it's a bit dangerous from a balancing standpoint.
Mike Voidstar
Voidstar Free Flight Foundation
#38 - 2014-03-06 22:58:25 UTC
Kaerakh wrote:
It took me a second after looking at it to get what the OP was talking about. I think it's interesting, but has some potential balancing repercussions. One of the primary downsides of missiles is that you're putting all of your damage eggs in one basket. This would remove that downside. So it's a bit dangerous from a balancing standpoint.


That actually was the bigger concern in suggesting it rather than the 'boost' to other ammo types. Again though, the ship already does that damage, and being able to pick the type is supposed to be a benefit to that weapon system. In this case you still dont get to choose the bonus, so you are no better or worse off than a turret user.
Anhenka
The New Federation
Sigma Grindset
#39 - 2014-03-06 23:02:11 UTC  |  Edited by: Anhenka
Mike Voidstar wrote:
Except they dont have 'significantly higher stats'.

They are roughly equal in performance with kinetic damage.

Your story proves the point. They didnt have a tactical choice. Even a fleet the size you speak of didnt bother sparing a guy to scan your fit and adjust the damage output, because in almost every situation its not really a choice. The benefit of their weapon was removed, allowing you to radically alter the outcome.

These ships do not have a one third advantage anywhere else that justifies a 3/4 reduction in options.


Anyone not a braindead f1 monkey, and even a good portion of those know not to shoot kinetic at an armor Phobos, or a shield Ishtar, because of natural resists. Hitting me with any type besides kinetic would have done around 5x as much actual damage per dps. No ship scanner required.

As far as the stats go, they are there. They might not be a super obvious spell it out for you role bonus, but either the ships very high base stats + 10% kin damage (damage bonuses above 5% are super rare) per level bonus + excellent tank bonus (in the case of the drake), or the extremely potent combination of double projection and double damage bonuses (Cerberus) makes them excellent ships, even when partially pigeonholed into kinetic in order to deal full damage. That number or power of incredibly synergistic bonuses are a real rarity on ships in eve.

New Cerb is a monster, capable of ripping apart both frigs and cruisers with long range 700dps HAM's while being fast, agile, sturdy, and dealing more raw and applied dps than just about any non blaster cruiser besides a max skill Ishtar with Ogres or Gardes.

Nighthawk is a tanky, dps monster, as is the Cerb, Drake is ok for how tanky it is.

Raven and rook and caracal don't even have a kinetic bonus and are still excellent ships.

These ships are not underperforming. These ships are already incredibly strong in a wide variety of situations.

Despite all your whining about how it's not fair, all of these ships are still amazing in their respective roles (Well rook is iffy, but that's much more an ECM issue) They sure as hell don't need more buffs for non kinetic missiles. Even currently unbonused missiles on a Cerberus scare the **** out of me when I'm roaming.

So why do we need to buff ships that certainly show no lack of strength?
Mike Voidstar
Voidstar Free Flight Foundation
#40 - 2014-03-07 00:04:37 UTC
Anhenka wrote:

As far as the stats go, they are there. They might not be a super obvious spell it out for you role bonus, but either the ships very high base stats + 10% kin damage (damage bonuses above 5% are super rare) per level bonus + excellent tank bonus (in the case of the drake), or the extremely potent combination of double projection and double damage bonuses (Cerberus) makes them excellent ships, even when partially pigeonholed into kinetic in order to deal full damage. That number or power of incredibly synergistic bonuses are a real rarity on ships in eve.

New Cerb is a monster, capable of ripping apart both frigs and cruisers with long range 700dps HAM's while being fast, agile, sturdy, and dealing more raw and applied dps than just about any non blaster cruiser besides a max skill Ishtar with Ogres or Gardes.

Nighthawk is a tanky, dps monster, as is the Cerb, Drake is ok for how tanky it is.

Raven and rook and caracal don't even have a kinetic bonus and are still excellent ships.

These ships are not underperforming. These ships are already incredibly strong in a wide variety of situations.

Despite all your whining about how it's not fair, all of these ships are still amazing in their respective roles (Well rook is iffy, but that's much more an ECM issue) They sure as hell don't need more buffs for non kinetic missiles. Even currently unbonused missiles on a Cerberus scare the **** out of me when I'm roaming.

So why do we need to buff ships that certainly show no lack of strength?


Yes, the Drake in particular has an exceptional bonus. It's tank bonus is standard across many Caldari hulls....and is just 'ok' in your own estimation.

Cerb puts out great damage... and even then you had to qualify that damage as exceptional except for non-blaster, non-drone ships... so great damage at range of a completely predictable type while using a weapon system designed to not be predictable?

That may be the first good comment about the Nighthawk I have ever seen.

Raven, Rook and Caracal all prove my point that the suggestion would not overpower the ships it does appy to.

I am not whining that anything is not fair. I have never even been in any of those ships other than a Drake, which I sold a few hours later because I didn't like it. The forum kneejerk reaction of "OMG, BUFFS MUST COME WITH NERFS" does not need to apply here, because the performance of these ships would not be improved beyond their current levels.

I am well aware that people with a choice don't shoot certain damage types at certain advanced hulls. The point is that missiles as a whole are balanced with that fact in mind. Denying them that choice is unwarranted given the performance of those hulls.

We can disagree on that point, it really does not bother me.