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Player Features and Ideas Discussion

 
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Change how the specific damage type bonus on missiles works

Author
Humang
Sudden Buggery
Sending Thots And Players
#61 - 2014-03-08 03:26:18 UTC  |  Edited by: Humang
Yes sorry, I worded it poorly.
Daichi Yamato wrote:
Most? The amount of caldari missile boats with ONLY a kinetic bonus are a minority. Missile boats that get a bonus to all damage types, plus a little extra kinetic is the majority.

I'm not saying that it isn't already powerful as it is now, but with what other ships do you no longer take advantage of a hulls weapon bonus when you simply swap to a different type of ammo? (the Talwar is in the same situation, and should share the same changes if they go through)

Daichi Yamato wrote:
Maybe think about it how amarrs ganky ships only do em and thermal, galentes do only therm and kin(or sacrifice dps for exp damage) and projectile t2 ammo only does exp and kinetic. Seems everyone gets their max damage set-ups restricted to damage types at some point.

There you are comparing turret to missiles, two different systems; they have different kinds of damage application an different methods for damage mitigation. Turrets are chanced based and have the potential to do critical shots or miss, missiles offer consistent damage but are more situational and predictable.

Missiles should be different; whats the point of having such a flexible weapon but not being able to use it to it's full potential? If this change requires doing a little less damage then I can live with that, but if it makes missiles and caldari missile boats more unique and adaptable then that's more desirable.

EDIT:
Arthur Aihaken wrote:
And the Phoenix also has a kinetic bonus.

That's a good point, I can't really comment on it since I've never used one, though I understand that it's one of the lease used of the dreads.

I know I keep saying it, but missiles should be about adaptability, and caldari traits should mirror this.

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Anhenka
The New Federation
Sigma Grindset
#62 - 2014-03-08 04:08:46 UTC
Humang wrote:

I know I keep saying it, but missiles should be about adaptability, and caldari traits should mirror this.

Swap a 10% kinetic damage for a 5% to all then?

A drop from 10% kinetic to 7.5% Omni damage boost would not, imo, be a considerable enough drop considering the typical damage bonus for non kinetic missile bonuses and gun bonuses is 5% damage or Rof/level

Except that there are plenty of ships with 5% kinetic bonuses. Halving the kinetic and changing to omni would result in really wonky 2.5% per level bonuses that are not present in any other ship afaik.

How do we deal with transitioning ships with a 10% bonus, and those with a 5% bonus per level?

All of this depends ofc on the belief that ships with a kinetic only bonus need to be changed, which I do not personally believe.
But if we were going to change them, how would we change them to ensure that it's not an overall buff or nerf?
Mike Voidstar
Voidstar Free Flight Foundation
#63 - 2014-03-08 04:39:31 UTC
Daichi Yamato wrote:
Most? The amount of caldari missile boats with ONLY a kinetic bonus are a minority. Missile boats that get a bonus to all damage types, plus a little extra kinetic is the majority.

For the most part (basically everything but condors, maybe crows and drakes) they already do decent omni damage, but get a good boost on top of that with kinetic damage.

Maybe think about it how amarrs ganky ships only do em and thermal, galentes do only therm and kin(or sacrifice dps for exp damage) and projectile t2 ammo only does exp and kinetic. Seems everyone gets their max damage set-ups restricted to damage types at some point.



The issue there is that those turret systems are designed with set damage types from the ground up. The only weapon system that becomes restricted to type by T2 Ammo are projectiles. All other weapons are the same regardless of which hull or ammo used.

Anhenka wrote:
All of this depends ofc on the belief that ships with a kinetic only bonus need to be changed, which I do not personally believe.
But if we were going to change them, how would we change them to ensure that it's not an overall buff or nerf?


If a nerf is needed, which we already covered I do not agree, it would be tiny. I would agree if the bonus was going to be an Omni buff to all damage, then a strong nerf would be in order... This just changes a portion of the damage the ship would be doing anyway to a different type---which can be a powerful tactical tool, but it's also one the weapon system is balanced to have compared to the other weapons.
Humang
Sudden Buggery
Sending Thots And Players
#64 - 2014-03-08 04:41:55 UTC  |  Edited by: Humang
Anhenka wrote:

Swap a 10% kinetic damage for a 5% to all then?

A drop from 10% kinetic to 7.5% Omni damage boost would not, imo, be a considerable enough drop considering the typical damage bonus for non kinetic missile bonuses and gun bonuses is 5% damage or Rof/level

Except that there are plenty of ships with 5% kinetic bonuses. Halving the kinetic and changing to omni would result in really wonky 2.5% per level bonuses that are not present in any other ship afaik.

How do we deal with transitioning ships with a 10% bonus, and those with a 5% bonus per level?

All of this depends ofc on the belief that ships with a kinetic only bonus need to be changed, which I do not personally believe.
But if we were going to change them, how would we change them to ensure that it's not an overall buff or nerf?


I agree that the caldari kinetic focus is fine, and CCP have stated that they like the kinetic flavor that caldari have, I have no issue there.

But I didn't mean replace the kinetic bonus with an omni-damage one, I meant reducing the kinetic bonus in parallel with the OP's changes; hence reducing the overall damage that they can do with kinetic missiles, but boosting the damage they can do with the other types.

I would have to leave the fine balancing up to CCP, but the basics of the OP's idea is that missiles fired from a ship with the kinetic bonus would always deal the missiles intended damage type, plus an additional amount as kinetic damage (based on the pilots level)

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Anhenka
The New Federation
Sigma Grindset
#65 - 2014-03-08 04:58:29 UTC
Humang wrote:

I agree that the caldari kinetic focus is fine, and CCP have stated that they like the kinetic flavor that caldari have, I have no issue there.

But I didn't mean replace the kinetic bonus with an omni-damage one, I meant reducing the kinetic bonus in parallel with the OP's changes; hence reducing the overall damage that they can do with kinetic missiles, but boosting the damage they can do with the other types.

I would have to leave the fine balancing up to CCP, but the basics of the OP's idea is that missiles fired from a ship with the kinetic bonus would always deal the missiles intended damage type, plus an additional amount as kinetic damage (based on the pilots level)


Yeah. The OP's idea is completely fine in principle. But damage is damage.10% extra kinetic damage on all missile types may not be quite as adaptable as 10% of the main damage type, but for PvP purposes, where Omnitanks are the norm, it's still 10% extra damage, since even ships with very high natural kinetic resists tend to have kinetic resists close to the other types after plugging the other holes with specific hardeners.

I'd consider a 10% kinetic bonus added onto the other three missile types to be on the same general power level increase as a 9 or 9.5% omni damage boost to those types, given the slightly reduced damage profile flexibility as compared to a 10% omni. Any way you cut it though, it's still a significant boost of applied dps in a wide number of situations where you want to apply the other damage types, which apparently the OP STILL doesn't understand.

I really don't know why I keep posting, if he does not understand that it's a buff by now, he probably will not until he is significantly more experienced with using missile ships in PvP himself or experience with having them used against him.
Mike Voidstar
Voidstar Free Flight Foundation
#66 - 2014-03-08 05:06:10 UTC  |  Edited by: Mike Voidstar
Anhenka wrote:

I really don't know why I keep posting, if he does not understand that it's a buff by now, he probably will not until he is significantly more experienced with using missile ships in PvP himself or experience with having them used against him.



It's not that I don't understand. I simply disagree that it is a boost to the same extent you do, or that the current focusing of a weapon system on one damage type balanced to be flexible remains balanced when using off bonus ammo. The situations where it would be beneficial to use ammo off bonus would be better served by swapping ships in most cases, not just ammo.

Omni-tanks actually argue against you. If all resists are roughly the same, then there is no benefit to switching to the off bonus ammo, and the change would not come into play.

It's ok. I don't actually have a dog in this race and I am Ok with you disagreeing with me on this point.
Daichi Yamato
Jabbersnarks and Wonderglass
#67 - 2014-03-08 16:26:45 UTC  |  Edited by: Daichi Yamato
Arthur Aihaken wrote:
Daichi Yamato wrote:
Most? The amount of caldari missile boats with ONLY a kinetic bonus are a minority. Missile boats that get a bonus to all damage types, plus a little extra kinetic is the majority.

I wouldn't necessarily say a minority... Kestrel, Condor, Hookbill, Crow, Buzzard, Hawk (6/6 frigates) ... Corax, Flycatcher (2/2 destroyers) ... Osprey Navy, Cerberus, Tengu (3/5 cruisers) ... Drake, Nighthawk (2/3 battlecruisers). I'm not saying there aren't exceptions, but other than battleships it's extremely prevalent. And the Phoenix also has a kinetic bonus.


no man, i think u've misread.

most ships get a boost to all damage types with an additional boost to kinetic damage to give them a dps edge over comparable ships.

the only missile ships that only ever get a boost kinetic damage and nothing else is a condor, crow and drake edit- and flycatcher. every ship u've mentioned beyond those three gets boosts to omni damage as well as kinetic.

though im exlcuding the corax because the only comparable ship is a talwar, which is focused into explosive damage, but also does not get that amazing 50% explosion velocity. For damage, the Corax is just better.

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