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[Kronos] Phoenix and Citadel Missiles

First post First post First post
Author
Rowells
Blackwater USA Inc.
Pandemic Horde
#61 - 2014-05-07 17:33:44 UTC
CCP Fozzie wrote:
Capqu wrote:


that's quite the stretch you must admit

edit: looks like you were either right or fozzie saw what you said and decided it fit the bill
66% sized topes etc


You think I secretly went back in time and made GMP apply to Citadel Missiles back in Retribution just to make you look bad? Lol

:tinfoil hat:
Capqu
Half Empty
xqtywiznalamywmodxfhhopawzpqyjdwrpeptuaenabjawdzku
#62 - 2014-05-07 17:36:06 UTC  |  Edited by: Capqu
CCP Fozzie wrote:
Capqu wrote:


that's quite the stretch you must admit

edit: looks like you were either right or fozzie saw what you said and decided it fit the bill
66% sized topes etc


You think I secretly went back in time and made GMP apply to Citadel Missiles back in Retribution just to make you look bad? Lol


no i was talking about the pos size increases being redundant if the torpedos indeed hit 2k signature immobile targets
(and the poster said maybe it was so guided missile precision skill 1 pilots could have fun in a capital)

nvm tho, please look @ warp speed rig thread
Angry Mustache
KarmaFleet
Goonswarm Federation
#63 - 2014-05-07 17:38:21 UTC  |  Edited by: Angry Mustache
Hey fozzie, ran some EFT tests with the new numbers, and they still aren't very rosy.

After patch, a all LV5 character will have torps at 2250 explosion radius, 52.5 explosion velocity.

Against linked carriers moving at full speed, the new torps are still only able to apply 60% of their nominal damage, while certainly better than the 50% now, it's still pretty pathetic. The explosion radius change means against linked armor carriers (using an archon for example) it's not possible to even hit a carrier standing still for full damage, because the sig of the carrier is now below the sig for the torps.

So the situation arises that you can't hit a triage carrier for full damage because you can't paint them to boost their sig.

An official Member of the Goonswarm Federation Complaints Department.

Capqu
Half Empty
xqtywiznalamywmodxfhhopawzpqyjdwrpeptuaenabjawdzku
#64 - 2014-05-07 17:40:01 UTC
Angry Mustache wrote:
Hey fozzie, ran some EFT tests with the new numbers, and they still aren't very rosy.

After patch, a all LV5 character will have torps at 2250 explosion radius, 52.5 explosion velocity.

Against linked carriers moving at full speed, the new torps are still only able to apply 60% of their nominal damage, while certainly better than the 50% now, it's still pretty pathetic. The explosion radius change means against linked armor carriers (using an archon for example) it's not possible to even hit a carrier standing still for full damage, because the sig of the carrier is now below the sig for the torps. so the situation arises that you can't hit a triage carrier for full damage because you can't paint them to boost their sig.


wow look at that i was right
TheMercenaryKing
Collapsed Out
Pandemic Legion
#65 - 2014-05-07 17:43:56 UTC  |  Edited by: TheMercenaryKing
TheMercenaryKing wrote:
CCP Fozzie wrote:


We're buffing the explosion velocity of Citadel Cruises by 38%, and nerfing their explosion radius by 14%.
We're buffing the explosion velocity of Citadel Torps by 75%, and nerfing their explosion radius by 50%.


One side effect of such significant changes is that the Torps would start doing reduced damage to starbase modules and to small towers themselves. So we're increasing the sig radius of all starbase structures that sit outside the shields from 2000 to 3000, small towers from 2000 to 4000 and medium towers from 4000 to 5000.

Let me know what you think.


First off, by Nerfing the Explosion radius, you me your increasing the value (larger radius)?

Stat || Current (No Skills) || Post (no skills)
Nova torp
Flight : 15s || 7.5s
Velocity: 1750m/s || 3500ms
Radius: 2000m || 3000m
Ex. Vel.: 20m/s || 35m/s

Nova Cruise
Flight : 20s || 15s
Velocity: 4250m/s || ~5700m/s
Radius: 1750m || 2000m
Ex. Vel.: 29m/s || 40m/s



OK, so at first i was worried that the Explosion radius was a bit much. After seeing that GMP does hit capital missiles, that would be up to a 25% reduction in sig.

After reviewing my old post:
https://forums.eveonline.com/default.aspx?g=posts&m=4079522#post4079522


Here is some math:

TheMercenaryKing wrote:

Broken down, the math becomes the following,
Missile Damage = the lowest of:

Base Damage * 1
not allowing more than base damage
Base Damage * (Target signature / explosion radius)
If the target is sitting still, aka "0 missile transversal"
Base Damage * [ (Target signature / explosion radius) * (explosion velocity / Target Velocity) ] ^ [ ln(drf) / ln(5.5)]
If the target is moving


Since the citadel torp drf=5.5, the damage is dependent on explosion velocity and target velocity since all capitals have a sig larger than 2000 (the explosion radius of a citadel torp). So if the explosion velocity is 30 and the target velocity in a moving archon is up to 70 (base):

Base damage * [ (2920 / 2000) * (30 / 70) ] ^ 1
Base damage * [ (1.46) * (0.43) ]
Base damage * (0.62)



old real math (30m was the velocity i made up without nerfing the radius)
Base damage * [ (2920 / 2000) * (20 / 70) ] ^ 1
Base damage * [ (1.46) * (0.28) ]
Base damage * (0.40)

New Torp:
Base damage * [ (2920 / 3000) * (35 / 70) ] ^ 1
Base damage * [ (0.97) * (0.5) ]
Base damage * (0.48)



While the ROF does give better DPS, I would rather have a less hard nerf onto the Radius in place of the ROF boost of the modules.
Klarion Sythis
Caldari Provisions
Caldari State
#66 - 2014-05-07 17:44:21 UTC
Did testing reveal that webs, paints, and rigors make the Phoenix a blap factory without an exp radius increase?

What about 2500 instead of 3000 to squeeze armor caps back into the full damage side of things?
Ptrum
Garoun Investment Bank
Gallente Federation
#67 - 2014-05-07 17:44:50 UTC
Not even sure if its in game or not, but how about letting us know what the towers resist are at when it has hardeners online via the info display?

Instead of guessing, or making some tower profile with a 3rd party program.
Querns
Science and Trade Institute
Caldari State
#68 - 2014-05-07 17:45:43 UTC
It's gonna be difficult to balance the explosion radius, unfortunately. A MWDing, shield fit maelstrom has a signature radius of about 2100 or so with the MWD on. (The reference values I am using are a little dated, so bonuses may drive the signature radius a little lower than what I am seeing, but certainly not below 2000.) Armor BS, on the other hand, have about half that. Granted, a battleship with its MWD on should be moving much faster than a citadel torp's explosion velocity, but **** happens during combat, and pilots can sort by target velocity just as easily as they can sort by angular velocity.

Getting a decrease in explosion velocity for citadel torps is probably going to have to be coupled with a decrease in the signature radius of shield battleships. I'm not saying this needs to happen for Kronos, but it's probably gonna have to happen before we can drop the explosion radius of citadel torps below 2000.

This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay.

Alexander McKeon
Perkone
Caldari State
#69 - 2014-05-07 17:45:45 UTC  |  Edited by: Alexander McKeon
I don't feel that the explosion radius nerf is necessary really. As others have mentioned, sieged dreads with signature links won't get hit for full damage; analogies related to the broad side of a barn come to mind.

You say that you're worried about it becoming a sub-cap blap monster, but I would disagree. A triple webbed / painted armor tanked Tengu (yes, armor tanked Tengus are normal where I live) will have a signature radius of about 330m, and velocity of 146 m/s with AB on. With a T2 rigor rig equipped, it's going to take only ~15% damage from citadel torpedoes, which is pretty pathetic when compared to what a Moros or Naglfar can apply.

I'm fine with the phoenix being able to apply 100% damage only to other capitals (though that better be a true 100%), with gun dreads having an advantage when it comes to sub-capital killing, but being unable to apply even half damage a webbed / painted Bhaalgorn is a problem in my book.

Even if the explosion radius were to be buffed, it still wouldn't pose a significant threat to painted battleships, much less cruisers, while ensuring full dps application to other dreads. Do remember that dread DPS is often a critical factor in breaking through the reps of armor T3 fleets.

Edit: Can we please also get a look at missile HP? If phoenixes are going to become usable in fleets, you can be sure someone will remember how to setup firewalls. No other dread can have it's damage negated by a few well-placed battleships, that shouldn't be true for the phoenix either.
TheMercenaryKing
Collapsed Out
Pandemic Legion
#70 - 2014-05-07 17:55:05 UTC
TheMercenaryKing wrote:
TheMercenaryKing wrote:
CCP Fozzie wrote:


We're buffing the explosion velocity of Citadel Cruises by 38%, and nerfing their explosion radius by 14%.
We're buffing the explosion velocity of Citadel Torps by 75%, and nerfing their explosion radius by 50%.


One side effect of such significant changes is that the Torps would start doing reduced damage to starbase modules and to small towers themselves. So we're increasing the sig radius of all starbase structures that sit outside the shields from 2000 to 3000, small towers from 2000 to 4000 and medium towers from 4000 to 5000.

Let me know what you think.


First off, by Nerfing the Explosion radius, you me your increasing the value (larger radius)?

Stat || Current (No Skills) || Post (no skills)
Nova torp
Flight : 15s || 7.5s
Velocity: 1750m/s || 3500ms
Radius: 2000m || 3000m
Ex. Vel.: 20m/s || 35m/s

Nova Cruise
Flight : 20s || 15s
Velocity: 4250m/s || ~5700m/s
Radius: 1750m || 2000m
Ex. Vel.: 29m/s || 40m/s



OK, so at first i was worried that the Explosion radius was a bit much. After seeing that GMP does hit capital missiles, that would be up to a 25% reduction in sig.

After reviewing my old post:
https://forums.eveonline.com/default.aspx?g=posts&m=4079522#post4079522


Here is some math:

TheMercenaryKing wrote:

Broken down, the math becomes the following,
Missile Damage = the lowest of:

Base Damage * 1
not allowing more than base damage
Base Damage * (Target signature / explosion radius)
If the target is sitting still, aka "0 missile transversal"
Base Damage * [ (Target signature / explosion radius) * (explosion velocity / Target Velocity) ] ^ [ ln(drf) / ln(5.5)]
If the target is moving


Since the citadel torp drf=5.5, the damage is dependent on explosion velocity and target velocity since all capitals have a sig larger than 2000 (the explosion radius of a citadel torp). So if the explosion velocity is 30 and the target velocity in a moving archon is up to 70 (base):

Base damage * [ (2920 / 2000) * (30 / 70) ] ^ 1
Base damage * [ (1.46) * (0.43) ]
Base damage * (0.62)



old real math (30m was the velocity i made up without nerfing the radius)
Base damage * [ (2920 / 2000) * (20 / 70) ] ^ 1
Base damage * [ (1.46) * (0.28) ]
Base damage * (0.40)

New Torp:
Base damage * [ (2920 / 3000) * (35 / 70) ] ^ 1
Base damage * [ (0.97) * (0.5) ]
Base damage * (0.48)



While the ROF does give better DPS, I would rather have a less hard nerf onto the Radius in place of the ROF boost of the modules.


New Torp (all 5s):
Base damage * [ (2920 / 2250 (GMP)) * (52.5 (TNP) / 87.5 (hostile navigation 5)) ] ^ 1
Base damage * [ (1.30) * (0.6) ]
Base damage * (0.78)
Mr Hyde113
#71 - 2014-05-07 17:58:14 UTC
Good stuff.

Now lets see this treatment applied to the Revelation
Turelus
Utassi Security
The Curatores Veritatis Auxiliary
#72 - 2014-05-07 17:59:35 UTC
Any chance of looking at the missile HP levels as well so we can see some of the missile actually hit during the smartbomb-tastic capital battles? :P

Turelus CEO Utassi Security

Flyinghotpocket
Small Focused Memes
Ragequit Cancel Sub
#73 - 2014-05-07 18:01:56 UTC  |  Edited by: Flyinghotpocket
cool now fix the rev and all dreads will be squared away for the next 10 years

also increase the sig on FW bunkers. for the same reason as pos sigs

Amarr Militia Representative - A jar of nitro

Chris Winter
Bene Gesserit ChapterHouse
The Curatores Veritatis Auxiliary
#74 - 2014-05-07 18:06:04 UTC
Why exactly is it a problem if the Phoenix can damage stationary subcaps? Every other dread can, and won't suffer the radius penalties that the phoenix will.
Alex Tutuola
Deep Core Mining Inc.
Caldari State
#75 - 2014-05-07 18:06:43 UTC
I, too, ran some numbers, and came up with mixed results.

For the purposes of the exercise, I assumed maximum skills from the Phoenix pilot, and a Loki booster for the armor carrier. Armor carriers are hanging around just under 3km sig radius, which with loki boosts, goes down just below 2km. I found that, with the damage increase factored in, that you do ~18% greater damage to stationary armor carriers with explosive, thermal, and EM torpedoes. Kinetic torpedoes now deal ~5% less.

I'm uncertain if ship scanners work on capitals in triage/siege, but if so, this turns out to be a significant buff as the phoenixes can alter damage profile.

Cruise missiles deal full damage with even poor missile skills to these targets, so this is a straight buff in capital to capital engagements. Even after the explosion radius nerf, the base radius goes to 1950m. GMP 1 should bring you below Loki boosted radii.

TL;DR: Kinetic torps got worse in some situations, other damages got better. You need good missile skills to apply it all. What are you doing in a torpedo capital if your missile skills suck?

Thoughts?
Querns
Science and Trade Institute
Caldari State
#76 - 2014-05-07 18:09:55 UTC
Chris Winter wrote:
Why exactly is it a problem if the Phoenix can damage stationary subcaps? Every other dread can, and won't suffer the radius penalties that the phoenix will.

It might not be a problem, but I felt it was worth mentioning to help color the discussion. Certainly, if you are flying an armor BS, you care a lot less about it than you would if you are flying a shield BS.

This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay.

Money Makin Mitch
Paid in Full
#77 - 2014-05-07 18:13:46 UTC
not bad.
Alexander McKeon
Perkone
Caldari State
#78 - 2014-05-07 18:15:52 UTC  |  Edited by: Alexander McKeon
Querns wrote:
It might not be a problem, but I felt it was worth mentioning to help color the discussion. Certainly, if you are flying an armor BS, you care a lot less about it than you would if you are flying a shield BS.
The standard for sub-cap blapping, which the Moros & Nag can manage with proper support, is to hit armor-tanked cruisers, not battleships. The phoenix isn't in danger of coming even close to managing that.

Being able to shoot into the EM hole on a shield-tanked Moros will be nice though. :D
ZecsMarquis
The Northerners
Pandemic Horde
#79 - 2014-05-07 18:16:34 UTC
I agree with the suggestion of a few other posters. Make triage/siege and even bastion give a sig radius penalty increase. It makes sense with other mechanics in the game such as the added mass or shield extenders giving a sig penalty. A Dread should always be able to apply full damage to another dread in siege. It just does not make sense not to. Making siege/traige give a sig penalty also makes it not able to blap subs and if you are going crazy with a marauder you should be killable by a missile dread. The Moros is great for these things already. I think a sig penalty for siege modules of all types would damn near fix all the issues short of smarties for capital missiles. Other posters have done the fancy maths. Looks solid.
Kassasis Dakkstromri
State War Academy
Caldari State
#80 - 2014-05-07 18:29:57 UTC
Erm... how about MJD (Mircro Jump Drive) capable Capital Missiles.

Isn't the real issue, which has always been the issue, is that Capital Missile time to target is simply incompatible with Cap Fleet fight dynamics?

Simply introduce a special 'warping' Capital missile and while not the same Insta-damage as Cap Turrets, it at least addresses the fundamental reason why they are not used in Cap Fleets (Besides also being shield tankers; Oh and the fact that everyone is so heavily invested in Armor tanking capitals both SP and ISK wise)

Otherwise, idk - as Phoenix pilot I don't see this change as making a large enough dent to change the Capital doctrines of Null Sec Bloc's and Alliances... might want to go one step beyond the F&ID thread and actually reach out to these Alliances and Cap FC's and ask them point blank 'why aren't you fielding Phoenix's?'

... Phoenix is a tank monster - but again this change isn't 'tectonic' enough to change the 'Cap Fleet Culture'.


Good effort but sorry, isn't going to change much imo, sadly.

CCP you are bad at EVE... Stop potential silliness ~ Solo Wulf