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[Kronos] Phoenix and Citadel Missiles

First post First post First post
Author
Alex Tutuola
Deep Core Mining Inc.
Caldari State
#241 - 2014-05-12 17:22:40 UTC
Never not nerf Caldari. Even the buffs come with nerfs. o.O
Daenika
Chambers of Shaolin
#242 - 2014-05-12 18:25:48 UTC
Quote:
The Phoenix is going to be doing a lot more damage in virtually all realistic situations compared to today and it will be doing it while also benefitting from the resist bonus and omni damage.


Right. Except the extremely realistic situation of trying to shoot a triage carrier with boosts. In that situation, the Phoenix sees a 9% DROP in DPS compared to live, even including the RoF buff. If you include Halo in the mix, it becomes a 28% decrease over live.
Hagika
Standard Corp 123
#243 - 2014-05-12 18:40:47 UTC
Daenika wrote:
Quote:
The Phoenix is going to be doing a lot more damage in virtually all realistic situations compared to today and it will be doing it while also benefitting from the resist bonus and omni damage.


Right. Except the extremely realistic situation of trying to shoot a triage carrier with boosts. In that situation, the Phoenix sees a 9% DROP in DPS compared to live, even including the RoF buff. If you include Halo in the mix, it becomes a 28% decrease over live.


Carriers in need a sig increase or CCP just needs to bump missiles back to where they are now.
Roguehellhound
State War Academy
Caldari State
#244 - 2014-05-12 18:57:11 UTC
CCP Fozzie wrote:
Hey everyone.

I can honestly say that I am not overly worried that carriers being able to reduce a portion of citadel missile damage through the use of gang links and/or halo implants will break the balance involved with these ships. The Phoenix is going to be doing a lot more damage in virtually all realistic situations compared to today and it will be doing it while also benefitting from the resist bonus and omni damage.

That being said, I think there is an opportunity here to both reduce the impact of skirmish links on Phoenixes while also differentiating dreads and carriers a bit. The fact that dreads and carriers have almost identical signature radius has never made much sense, and it is entirely appropriate for stationary dreads to have a much harder time mitigating missile damage.

So we're going to go ahead and increase the sig radius of all four dreads alongside this change:

Revelation:
Signature Radius: 4100 (+1125)

Naglfar:
Signature Radius: 4000 (+1140)

Moros:
Signature Radius: 4300 (+1255)

Phoenix:
Signature Radius: 4200 (+1100)


on offense but it seems as if you just skimmed a couple of posts that made some sense and than decided to put those out.. its like you aren't even trying to fix the problem that is the phoenix. token buffs for an entire mechanic that has been screwed up for years, a ship that is considered useless FOR YEARs, and here we are still at square 1.


Rann Skir
Republic Military School
Minmatar Republic
#245 - 2014-05-12 19:11:31 UTC
Don't want to nerf your precious slowcats or superblob?
Burneddi
Avanto
Hole Control
#246 - 2014-05-12 19:13:53 UTC  |  Edited by: Burneddi
Roguehellhound wrote:
and here we are still at square 1.

Indeed. Since we're in square 1 again, let's look at the goals for this Phoenix rebalance:
CCP Fozzie wrote:
The goals are to significantly improve the Phoenix for use against other caps (especially moving caps) and structures while avoiding turning it into some kind of subcap blapping monster.


I really don't see how you're meeting that goal at all, Fozzie. Any improvement against other caps, including moving caps, and structures is definitely not very significant, in fact in some situations this is a nerf. I think you're not really exposing your real goals when you say "avoiding turning it into some kind of subcap blapping monster", because you're not just avoiding that, you're deliberately making it extremely bad at shooting subcaps no matter what the Phoenix pilot and his allies do to make it hit them.

After these changes, what reason is there for anyone to fly Phoenix over Naglfar or Moros? Nag and Moros still do more deeps to everything, they can both be armour tanked, and they can both hit webbed+painted subcaps when in good range for a significant portion of their maximum damage.

Honestly, I wouldn't be surprised at all if the next time you posted you were announcing you'll be changing the Phoenix into a hybrid turret dread. Missiles are obviously 2hard2balance, so better nerf them and make sure they have no good large hulls (coughBarghestcough).
Hagika
Standard Corp 123
#247 - 2014-05-12 19:59:19 UTC
Burneddi wrote:
Roguehellhound wrote:
and here we are still at square 1.

Indeed. Since we're in square 1 again, let's look at the goals for this Phoenix rebalance:
CCP Fozzie wrote:
The goals are to significantly improve the Phoenix for use against other caps (especially moving caps) and structures while avoiding turning it into some kind of subcap blapping monster.


I really don't see how you're meeting that goal at all, Fozzie. Any improvement against other caps, including moving caps, and structures is definitely not very significant, in fact in some situations this is a nerf. I think you're not really exposing your real goals when you say "avoiding turning it into some kind of subcap blapping monster", because you're not just avoiding that, you're deliberately making it extremely bad at shooting subcaps no matter what the Phoenix pilot and his allies do to make it hit them.

After these changes, what reason is there for anyone to fly Phoenix over Naglfar or Moros? Nag and Moros still do more deeps to everything, they can both be armour tanked, and they can both hit webbed+painted subcaps when in good range for a significant portion of their maximum damage.

Honestly, I wouldn't be surprised at all if the next time you posted you were announcing you'll be changing the Phoenix into a hybrid turret dread. Missiles are obviously 2hard2balance, so better nerf them and make sure they have no good large hulls (coughBarghestcough).



It wont be changed to a hybrid ship, it will mean that it can hit subcaps more easily.
Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#248 - 2014-05-12 20:00:07 UTC  |  Edited by: Gypsio III
Daenika wrote:
Quote:
The Phoenix is going to be doing a lot more damage in virtually all realistic situations compared to today and it will be doing it while also benefitting from the resist bonus and omni damage.


Right. Except the extremely realistic situation of trying to shoot a triage carrier with boosts. In that situation, the Phoenix sees a 9% DROP in DPS compared to live, even including the RoF buff. If you include Halo in the mix, it becomes a 28% decrease over live.


This isn't good enough Fozzie. Surely you appreciate how ubiquitous links are?

I'm quite happy with the design focus of a Phoenix that loses out at subcapital blapping but is effective against capitals, but you're not meeting it. There's never going to be a problem with the Phoenix dominating dread fleets because of flight time, firewalls and the reduced flexibility, so I don't understand why you're so reticent to make it worthwhile at the one thing it's supposed to be good at.

I just can't understand why you'd think that the Phoenix would be too effective against triage carriers.

Edit for maths:

Armour Archon with CS links, sig 1913 m
GMP V Phoenix, explosion radius 2250 m
15.0% damage mitigated via sig.
Current damage with pimp fit: 10614 DPS kinetic, 8491 non-kinetic, 100% applied
Future raw damage = 8491 *1.3333 = 11321 DPS, 85% applied = 9626 DPS, which is 9.3% less than today.

Use an armour Nidhoggur and it's 11% lower than present.
Justin Cody
War Firm
#249 - 2014-05-12 22:26:15 UTC
Ok here is the problem fozzie

You have 4 dreadnoughts.

The revelation is better at sub-cap blapping than the phoenix and hitting moving caps and supers. Its weakness? One useless bonus I'm sure you'll correct) and a damage bonus in the form of RoF that manages to make that cap bonus even more useless (since you eat cap faster and still only have half the gunnery bonuses the nag and moros have). Still a sub-cap blapping monster if fit right.

The Moros: Sub cap blapping monster and puts out the most raw and modified dps of all dreads - your own definition of OP in this case. It even has mids and lows flexible enough to shield or armor tank and most dps fits are shield.

The Nag: Like the Moros but with 1 less gun - capless shield tanking monster that can blap sub caps, caps and POS's alike with no real difficulty and you can armor tank it in a pinch.

The Phoenix: Supposed best POS basher..but Moros is in reality more effective except in niche situations. DPS is applied in a less than instant manner. Sub Cap blapping requires a silly weak armor tank. Even with changes it doesn't actually do more effective damage. Its damage efficacy is quite literally in the same place or worse than it was before. The only improvement is in its shield tank which is now on par with the naglfar despite the nag not having a resist bonus. (stupid caldari default EM hole to blame).

So if 3/4 dreads are OK to blap caps because 'reasons' and one isn't I would like to know precisely WHY. Due to my experience with CCP for so long (2004 -> present) I would say that you just have no clue what you're doing with missiles and your game design for that weapons system is flawed.

Here's a subcap example of that flawed design. Heavy Missiles were nerfed to hell and back due to OP usefulness at all ranges compared to other medium turrets at the time. Then you buffed all medium range turrets...but left heavy missiles sucking hind-tit. So you now have heavy missiles being semi-useless (dont' get me started on precision t2's).

This is the same issue you have now with the Phoenix. So let me help you. Start with this new Phoenix but don't commit to it for more than a single or two dev cycles. So after Crius you should look at adjusting some things in small ways...like citadel torpedo and cruise missile attributes. You can tweak base damage, explosion radius and velicity as well as flight time and missile velocity all without ever touching the Phoenix. These smaller changes can optimize the scheme you are going for. So by the time you get to rebalancing the Revelation you can make a final adjustment to the Phoenix for a good amount of time. The Phoenix shouldn't worry about hitting super caps and capitals at all moving or otherwise. That makes no fecking sense...nomads...links or whatever. It doesn't make sense in reality or in game design.

It is possible you need to create some weighting in your formulas for how much of an impact sig radius has versus ship speed and hell even ship class or model size. The machariel for example has a gigantic model. That thing should be getting blapped all the time just because its a small moon. the way the math works atm you'd have a tough time hitting the earth cause of its orbit speed! Hell I am pretty sure a real planet would speed tank citadel torpedos.
Justin Cody
War Firm
#250 - 2014-05-12 22:30:01 UTC
quick corellary: if you're doing low slot tracking mods for drones (year of drone I guess)...then why not give ballistic control systems the ability to slightly (2-3%) enhance missile explosion velocity and explosion radius. They are after all the most CPU intensive damage mod for any class of ship (t2 is 40 vs 30 for any other system) (Faction 24 instead of 20).

just a thought. Little things.
Paynus Maiassus
Imperial Academy
Amarr Empire
#251 - 2014-05-12 22:40:24 UTC  |  Edited by: Paynus Maiassus
CCP Fozzie wrote:
Hey everyone.

I can honestly say that I am not overly worried that carriers being able to reduce a portion of citadel missile damage through the use of gang links and/or halo implants will break the balance involved with these ships. The Phoenix is going to be doing a lot more damage in virtually all realistic situations compared to today and it will be doing it while also benefitting from the resist bonus and omni damage.

That being said, I think there is an opportunity here to both reduce the impact of skirmish links on Phoenixes while also differentiating dreads and carriers a bit. The fact that dreads and carriers have almost identical signature radius has never made much sense, and it is entirely appropriate for stationary dreads to have a much harder time mitigating missile damage.

So we're going to go ahead and increase the sig radius of all four dreads alongside this change:

Revelation:
Signature Radius: 4100 (+1125)

Naglfar:
Signature Radius: 4000 (+1140)

Moros:
Signature Radius: 4300 (+1255)

Phoenix:
Signature Radius: 4200 (+1100)


Well I put out a fantastic commentary on this but clicked post and everything disappeared. So screw it. Do what you will with the Phoenix.
Investor Joe
Litla Sundlaugin
#252 - 2014-05-12 22:42:42 UTC  |  Edited by: Investor Joe
can we just get hybrids on it?

You are nerfing the phoenix with these "tweaks" becuse you are afraid that missiles will do to much damage to subcaps, you either need a new mechanic that fixes that somehow similar to how guns work or you need to make it do huge damage on capitals(note: not less than a moros but more) to make it actually worthwhile to be screwed against subcaps- like a risk vs reward thing instead of being more risky for less reward that you are changing it into.

maybe a missile speed build up time? so if a subcap is close it won't get hit because the missile hasn't built up enough speed yet, this will probably be abused by 10phoenix warping in 50km away from each other to hit everything on field but you need to do something to either fix missiles to make them in line with guns or make them better at something than guns or you just give people who trained this **** of a dread hybrid guns so its actually usable.

edit: im sorry if this comes off as agressive i have just waited for a phoenix balance for many many years now.
TheMercenaryKing
Collapsed Out
Pandemic Legion
#253 - 2014-05-12 22:45:47 UTC  |  Edited by: TheMercenaryKing
CCP Fozzie wrote:
Hey everyone.

I can honestly say that I am not overly worried that carriers being able to reduce a portion of citadel missile damage through the use of gang links and/or halo implants will break the balance involved with these ships. The Phoenix is going to be doing a lot more damage in virtually all realistic situations compared to today and it will be doing it while also benefitting from the resist bonus and omni damage.

That being said, I think there is an opportunity here to both reduce the impact of skirmish links on Phoenixes while also differentiating dreads and carriers a bit. The fact that dreads and carriers have almost identical signature radius has never made much sense, and it is entirely appropriate for stationary dreads to have a much harder time mitigating missile damage.

So we're going to go ahead and increase the sig radius of all four dreads alongside this change:

Revelation:
Signature Radius: 4100 (+1125)

Naglfar:
Signature Radius: 4000 (+1140)

Moros:
Signature Radius: 4300 (+1255)

Phoenix:
Signature Radius: 4200 (+1100)


there would be no need to do this if you just didnt change the explosion radius. My math i posted earlier showed a minor, minor change if you didn't. It was like 50% more damage vs a moving battleship but that meant 12% base damage vs 8% base damage. And against a moving archon it was 40% post radius nerf, 48 pre-radius (new explosion velocity.)

Now you are thinking of only increasing dread sig? Carriers, rorquals, freights and jf. its easier to just not increase explosion radius.
Onictus
Federal Navy Academy
Gallente Federation
#254 - 2014-05-12 22:51:33 UTC
CCP Fozzie wrote:
Hey everyone.

I can honestly say that I am not overly worried that carriers being able to reduce a portion of citadel missile damage through the use of gang links and/or halo implants will break the balance involved with these ships. The Phoenix is going to be doing a lot more damage in virtually all realistic situations compared to today and it will be doing it while also benefitting from the resist bonus and omni damage.

That being said, I think there is an opportunity here to both reduce the impact of skirmish links on Phoenixes while also differentiating dreads and carriers a bit. The fact that dreads and carriers have almost identical signature radius has never made much sense, and it is entirely appropriate for stationary dreads to have a much harder time mitigating missile damage.

So we're going to go ahead and increase the sig radius of all four dreads alongside this change:

Revelation:
Signature Radius: 4100 (+1125)

Naglfar:
Signature Radius: 4000 (+1140)

Moros:
Signature Radius: 4300 (+1255)

Phoenix:
Signature Radius: 4200 (+1100)



Sooooooo Citadel Missiles are so crap that AFTER A BALANCE PASS you have to change four hulls AND small towers to compensate.

This is seriously a KISS situation

Keep
It
Simple
STUPID

I mean really, this is a bit ridiculous.
Burneddi
Avanto
Hole Control
#255 - 2014-05-12 23:10:50 UTC
Investor Joe wrote:
this will probably be abused by 10phoenix warping in 50km away from each other to hit everything on field

This is what you already do with the other blap dreads. There is literally no basis whatsoever to make the Phoenix not be able to hit webbed/painted subcaps (especially if it's Rigor fit) when every other dread in the game is able to do that just fine already.

I'm all for the long-due missile overhaul (the draft from 2004 linked earlier on in this thread sounded pretty damn neat), but I just know it's not going to happen.
Roguehellhound
State War Academy
Caldari State
#256 - 2014-05-13 00:33:29 UTC
Burneddi wrote:
Investor Joe wrote:
this will probably be abused by 10phoenix warping in 50km away from each other to hit everything on field

This is what you already do with the other blap dreads. There is literally no basis whatsoever to make the Phoenix not be able to hit webbed/painted subcaps (especially if it's Rigor fit) when every other dread in the game is able to do that just fine already.

I'm all for the long-due missile overhaul (the draft from 2004 linked earlier on in this thread sounded pretty damn neat), but I just know it's not going to happen.


how would we get some more overview in bringing this back? sending it to the CSM? right now this discussion is diverting away from the Phoenix and into the realm on why missiles are in the state they are in.


If CCP was a bit more wiser- they should re-evaluate and work on the actual missile mechanics and THAN work on the ships and modules. Much much more efficient and could finally bring about actual changes.

In the Army we have a saying- "Makes too much sense".
HiddenPorpoise
Jarlhettur's Drop
United Federation of Conifers
#257 - 2014-05-13 00:51:12 UTC  |  Edited by: HiddenPorpoise
If my awkward numbers are right supers are taking less dps now, even without links; can someone confirm that?

- Found error in work I think it's only with links.
Hagika
Standard Corp 123
#258 - 2014-05-13 01:09:54 UTC
Fozzie, the nerf is pointless and not need. Capital missiles already have hitting issues. In fact buffing their hitting ability is what you all should be doing. If not, then increase the ROF more.

If the Phoenix is going to be the best pos bashing ship then it needs a bigger dps increase. If its going to be limited to cap and pos shooting then it should be better than the gun ships including the moros.

Since the others are sub cap blappers, they should not be better than in every aspect over the phoenix.
Burneddi
Avanto
Hole Control
#259 - 2014-05-13 01:28:21 UTC  |  Edited by: Burneddi
During a heated Jabber discussion with a passionate Phoenix fanatic who claimed that nerfing the explosion radius and buffing the Explosion Velocity will actually help with application on subcaps, I ran some numbers. The results were somewhat interesting. Our Phoenixes are fitted with Citadel Torpedoes, 2x T2 Rigors and a T1 Rigor (due to Calibration constraints). Targets have Evasive Maneuvers links, Afterburners, and are webbed and painted to hell and back. Only application is considered, the paper DPS buffs caused by the ROF buff aren't included here as they're largely irrelevant.

First off, the relevant stats from both of the Phoenixes:
CURRENT PHOENIX: 816 Explosion Radius, 30 Explosion Velocity
NEW PHOENIX: 1224 Explosion Radius, 52.5 Explosion Velocity

TARGET: Proteus, double 1600 Reinforced Steel Plates II, 10mn Afterburner II; affected by 4xStasis Webifier II from a Loki and 4xTarget Painter II from a Hyena. Signature: 598m, top speed: 53m/s.

CURRENT PHOENIX APPLICATION:
Damage multiplier: 0.4148168701
Stationary damage: 0.7328431373
Moving damage: 0.4148168701
Minimum tanking speed 21.98529412

NEW PHOENIX APPLICATION:
Damage multiplier: 0.4839530152
Stationary damage: 0.4885620915
Moving damage: 0.4839530152
Minimum tanking speed 25.6495098

(key: damage multiplier is the final percentage of total paper deeps applied to target. Stationary damage is what you would do if the target was stationary, moving damage is what you would do if they were moving. Minimum tanking speed is the minimum speed in meters per second they have to be moving at to effectively be considered moving by the formula)

In other words, against a small target like a cruiser that is moving well above the Explosion Velocity of the current Phoenix, the new Phoenix actually applies more damage. This isn't because of Explosion Velocity being better, it's simply caused by the 25% disparity between the nerf and the buff. As you can see in the numbers here, the new Phoenix would apply about 14.3% better to this Proteus.

What happens when we shoot at a battleship, say an Abaddon?

TARGET: Abaddon, 3x Reinforced Steel Plates II, 100MN Afterburner II; affected by 4xStasis Webifier II from a Loki and 4xTarget Painter II from a Hyena. Signature: 1122m, top speed: 35m/s.

CURRENT PHOENIX APPLICATION:
Damage multiplier: 1
Stationary damage: 1.375
Moving damage: 1.178571429
Minimum tanking speed 41.25

NEW PHOENIX APPLICATION:
Damage multiplier: 0.9166666667
Stationary damage: 0.9166666667
Moving damage: 1.375
Minimum tanking speed 48.125

As you can see, here against a significantly larger and slower target the roles are somewhat ironically reversed. The current Phoenix applies full damage to this Abaddon, whereas the new Phoenix would only apply 91% of its paper DPS. The reason this happens is signature and it isn't really related to speed at all, webbed battleships are well slow enough for even the old Phoenix's measly 30m/s Explosion Velocity to be adequate, whereas the worse Explosion Radius of the new Phoenix gimps it against armor battleships (but would be enough for shield battleships).

Of course the Phoenix pilot could pop Crash and still apply full damage to these battleships with the new Phoenix, but I don't really think that's relevant to these points.

Also, here's the spreadsheet I made and used to get these numbers in case you want to test them out yourself. It's quite barebones, so to get the Explosion Radius etc. for the new Phoenix you'll have to do some calculus.


HiddenPorpoise wrote:
If my awkward numbers are right supers are taking less dps now, even without links; can someone confirm that?

Probably not. Assuming eg. a Nyx as a target, its signature is several times the Explosion Radius of both the old and the new Phoenix, while its top speed is about 2.5 times the Explosion Velocity of the old Phoenix and 1.7-ish times of the new Phoenix. Both should easily apply full damage to it no matter what. With links and drugs that would change, and both Phoenixes would have to fit Rigors.
Linkxsc162534
Silent Scourge
#260 - 2014-05-13 01:42:25 UTC
So what your saying is that without a doubt you will need 3 rigors on your new phoenix. Thanks for clarifying that every other capital missile rig is worthless now and the handful of people who have been building the rigors are all now gonna get rich