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2nd Class Weapon System--Missiles!

Author
Patri Andari
Thukker Tribe Antiquities Importer
#1 - 2011-12-03 19:32:44 UTC
CCP you have balanced T2 ammo at least twice in recent history. Each balance had lots of goodies for turrets. As of Crucible, we are left with turret weapons systems that are remarkably changed today compared to just a few short years ago. There is something in there for almost everyone especially when using T2 ammo....BUT

None of these changes as comprehensive as they have been even considered missiles.

This is the current state of balance resulting from your recent actions and inactions:


1. Reload

Turrets: All turrets can reload their ammo either instantly (lasers) or within 5 seconds.

Missiles: It still takes 10 seconds to load ammo.

2. Ship penalties.

Turrets: Most if not all ship penalties have been removed from T2 turret ammo.

Missiles: Using T2 missiles still either blows up your ship's sig radius or slows you to a crawl.

3. Enhancement.

Turrets: Many different types of T2 ammo have been tweeked in their performance or the turrets themselves have been modified to provide better tracking, damage, range and so on by boosting the actual weapon it self or moduals that affect them like tracking enhancers.

Missiles: Nothing...and my Nighthawk still needs more grid!


So my question is are there any plans to take a look at balancing missiles in the near future? I would settle for the obvious for now.

Remove T2 missile ship penalties and give us a 5 second reload ....Please.

In the long run I would love it if you thought about:

*Revisiting the missile damage formula so that it is more possible to do damage to stationary targets.
*Cruise missiles? nuff said!
*Introduce low slot and or mid slot missile enhancement modules.
* Reconsider this silly doctrine that T2 Missile ammo is meant only to attack a higher ship class. (This is poorly thought out. Please reconsider it.)

Baring any action at all how about you at least communicate with us about why you choose not to act on these issues?

What considerations have you taken into account that lead you to believe things are fine as they are, for example.

Thanks in advance,




Patri

Be careful what you think, for your thoughts become your words. Be careful what you say, for your words become your actions. Be careful what you do, for your actions become your character. And character is everything. - author unknown

Dare Devel
State War Academy
Caldari State
#2 - 2011-12-03 20:05:23 UTC
Missile is not all about R.O.F and damage bonus, they also depend heavily on Explosion Radius and Explosion Velocity.
Missiles should also have weapon upgrade modules that buff Explosion Radius and Explosion Velocity.

Tsubutai
Perkone
Caldari State
#3 - 2011-12-03 20:15:56 UTC
Projectile weapons still have a ten second reload time. More to the point, missiles as a whole are in no way underpowered. Rockets, HAMs, and HMLs are all solid weapons, and torps are borderline. Standards are fine in terms of range and damage; their only problem is that standard launchers are borderline unfittable on most frigates. The only really poor missiles are cruises, which could use some attention.
Mfume Apocal
Brutor Tribe
Minmatar Republic
#4 - 2011-12-03 20:36:12 UTC
Patri Andari wrote:
So my question is are there any plans to take a look at balancing missiles in the near future? I would settle for the obvious for now.

Remove T2 missile ship penalties and give us a 5 second reload ....Please.

In the long run I would love it if you thought about:

*Revisiting the missile damage formula so that it is more possible to do damage to stationary targets.
*Cruise missiles? nuff said!
*Introduce low slot and or mid slot missile enhancement modules.
* Reconsider this silly doctrine that T2 Missile ammo is meant only to attack a higher ship class. (This is poorly thought out. Please reconsider it.)


Projectiles still have a 10 second reload time.
Cruise missiles do need their own gimmick or a heavy boost.
Missiles don't need their own equivalent to TEs.
Precision missiles are meant to attack smaller targets.
Songbird
#5 - 2011-12-03 21:31:01 UTC  |  Edited by: Songbird
low slot missile enhancement modules is the ballistic control systems? Enhances both rof and damage. Midslot is web + target painter - both will increase your missile damage

Edit:

As for cruise missiles - isn't raven with cruise fit one of the recommended ships for new players that wanna run missions ? They're extreme range weapons - you can't have missiles that can reach 200 km do a ton of dps.

If anything I wanna limit the range of heavy missiles and also nerf t2 ammo !
Opertone
State War Academy
Caldari State
#6 - 2011-12-03 21:48:37 UTC
I'd like a blue Pill... to make my 'warhead' smaller. I am serious. Big smile

I can vote for defender missiles revamp. It appears to me that missiles are fun and fine, since the great nano nerf. Omen.

This post sums up why the 'best' work with DCM inc.

WARP DRIVE makes eve boring

really - add warping align time 300% on gun aggression and eve becomes great again

Skinae
University of Caille
Gallente Federation
#7 - 2011-12-03 21:51:07 UTC
The two easiest ships to fly in the game (Drake, Tengu), do not deserve any kind of buff what so ever.

Bonafide Film House a Bozeman Video Production Company and Montana Wedding Video Company

Asuka Smith
StarHunt
#8 - 2011-12-03 22:02:36 UTC
Defenders, rockets, standards, all t2 variants need help.
stoicfaux
#9 - 2011-12-03 22:26:36 UTC
-
Dare Devel wrote:

Missiles should also have weapon upgrade modules that buff Explosion Radius and Explosion Velocity.


Missiles already do. Target Painters affect both values by increasing the target's sig size, (but TPs, which can miss and only affect one ship at a time, aren't quite as convenient as a TC.) Webs help with explosion velocity (but are normally too short ranged to be of much use.)

/pedantic

Pon Farr Memorial: once every 7 years, all the carebears in high-sec must PvP or they will be temp-banned.

Patri Andari
Thukker Tribe Antiquities Importer
#10 - 2011-12-03 23:17:10 UTC  |  Edited by: Patri Andari
dbl post

Be careful what you think, for your thoughts become your words. Be careful what you say, for your words become your actions. Be careful what you do, for your actions become your character. And character is everything. - author unknown

Patri Andari
Thukker Tribe Antiquities Importer
#11 - 2011-12-03 23:17:12 UTC  |  Edited by: Patri Andari
stoicfaux wrote:
-
Dare Devel wrote:

Missiles should also have weapon upgrade modules that buff Explosion Radius and Explosion Velocity.


Missiles already do. Target Painters affect both values by increasing the target's sig size, (but TPs, which can miss and only affect one ship at a time, aren't quite as convenient as a TC.) Webs help with explosion velocity (but are normally too short ranged to be of much use.)

/pedantic


Respect your opinions as most of your posts are spot on. But I have to disagree with you here. Target painters are helpful for all weapons. That being said, care to eliminate tracking enhancers and computers with the theory that you could just fit painters?

Painters do not have the same viabilty as the before mentioned modules which increase damage to all targets a ship fires on without having to activate the module on each target. Painters are helpful to turrets, missiles, bombs, and drones. Yet drones and all turrets have a way to alter their stats without having to target a ship and wonder about falloff. Missile deserve the same. It's not just convenience. I'd love to hear the cries if CCP ever took away tracking computers or enhancers and told peeps to just use painters.

I must also admit I was unaware that projectiles also retained the 10 second reload. That being said, seems only fair with such as OP weapon system.

Time for more beer!


Patri


P.S. Strange no one else has a problem with T2 missiles retaining their ship penalties.

Be careful what you think, for your thoughts become your words. Be careful what you say, for your words become your actions. Be careful what you do, for your actions become your character. And character is everything. - author unknown

Arthur Frayn
V.O.F.L IRON CORE
#12 - 2011-12-03 23:33:37 UTC
Precision cruise need to lose their penalty to ship speed. They also need explosion radius reduced to 200m down from 270m to be viable.

Fury cruise need their explosion radius reduced from 550m to 450m which is equal to a T1 torpedo.

Torpedoes need to benefit from all the explosion radius modifiers from skills, rigs and implants.
Khrage
#13 - 2011-12-04 00:56:38 UTC
Arthur Frayn wrote:
Torpedoes need to benefit from all the explosion radius modifiers from skills, rigs and implants.


they don't already?
Goose99
#14 - 2011-12-04 01:10:17 UTC
Khrage wrote:
Arthur Frayn wrote:
Torpedoes need to benefit from all the explosion radius modifiers from skills, rigs and implants.


they don't already?


They don't. Btw, just bring back AOE torp of the olden times. Good times.Cool
White Matar Ra
Doomheim
#15 - 2011-12-04 05:04:55 UTC
tl;dr, but I agree after looking over patch notes and seeing how much love hybrids got it makes me hopeful CCP will take a look some of the neglected missiles (cruise, standard, and to a lesser extent torps/rockets).
Goose99
#16 - 2011-12-04 05:08:24 UTC  |  Edited by: Goose99
White Matar Ra wrote:
tl;dr, but I agree after looking over patch notes and seeing how much love hybrids got it makes me hopeful CCP will take a look some of the neglected missiles (cruise, standard, and to a lesser extent torps/rockets).


All missiles except rockets could use some work. Incidentally, rockets got a buff earlier.

Btw, hmls don't fare better than cruise/standard as a weapon system in its niche, it's just that drake makes up for it. Nerf drake and buff hml, and perhaps you'll see them on other boats' launcher highs instead of neuts.
White Matar Ra
Doomheim
#17 - 2011-12-04 05:19:51 UTC
I haven't been back long enough to say how well they did with rockets, but if they also got love, then sweet.

HML seem in a good place, but there are a couple HML ships that are hard to fit and/or have a stupid role (cerb).
Goose99
#18 - 2011-12-04 05:27:59 UTC  |  Edited by: Goose99
White Matar Ra wrote:
I haven't been back long enough to say how well they did with rockets, but if they also got love, then sweet.

HML seem in a good place, but there are a couple HML ships that are hard to fit and/or have a stupid role (cerb).


Hml don't suck as badly as cruise. That's not the same as them being good. Drake does well despite hmls, not because of it. It's the buffer. If drakes can fit arties, that drake blob would be fit differently... Cerb isn't bad in the sniper hac role, if you compare its ship stats to zealot/munnin, it's a joke because of hmls, where others have real weapons.Roll
White Matar Ra
Doomheim
#19 - 2011-12-04 05:36:56 UTC
I think the sniper role with missiles in general is a joke. Then again, sniping in general is a joke when I can have my alt provide a warpin within seconds.
Mina Sebiestar
Minmatar Inner Space Conglomerate
#20 - 2011-12-04 05:47:44 UTC
Skinae wrote:
The two easiest ships to fly in the game (Drake, Tengu), do not deserve any kind of buff what so ever.

You choke behind a smile a fake behind the fear

Because >>I is too hard

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