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Heavy Missiles

Author
Caleb Seremshur
Commando Guri
Guristas Pirates
#1 - 2014-10-25 12:06:21 UTC  |  Edited by: Caleb Seremshur
Not speaking about the launchers themselves but the ammo. Is it time that this now long suffering and languishing weapons system is revised? It's no secret, other weapons systems have overtaken them and are now pulling ahead.

This weapon system is just... terrible. For all the impressive volley damage it's nearly impossible to apply any of it without a dedicated support fleet. Even solo kiting artillery ships exist, HAMs are obviously scram range weapons yet what are HML?

I have nearly 7 million SP in missiles and I have a hard time understanding the underlying motives for some changes.

As an addendum I would like to propose simply an increase in the base damage of the missiles, rather than modifying application stats. Those who fit no application mods will not see much of a benefit as they see little applied damage today. Those who fit for the right conditions will see a boost in performance, also to help those pure missile boats especially caldari ones have another medium missile choice instead of *basically* just the RLML (or straight LML as many fits now include).

As the heavy missile has tangentially been considered overpowered in the now distant past I would further do the damage increase incrementally in order to minimise the opportunities for abuse. A straight 5% for now, re-address in 3 months time.

as someone elsewhere brilliantly put it:

Quote:
HML nerf to kill tengu fleets in null

killed every other viable HML fit in the game at the same time

brilliant CCP balancing.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#2 - 2014-10-25 13:07:10 UTC
Caleb Seremshur wrote:
Not speaking about the launchers themselves but the ammo. Is it time that this now long suffering and languishing weapons system is revised? It's no secret, other weapons systems have overtaken them and are now pulling ahead.

This weapon system is just... terrible. For all the impressive volley damage it's nearly impossible to apply any of it without a dedicated support fleet. Even solo kiting artillery ships exist, HAMs are obviously scram range weapons yet what are HML?

I have nearly 7 million SP in missiles and I have a hard time understanding the underlying motives for some changes.

As an addendum I would like to propose simply an increase in the base damage of the missiles, rather than modifying application stats. Those who fit no application mods will not see much of a benefit as they see little applied damage today. Those who fit for the right conditions will see a boost in performance, also to help those pure missile boats especially caldari ones have another medium missile choice instead of *basically* just the RLML (or straight LML as many fits now include).

As the heavy missile has tangentially been considered overpowered in the now distant past I would further do the damage increase incrementally in order to minimise the opportunities for abuse. A straight 5% for now, re-address in 3 months time.

as someone elsewhere brilliantly put it:

Quote:
HML nerf to kill tengu fleets in null

killed every other viable HML fit in the game at the same time

brilliant CCP balancing.


I've only recently started using missiles on my Gila but am surprised that HML's aren't BC class or higher weapons to be honest. HAM's for cruisers fair enough, it's a smaller missile trading range for extra hitting power but heavy missiles ought to not fit on cruisers? Perhaps un-nerf them and change the fitting option to being a large system instead?
Harvey James
The Sengoku Legacy
#3 - 2014-10-25 13:54:00 UTC
actually most of the sniper gunships usually have a tracking bonus or use tracking mods .. i guess missile snipers need the same things added too them

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

scorchlikeshiswhiskey
Totally Abstract
O X I D E
#4 - 2014-10-25 15:56:43 UTC
Harvey James wrote:
actually most of the sniper gunships usually have a tracking bonus or use tracking mods .. i guess missile snipers need the same things added too them

The other difference is that every other weapon type in Eve can make use of Tracking Enhancers, Tracking Computers, and even Remote Tracking Computers. If you want to improve your missile application you have to use your rig slots. If only fozziebear would stop hating on missiles long enough to balance that aspect...
Alvatore DiMarco
Capricious Endeavours Ltd
#5 - 2014-10-25 16:22:49 UTC
scorchlikeshiswhiskey wrote:
Harvey James wrote:
actually most of the sniper gunships usually have a tracking bonus or use tracking mods .. i guess missile snipers need the same things added too them

The other difference is that every other weapon type in Eve can make use of Tracking Enhancers, Tracking Computers, and even Remote Tracking Computers. If you want to improve your missile application you have to use your rig slots. If only fozziebear would stop hating on missiles long enough to balance that aspect...


If you want to improve your missile application, you can use target painters. If you're up close, you can use webs. Please learn to missile.
scorchlikeshiswhiskey
Totally Abstract
O X I D E
#6 - 2014-10-25 16:25:16 UTC
Alvatore DiMarco wrote:
scorchlikeshiswhiskey wrote:
Harvey James wrote:
actually most of the sniper gunships usually have a tracking bonus or use tracking mods .. i guess missile snipers need the same things added too them

The other difference is that every other weapon type in Eve can make use of Tracking Enhancers, Tracking Computers, and even Remote Tracking Computers. If you want to improve your missile application you have to use your rig slots. If only fozziebear would stop hating on missiles long enough to balance that aspect...


If you want to improve your missile application, you can use target painters. If you're up close, you can use webs. Please learn to missile.

So, Target Painters and Webs are missile specific like TE's, TC's, and ReTC's are turret specific?
Please learn to read.
afkalt
Republic Military School
Minmatar Republic
#7 - 2014-10-25 16:44:15 UTC  |  Edited by: afkalt
Then you need missile ewar.

The problem with heavy missiles remains the fact they were brought into line and then scarcely 12 months later ALL other long range medium weapons were significantly buffed leaving HM utterly in the dirt.

I don't see them fixing it any time soon, if ever. Time and again it been brought up and not so much as a peep from the CSM or CCP. Just throw the towel in and train guns already.
King Fu Hostile
Mea Culpa.
Shadow Cartel
#8 - 2014-10-25 16:52:35 UTC
scorchlikeshiswhiskey wrote:
Harvey James wrote:
actually most of the sniper gunships usually have a tracking bonus or use tracking mods .. i guess missile snipers need the same things added too them

The other difference is that every other weapon type in Eve can make use of Tracking Enhancers, Tracking Computers, and even Remote Tracking Computers. If you want to improve your missile application you have to use your rig slots. If only fozziebear would stop hating on missiles long enough to balance that aspect...


I hope you realize that all those other weapontypes have to deal with tracking. Missiles are free from that, your missile ship can move freely on grid and not care a thing.
afkalt
Republic Military School
Minmatar Republic
#9 - 2014-10-25 16:55:21 UTC
King Fu Hostile wrote:
scorchlikeshiswhiskey wrote:
Harvey James wrote:
actually most of the sniper gunships usually have a tracking bonus or use tracking mods .. i guess missile snipers need the same things added too them

The other difference is that every other weapon type in Eve can make use of Tracking Enhancers, Tracking Computers, and even Remote Tracking Computers. If you want to improve your missile application you have to use your rig slots. If only fozziebear would stop hating on missiles long enough to balance that aspect...


I hope you realize that all those other weapontypes have to deal with tracking. Missiles are free from that, your missile ship can move freely on grid and not care a thing.



Let's have a look then eh?

Rails with "terrible" tracking vs HML shooting a high transversal shield MWD cruiser


afkalt wrote:

Example:

[Caracal, HML]
Ballistic Control System II
Ballistic Control System II
Reactor Control Unit II
Damage Control II

Experimental 10MN Microwarpdrive I
Large F-S9 Regolith Shield Induction
Large F-S9 Regolith Shield Induction
Adaptive Invulnerability Field II
Faint Warp Disruptor I

Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile
Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile
Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile
Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile
Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile

Medium Bay Loading Accelerator I
Medium Polycarbon Engine Housing I
Medium Polycarbon Engine Housing I

Warrior II x2

PAPER DPS: 300

Just spotted I had a rogue RCU in there, should have been overdrive but I'm not changing it now


[Thorax, Thorax Rails]
Damage Control II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Nanofiber Internal Structure II
Tracking Enhancer II

Experimental 10MN Microwarpdrive I
Large F-S9 Regolith Shield Induction
Faint Warp Disruptor I
Adaptive Invulnerability Field II

200mm Railgun II, Caldari Navy Antimatter Charge M
200mm Railgun II, Caldari Navy Antimatter Charge M
200mm Railgun II, Caldari Navy Antimatter Charge M
200mm Railgun II, Caldari Navy Antimatter Charge M
200mm Railgun II, Caldari Navy Antimatter Charge M

Medium Core Defense Field Extender I
Medium Core Defense Field Extender I
Medium Core Defense Field Extender I

Warrior II x5

PAPER DPS: 488/284 [Am/Tu]

Here is the thorax shooting the caracal:

http://i.imgur.com/c5PfO5m.png


And here is the caracal shooting the thorax:

http://i.imgur.com/Im9yibr.png

Combined chart for visible break points:

http://i.imgur.com/WcVXXiJ.png


So whilst, yes the HML has a greater range, at a useful engagement range i.e. point range, the rails absolutely smoke it, even at extremely high transversal.

You can see yourself it's not even close. Not remotely. And that's HML vs a MWD cruiser. Sure, you may point out that it is antimatter and short range, so lets slap some tunsten in there and see what happens:

http://i.imgur.com/aQEb8s3.png


It's really pretty damning.

elitatwo
Zansha Expansion
#10 - 2014-10-25 18:15:47 UTC
Dear Caleb,

I only have 13.3 million missile skills but I am also not hiding the fact that I used them a while before they got that terrible application thing added to them.

With eight years being here I may also state that I am experienced missile user. So for anyone in doubt, ask someone who is here long enough to have "insight".

I am sure that when CCP removes this utter crap that CCP Xhagen and CCP Tuxford pulled seven years ago we will be much happier.
I am not until I get an apology.

CCP Fozzy had nothing to do with it. But if you want details I suggest you read all about it in the old forums archive. I am merely stating facts.

A damage bonus would be the wrong way for heavy missiles since the Drake is not the only missile ship that can field them. But finally ditching that tracking poo they have on them (because one BOB died to a Raven and cried and CCP "had to do stuff")

The volley damage of my favorite example ship is fine as it is. And since there are not tracking enhancers or other modules to help out you have to gimp your ship in a way that it is close to a warcrime by the Geneva Convention.

No turret boat has to do that.

And yes, Alvatore I do know what I am talking about and to your surprise I do have 19 million turret skills in my bookshelf. Assault missiles are the "blaster" version for medium sized missiles and heavy missiles the "railgun" version.

Speaking of medium railguns,
my Ferox can muder stuff at 88km while heavy missiles with 75km were so stronnk'hhh that it was believed that Satan came from hell and made goofswarm loose fights.

CCP had to act naow before Satan could do any more harm to the bumblebees.

As I already said to the CSM, removing that missile tracking stuff will not brake EVE.

Nobody needs any sort of f-ing ewar against missiles. You can already shoot them down or energy-pulse them away. The bigger torpedos and citadel torpedos can be outrun by anything that is smaller than a battlecruiser.

Sorry girls,
missles with 100% application do only 100% application in a perfect situation. Just like all our turrets are able to hurt you long after the falloff on your fitting screen ran out.

Did you girls ever wonder why most of the ships that got rebalanced used to have those (not so) useless launcher slots in the highs??

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

afkalt
Republic Military School
Minmatar Republic
#11 - 2014-10-25 18:21:57 UTC  |  Edited by: afkalt
Missiles formula is ok, otherwise shooting down sizes will be ridiculous.

What is not fine, is not being able to get good hits on the same size class (medium) even in a best case scenario i.e. shield tanked MWD. Wait until you try and hit an AB armor ship....
elitatwo
Zansha Expansion
#12 - 2014-10-25 20:11:12 UTC
afkalt wrote:
Missiles formula is ok, otherwise shooting down sizes will be ridiculous.


So it is almost balanced that (whine-) mater and angel boats can do it but totally out of hand that the slowest ships in EVE cannot?

Yeah that sounds almost reasonable.

Good Lord, there is no such thing as a wrecking shot, capable of 3x alpha. Pheeew.

Crisis averted.

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

afkalt
Republic Military School
Minmatar Republic
#13 - 2014-10-25 20:28:42 UTC
You can get under those guns though, you cannot get under missiles thus the formula needs to stay.
Yogsoloth
Fliet Pizza Delivery
Of Essence
#14 - 2014-10-25 20:51:14 UTC  |  Edited by: Yogsoloth
Fozzie's been on his anti missile crusade for quite some time now, don't expect this trend to reverse anytime soon.

EVE is currently a "game of drones" All you can do is ride the tide.
NEONOVUS
Mindstar Technology
Goonswarm Federation
#15 - 2014-10-25 20:55:23 UTC
We already have missile ewar as defenders (PS defender missile Armageddon with neuts versus pimpgus is funny)
So logically we should have the buffing modules as well
elitatwo
Zansha Expansion
#16 - 2014-10-25 21:10:22 UTC
afkalt wrote:
You can get under those guns though, you cannot get under missiles thus the formula needs to stay.


You can and you also can shoot missiles down with anti-missile missiles so I am not quit sure where you are going with this?

You can approach a machariel and then a very scawy looking heavy neut will disable you and that would be the end of that approach.

My comparison of missiles to artillery also looks at the ships that would wear them compared to the ships that fit missiles.

Since we got "weapon grouping" one missile volley will start at the same time and can be neutralized by a medium energy-pulse weapon.

When you deal with long range missiles the missiles in flight will stop doing anything when they reach missile speed x flight time, zee end, while a turret can vaporize you from much further away.

Girls,

please read all missile related threads in the old forums archive before you attempt to respond.

I will appreciate it when we are on the same level of education here.

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Nevyn Auscent
Broke Sauce
#17 - 2014-10-25 21:27:52 UTC
Defenders suck, Smart Bombs are not viable in smaller fleets. Saying there are counters to missiles currently is BS.
When TD's work against normal missiles (FF missiles should be immune) then you have some real counters.

Removing the missile explosion radius & speed also is BS, 100% damage all the time makes them no brain at all, just press F1 and don't care as long as the target in range is silly.

But.... The base explosion radius & speed should be significantly higher on nearly all classes of missile. They should apply 100% damage to an unfitted hull. Take a Thorax, put no fittings on it. And it is already mitigating 25% or so of the Heavy Missile damage. This is before links drop it's sig radius, increase it's speed and before an AB/MWD increase it's speed further.
That is where the problem lies. Change all classes of missiles to apply perfectly to an unfitted hull of their target class (So for heavy missiles that would be pirate cruisers), then make the fittings and boosts be what mitigates damage.
afkalt
Republic Military School
Minmatar Republic
#18 - 2014-10-25 21:52:03 UTC
elitatwo wrote:
afkalt wrote:
You can get under those guns though, you cannot get under missiles thus the formula needs to stay.


You can and you also can shoot missiles down with anti-missile missiles so I am not quit sure where you are going with this?

You can approach a machariel and then a very scawy looking heavy neut will disable you and that would be the end of that approach.

My comparison of missiles to artillery also looks at the ships that would wear them compared to the ships that fit missiles.

Since we got "weapon grouping" one missile volley will start at the same time and can be neutralized by a medium energy-pulse weapon.

When you deal with long range missiles the missiles in flight will stop doing anything when they reach missile speed x flight time, zee end, while a turret can vaporize you from much further away.

Girls,

please read all missile related threads in the old forums archive before you attempt to respond.

I will appreciate it when we are on the same level of education here.


That's crap and you know it. If that happened there would be NO reason to use ANY other system. Cruise ravens/phoons would blot out the skies

I'm all for helping HML, but let's be sensible.
scorchlikeshiswhiskey
Totally Abstract
O X I D E
#19 - 2014-10-25 21:52:53 UTC
Defenders sucking isn't a reason not to fix missiles, it's a reason to fix defenders as well as other missiles. Of course, with good ole fozziebear in charge of balancing, I highly doubt there will be any fixing of missiles. Imagine a small-fleet Dragoon, with Defenders and drones so he is both defending the fleet against missiles and applying damage with drones.
As for TD's and missiles, if it's a separate script then maybe. However, I want application mods if someone is going to be able to screw with my application and plugging your ears while screaming "TARGET PAINTERS AND WEBS" is not an appropriate response. Smile
elitatwo
Zansha Expansion
#20 - 2014-10-26 00:13:59 UTC
afkalt wrote:
...That's crap and you know it. If that happened there would be NO reason to use ANY other system. Cruise ravens/phoons would blot out the skies

I'm all for helping HML, but let's be sensible.


Let's talk Raven and typhoon another day..(because the battleship "balance" didn't do my Raven any favors and 10x Ishtar will be the sudden end of her).

Currently the Drake (posterchild of heavy missiles) has a missile range of 62km. So my heavy missiles were range nerfed for no reason and application nerfed for even less reasons.

Now those 62km are the end of the power of the heavy missile. A linked Garmur or a nano Garmur only has to fly away from them for (missile flight time) to not get hit at all.

While the Garmur maybe an extreme case, there are not many frigates left that would have to fear heavy missiles because they can simply outrun them.

On the other hand all frigates and destroyers will have a hard time outrunning an insta-pop turret volley.

Your fitting screen falloff is not zee end of your guns firepower but the "at this point you need to divide your damage by 2x not zero".

Keep in mind that no missile will hurt anyone until they have reached their target or their flight time is over and at that point they will stop doing anything but becoming a dead object in space and be removed from the server.

The Ferox will no have issue terrorizing smaller stuff at 90km or more range and the Eagle even at- that's too far you can be probed and warped to at that point.

2x arty hurricanes will vaporize everything that is not a Drake or a tech3 boat and everything below before the pilots involved know what is happening.

Currently no ship below a station is in any danger from a heavy missile, even if those ships are not moving, afk and have their mwds on.

What I am fighting for might shift people to fly missile ships for a while but after that gets old, an Ishtar blob might be refreshing.

No missile needs more ewar until I get my 100% always working boolean ECM modules on a 50.000 EHP + 120km range Falcon.

Missiles have more than enough counters as it is, you can read all about it in the archive but please don't. I want to create some tears before people figure out stuff.

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

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