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Heavy Missiles

Author
Jack Carrigan
Order of the Shadow
#21 - 2014-10-26 00:51:36 UTC
Moar tears

I am the One who exists in Shadow. I am the Devil your parents warned you about.

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Arthur Aihaken
CODE.d
#22 - 2014-10-26 01:09:55 UTC  |  Edited by: Arthur Aihaken
Nevyn Auscent wrote:
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.

Exactly. Missiles should be able to apply 100% base damage to ships within their class, period. If we want to entertain missile counters then have a ship's sensor strength or EECM modules reduce their effectiveness - which means utilizing actual slots as opposed to simply flying around.

Let's not forget that missiles aren't simply "op". There is no opportunity for critical damage and they have the longest delay for actual damage application.

I am currently away, traveling through time and will be returning last week.

elitatwo
Zansha Expansion
#23 - 2014-10-26 01:32:28 UTC
Arthur Aihaken wrote:
Nevyn Auscent wrote:
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.

Exactly. Missiles should be able to apply 100% base damage to ships within their class, period. If we want to entertain missile counters then have a ship's sensor strength or EECM modules reduce their effectiveness - which means utilizing actual slots as opposed to simply flying around.

Let's not forget that missiles aren't simply "op". There is no opportunity for critical damage and they have the longest delay for actual damage application.

Thank you Arthur!

Yes exactly!

In addition to that there is more than meets the eye on a missile (which everyone is invited to look at if you happen to be in client).

Missles still do have two attributes that are in use that not many are aware of, an armor and shield multiplier.

Now what's this?

A relic at this point but joking aside, those mulitpliers were used when the damage of a missile was calculated.

Every turret user should have figured out that your turrets can one-shot a ship, usually a smaller one but in case of any missile it doesn't work that way.

It is not an insta-gibb 'drop 1970 hp kinetic damage' on your (wind) shield. What happens is that all missiles in flight that manage to impact on a target will have those mulitpliers applied to your shield and or armor resistance.

So in case of a Drake shooting a Deimos with 100% application but with 80% base resist will reduce that 1970hp kinetic damage to 396hp shield damage or a dent.
And that is before the multiplier reduce that 'volley' damage even further.

How much more clear do I have to make this?

An arty cane with an alpha of 3000 or 4000hp damage will most likely put that same Deimos into low armor with one shot.

Simply 'not knowing' doesn't change any laws.


I will let that sink in for a minute.

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James Baboli
Warp to Pharmacy
#24 - 2014-10-26 01:46:37 UTC
I can definitely support the fixing of the explosion radius to the average of the size appropriate signature radii of unfitted hulls across the board. I also support raising explosion velocity so that missiles deal full damage to the average speed of size appropriate hulls with nav 3. This means buffer tanked hulls, one way or the other (hull tank not included) will almost always take nearly full damage, with only resists to stop it, but an AB using active tank will be the way to negate missile damage.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

elitatwo
Zansha Expansion
#25 - 2014-10-26 02:06:43 UTC
James Baboli wrote:
I can definitely support the fixing of the explosion radius to the average of the size appropriate signature radii of unfitted hulls across the board. I also support raising explosion velocity so that missiles deal full damage to the average speed of size appropriate hulls with nav 3. This means buffer tanked hulls, one way or the other (hull tank not included) will almost always take nearly full damage, with only resists to stop it, but an AB using active tank will be the way to negate missile damage.


Well at that point, they could also ditch the whole thing completely Big smile

I know most of the folks against such an outrageous idea believe that I am stupid, take drugs, drink alcohol all day, every day, need brain surgery, new implants or whatever they come up with because it is not a weekday.

But that is not the case.

In 2006 or the uprise of the 'nano-age' all missiles did however have 100% application and despite some Raven pilots roaming the heavens most of the 6000 people that were logged in at that time during the day did not have what we have now.

Be it skillpoints, the ship rebalance, the turrets rebalance 40 alt accounts with cloaked linked ships in all lowsec and nullsec systems, warp to zero, tech3 boats, tier 3 boats, some tier 2 boats, Marauders, Black Ops, viable drones and pirate ships that were worth the name.

So despite an inbuild 100% application (so you don't need to gimp your ship, so it can wear what it is supposed to) that nano thing made missile a boolean weapon system (boolean mean yes or no / true or false).

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James Baboli
Warp to Pharmacy
#26 - 2014-10-26 02:20:11 UTC
elitatwo wrote:
James Baboli wrote:
I can definitely support the fixing of the explosion radius to the average of the size appropriate signature radii of unfitted hulls across the board. I also support raising explosion velocity so that missiles deal full damage to the average speed of size appropriate hulls with nav 3. This means buffer tanked hulls, one way or the other (hull tank not included) will almost always take nearly full damage, with only resists to stop it, but an AB using active tank will be the way to negate missile damage.


Well at that point, they could also ditch the whole thing completely Big smile

I know most of the folks against such an outrageous idea believe that I am stupid, take drugs, drink alcohol all day, every day, need brain surgery, new implants or whatever they come up with because it is not a weekday.

But that is not the case.

In 2006 or the uprise of the 'nano-age' all missiles did however have 100% application and despite some Raven pilots roaming the heavens most of the 6000 people that were logged in at that time during the day did not have what we have now.

Be it skillpoints, the ship rebalance, the turrets rebalance 40 alt accounts with cloaked linked ships in all lowsec and nullsec systems, warp to zero, tech3 boats, tier 3 boats, some tier 2 boats, Marauders, Black Ops, viable drones and pirate ships that were worth the name.

So despite an inbuild 100% application (so you don't need to gimp your ship, so it can wear what it is supposed to) that nano thing made missile a boolean weapon system (boolean mean yes or no / true or false).

Not quite. at that point, shooting down a size seriously diminishes the damage done. Some things in the size class, like the stabber, will have a fairly deep natural mitigation, as they fall below the average signature radius and above the average speed. It also would mean that an AB was a rational choice if hunting missile boats, as the higher speed for the same signature would act as a fairly strong source of mitigation. It does however mean that most fits will have either signature or explosion velocity as a partial negation, not both, and this puts it at a reasonable place compared to turrets IMO. Some aspects of their ship (speed, signature) effect how your weapons hit, as well as how they pilot, just like with turrets.

As you propose, a cruiser would have to be permanently orbiting or running away, never closing in order to not be 2 volleyed by a good cruise missile boat, as they would only have resists to mitigate with, and maybe 30k ehp against your damage type if you correctly played guess their weakest resist. This would necessitate a damage nerf, hurting their use in PvE where they already get most of their application to many targets, as they are otherwise the highest damage weapon systems by a wide margin (although the vindi has the highest damage, it has substantially more effective weapons going because of the large damage bonus)

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

elitatwo
Zansha Expansion
#27 - 2014-10-26 02:53:26 UTC
James Baboli wrote:
... As you propose, a cruiser would have to be permanently orbiting or running away, never closing in order to not be 2 volleyed by a good cruise missile boat, as they would only have resists to mitigate with, and maybe 30k ehp against your damage type if you correctly played guess their weakest resist. This would necessitate a damage nerf, hurting their use in PvE where they already get most of their application to many targets, as they are otherwise the highest damage weapon systems by a wide margin (although the vindi has the highest damage, it has substantially more effective weapons going because of the large damage bonus)


In case of a Raven of today,
even with 100% application (that is only 100% if CCP makes a modules that makes you have 0% shield resist, 0% armor resist and 0% hull resist and no links applied to you), you will get upset warping around with one after 2 long range warps.

If you are hunting a cruiser in a battleship that doesn't want to fight you, you won't be fighting that cruiser.

An interceptor with links will just yolo circles around my Raven and cause the cruise missiles to create a space-hurricane (not the boat..) until his buddies arrive and murder my boat.

In case of pve,
this has no place in pvp so there is no such thing as too much damage for pve and all missiles have to get there first.
I can point you to some Sansha level 4 missions that will make all golem pilots have a bad day. Or a Gurista Maze..
(Yes I lived in Vale of the Silent once upon a time)

Eve Minions is recruiting.

This is the law of ship progression!

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Claud Tiberius
#28 - 2014-10-26 09:31:18 UTC
Missiles travel a fine line between over and under powered.

They can apply full damage against the right target, moving at the right speed. Can use any damage type and missile launchers are not effected by its own speed or facing direction, unlike turrets. This makes them very powerful.

However usually the enemy is not the right size, speed and you don't have the correct damage types. Missiles are also delayed damage.

There is no guarantee that the missile is going to be right one for the job. But when it is, it will perform beautifully.

Once upon a time the Golem had a Raven hull and it looked good. Then it transformed into a plataduck. The end.

Caleb Seremshur
Bloodhorn
Patchwork Freelancers
#29 - 2014-10-26 11:15:53 UTC
Claud Tiberius wrote:
Missiles travel a fine line between over and under powered.

They can apply full damage against the right target, moving at the right speed. Can use any damage type and missile launchers are not effected by its own speed or facing direction, unlike turrets. This makes them very powerful.

However usually the enemy is not the right size, speed and you don't have the correct damage types. Missiles are also delayed damage.

There is no guarantee that the missile is going to be right one for the job. But when it is, it will perform beautifully.


So by your own metric missiles are substandard at least 75% of the time. Ok. That's pretty damning evidence.
afkalt
Republic Military School
Minmatar Republic
#30 - 2014-10-26 11:23:47 UTC
Missiles as a whole are fine, it's heavy (perhaps arguably torps) that are the problem children.
elitatwo
Zansha Expansion
#31 - 2014-10-26 12:39:04 UTC  |  Edited by: elitatwo
afkalt wrote:
Missiles as a whole are fine, it's heavy (perhaps arguably torps) that are the problem children.


So we agree to disagree, that's fine.

Yet apperently missiles get nerfed at least twice since Retribution.

Now if fidelas cons would elaborate how one missile boat is fine with only 200 more buddies of his I do understand.

Torpedo battleships with 2meters of range and hopefully complete planet application and a lot of very depressed Phoenix pilots might agree that there is something not right just yet.

Last time I spoke to my Raven, she was very sad that I want to go all out and fit torpedos and closed the fitting screen on her own so I wouldn't.

It took me three weeks and to comfort her and let me get to her fitting screen again.


Why do we even have an almost democratic selected few to talk to CCP and pass things along?

Do I need to let you feel the wrath of a hungry Fedo on you?

Fedo: ..uuurggh uurghh.. looks exited in e2's direct with something that could be a smile

Quiet, Fedo! I will let you know

Fedo: ..uuuuurrgh Sad

Eve Minions is recruiting.

This is the law of ship progression!

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Nevyn Auscent
Broke Sauce
#32 - 2014-10-28 02:58:50 UTC
Arthur Aihaken wrote:

Exactly. Missiles should be able to apply 100% base damage to ships within their class, period. If we want to entertain missile counters then have a ship's sensor strength or EECM modules reduce their effectiveness - which means utilizing actual slots as opposed to simply flying around.

Let's not forget that missiles aren't simply "op". There is no opportunity for critical damage and they have the longest delay for actual damage application.

That is not what I said at all, please don't misquote me. I said they should do full damage to an UNFITTED hull.
Once fittings & links come into account damage should be mitigatable.
Iain Cariaba
#33 - 2014-10-28 03:09:02 UTC
I don't see what the big deal is here.

Frigs fall before my rlml fits
Cruisers and destys evaporate against my t2 precision heavies.
Battlecruisers melt when pounded by my t2 furies.

Seems to be working as intended by the last nerf to heavy missiles. Stop trying to use them outside their intended purpose.
Gaan Cathal
Angry Mustellid
#34 - 2014-10-28 03:41:48 UTC  |  Edited by: Gaan Cathal
There is a strong logic to designing missile systems such that the Explosion Radius of a missile size is equal to the average/base Signature Radius of the target class and then balancing damage etc from there. However there is a logistical aspect to take into account, since this isn't just a rebalancing tweak, but a pattern redesign due to needing to tweak a host of other factors to account for increased application by currently functional missiles.

The big problem with missile mechanics (not, per se, missiles) is the damage delay. It's a very distinct disadvantage - just look at how favoured the synchronised alpha offered by assigned sentries was, consider that missiles are the opposite end of that scale to mounted guns. However it's not a disadvantage very friendly to numbers being crunched, the smaller scale the engagement the less it matters, and there your opponent's raw speed being a factor rather than traversal velocity becomes more and more of an advantage.

They also sit in an odd place because they have a high volley damage, but that alpha doesn't scale even slightly because of the delayed damage effect staggering application. There's also the significant range advantage of short ranged missiles over short ranged guns as a confounding factor. It might well be worth significantly lowering their alpha and like increasing their ROF (and reducing the size of missiles themselves) in order to make them a "pressure" weapon. If this was done, the increase in application by matching Explosion Radii with Sig Radii would hopefully counterbalance the reduced alpha. Maybe apply that change to one range of missiles and keep the other frontloaded.
Caleb Seremshur
Bloodhorn
Patchwork Freelancers
#35 - 2014-10-28 05:08:29 UTC
While I agree that directly comparing guns and missiles is dumb (not to mention anecdotally attempted a number of times) I don't agree with your suggestion. Application should be on a racial level. To a degree it already is: a HAM cyclone will dish out 700+ dps in omnidamage while caldari have "some" hulls with an application bonus and some with the kinetic bonus. Unless I am mistaken the corax gets both but obviously gets pidgeon holed in to kinetic to stay competitive in the dps race.

Important to consider is the only application bonused hulls in the medium range are the navy caracal and navy drake. Functionally they should be getting higher applied damage but the rof and volley is so low that both of these ships are largely abandoned for cheaper hulls.

And that's not to mention the navy hulls other problems. People use rlml because of the high burst damage and good application. People use artillery because of the high volley damage at respectable ranges with instant delivery. Rails get high range. Lasers apparently get tracking. Scaling up tp heavies and hams... hams would be the superior choice to hml in 99% of cases if they had some extra range. Hml only stay competitive due to their range. The overall low dps is their single biggest issue. Losing 25% of your damage off the bat just because you changed type is pretty crazy.

If we can't have more damage then yes tightening the sigR is the next best option but as I said earlier better off increasing the damage because to increase the applied damage means sacrificing slots. Which many caldari hulls can barely afford.
elitatwo
Zansha Expansion
#36 - 2014-10-28 07:23:58 UTC
Caleb Seremshur wrote:
While I agree that directly comparing guns and missiles is dumb (not to mention anecdotally attempted a number of times) I don't agree with your suggestion. Application should be on a racial level. To a degree it already is: a HAM cyclone will dish out 700+ dps in omnidamage while caldari have "some" hulls with an application bonus and some with the kinetic bonus. Unless I am mistaken the corax gets both but obviously gets pidgeon holed in to kinetic to stay competitive in the dps race.

Important to consider is the only application bonused hulls in the medium range are the navy caracal and navy drake. Functionally they should be getting higher applied damage but the rof and volley is so low that both of these ships are largely abandoned for cheaper hulls.

And that's not to mention the navy hulls other problems. People use rlml because of the high burst damage and good application. People use artillery because of the high volley damage at respectable ranges with instant delivery. Rails get high range. Lasers apparently get tracking. Scaling up tp heavies and hams... hams would be the superior choice to hml in 99% of cases if they had some extra range. Hml only stay competitive due to their range. The overall low dps is their single biggest issue. Losing 25% of your damage off the bat just because you changed type is pretty crazy.

If we can't have more damage then yes tightening the sigR is the next best option but as I said earlier better off increasing the damage because to increase the applied damage means sacrificing slots. Which many caldari hulls can barely afford.


Hence I said Caldari ships need to gimp their fitting in a way that no turret ship has to do.

Okay the Naga does have to"pay" for out of normal grid range with tank and mobility but shooting a ship at 280km is an extreme case and she is a turret boat and will hurt anything immediately.

Looking at the case of a HAM Drake, which would look strong on paper, we would also have to look at the ship itself. Being a Drake she isn't the fastest of the former "tier 2" battlcruisers and 20km range is hardly scary.

Heavy assault missles are paying raw damage for faster cycle time but in the current kiting meta of linked everything and even not, those will also suffer from being made fun of since they will stop doing any damage after the flight time is run out.

My thread in the assembly hall (of injustice) was shot down by some random noobs who accused me either of substance abuse, being sold and no longer myself and stupid.

If I may point everyone still in doubt at the Caral and the Cerberus roaming about on TQ as we speak. Those two are the best examples of would it would look like of missiles without "tracking".

You may come and tell me something about "only being 93%" but let us imagine for a moment that it would indeed be 100%.

Though those too ships are strong with light or standard missiles, we do not have the end of the world.

EVE is still here.

Fedo: ..uuurgh uuuurgh.. Smile

Eve Minions is recruiting.

This is the law of ship progression!

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Arthur Aihaken
CODE.d
#37 - 2014-10-28 07:31:24 UTC
Nevyn Auscent wrote:
That is not what I said at all, please don't misquote me. I said they should do full damage to an UNFITTED hull.
Once fittings & links come into account damage should be mitigatable.

Yes, that's what I meant by "base" damage.

I am currently away, traveling through time and will be returning last week.

Lugh Crow-Slave
#38 - 2014-10-28 08:09:31 UTC
come back after a few days and the first page is almost nothing but re-posts did the forum update break the search function or something?
Nienna Leralonde
KarmaFleet
Goonswarm Federation
#39 - 2014-10-28 08:28:21 UTC
"HML nerf to kill tengu fleets in null

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

brilliant CCP balancing."

glad i`m not the only one who noticed it :D.

how ccp thinks : why just nerf something when we can absolutly destroy it.ex : drake,cyclone (bc`s in general)/heavy missiles,crow etc
elitatwo
Zansha Expansion
#40 - 2014-10-28 11:26:32 UTC
Lugh Crow-Slave wrote:
come back after a few days and the first page is almost nothing but re-posts did the forum update break the search function or something?


Nah,
but you should have noticed that whenever someone responds into a thread it lands on the "front page" once again.

In this case I don't mind the attention to the thread, maybe someone with a blue tag reads it.

Well, whom am I kidding??

Of course they read it and I didn't get a gag order yet and as to CCP Fozzies wishes I even explained in detail how this will not brake EVE just the minds of the missile haters.

Haters gonna hate, no matter what.

Our blue tagged readers seek the shadows of the Vale of the Silent and find it rather enteraining or freightening or both, we will never know.

At least I have some of you convinced that the matter has some merrit, so thank you for your support! I appreciate it Smile

Eve Minions is recruiting.

This is the law of ship progression!

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