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Heavy Missiles

Author
afkalt
Republic Military School
Minmatar Republic
#41 - 2014-10-28 11:39:55 UTC
Iain Cariaba wrote:
I don't see what the big deal is here.

Cruisers and destys evaporate against my t2 precision heavies.


You're shooting "precision" weapons at the same size class should be a clue.

As should the fact that if you were using guns then your target would die nearly twice as fast compared to precision HM which do so little damage on a caracal with 3x BCU I can get 93% of it's damage out of a freakin' merlin never mind with another cruiser.

Next to their peer group, heavy missiles are nothing short of absolutely god awful outside of super niche roles (which can trivially be replicated by other hulls which are, in general, far less of a liability).
Xequecal
Ministry of War
Amarr Empire
#42 - 2014-10-28 11:58:59 UTC
I've said it a bunch of times, missiles suck because of links. If someone clicks approach on you, guns do 100% damage regardless of whether he's linked or not. Missiles bigger than light missiles do absolutely damage linked targets unless they're either webbed or the target is like two size classes above the missile. (HAMs and battleships) They're only used on pure kiting boats where the low damage is not really a drawback when the opponent can't shoot back at all.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#43 - 2014-10-28 12:02:56 UTC
maybe some kind of rigs that allow heavy missiles to use a new class of tech II missiles with sub-munition warheads would help. Give HAM users more choice at the cost but you still have to mke the right choice due to missile reload times if you make a mistake. The sacrifice for using the sub-munitions is in your rig choices, you lose buffer tank/active tank or whatever in place of better and more flexible damage application. The rigs would be adding in extra target acquisition and missile control functions to be able to handle the much larger number of warheads in play.
afkalt
Republic Military School
Minmatar Republic
#44 - 2014-10-28 12:08:53 UTC
Or we could just give them the boost that all other mediums got and see how that goes. Bringing missiles into line was fine, then buffing the other 3 systems was decidedly less fine.
scorchlikeshiswhiskey
Totally Abstract
O X I D E
#45 - 2014-10-28 13:45:34 UTC
afkalt wrote:
Or we could just give them the boost that all other mediums got and see how that goes. Bringing missiles into line was fine, then buffing the other 3 systems was decidedly less fine.

This would be splendid, but in the short term I would settle for Fozziebear to tell us what he has against missiles. Then maybe he could go to a couple Missile Haters Anonymous meetings and start working his steps... Smile
On a serious note though, how long ago where HMLs broken? Because I foresee somethig similar in store for LMLs after the way their "OP" apllication was fixed with a flat damage nerf.
Arthur Aihaken
CODE.d
#46 - 2014-10-28 14:24:31 UTC
All missiles could benefit from a +25-50% increase in explosion velocity. This would really only have an effect against non-afterburning targets. The flip side is that L4 missioning would be more challenging as well.

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

Stitch Kaneland
The Tuskers
The Tuskers Co.
#47 - 2014-10-28 14:42:35 UTC  |  Edited by: Stitch Kaneland
The issue i have with HML from a solo perspective is application. HML does absolutely nothing to frigs. With an uber application fit bellicose, out of the 250ish dps it does with HML and 3 BCUs its only applying 90ish dps. Thats with 2 bonused TP, double rigor and a standard crash booster. This leaves room for 1 LSE for tank. I think that was also with precisions.

Now, i know that HML arent for anti-frig, and im not asking for 100% application to a frig, but it would be nice to have a chance to kill tackle before im scrammed, with HML. I can use 1400s or 800 acs to kill frigs using battleship sized turrets but cant kill a frig using a cruiser sized missile launcher without 4 application mods and drugs?

I simply do not use HML for this reason. Every fit ive tried or theorycrafted for a solo fit is just not viable. This is why i generally fly with turrets or LM or RLML if i use a missile ship.

Maybe its intended to have support for HML, its just odd that no other weapon system requires a dedicated belli/huginn/rapier pilot for your weapon system to apply half way decently.
WhyYouHeffToBeMad IsOnlyGame
#48 - 2014-10-28 15:16:17 UTC
learn to missile.

Everything's a game if you make it one - Uriel Paradisi Anteovnuecci

CCP: Continously Crying Playerbase - Frostys Virpio

Caleb Seremshur
Commando Guri
Guristas Pirates
#49 - 2014-10-28 15:51:33 UTC
WhyYouHeffToBeMad IsOnlyGame wrote:
learn to missile.

Very mature.

Do you have anything of substance to add?

[Caracal Navy Issue, Caracal Navy Issue fit]

Ballistic Control System II
Ballistic Control System II
Shield Power Relay II
Shield Power Relay II

EM Ward Field II
Adaptive Invulnerability Field II
Large Shield Extender II
10MN Afterburner II
J5b Phased Prototype Warp Scrambler I

Heavy Missile Launcher II, Scourge Fury Heavy Missile
Heavy Missile Launcher II, Scourge Fury Heavy Missile
Heavy Missile Launcher II, Scourge Fury Heavy Missile
Heavy Missile Launcher II, Scourge Fury Heavy Missile
Heavy Missile Launcher II, Scourge Fury Heavy Missile
Heavy Missile Launcher II, Scourge Fury Heavy Missile

Medium Anti-Thermal Screen Reinforcer II
Medium Warhead Flare Catalyst II
Medium Warhead Flare Catalyst II

335 dps with fury, 285 with navy, 248 with precision.

This is a ship with -25% explosive radius and with 2x explosion velocity rigs. Let's look at application.

Fury: 136/144
Navy: 78/171
Precision: 70/205

Now let's look at range.

Fury: 44km
Navy: 58.7km
Precision: 29.3km

YMMV I ran these figures with my personal API data, obviously the missiles have a bit better range at all V but this is fine for comparison purposes. It's worth noting I have the relevant missile application skills to 5.

Now compared to say.. railguns, off the top of my head now medium railguns have a sig radius of 125? base. Target velocity isn't really important at this stage but it is interesting to see that at least missiles have generally a lower radius than railguns and that no ship reduces the signature resolution of guns. There's no modules or rigs for it either. Otherwise I guess a railgun ship with even just 1x T2 sig reduction for guns would be tracking easily over 15% better just from that alone, dependent on target they could track up to 50% better. It would be totally broken. And so in this complex web of interdependent modules we get the TP and the web.

Are missiles borked in application? From a velocity perspective yes. From a sig perspective no.

So to compare with 2x t2 rigors instead of flare:

Fury: 86/102
Navy: 50/122
Precision: 45/146

according to the missile formula as described graphically here: http://eveuni.org/missiles101 we desire to push our sig radius factor as far in to our favour as possible. Sounds good?

One caveat remains: my corax does more volley damage than this CNI. In fact you need a drake to beat the volley damage of a LML corax with similar numbers of BCS. There is a problem here. Heavy missiles don't get significantly more range than lights, apply damage much worse and do roughly the same amount of damage. Maybe 15% more give or take.

So really I still think HML just need a damage buff, they suffer quite a staggering amount of damage mitigation naturally and it takes a niche fit in order to really push their damage down field. At the moment I would recommend any person considering HML to think of RLML instead as that 15% volley decrease is compensated for through significantly higher levels of application.

Khan Wrenth
Viziam
Amarr Empire
#50 - 2014-10-28 16:27:20 UTC
I don't have a horse in this race (I think that's the proper saying here), but because I do see this come up fairly frequently, why don't we give this problem a solution through skills?

What catches my mind immediately is that to increase the number of targets you can lock, you trail a skill. You get that to five, and you unlock a skill you can train further. Could we do such a thing for explosion velocity and radius? Both are current skills, and most pilots probably have them to four or five if they use missiles a lot. So why not give them a second step in those skill trees?

I'm just throwing out an idea, it's not like I ran numbers or anything. If the normal skill gives a 5% bonus/level, perhaps the second tier of the skill gives a 3% bonus/level? That should edge the missiles closer to doing the sort of damage application they are apparently lacking. My only concern with an outright damage buff is what it does for hitting classes above your own. Sure, upping damage would give you better damage verses cruisers, but it might de-balance missiles relative to each other. If you can get better damage out of heavies, and heavy lanchers require less fittings than cruises, why use cruises?

Again, I'm not running numbers, but I think giving players the ability to further train down radius and velocity would be easier to balance than damage buffs. Plus, for the ease of use of missiles, it kind of makes sense for there to be more to train. Like drones - you have to train separate racial skills to really get the most out of them, so they are already outside the norm for weapons training. Missiles are definitely outside the norm, so let's think outside the norm to address this issue (if it needs addressing).
Caleb Seremshur
Commando Guri
Guristas Pirates
#51 - 2014-10-28 16:36:43 UTC
Khan Wrenth wrote:
I don't have a horse in this race (I think that's the proper saying here), but because I do see this come up fairly frequently, why don't we give this problem a solution through skills?

What catches my mind immediately is that to increase the number of targets you can lock, you trail a skill. You get that to five, and you unlock a skill you can train further. Could we do such a thing for explosion velocity and radius? Both are current skills, and most pilots probably have them to four or five if they use missiles a lot. So why not give them a second step in those skill trees?

I'm just throwing out an idea, it's not like I ran numbers or anything. If the normal skill gives a 5% bonus/level, perhaps the second tier of the skill gives a 3% bonus/level? That should edge the missiles closer to doing the sort of damage application they are apparently lacking. My only concern with an outright damage buff is what it does for hitting classes above your own. Sure, upping damage would give you better damage verses cruisers, but it might de-balance missiles relative to each other. If you can get better damage out of heavies, and heavy lanchers require less fittings than cruises, why use cruises?

Again, I'm not running numbers, but I think giving players the ability to further train down radius and velocity would be easier to balance than damage buffs. Plus, for the ease of use of missiles, it kind of makes sense for there to be more to train. Like drones - you have to train separate racial skills to really get the most out of them, so they are already outside the norm for weapons training. Missiles are definitely outside the norm, so let's think outside the norm to address this issue (if it needs addressing).


Interesting idea. 2% per level is the standard already set. I'd have really hoped for CCP to change the specialisation skills for missiles from ROF to raw damage and let ROF be purely determined by mods and rigs. This will homogenise the system with guns and add more value to the ammo you carry and make overheating your missile mods tangentially more valuable too.

Secondly RHML doesn't really hold a candle to cruise missiles. As far as PVE goes, nothing can beat 900+ dps to 250km from cruises. At around 250 sig and 100m/s Ve too. Cruises just **** all over heavy missiles. A rack of 8 does and with fury does nearly 8000 volley. By comparison heavies do about 2100. No ship gets bonuses to RHML flight time or velocity (except barghest I think?). As for shooting UP a catagory.... you're *supposed* to do more damage than normal, that's the point. It's a larger target. Right now an AB battleship can speed tank heavy missiles - this shouldn't be possible and it sure as hell isn't when comparing light missiles to cruisers, at least not to the same degree.
elitatwo
Zansha Expansion
#52 - 2014-10-28 19:23:44 UTC
Khan Wrenth wrote:
...What catches my mind immediately is that to increase the number of targets you can lock, you trail a skill. You get that to five, and you unlock a skill you can train further. Could we do such a thing for explosion velocity and radius? Both are current skills, and most pilots probably have them to four or five if they use missiles a lot. So why not give them a second step in those skill trees?

I'm just throwing out an idea, it's not like I ran numbers or anything. If the normal skill gives a 5% bonus/level, perhaps the second tier of the skill gives a 3% bonus/level? That should edge the missiles closer to doing the sort of damage application they are apparently lacking. My only concern with an outright damage buff is what it does for hitting classes above your own. Sure, upping damage would give you better damage verses cruisers, but it might de-balance missiles relative to each other. If you can get better damage out of heavies, and heavy lanchers require less fittings than cruises, why use cruises?


Sorry dear but NO.
Both turrets and missile haz four skills to improve application, range and damage and tracking (..turret tracking anyways).

What missiles and missile launchers do not have in common and I just stick to hybrid turrets for a moment:

Rocket launcher <-> small electron, ion, neutron blaster
Light missile launcher <-> 75mm, 100mm, 150mm railgun
Assault missile launcher <-> used to be anti-tackle and now it's anti-all missile launcher
Heavy assault missile launcher <-> medium electron, ion, neutron blaster
Heavy missile launcher <-> 150mm dual, 200mm and 250mm railgun (the latter having more range than linked ships can lock..)
Cruise missile launcher <-> 250mm dual-, 350mm and 450mm railgun
Torpedo launcher <-> used to be cool, now it's a YOLO bomber hazz torpedo. Electron, Ion and neutron blaster.

Trained eyes can see where I am going here and NO I do not want "smaller" launchers, I want all of my Caldari ships to be superior missile ships, ships that can fit the launchers and an active tank.

Dear Kil2,
since you have flown the Drake quite often you should know that there are 4 fitting combinations viable but no longer possible.
Maybe elaborate how you determined that Drakes can no longer active tank with heavy assault missile launchers without serious brain surgery?
Odd, wouldn't you agree?

Missiles in general are the second weapon system that can be destroyed and have tons of downsides.

Let me quote from the old foums archive in a stealth bomber thread from back in the day when the Manticore was unique:

"If you fire a volley of cruise missiles from 200km away, you will see them approaching and you will still have time to go out, eat Pizza, buy groceries, come back and simply warp away."

What am I saying?

What I am saying for about seven years now, a missile will not do any damage with 100% or 1% application until they impact.

Or they can be compared to armor repair modules, which give you hp at the end of the cycle, so do missile maybe do damage the the end of the cycle.

Perhaps it is time for our "representatives" to take a look.

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

afkalt
Republic Military School
Minmatar Republic
#53 - 2014-10-28 21:25:56 UTC
Maybe this is the wrong path, maybe medium weapons just need pulled back.

A Deimos with 200mm rails is doing 93% of the DPS of a blaster Deimos...at far longer ranges.
elitatwo
Zansha Expansion
#54 - 2014-10-28 21:42:53 UTC
afkalt wrote:
Maybe this is the wrong path, maybe medium weapons just need pulled back.

A Deimos with 200mm rails is doing 93% of the DPS of a blaster Deimos...at far longer ranges.


In my humble opinion, medium railguns are okay now.

Tech II beam laser "disks" could need some looking at the hunger games.

No dice for air-condition, since they have no interest in capacitor.


Moving on.

Except for the "drama" section this is the most viewed section in the forums. It would be save to assume that by now everyone with a blue name-tag has taken a look here.

At least some of you Joveans will have an opinion. Maybe you have something that we are not supposed to know yet or you just like to read something entertaining in your free time and are not allowed to respond.

Now to circumvent any further guesses or pokings a boolean response would be really cool.


And to make it clear for our CSM, no large alliance representative is getting a vote on this, neither your afk-cloaking alts.

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Caleb Seremshur
Commando Guri
Guristas Pirates
#55 - 2014-10-29 06:43:19 UTC
Maybe I should run for CSM next year, heh.
elitatwo
Zansha Expansion
#56 - 2014-10-29 07:33:15 UTC
Caleb Seremshur wrote:
Maybe I should run for CSM next year, heh.


Can I vote for you naow?

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Luwc
State War Academy
Caldari State
#57 - 2014-10-29 07:38:05 UTC
and then people will complain about HMLs again.
"
HML Tengu. Kite. Such wow. many de pe es
Drake OP nerf missiles
Look at Cerberus. Much missiles. very range. DPS DPS DPS
"

...something like this

back n forth back n forth.

I like how they are and a drake with HML is still a legit and cheap weapon system.

They are still overshadowed by hams and rapid lights in most PVP cases but yet they have their niche.

Damage and application so far is fine. I would just like to see increased range again to have a legit reason to choose them over rapid lights for certain pvp situations.

http://hugelolcdn.com/i/267520.gif

elitatwo
Zansha Expansion
#58 - 2014-10-29 08:24:57 UTC
Luwc wrote:
and then people will complain about HMLs again.
"
HML Tengu. Kite. Such wow. many de pe es
Drake OP nerf missiles
Look at Cerberus. Much missiles. very range. DPS DPS DPS
"

LolLolLolLolLolLol


Luwc wrote:
I like how they are and a drake with HML is still a legit and cheap weapon system.

Everyone likes something, that's okay. You wanna know what I like? Missiles that can hurt moving ships.

Luwc wrote:
They are still overshadowed by hams and rapid lights in most PVP cases but yet they have their niche.

Did you consider reading, what I wrote at least 5 times now in the last two weeks??

Luwc wrote:
Damage and application so far is fine. I would just like to see increased range again to have a legit reason to choose them over rapid lights for certain pvp situations.

Thank you for almost catching up to us!

Yes light missiles are as close as we can get to 100% damage application, the one thing I want to have on all missiles.

And now that we have cought the last one up, let me tell you AGAIN, that the Cerberus haz many range too.

Oh noes, we haz ship with zee good application of zee missile. Which is what I am telling you for a very, very long time now.
May I also hint, that I never said anything in seven years of complaing that wasn't true.

Turns out, it's much easy to "sentry" ships of zee fields with zee sentry Archons to haz 100% gude keyboards. Keyboards much more show of zee no gude blobb.

Wait for missile to hit make longggh, neaddh more zee killz with 200 sentry Archons or Ishtars. More cuhl. Guhdder 100% keyboards.

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Caleb Seremshur
Commando Guri
Guristas Pirates
#59 - 2014-10-29 08:25:14 UTC
You feel that changing missile specialisation skills to increase damage and not ROF would be bad? A net decrease in dps would actually occur. This benefits the sniper role of long range missiles more and provides more room for movement with modules and rigs. Each shot you do is worth more and missiles fire slower.
Viribus
Wilderness
IIIIIIIIIIIIIIIIIIIIIIIII
#60 - 2014-10-29 08:34:08 UTC
i like how CCP nerfed drakes a full 6 months after the introduction of tier3 BCs made HML drakes almost completely obsolete

sort of like how they nerfed cynabals a full year after anyone ever thought they were good

anyway we're never going to see HMLs (or cruises or torps) viable in our lifetime as long as fozzie is at the helm. That man's hatred of missiles is... unnatural