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Missiles need to be addressed

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Author
Gaan Cathal
Angry Mustellid
#21 - 2014-11-05 12:06:00 UTC
Gizznitt Malikite wrote:


2.) Missiles can and do apply full damage when shooting appropriately sized targets.



Actually this isn't true, and is the actual problem with missiles at the moment. A heavy missile does reduced damage against a cruiser without a prop mod.

Explosion Radius should be matched to the "class standard" Signature Radius of the equivalent size to the missile.

Explosion Velocity should then be adjusted to a point where slapping an MWD on something doesn't reduce missile damage inordinately compared with gun damage. You should absolutely not be speedtanking missiles without a prop mod, at any scale of engagement.

If they then do too much damage in practice, raw numbers can be scaled down.

You never know, the Pheonix might even be able to apply damage to something smaller than a moon.
Jenna Olgidar
Golden Goose Industies
#22 - 2014-11-05 12:10:24 UTC
Gaan Cathal wrote:
Gizznitt Malikite wrote:


2.) Missiles can and do apply full damage when shooting appropriately sized targets.



You never know, the Pheonix might even be able to apply damage to something smaller than a moon.


Bahahaha

So yeah like my post. -Olga

ISD Ezwal
ISD Community Communications Liaisons
ISD Alliance
#23 - 2014-11-05 15:03:16 UTC
Thread has been moved to Features & Ideas Discussion.

ISD Ezwal Community Communication Liaisons (CCLs)

Cardano Firesnake
Fire Bullet Inc
#24 - 2014-11-05 15:19:54 UTC
I think the signature, explsion velocity, fly time, and speed stats of most missiles should be review.
But removing signature and explosion velocity? Hell NO!!
You should learn how the mechanics work before posting that.
The problem is about small targets and big missiles. imagine the effect of a torpedo on a webbed frigate without signature stats...

Posted - 2010.07.01 11:24:00 - [4] Erase learning skills, remap all SP. That's all.

Yi Hyori
University of Caille
Gallente Federation
#25 - 2014-11-05 15:36:57 UTC
Came to this thread expecting an actual discussion.
Definitely not what I found :(

If we are going to ask for absurd things, I wan't my cruise missile kestrals back :D

Suicide ganking in this for the win.

But besides that, I do believe missile damage should be looked at, so I'll leave that comment here.

Short range missile is too short. I think something like 50% increase in torpedoes, heavy assault missiles and rockets may be in order. 100% is asking for too much. Guns have falloff which still allow for hits, but missiles dont have that luxury. Maybe my suggestions are biased, who knows. I would like some loving to short range missiles though :)

Harvey James
The Sengoku Legacy
#26 - 2014-11-05 15:44:29 UTC
Yi Hyori wrote:
Came to this thread expecting an actual discussion.
Definitely not what I found :(

If we are going to ask for absurd things, I wan't my cruise missile kestrals back :D

Suicide ganking in this for the win.

But besides that, I do believe missile damage should be looked at, so I'll leave that comment here.

Short range missile is too short. I think something like 50% increase in torpedoes, heavy assault missiles and rockets may be in order. 100% is asking for too much. Guns have falloff which still allow for hits, but missiles dont have that luxury. Maybe my suggestions are biased, who knows. I would like some loving to short range missiles though :)



or make javelin's worth using .. there dps is pitiful, we need missile enhancement mods .. (what happened her CCP?)
but HAM's have the same range as torps .. so 50% range nerf is more likely , and then rockets would get the same.

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

elitatwo
Zansha Expansion
#27 - 2014-11-05 15:45:46 UTC
Yi Hyori wrote:
Came to this thread expecting an actual discussion.
Definitely not what I found :(

If we are going to ask for absurd things, I wan't my cruise missile kestrals back :D

Suicide ganking in this for the win.

But besides that, I do believe missile damage should be looked at, so I'll leave that comment here.

Short range missile is too short. I think something like 50% increase in torpedoes, heavy assault missiles and rockets may be in order. 100% is asking for too much. Guns have falloff which still allow for hits, but missiles dont have that luxury. Maybe my suggestions are biased, who knows. I would like some loving to short range missiles though :)


Big smile Okay I did read that and someone told me about that a long time ago but they are now called Manticore and fire bombs and torpedos.

And to clear things up a little, I asked for torpedos to get a range increase.

I did not ask for rockets or hams to be range increased.

I also did not ask for missle damage to be increased, since all missile volleys are "in line" with other turret based weapons.

Sidenote again:

The range were all turrets to zero damage is optimal + 2x falloff and the fitting screen shows optimal + falloff. At this range all turrets do 50% damage, not zero.

But if you would pay more attention to what free of charge education I give to you all over the place, you would already know that.

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Tchulen
Trumpets and Bookmarks
#28 - 2014-11-05 16:06:00 UTC  |  Edited by: ISD Ezwal
elitatwo wrote:
Son,
I do not ususally respond to npcs since it is pointless. But I am telling you again that you should be very, very careful what you claim.


Son, you should be very, very careful what you claim.

elitatwo wrote:
I know from experience that it will not be as bad as you think it will be.


Your experience is for naught. Orthrus, Barghest, Phoenix & Leviathan will become utterly overpowered. The former 2 because pretty much nothing will be able to outrun their weapons fire and they will be applying 100% damage on everything. That, frankly, is insane. Completely mental.

The latter are arguably worse. Capital ships able to apply 100% dps to EVERYTHING. Let that sink in a minute. I know what you'll say: "but they're slow and can be outflown". Yes, by some ships but not most used in fleet fights which is where these cap ships would be used. This will bring back the solo capital killing fleets of subcaps which is completely against the direction the game is taking and against what most of the players want.

*Snip* Please refrain from personal attacks. ISD Ezwal.
Bronson Hughes
The Knights of the Blessed Mother of Acceleration
#29 - 2014-11-05 16:27:51 UTC
OP, I agree with you that missiles could use some love in multiple regards (both internal balance and balance relative to turrets), but what you are proposing is simply too much. If you feel that missiles aren't applying sufficient damage, why not propose buffing their damage application stats instead of changing the underlying mechanics behind how missile damage is calculated?

Do you remember the days of perfect application cruise missile Kestrels that would one-volley other frigates? CCP went out of their way to rectify that situation by changing missile mechanics, and what you're proposing would undo much of that rectification.

I understand the notion that turrets and missiles should be different and fully support that notion. But granting one of the two full damage application would fundamentally alter both the balance of turrets and missiles and the balance of different-sized ships.

-1

Relatively Notorious By Association

My Many Misadventures

I predicted FAUXs

Gunrunner1775
Empire Hooligans
#30 - 2014-11-05 16:31:54 UTC
i lack the technical expertise to provide such a thing,

what i would like to see, and im sure it would provide quite a bit of info, a full set of spread sheets compareing ALL weapons systems vs a nice wide selection of targets, small thru large and slow thru fast to include target painters on target as well.....

then we can all stop debateing this topic (which appears to come up once every couple of weeks or so) and get down to proper discussion of what needs fixing and how it could be fixed.
Ugly Eric
Fistful of Finns
#31 - 2014-11-05 16:40:59 UTC
Gaan Cathal wrote:
Gizznitt Malikite wrote:


2.) Missiles can and do apply full damage when shooting appropriately sized targets.



Actually this isn't true, and is the actual problem with missiles at the moment. A heavy missile does reduced damage against a cruiser without a prop mod.

Explosion Radius should be matched to the "class standard" Signature Radius of the equivalent size to the missile.

Explosion Velocity should then be adjusted to a point where slapping an MWD on something doesn't reduce missile damage inordinately compared with gun damage. You should absolutely not be speedtanking missiles without a prop mod, at any scale of engagement.

If they then do too much damage in practice, raw numbers can be scaled down.

You never know, the Pheonix might even be able to apply damage to something smaller than a moon.


https://www.youtube.com/watch?v=3q83Qr8iqfg

Actually they can hit.
James Baboli
Warp to Pharmacy
#32 - 2014-11-05 17:04:28 UTC
Once again. Missile should apply full damage to size appropriate hulls without fittings. Medium missiles should not apply perfectly to frigates, but should apply well to destroyers, and perfectly to unfit cruisers before skills or links.

Reasons why setting missile explosion velocity and signature size to the average of unfit size appropriate hulls makes sense

  1. ABs should be able to create some damage reduction if unwebbed, and MWDs should create substantial reduction if unwebbed.
  2. They are still relative velocity and position agnostic, which means substantially better application outside tackle range of most missiles
  3. It should be possible to create some damage mitigation without prop mod by speed fitting unusually fast hulls, like the slasher
  4. It should be possible to create some mitigation through running a fairly low signature ship without shield rigs or shield extenders
  5. Missiles should apply excellently to things with moderate tackle applied.
  6. Missiles should apply decently to painted ships of one to two categories smaller, but large missiles should still struggle to hit destroyers and frigates even if they are painted.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

afkalt
Republic Military School
Minmatar Republic
#33 - 2014-11-05 17:08:50 UTC  |  Edited by: afkalt
Mike Azariah wrote:
Lallante wrote:
This is one of the dumbest suggestions I've ever seen in Eve. And I've been playing since 2002.


It is up there but not close to the worst.

and

No, I won't mention this one to devs unless over beers and laughing

m



Would you at least get them to take a long, hard look at heavy missiles. The weapon system so bad medium projectile users actually think they have it the worst because they forget heavy missiles even exist.

So bad that they dont even do full damage vs a cruiser doing a whopping 194ms @165 sig, when they have an explosion radius of 105!!!

Please....?


Just look at the difference between a caracal with 2 damage mods and a thorax with 2 damage mods. At EVERY reasonable range (5-60km) the guns utterly smoke it (provided correct ammo choice), anything you do to improve missile DPS also improves the gun DPS.
James Baboli
Warp to Pharmacy
#34 - 2014-11-05 17:13:57 UTC
afkalt wrote:
Mike Azariah wrote:
Lallante wrote:
This is one of the dumbest suggestions I've ever seen in Eve. And I've been playing since 2002.


It is up there but not close to the worst.

and

No, I won't mention this one to devs unless over beers and laughing

m



Would you at least get them to take a long, hard look at heavy missiles. The weapon system so bad medium projectile users actually think they have it the worst because they forget heavy missiles even exist.

So bad that they dont even do full damage vs a cruiser doing a whopping 194ms @165 sig, when they have an explosion radius of 105!!!

Please....?

Unless I've gone off my rocker, Mike has said he was taking the problems with heavy missiles to CCP.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

afkalt
Republic Military School
Minmatar Republic
#35 - 2014-11-05 17:17:16 UTC
He may have, I won't have seen all his posts, but adding weight to the requests never hurts Smile
Alvatore DiMarco
Capricious Endeavours Ltd
#36 - 2014-11-05 17:21:26 UTC
The missile changes were brought in for a reason other than BoB crying about them. One needs only to look at the reasoning behind those changes all that time ago.

Do I think missiles are in a good place? I do not. I agree with James - A missile should be able to apply 100% of its damage to a stationary (or slow-moving), unfitted hull of the same size before skills and links come into the picture. Lights/Rockets vs Frigs, Heavy/HAMs vs Cruisers, Cruises/Torps vs Battleships, Citadels vs Capitals.

Do I think OP's changes are a good idea? Well... not particularly.
Bronson Hughes
The Knights of the Blessed Mother of Acceleration
#37 - 2014-11-05 17:23:26 UTC
James Baboli wrote:
Once again. Missile should apply full damage to size appropriate hulls without fittings. Medium missiles should not apply perfectly to frigates, but should apply well to destroyers, and perfectly to unfit cruisers before skills or links.

Reasons why setting missile explosion velocity and signature size to the average of unfit size appropriate hulls makes sense

  1. ABs should be able to create some damage reduction if unwebbed, and MWDs should create substantial reduction if unwebbed.
  2. They are still relative velocity and position agnostic, which means substantially better application outside tackle range of most missiles
  3. It should be possible to create some damage mitigation without prop mod by speed fitting unusually fast hulls, like the slasher
  4. It should be possible to create some mitigation through running a fairly low signature ship without shield rigs or shield extenders
  5. Missiles should apply excellently to things with moderate tackle applied.
  6. Missiles should apply decently to painted ships of one to two categories smaller, but large missiles should still struggle to hit destroyers and frigates even if they are painted.

I agree with everything you said except the bit I highlighted. Currently with turrets, ABs provide more damage reduction than MWDs do. What MWD-ing ships gain against turrets isn't a tracking-based reduction in damage, it's the ability to dictate range: the signature bloom balances the speed increase so applied damage stays the same. I feel the same should apply to missiles: no reduction to application for an active MWD, but increased speed means you can possibly out-range, or out-fly, incoming missiles.

Other than that...spot on.

Relatively Notorious By Association

My Many Misadventures

I predicted FAUXs

elitatwo
Zansha Expansion
#38 - 2014-11-05 17:31:14 UTC
Bronson Hughes wrote:
OP, I agree with you that missiles could use some love in multiple regards (both internal balance and balance relative to turrets), but what you are proposing is simply too much. If you feel that missiles aren't applying sufficient damage, why not propose buffing their damage application stats instead of changing the underlying mechanics behind how missile damage is calculated?

Do you remember the days of perfect application cruise missile Kestrels that would one-volley other frigates? CCP went out of their way to rectify that situation by changing missile mechanics, and what you're proposing would undo much of that rectification.

I understand the notion that turrets and missiles should be different and fully support that notion. But granting one of the two full damage application would fundamentally alter both the balance of turrets and missiles and the balance of different-sized ships.

-1


I wasn't there yet but my friends from college did tell me those stories. After some reading in our old forums back in the day this was the case when EVE was just born and nobody could have had any of the fittings skills at five.

The Kestrels of the old are now the stealth bombers of the new age that sneak up on you and pod you back to the stoneage, if you get my drift.

I get that you disagree and it's fine. I wasn't expecting much agreement and as I said last week even unpopular visions need to get heard.

What I do not understand is that insta-canes are a thing, tornados are or were a thing too until bombers became more popular but a long range missile hitting a target is suddenly the end of the world.

I explained just last week how no missile can ever do the full 100% damage because they were never designed that way, hence the two forgotten attributes of shield and armor reduction.

Yes in a worse case scenario this may not end well but approaching a railgun in a straight line doesn't either.

I get that in most of your minds you see the EFT volley damage of a 40km range torpedo on an unstoppable killing spree and as shocking as that my sound, 10 Ishtar will sentry that unstoppable Raven of the field before she even gets a lock on one.

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Ghaustyl Kathix
Rising Thunder
#39 - 2014-11-05 18:28:28 UTC
elitatwo wrote:
I am not here to explain EVE to everyone. Yet I explained numerous times now that this will not break EVE.
You keep saying that, but I'm not sure you understand.

Torpedos having perfect damage application against cruisers, destroyers and frigates, regardless of how fast they're moving. On a Raven with even middling skills, you're talking about 5900 damage volleys with rage torpedoes that can't be avoided at all. You mention defender missiles, but that cancels one missile (and doesn't even work well most of the time). That single-handedly takes all turret-fit cruisers out of the game, because as soon as a missile battleship shows up, they can't do anything.

I get that you want your Raven Navy Issue, Phoenix and what-have-you to have no counters and dominate the field as soon as it lands, but you have to see that CCP does know enough about their game to know what kind of problems this will cause.
James Baboli
Warp to Pharmacy
#40 - 2014-11-05 18:50:37 UTC
Bronson Hughes wrote:
James Baboli wrote:
*snip*
Reasons why setting missile explosion velocity and signature size to the average of unfit size appropriate hulls makes sense

  1. ABs should be able to create some damage reduction if unwebbed, and MWDs should create substantial reduction if unwebbed.
  2. *snip*

I agree with everything you said except the bit I highlighted. Currently with turrets, ABs provide more damage reduction than MWDs do. What MWD-ing ships gain against turrets isn't a tracking-based reduction in damage, it's the ability to dictate range: the signature bloom balances the speed increase so applied damage stays the same. I feel the same should apply to missiles: no reduction to application for an active MWD, but increased speed means you can possibly out-range, or out-fly, incoming missiles.

Other than that...spot on.

Which is where I would like to see a difference in the meta and mechanics.

I would love to see MWDs partially negating damage of missiles, as currently they have the highest damage per effective weapon slot, but suffer from annoying application and the lack of "critical" hits. I get that out flying missiles is possible, but given that I want to then see them changed from chasing to a predictive model of movement, which means that against a ship in orbit they head for where it will be, rather than having to out speed the ship they are following, this would become increasingly hard.
I did not mention that as currently the terrible application of successful volleys is the main issue. I am planning on proposing this change at least on large and XL missiles elsewhere although at present this part of the proposal is not live.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp