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Heavy Missiles, lets make them interesting

First post
Author
Gabriel Karade
Coreli Corporation
Pandemic Legion
#61 - 2015-01-08 18:06:39 UTC  |  Edited by: Gabriel Karade
CW Itovuo wrote:



CCP should give up on it's failed Missile Damage Formula and go back to square 1.


This would be a massive undertaking, but one that's certainly within CCP's powers.
This.

Just to add a bit more context, most players will not be aware the current missile system was a bad compromise that arose out of the ashes of failure of the intended 'new' system back in 2004 (which got as far as the development server) - where missiles, particularly the bigger variants, would come out of the tubes at low velocity, with poor manoeuvrability, then accelerate up to speed. Reasons given at the time were basically "because of server"….

I still maintain something more interesting than the current system (which is stupid, with the explosion 'radius' always affecting damage, regardless of velocity….) could be achieved, for example by using the under-utilized 'agility' attribute.

Edit:

And here was that proposed 'new' system:

http://oldforums.eveonline.com/?a=topic&threadID=79439

War Machine: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=386293

Soraellion
#62 - 2015-01-08 18:22:11 UTC  |  Edited by: Soraellion
Mario Putzo wrote:
Since they have no way (outside of rigs) to increase explosion velocity or radius guns of equal sizes will always have a higher application rate.


That isn't true at all. JUST because there's only 2 variables to affect it also means there's only 2 variables to counter with, it works both ways. Long range weapons will do zero damage to short orbit targets, missiles will still do damage. You simply can not pick out one variable or mechanic and decide missiles are crap or not. There's way too many different mechanics, pros, cons and whatnot going on for that to have any weight in a rational discussion.



Here's a vid on that very subject I made earlier today: https://www.youtube.com/watch?v=qwkr5s8dVRE
Mario Putzo
#63 - 2015-01-08 18:38:15 UTC
Soraellion wrote:
Mario Putzo wrote:
Since they have no way (outside of rigs) to increase explosion velocity or radius guns of equal sizes will always have a higher application rate.


That isn't true at all. JUST because there's only 2 variables to affect it also means there's only 2 variables to counter with, it works both ways. Long range weapons will do zero damage to short orbit targets, missiles will still do damage. You simply can not pick out one variable or mechanic and decide missiles are crap or not. There's way too many different mechanics, pros, cons and whatnot going on for that to have any weight in a rational discussion.



Here's a vid on that very subject I made earlier today: https://www.youtube.com/watch?v=qwkr5s8dVRE



Except I can cherry pick that variable because at the present it is the only one that matters in the discussion about why Missiles are lackluster in comparison to Turrets.

Webs impact both
TP's impact both
Both have Rigs
Both have Weapon Upgrade options

And then Turrets have TE's and TC's to boost their damage application, with Optimal Range or Tracking Speed.

Missiles do not have this option, and only serves to further keep them in check against other weapon types.

Hell Drones even get Omnis/

afkalt
Republic Military School
Minmatar Republic
#64 - 2015-01-08 18:38:16 UTC
Soraellion wrote:
Mario Putzo wrote:
Since they have no way (outside of rigs) to increase explosion velocity or radius guns of equal sizes will always have a higher application rate.


That isn't true at all. JUST because there's only 2 variables to affect it also means there's only 2 variables to counter with, it works both ways. Long range weapons will do zero damage to short orbit targets, missiles will still do damage. You simply can not pick out one variable or mechanic and decide missiles are crap or not. There's way too many different mechanics, pros, cons and whatnot going on for that to have any weight in a rational discussion.



Here's a vid on that very subject I made earlier today: https://www.youtube.com/watch?v=qwkr5s8dVRE



So for being able to do damage at targets <5kms let's say...it's worth the trade of doing (markedly) less damage from 10km>max range?

I checked out the beam OmenNI vs the (scourge) HML OspreyNI* and the beam omen is far and away the superior platform - even putting rigor IIx2 and rigor I on the HML ship. Even against frigates. Against HACs its a disaster for HML because of sig reduction and against cruisers it's far better at almost every turn.


*Chosen because both ships have a range bonus and a damage bonus. Two damage mods and application rigs where used on both.
Soraellion
#65 - 2015-01-08 19:44:44 UTC  |  Edited by: Soraellion
Mario Putzo wrote:

Webs impact both
TP's impact both
Both have Rigs
Both have Weapon Upgrade options

And then Turrets have TE's and TC's to boost their damage application, with Optimal Range or Tracking Speed.

Missiles do not have this option, and only serves to further keep them in check against other weapon types.

Hell Drones even get Omnis/



Turrets also get TDed, countering TE/TC. Turrets can do 0 damage in many situations because they're very easily countered. Missiles always apply at least some damage. Turrets will have to swap ammo, losing time, when attacking targets at difference ranges. Most turrets use cap. In some cases missiles are worse, in others they are better.

For every pro you list there's a con, for every con you list there's a pro and there's MANY ship and weapons types that you simply don't see in large fleet meta, I don't hear you say anything about those. Just because "the masses" in blob fleets don't use a specific weapon doesn't mean they're bad, missiles work just fine in other forms of PVP just as other weapon systems might suck there.

Missiles are non-effort, stupid-proof weapon systems that require no thought, no piloting, no real interaction, no cap, lack anti-missile specific EWAR, aren't damage type limited AND they work decently well. why should they on top of all those pros (which, are countered by a whole bunch of cons, paper dps being one of them) also content for top paper damage?
Soraellion
#66 - 2015-01-08 19:50:34 UTC
afkalt wrote:
So for being able to do damage at targets <5kms let's say...it's worth the trade of doing (markedly) less damage from 10km>max range?

I checked out the beam OmenNI vs the (scourge) HML OspreyNI* and the beam omen is far and away the superior platform - even putting rigor IIx2 and rigor I on the HML ship. Even against frigates. Against HACs its a disaster for HML because of sig reduction and against cruisers it's far better at almost every turn.


*Chosen because both ships have a range bonus and a damage bonus. Two damage mods and application rigs where used on both.



Yeah, your strawman lol Nosprey isn't obvious, at all. Also sig reduction on MWD doesn't affect turret dps of course, right. You're talking about a weapon system that does damage out to 60km base, show me a turret weapon system that works all the way from 0 to 60km without performance gaps.

afkalt
Republic Military School
Minmatar Republic
#67 - 2015-01-08 19:57:02 UTC
It's not just blobs that don't use them. We're primarily small gang up to fleets of 50 odd and we never seem them. Friend or foe.

In fact the last time I was hit with one was by an Orth pilot testing it when they released, before that.....uuummmm.....don't even remember. Maybe a 100mn tengu.
afkalt
Republic Military School
Minmatar Republic
#68 - 2015-01-08 19:58:36 UTC  |  Edited by: afkalt
Because the navy caracal has inbuilt application bonuses and lacks the range. I was looking for a level playing field.

So then, if heavy missiles don't suck, why are my beams crapping all over them? You've certain backtracked fast to 'well the hull must be bad'. Navy Ospreys are great little ships, just like the navy exequror, little used.

The system needs help next to its peers, it has done since they were buffed.

I've STILL not seen a decent fit from the people claiming they are so awesome that is actually workable or desirable in any realistic common scenario. All I hear is THEY ALWAYS HIT!!! 100% of crap all remains crap all.
Soraellion
#69 - 2015-01-08 20:03:56 UTC  |  Edited by: Soraellion
No because everyone knows the ship is crap and thus it has nothing to do with missiles as such. Why don't you use, say, the way more obvious Navy Caracal or would that be inconvenient for you? You REALLY have to stretch to mention the Nosprey instead of the Navy Caracal, so much so that it's actually hilarious.
afkalt
Republic Military School
Minmatar Republic
#70 - 2015-01-08 20:13:50 UTC
Accidentally overwrote with an edit above.
Ronny Hugo
KarmaFleet
Goonswarm Federation
#71 - 2015-01-08 20:19:11 UTC
@ OP.
Well the good old days with missile T3s alphaing stuff off field from afar...
Soraellion
#72 - 2015-01-08 20:25:23 UTC  |  Edited by: Soraellion
afkalt wrote:
Because the navy caracal has inbuilt application bonuses and lacks the range. I was looking for a level playing field.

So then, if heavy missiles don't suck, why are my beams crapping all over them? You've certain backtracked fast to 'well the hull must be bad'. Navy Ospreys are great little ships, just like the navy exequror, little used.

The system needs help next to its peers, it has done since they were buffed.

I've STILL not seen a decent fit from the people claiming they are so awesome that is actually workable or desirable in any realistic common scenario. All I hear is THEY ALWAYS HIT!!! 100% of crap all remains crap all.



The Navy Exeq is far superior to the Nosprey, not even a contest. Heavy beam damage application is worse in many ways compared to HML and much more easily countered. It requires cap, is limited in damage types, uses massive amounts of fittings and can't hit anything upclose.
Mario Putzo
#73 - 2015-01-08 21:10:33 UTC  |  Edited by: Mario Putzo
Soraellion wrote:

Turrets also get TDed, countering TE/TC. Turrets can do 0 damage in many situations because they're very easily countered. Missiles always apply at least some damage. Turrets will have to swap ammo, losing time, when attacking targets at difference ranges. Most turrets use cap. In some cases missiles are worse, in others they are better.

For every pro you list there's a con, for every con you list there's a pro. There's MANY ship and weapons types that you simply don't see in large fleet meta, I don't hear you say anything about those. Just because "the masses" in blob fleets don't use a specific weapon doesn't mean they're bad. Missiles work just fine in other forms of PVP just as other weapon systems might suck there.

Missiles are non-effort, stupid-proof weapon systems that require no thought, no piloting, no real interaction, no cap, lack anti-missile specific EWAR, aren't damage type limited AND they work decently well. why should they on top of all those pros (which, are countered by a whole bunch of cons, paper dps being one of them) also content for top paper damage?


Right but we aren't talking about a hierarchy of them. We are talking about why there is a huge difference between the damage application of missiles compared to other weapons.

I saw your video and I thought it was good in explaining the fundamentals, but was very narrow in scope of comparison. First and foremost the lack of comparison with AB use. Nor did you mention the relevance in a PVP context.

So here is an addendum I guess. Below is the fits I used and their stats.

http://imgur.com/i1eyO2C

HML Drake, Rail Ferox, AB Caracal.

Here is a dps chart without an AB
http://i.imgur.com/lC226VU.png

Here is a dps chart with an AB
http://i.imgur.com/u9Ntkfg.png

Here is a DPS chart Webbed and TPd
http://i.imgur.com/F9Dd1A5.png

Here is a DPS chart no Rigors/Flare no AB
http://i.imgur.com/0XyQbxQ.png

Here is DPS chart no Rigors/Flare with AB
http://i.imgur.com/rYNfJSp.png


So common theme Rail Ferox simply pounds the drake in terms of applied DPS against the same target under the same circumstance. From about 12K until 45K the drake can just not compete. Even after 65K where the drake no longer applies any damage the Rail Ferox is still capable of applying more of its DPS more of the time right out to nearly double where the drake stops.

Giving it more overall damage application, by a long shot.

The only range the drake is significantly better is inside 10K...unless the target is webbed.

Your video really sells short the application differences. Heck the typical engagement zone is 10-40km which just so happens to have Ferox territory written all over it against our little caracal friend here.

Missiles need less explosion radius and more explosion velocity.
Less Alpha Damage, higher rate of fire to keep same DPS
Less Flight Time, More Velocity (keep same range)

The fact that you absolutely must fit rigors/flares to a drake in order to hit an AB Caracal for more than 200DPS I think really says it all.

Edit
Playing with it even more using Caldari Navy Thorium beats the drake at every range above 15K, and thats not even as far as we can go! Tungsten is better than HMs from 25K out to 95K 30KM further than the drake can even engage!

Edit 2
If you add the Caracal into that graph the Drake does 38 more damage against a moving AB Caracal than a Caracal with Rigors/Flare. and the Caracal can only fire 30KM further than the Drake. Its like a 40% reduction in missile damage just by using an AB. Meanwhile the Ferox loses about 30% of potential damage, but still has 25% more DPS than the Drake does on average.

And that is just by using an AB.

Its really not even close, Heavy Missiles need a rework, all missiles do really.
Soraellion
#74 - 2015-01-08 21:59:18 UTC  |  Edited by: Soraellion
Missiles get countered by AB, turrets get countered by being up close to them. If you want to buff missiles to a point where not even AB can counter them they become omnipotent as there's NOTHING LEFT. Fly your cruiser with long range weapons, get tackled by a frig in short orbit and I'll start a convo with you about how missiles suck ass while you're doing 0 dps to that frig and he takes 5 minutes to kill you.

This is a graph of my drake/ferox (couldn't really decipher your fits and it doesn't really matter for the comparison) firing at an AB Caracal at full transversal. Explain to me how that isn't balanced; missiles work everywhere but not brilliantly, turrets have higher peak damage but also areas where they suck. And before you go "well, even at lower or zero transversal the damage reduction happens" then I'll counter with "even if you slow down a bit in short orbit range turrets will still do 0 damage.

Again: missiles are fool proof, easy to use, no cap, damage type selectable, easy to fit, require no piloting input, don't have specific ewar against them and work across their projection range just as well up close as at full range. Given all those massive pros (which aren't necessarily useful in fleet pvp) why do you feel they're not allowed to have downsides?
afkalt
Republic Military School
Minmatar Republic
#75 - 2015-01-08 22:01:16 UTC
Mario Putzo wrote:
Soraellion wrote:

Turrets also get TDed, countering TE/TC. Turrets can do 0 damage in many situations because they're very easily countered. Missiles always apply at least some damage. Turrets will have to swap ammo, losing time, when attacking targets at difference ranges. Most turrets use cap. In some cases missiles are worse, in others they are better.

For every pro you list there's a con, for every con you list there's a pro. There's MANY ship and weapons types that you simply don't see in large fleet meta, I don't hear you say anything about those. Just because "the masses" in blob fleets don't use a specific weapon doesn't mean they're bad. Missiles work just fine in other forms of PVP just as other weapon systems might suck there.

Missiles are non-effort, stupid-proof weapon systems that require no thought, no piloting, no real interaction, no cap, lack anti-missile specific EWAR, aren't damage type limited AND they work decently well. why should they on top of all those pros (which, are countered by a whole bunch of cons, paper dps being one of them) also content for top paper damage?


Right but we aren't talking about a hierarchy of them. We are talking about why there is a huge difference between the damage application of missiles compared to other weapons.

I saw your video and I thought it was good in explaining the fundamentals, but was very narrow in scope of comparison. First and foremost the lack of comparison with AB use. Nor did you mention the relevance in a PVP context.

So here is an addendum I guess. Below is the fits I used and their stats.

http://imgur.com/i1eyO2C

HML Drake, HML Ferox, AB Caracal.

Here is a dps chart without an AB
http://i.imgur.com/lC226VU.png

Here is a dps chart with an AB
http://i.imgur.com/u9Ntkfg.png

Here is a DPS chart Webbed and TPd
http://i.imgur.com/F9Dd1A5.png

Here is a DPS chart no Rigors/Flare no AB
http://i.imgur.com/0XyQbxQ.png

Here is DPS chart no Rigors/Flare with AB
http://i.imgur.com/rYNfJSp.png


So common theme Rail Ferox simply pounds the drake in terms of applied DPS against the same target under the same circumstance. From about 12K until 45K the drake can just not compete. Even after 65K where the drake no longer applies any damage the Rail Ferox is still capable of applying more of its DPS more of the time right out to nearly double where the drake stops.

Giving it more overall damage application, by a long shot.

The only range the drake is significantly better is inside 10K...unless the target is webbed.

Your video really sells short the application differences. Heck the typical engagement zone is 10-40km which just so happens to have Ferox territory written all over it against our little caracal friend here.

Missiles need less explosion radius and more explosion velocity.
Less Alpha Damage, higher rate of fire to keep same DPS
Less Flight Time, More Velocity (keep same range)

The fact that you absolutely must fit rigors/flares to a drake in order to hit an AB Caracal for more than 200DPS I think really says it all.

Edit
Playing with it even more using Caldari Navy Thorium beats the drake at every range above 15K, and thats not even as far as we can go! Tungsten is better than HMs from 25K out to 95K 30KM further than the drake can even engage!

Edit 2
If you add the Caracal into that graph the Drake does 38 more damage against a moving AB Caracal than a Caracal with Rigors/Flare. and the Caracal can only fire 30KM further than the Drake. Its like a 40% reduction in missile damage just by using an AB. Meanwhile the Ferox loses about 30% of potential damage, but still has 25% more DPS than the Drake does on average.

And that is just by using an AB.

Its really not even close, Heavy Missiles need a rework, all missiles do really.


I should be able to like this twice.
Soraellion
#76 - 2015-01-08 22:10:43 UTC  |  Edited by: Soraellion
Actually, I see why your graphs are all mistaken. You applied the drake's painter as a projected effect on the caracal (because if you didn't then you'd see a damage difference show up at 45km, TP optimal). Which then also affects the Ferox applied dps on the Caracal.
Mario Putzo
#77 - 2015-01-08 22:19:57 UTC  |  Edited by: Mario Putzo
What do you mean you couldn't decipher my fits, it was the very first link I shared. Since I have no idea what fits you are using in your test I can only assume its the same from the video?.

Either way.

If you bothered at all to look at any of the links I posted you will see that in every circumstance the Rail Ferox has a wider range of damage application and applies a higher average than the drake.

The only time a Drake applies more damage than the Ferox (at any range the drake can hit) is inside 10K. Which is only true if you assume no webs and/or painter. If you assume webs/painter than this falls to inside 5K.

From 5K-80K the rail ferox applies more damage and more peak damage 100% of the time and never less damage than the Drake (unless we assume no cap in which case DPS is 0), and only needs 2 ammo types to switch between CN Antimatter, and CN Tungsten to do so.

If you took time at all to look at my links you would see this. It is clearly imbalanced in terms of applied damage. Which is why you lower its top end damage (alpha on missiles) reduce its cycle time (ROF on Turrets), and reduce explosion velocity and radius. (Doing the Missile Velocity/Fuel Tank is not an impactor on this and merely serves to reduce missiles on grid resulting in less server load.)

Again. The fact that you MUST fit Rigors and Flares to hit above 200DPS on an AB Caracal speaks for itself. Its the Explosion Velocity and Radius that absolutely need to be changed.


Also I am not sure what your link is representative of.
Mario Putzo
#78 - 2015-01-08 22:21:52 UTC  |  Edited by: Mario Putzo
Soraellion wrote:
Actually, I see why your graphs are all mistaken. You applied the drake's painter as a projected effect on the caracal (because if you didn't then you'd see a damage difference show up at 45km, TP optimal). Which then also affects the Ferox applied dps on the Caracal.


Actually the painter is turned off as is the web in each case, except for the one I specifically linked in which they are stated as on. (which you can see listed under projected effects on the Caracal)
Soraellion
#79 - 2015-01-08 22:30:09 UTC  |  Edited by: Soraellion
Yes but if they're used as projected effect then the Ferox also benefits from it, messing up the graph. Still, given that you have a painter and web, why aren't you accounting for them in your graphs? That's like fitting a tracking computer and then not running it.

This is your two fits but now with painter/web running and you can clearly see their impact. So while you have them fitted, why don't you account for them.
Mario Putzo
#80 - 2015-01-08 22:34:00 UTC  |  Edited by: Mario Putzo
Soraellion wrote:
Yes but if they're used as projected effect then the Ferox also benefits from it, messing up the graph. Still, given that you have a painter and web, why aren't you accounting for them in your graphs? That's like fitting a tracking computer and then not running it.


Why would you not compare both ships under equal circumstances?

Turrets benefit from TP and Webs too, so why would I only apply them to the drake.

And they are accounted for in my graphs, I have one dedicated specifically to Webbed and Painted Caracal.

I showed against
a caracal with no AB Web Painter off
a caracal with an AB Web Painter off
a caracal Webbed and Painted

Comparing the Ferox and Drake DPS in all three areas.

Then I took the Rigors and Flares off, to show the DPS difference again between an AB and non AB caracal. Web and Painted was the same outcome essentially Rigs or no Rigs.(6DPS lost from the drake)

Are you just trolling here? Or trying to have a real discussion.