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Player Features and Ideas Discussion

 
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Heavy Missiles, lets make them interesting

First post
Author
afkalt
Republic Military School
Minmatar Republic
#121 - 2015-01-09 19:37:45 UTC  |  Edited by: afkalt
Agreed but I think that's fairly unlikely given the resist nerf, HP nerf and the loss of a launcher. They don't need more range either (IMO). I genuinely don't see it being a danger of a return to 2011

And if I'm wrong my preference is to fix missiles and nerfbat the drake - too many hulls have been left outside in the cold because of it (well today it's because of fear of its legacy).
Mario Putzo
#122 - 2015-01-09 19:40:54 UTC  |  Edited by: Mario Putzo
Soraellion wrote:
Mario Putzo wrote:
But we can work around that. Adding up all the missile damages based on the values of the color coding and lumping them together as Missile Damage shows
1) Drones
2) Hybrids
3) Projectile
4) Laser
5) Missiles.

With the vast majority of all missile damage coming from a single source. SB Torps.

About the only misleading thing is Drones, because nearly every hull cruiser and up has a drone bay.


Sure, that makes sense but given the rather course legend and visualisation it's not really that easy. again, not saying that this would completely change the graph (it wouldn't, missiles are underused in lol blob fleets) but in and of itself it's misleading. Still, just because current blob inbred fleet meta doesn't use missiles doesn't mean they're inherently bad.


Yes it does mean they are inherently bad if they weren't than the inbred blob fleets as you call them would be using them more. Like they did a few years back when HML were actually imbalanced vs the rest of the mid range weapons, and the drake was heavily superior in function and cost efficiency vs all other mid sized ships.

The fact that there are practically no fleet doctrines based on, in this case heavy missiles, but missiles in general should sound very large alarms in your head.

I mean all you have to do is look at the graphs I provided yesterday and this one, **** this one only reinforces what I said yesterday.

Really I think that CCP would be able to just revert the Explosion Radius Increase (12% i think it was) and HMs will be better for it. This would scale back damage bleed to around 30-33% just like all the other Turrets. I mean when a RLML Drake can Out Damage a Rigor Fitted HML Drake without webs or TP I think that speaks volumes of where HMs are right now.
Soraellion
#123 - 2015-01-09 20:00:05 UTC  |  Edited by: Soraellion
afkalt wrote:
Agreed but I think that's fairly unlikely given the resist nerf, HP nerf and the loss of a launcher. They don't need more range either (IMO). I genuinely don't see it being a danger of a return to 2011

And if I'm wrong my preference is to fix missiles and nerfbat the drake - too many hulls have been left outside in the cold because of it (well today it's because of fear of its legacy).


It has too much EHP; Too high shield HP, too many midslots AND a resist bonus. It's too good to be let loose. Drop base shield HP so that when fitted it'd be in line with other BC would help. And then we get to HML who when buffed would be entirely too good for the range and pros they have, which have been named a dozen times. You simply can not give them similar dps.


Mario Putzo wrote:
Yes it does mean they are inherently bad if they weren't than the inbred blob fleets as you call them would be using them more..


No, blob fleet doctrines are about counters. Just because something doesn't counter the current top dog doesn't mean it's bad, it's just not the most obvious counter at that moment.
Mario Putzo
#124 - 2015-01-09 20:04:56 UTC
Soraellion wrote:

Mario Putzo wrote:
Yes it does mean they are inherently bad if they weren't than the inbred blob fleets as you call them would be using them more..


No, blob fleet doctrines are about counters. Just because something doesn't counter the current top dog doesn't mean it's bad, it's just not the most obvious counter at that moment.


sigh I give up. Its like talking to a wall.



Mario Putzo
#125 - 2015-01-09 20:07:18 UTC
double post.
TheMercenaryKing
Collapsed Out
Pandemic Legion
#126 - 2015-01-09 20:09:54 UTC  |  Edited by: TheMercenaryKing
I dislike the idea, more damage over time doesn't make sense or sit well with me. I think it would be greatly abused if it did.

While it helps snipers, things like the barghest would be super powerful, it seems kiting tengus would be way more powerful than they are.
Mario Putzo
#127 - 2015-01-09 20:16:37 UTC
TheMercenaryKing wrote:
I dislike the idea, more damage over time doesn't make sense or sit well with me. I think it would be greatly abused if it did.

While it helps snipers, things like the barghest would be super powerful, it seems kiting tengus would be way more powerful than they are.


Agreed the idea is not well thought out. Still doesn't change the fact Heavy Missiles are the worst possible mid sized weapon you can use at any range above 10K in pretty much any generatable conflict scenario.
Soraellion
#128 - 2015-01-09 21:20:56 UTC
Because it has too much range while not having range related performance gaps.
Mario Putzo
#129 - 2015-01-09 21:36:46 UTC
Soraellion wrote:
Because it has too much range while not having range related performance gaps.

This has already been demonstrated as false.
Soraellion
#130 - 2015-01-09 21:51:38 UTC
No it hasn't, there are no performance gaps based on range and as such it's versatile which is a plus, so it needs a con to make up for it. you want HML to do more dps or apply more damage? Then it needs to have its base range slashed, could be made up for by morphing precision missiles into range ones to help it achieve more range but base 60km without range performance issues is very good.
Mario Putzo
#131 - 2015-01-09 22:24:54 UTC
Soraellion wrote:
No it hasn't, there are no performance gaps based on range and as such it's versatile which is a plus, so it needs a con to make up for it. you want HML to do more dps or apply more damage? Then it needs to have its base range slashed, could be made up for by morphing precision missiles into range ones to help it achieve more range but base 60km without range performance issues is very good.


Ok humor me what range performance gaps are you talking about.

Soraellion
#132 - 2015-01-09 22:31:37 UTC  |  Edited by: Soraellion
How about this:

- slash base range from ~60 (with skill bonuses) to 40km. use stats that will increase missile speed by about 20% of current
- change HML range bonus on caracal and NH so they can hit out to ~55km, not affecting HAM range
- change tengu HML range bonus so it reaches ~75km, not affecting HAM range
- change cerb HML range to 100-120km, not affecting HAM range
- other HML ships to be determined

- increase explosion velocity by about 25-30%, this diminishes dps loss due to target speed
- increase painter optimal range to 60km
- change precision into range bonused ammo, now you can overcome the lack of range at the cost of application


Now you have a weapon system that lacks moronic range while still retaining it's MASSIVE upsides and now applies decent damage, which can be increased further by a painter with increased performance in both application (explosion velocity is now less of an issue) and range.


It's inherently dangerous to up HML paper dps and then balance/nerf it with application, because fleets can easily overcome that issue with a ton of painters, so instead you don't touch the max_dps but instead buff its application and effectiveness of painters.
Soraellion
#133 - 2015-01-09 22:38:52 UTC
Mario Putzo wrote:
Soraellion wrote:
No it hasn't, there are no performance gaps based on range and as such it's versatile which is a plus, so it needs a con to make up for it. you want HML to do more dps or apply more damage? Then it needs to have its base range slashed, could be made up for by morphing precision missiles into range ones to help it achieve more range but base 60km without range performance issues is very good.


Ok humor me what range performance gaps are you talking about.



...

That bell graph you get when you use turrets and it's not zero transversal, you know... basic stuff.
afkalt
Republic Military School
Minmatar Republic
#134 - 2015-01-09 22:44:11 UTC
Isnt that the line that's over the missile line from 10-lock range?

Yup, sure sucks.
Soraellion
#135 - 2015-01-09 22:45:56 UTC
afkalt wrote:
Isnt that the line that's over the missile line from 10-lock range?

Yup, sure sucks.


Stop lying. The more hyperbole, straw man and nonsense you spew the less you're helping your cause.
afkalt
Republic Military School
Minmatar Republic
#136 - 2015-01-09 22:55:32 UTC
You know you can change ammo, right? That ships dont teleport from 70km to 30km? That the shooter can move?
Soraellion
#137 - 2015-01-09 23:00:10 UTC  |  Edited by: Soraellion
afkalt wrote:
You know you can change ammo, right? That ships dont teleport from 70km to 30km? That the shooter can move?


no but other ships do, especially in fleet pvp. I'm not really interested in changing ammo every time the FC calls out a target that's 15km away (range wise) from the last one. And it's the same in PVE: not having to change ammo because you decide that instead of shooting the last target that was 60km away you should now really take care of the ones at 15km, is a massive boon.

Do you even EVE?
afkalt
Republic Military School
Minmatar Republic
#138 - 2015-01-09 23:03:40 UTC
So because you're lazy and refuse to optimise, we should all have crap missiles?

Well, I say have crap missiles, all the good people use guns. It's no coincidence.


edit: Maybe your FCs are just awful. It happens.
Soraellion
#139 - 2015-01-09 23:06:34 UTC
Good job on outing yourself as a clown, too stupid to poop. You're not to be taken serious and I shall do exactly that.

afkalt
Republic Military School
Minmatar Republic
#140 - 2015-01-09 23:09:10 UTC
>>Overwhelming evidence from CCP, in game and damage charts be damned, missiles are fine!!!!!

You're still scared of drakes.