These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

Heavy Missiles, lets make them interesting

First post
Author
scorchlikeshiswhiskey
Totally Abstract
O X I D E
#161 - 2015-01-10 15:56:13 UTC
Mario Putzo wrote:
scorchlikeshiswhiskey wrote:
elitatwo wrote:
Soraellion wrote:
Because they aren't better, nor should be. Have you actually been paying attention? There's massive advantages to missiles that have to be balanced somehow.


What?

Edit: Mario, did those graphs get switched? It looks like the with/without AB is backwards. I could be wrong though


Nope those Graphs are in the right order.



My mistake, under the weather today and forgot how to Eve for a bit. Smile
Mario Putzo
#162 - 2015-01-10 15:58:52 UTC
Soraellion wrote:
They're not willing to take EHP and other balancing factors into account simply because it doesn't support their cause.

They don't want to talk about how turrets magically have to switch ammo for every target at a different distance (which takes 2/7 seconds, projectiles don't really benefit nor need it, it's why their dps is also a tad lower), they don't want to talk about how missiles don't use cap (nor projectiles, that's why their dps is also a bit lower), or how missiles can select damage types (just like projectiles, that's why their dps is also a bit lower) or massive fitting or... anything really.


They just want to talk pure dps, they're not even willing to do a "trade" in a "well yeah, if you'd outright buff HML then you'd create a monster again so we'll try and make it balanced". NO, all they want is for a dumb, moronic proof, non cap using, easy to use, damage type selectable clown car weapon that has no real counter, 60km range that doesn't need to switch ammo to work across its whole range, to be JUST AS GOOD at applying damage as turrets, without ANY of the disadvantages.


Because that's logical, balanced and not at all biased.



Its not being talked about because it is irrelevant.

I can fit all tank no gank whenever I want on any ship
I can fit all gank no tank whenever I want on any ship
I can have a friend apply Webs/Painters whenever I want with any ship.

Since none of those things can be standardized, and are totally at the will of the user, it is irrelevant in a balance discussion about Heavy Missiles and Turrets. Period.




Mario Putzo
#163 - 2015-01-10 16:01:05 UTC
scorchlikeshiswhiskey wrote:
Mario Putzo wrote:
scorchlikeshiswhiskey wrote:
elitatwo wrote:
Soraellion wrote:
Because they aren't better, nor should be. Have you actually been paying attention? There's massive advantages to missiles that have to be balanced somehow.


What?

Edit: Mario, did those graphs get switched? It looks like the with/without AB is backwards. I could be wrong though


Nope those Graphs are in the right order.



My mistake, under the weather today and forgot how to Eve for a bit. Smile


Meh they just look funny because Long Range Ammo peaks so early in the non AB graph. It doesn't help when the HMs lose their 40+% damage when the AB turns on, then it really funks it up.

Soraellion
#164 - 2015-01-10 16:02:35 UTC
Mario Putzo wrote:
Soraellion wrote:
They're not willing to take EHP and other balancing factors into account simply because it doesn't support their cause.

They don't want to talk about how turrets magically have to switch ammo for every target at a different distance (which takes 2/7 seconds, projectiles don't really benefit nor need it, it's why their dps is also a tad lower), they don't want to talk about how missiles don't use cap (nor projectiles, that's why their dps is also a bit lower), or how missiles can select damage types (just like projectiles, that's why their dps is also a bit lower) or massive fitting or... anything really.


They just want to talk pure dps, they're not even willing to do a "trade" in a "well yeah, if you'd outright buff HML then you'd create a monster again so we'll try and make it balanced". NO, all they want is for a dumb, moronic proof, non cap using, easy to use, damage type selectable clown car weapon that has no real counter, 60km range that doesn't need to switch ammo to work across its whole range, to be JUST AS GOOD at applying damage as turrets, without ANY of the disadvantages.


Because that's logical, balanced and not at all biased.



Its not being talked about because it is irrelevant.

I can fit all tank no gank whenever I want on any ship
I can fit all gank no tank whenever I want on any ship
I can have a friend apply Webs/Painters whenever I want with any ship.

Since none of those things can be standardized, and are totally at the will of the user, it is irrelevant in a balance discussion about Heavy Missiles and Turrets. Period.






I see you conveniently decided to not address the rest.
Mario Putzo
#165 - 2015-01-10 17:20:10 UTC  |  Edited by: Mario Putzo
Soraellion wrote:

I see you conveniently decided to not address the rest.


Because its not relevant?

HMLs reload for Damage Type.
Artys reload for Range and Damage Type
Beams/Rails reload for Range.

Balance!

Want to see how unimportant that is.

http://imgur.com/U3L9RNH

Myrm
No reload
No ammo
No cap use
Selectable Damage types.

Here are the fits.

http://imgur.com/rgW5PWF (Harby, Brutix, Ferox)
http://imgur.com/dwI29JP (Cane, Drake, Myrm)

All have over 50K EHP
All have MWD
All have no cap issues
All have long range

Turret ships using
IN Standard
CN Thorium
RF Sabbot

Myrm Using Ogre 2

E: Drake has best Tank. ~75K EHP (-ODI, +CPU, -TP,-WEB, +LSEII, +EM Ward)
Myrm has most DPS
Myrm has least DPS lost to AB
Myrm has longest Range.

But lets keep talking about how OP the Drake would be adding what amounts to 30 Applied Damage by reverting the explosion velocity change on Heavy Missiles. Heck even the Myrm isn't OP because you can kill off all its damage which can be the same for missiles!!

Give me a break guy.
Gregor Parud
Imperial Academy
#166 - 2015-01-10 17:44:48 UTC  |  Edited by: Gregor Parud
Will you be removing the Drake's non working web and painter, add more EHP instead and then tell us how much more EHP it has compared to the rest? Or is that "not relevant".
Mario Putzo
#167 - 2015-01-10 17:50:40 UTC  |  Edited by: Mario Putzo
Gregor Parud wrote:
Will you be removing the Drake's non working web and painter, add more EHP instead and then tell us how much more EHP it has compared to the rest? Or is that "not relevant".


If you want to be the size of a Capital ship sure. You can do that. Then we can have a thread about how OP Dreads are because they can alpha drakes the size of Carriers.

The TP and the Web are only off cuz the guy whined about it last time. If I apply webs and tp it then applies to every ship on the list...because EVE isn't a solo game.
Gregor Parud
Imperial Academy
#168 - 2015-01-10 17:54:49 UTC
Yes well, you go through aaaalll the effort of making a whole number of fits to show us how bad the drake/missiles are, and then (weirdly) there's one ship fit that has some modules that aren't doing anything, nor aren't used for the whole comparison. And that just, magically, happens to be that Drake... with the missiles.


Really.
Mario Putzo
#169 - 2015-01-10 18:20:06 UTC  |  Edited by: Mario Putzo
Gregor Parud wrote:
Yes well, you go through aaaalll the effort of making a whole number of fits to show us how bad the drake/missiles are, and then (weirdly) there's one ship fit that has some modules that aren't doing anything, nor aren't used for the whole comparison. And that just, magically, happens to be that Drake... with the missiles.


Really.


Yes I see your point. That doesn't make much sense if i was comparing the drake to other ships. But im not here to argue for the drake. So I don't really care about that. I am here to get balance for heavy missiles, which even people with a limited understanding know are not in line. Ship balance to me is secondary to having the weapons right. Drakes are not the only ship to use Heavy Missiles don't ya know. Which is why I have done comparisons with TPs with Webs, without them, with AB without AB, with only weapons, with weapons and application modules.

What is fitted to those ships in the link above are largely irrelevant for what I am showing. If the drake poses to be out of line down the road then nerf it and not the missiles a dozen other ships use too.

I mean I could have chosen a Cyclone, and ended up with the same result.

The only reason I put fits up was to show that all the ships can fit their long range weapons with a decent tank. I really could care less about the balance between the ships.



FYI 75K EHP is what the drake should max out around. which is a lot, but irrelevant to missile/turret relations.

In Regards to the drake itself I would probably have pulled a midslot in all honesty but thats just me maybe then the navy drake would have stood out more too.
Komodo Askold
Strategic Exploration and Development Corp
Silent Company
#170 - 2015-01-10 18:25:07 UTC
I haven't red all the pages, but OP's idea looks very nice. Reminds me of Genetic Torpedoes from Genesis Rising: they also applied increased damage the longer they flied.

I wonder if this could be a trait for all long range missiles actually (light, heavy, cruise, citadel cruise), so that it becomes an unique trait for missiles (also avoids having just 1 missile system with an unique trait)...
Gregor Parud
Imperial Academy
#171 - 2015-01-10 19:16:38 UTC
Mario Putzo wrote:
Gregor Parud wrote:
Yes well, you go through aaaalll the effort of making a whole number of fits to show us how bad the drake/missiles are, and then (weirdly) there's one ship fit that has some modules that aren't doing anything, nor aren't used for the whole comparison. And that just, magically, happens to be that Drake... with the missiles.


Really.


Yes I see your point. That doesn't make much sense if i was comparing the drake to other ships. But im not here to argue for the drake. So I don't really care about that. I am here to get balance for heavy missiles


But you're making use of the ferox' trait; range, the Cane's dps, the brutix's dps etc etc. If you're going to use a ship that has a really big advantage over other ships, while not being missile related, then that's going to impact its missile performance and as such affect the comparison.

Here's some conditions I'd want to see before HML would get a buff:

- Drake loses base shield HP
- all the silly long range bonuses get nerfed to hell
- HML loses some base range

Because if you don't do that then buffing HML will, again, create massive problems. So previously it was "Caldari won't be buffed because of Drake" and now "HML won't be buffed because of Drake (and because of HML range)".
Mario Putzo
#172 - 2015-01-10 19:36:58 UTC  |  Edited by: Mario Putzo
Gregor Parud wrote:
Mario Putzo wrote:
Gregor Parud wrote:
Yes well, you go through aaaalll the effort of making a whole number of fits to show us how bad the drake/missiles are, and then (weirdly) there's one ship fit that has some modules that aren't doing anything, nor aren't used for the whole comparison. And that just, magically, happens to be that Drake... with the missiles.


Really.


Yes I see your point. That doesn't make much sense if i was comparing the drake to other ships. But im not here to argue for the drake. So I don't really care about that. I am here to get balance for heavy missiles


But you're making use of the ferox' trait; range, the Cane's dps, the brutix's dps etc etc. If you're going to use a ship that has a really big advantage over other ships, while not being missile related, then that's going to impact its missile performance and as such affect the comparison.


First, I don't care about peak DPS, I am talking about amount of applied DPS.

The only ship listed with a DPS application bonus is the Ferox, which is why I also included the Brutix.

I don't care if any of the Turrets can do 1000 more DPS than Missiles, I do care that Missiles are losing over 40% of their applied damage, where all the turrets lose 25-30%.

That is a big gap especially when you consider missiles already offer lower peak DPS. Lose more of less!

And for the record. Every chart was done with CN Kinetic Missiles which activates the drakes 10%/level kinetic damage bonus. So I am not sure where you are finding a discrepancy with that either. The only outlier in the weapon comparison is the Ferox, which is why the Brutix was used as well.
Caleb Seremshur
Commando Guri
Guristas Pirates
#173 - 2015-01-12 02:49:57 UTC
What I'd really like to see from CCP is just a statement where they tell us roughly where missiles sit on the food chain. I know we have that nifty graph but that isn't really specific enough.

I want to know by % weight how many ships used in pvp use missiles, which ships those are and which missiles they use. Lastly I want to know if they were used in fleet or solo combat. I might even report my own post here to hopefully an ISD can escalate it up.
Spugg Galdon
Federal Navy Academy
Gallente Federation
#174 - 2015-01-12 09:41:43 UTC
I'm confused as to what this DPS drop is when shooting HM's at BC's. Even with AB's on I'm only getting a very small drop in DPS and that's beyond the single TP's range of 45km which is fitted to the Drake already!

I've been making some graphs of my own. My HML Fleet Drake fits do comparably well vs everything else (except a Myrm because of Sentries). The Arty Hurricane and HML Cyclone are really pathetic compared to the rest of the pack though.
afkalt
Republic Military School
Minmatar Republic
#175 - 2015-01-12 09:50:37 UTC
You'd expect that, it's a size class up (cruiser weapon system). Arguably one should be shooting fury at BC.
Caleb Seremshur
Commando Guri
Guristas Pirates
#176 - 2015-01-12 12:24:15 UTC
Quote:
I'm confused as to what this DPS drop is when shooting HM's at BC's. Even with AB's on I'm only getting a very small drop in DPS and that's beyond the single TP's range of 45km which is fitted to the Drake already!

I've been making some graphs of my own. My HML Fleet Drake fits do comparably well vs everything else (except a Myrm because of Sentries). The Arty Hurricane and HML Cyclone are really pathetic compared to the rest of the pack though.


afkalt wrote:
You'd expect that, it's a size class up (cruiser weapon system). Arguably one should be shooting fury at BC.


Well yeah, I guess that only small drops in dps against a larger target it the expected outcome huh. OTOH I think I would still use navies against an armour boat just in case, at least until they close to scram range (and they will because missile ships are slow whowouldathought)
Spugg Galdon
Federal Navy Academy
Gallente Federation
#177 - 2015-01-12 12:32:20 UTC
I've just been doing a hell of a lot of comparison of BC's fitted for long range and seeing how well they can apply their damage to an AB'ing armour tanked rupture.

My conclusion in the end is that the only buff required for missiles is an optimal range buff for TP's to 60km.


How would that suit you?
afkalt
Republic Military School
Minmatar Republic
#178 - 2015-01-12 12:51:47 UTC
Were BC's the sole platform that would probably work well, not sure that the cruiser sized hulls can manage that fit so easily. I think the application nerf of old being rolled back helps people globally and allows the BCs with space to fit a painter be that little more formidable than their cruiser counterparts.

Drake may be an outlier, but that's not hard to fix (if it even needs fixed), the cyclone is just abysmal.
Caleb Seremshur
Commando Guri
Guristas Pirates
#179 - 2015-01-12 13:29:01 UTC
Spugg Galdon wrote:
I've just been doing a hell of a lot of comparison of BC's fitted for long range and seeing how well they can apply their damage to an AB'ing armour tanked rupture.

My conclusion in the end is that the only buff required for missiles is an optimal range buff for TP's to 60km.


How would that suit you?


If you buff the TP you break everything that benefits from it already and then incite tye creation of new fits to capitalise on it. If you reduce the explosion radius of the heavy missile to pre nerf stats you fix that one problem.

Which might sound a little dramatic but can you imagine say.. giving any other ewar especially ECM a 50% range buff to their modules off the bat? Target painters are useful in fleets built for them and not just missile fleets.
Spugg Galdon
Federal Navy Academy
Gallente Federation
#180 - 2015-01-12 15:35:06 UTC  |  Edited by: Spugg Galdon
I'm actually gonna go back on my previous statement and say that the TP range buff would be un-necessary as the fall off of the TP actually only means that the success chance of the TP landing is still >90%. This means you can more or less rely on your TP's all the way out to 72km.

So HM's on a Drake seem to work nicely (ignoring the fact you're locked into kinetic damage).

Railguns seem to be the things throwing everything out of wack at 50km and greater. Those things are damn good out at those ranges! But they are very rubbish at <25km which is where Beams and drones rule.



On cruiser platforms I was looking earlier and I think the Caracal performed very well comparatively. I will check again though