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Heavy Missiles, lets make them interesting

First post
Author
Mario Putzo
#181 - 2015-01-12 16:11:20 UTC  |  Edited by: Mario Putzo
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?


Changing TPs won't change anything since they are essentially the same out to like 75K (i think 85-90% potential).

HMs need help in the engagement range. Not at the end of the fringe of the engagement range.

10-45K Turrets crush Missiles in Applied DPS with or without an AB
5-50K if that same target is webbed or painted (with or without an AB)

From 50-65K Missiles "win" if target has no AB, with AB all turrets win.
65K+ All Turrets "win" because missiles can't go that far (unless bonused for range ie. Cerberus)

Average Damage bleed for Turrets.(assuming changing Ammo for ranges)
Beams ~25%
Rails ~30%
Arties ~25%
Missiles ~44%

The only way to move missiles closer to being in line is by targeting a tweak to them directly. The Explosion Radius reduction would have that number go from ~44% to 35% change, this would put most turrets still 10% ahead of Missiles in terms of applied DPS over all ranges, except 0-10K and 50-65K where missiles should be the top dog in applied Damage (although not specifically the top in peak DPS).

I noticed you mentioned Arties above, and having spent the last few days pouring over numbers and variables. I think Arties are good where they are VS other Turrets, they have a much higher Alpha strike. That being said Missiles do rub up on them somewhat in Alpha situations. Which I don't think is right. Id like to see the following change myself as well.

Reduce base missile damage by 10%
Increase ROF on launchers by 10%.

Essentially with CN Scourge + T2 Launcher
155 > 139.5
12 > 10.8

155/12 = 12.91 DPS
139.5/10.8 = 12.91 DPS.

Thus the peak DPS of HMs still does not change, but it also pushes Arties into a position of dominance as an Alpha strike platform, They would be about 15% more powerful than HM's and about 25% more powerful than Turrets while maintaining their damage application balance with other turrets, and still be about 10% better than HMs.
Gregor Parud
Imperial Academy
#182 - 2015-01-12 16:43:00 UTC  |  Edited by: Gregor Parud
Mario Putzo wrote:
Changing TPs won't change anything since they are essentially the same out to like 75K (i think 85-90% potency).


Just to be sure. Painters don't "kinda work" in falloff as turrets do, they either work or they don't and in falloff the chance to apply simply lowers. So increasing their optimal is actually very useful.
Mario Putzo
#183 - 2015-01-12 16:47:21 UTC
Gregor Parud wrote:
Mario Putzo wrote:
Changing TPs won't change anything since they are essentially the same out to like 75K (i think 85-90% potency).


Just to be sure. Painters don't "kinda work" in falloff as turrets do, they either work or they don't and in falloff the chance to apply simply lowers. As such increasing their optimal is actually very useful.



Yes I should have said potential not potency. Ugh my bad.

And yes increasing their optimal would be useful, but not specifically for HMs, and as such it seems out of the scope of discussion on how to make HMs more attractive alternatives to Turrets as a mid sized weapon system.
Gregor Parud
Imperial Academy
#184 - 2015-01-12 16:50:30 UTC
Well yes and no. Turrets have lows, mids and rigs to affect damage application and while painters surely help it's not the "preferred" method. Missiles only have rigs and painters, so buffing painters to reach out enough to accommodate for missiles ranges at least gives missile ships choices and could create a meta in and of itself.
Mario Putzo
#185 - 2015-01-12 18:27:58 UTC  |  Edited by: Mario Putzo
Gregor Parud wrote:
Well yes and no. Turrets have lows, mids and rigs to affect damage application and while painters surely help it's not the "preferred" method. Missiles only have rigs and painters, so buffing painters to reach out enough to accommodate for missiles ranges at least gives missile ships choices and could create a meta in and of itself.



Ya, just bring a Huggin guys missiles are all right. Its not a problem with the fact turrets have higher peak DPS to begin with, higher application to begin with, and more options to increase that application across ranges further than missiles can reach.

"Just use TP guys"
He said before remembering that with TPs the range missiles are actually the best decreases (inside 10K down to inside 5K)


Please stop living in a vacuum this is not a solo game. I can have a frigate apply TP and webs while I sit at 60K, and still get the benefits from them. So TP is an irrelevant change in this regard as it still does not change the fact that missiles are significantly behind turrets in terms of applied damage.

The difference between Turrets and Heavy Missiles applied damage is around 30% (~30% vs 44%). Using 1 TC vs 2x Rigor 1x Flare.

Its not TPs, its not the ships, its not Turrets, its not Turret Application mods, its not the lack of application mods for missiles.

Its heavy missiles. They don't even scale within the missile hierarchy Light Missile and Cruise Missiles all have superior application values compared to heavy missiles as well.

-12% Explosion Radius puts missiles with Rigors down to ~35% which closes the application gap to 15%, about half of what it is now. Which increases HMs engagement range from 10K to about 20K on the front end, and from 50K down to 45K on the back end.

Essentially how it looks now
anything 0-10K HMs will be better than LR Turrets
anything 10K-50K LR Turrets will be better than HMs
anything 50-65K HMs will be better unless AB Cruiser and Below.
anything 65K+ Turrets will be better.


Essentially how it would look after application change.

anything 0-20K HMs will be better than LR Turrets
anything 20-45K LR Turrets will be better than HMs
anything 45K - 65K HMs will be better, unless AB Cruiser and Below.
anything 65K+ Turrets will be better.


And Short Range Turrets and HAMs will still be better inside their engagement ranges than HMs and LRT.
Tusker Crazinski
Native Freshfood
Minmatar Republic
#186 - 2015-01-12 18:43:35 UTC
Quote:

Its not a problem with the fact turrets have higher peak DPS to begin with, higher application to begin with, and more options to increase that application across ranges further than missiles can reach.


there is a reason for that, missiles almost never fail to apply damage within their range, whereas turret damage can be fully mitigated.

as long as missiles fail proof, they should just be flat out bad.
Mario Putzo
#187 - 2015-01-12 18:49:29 UTC  |  Edited by: Mario Putzo
Tusker Crazinski wrote:
Quote:

Its not a problem with the fact turrets have higher peak DPS to begin with, higher application to begin with, and more options to increase that application across ranges further than missiles can reach.


there is a reason for that, missiles almost never fail to apply damage within their range, whereas turret damage can be fully mitigated.

as long as missiles fail proof, they should just be flat out bad.


Um what?

Ive shown missiles fail to apply 30% more of their damage across their entire damage spectrum than turrets. Which is more than Turret based ships lose against a ship travelling with the worst possible trajectory for tracking.

In regards to them not being mitigated. Firewalls exist in game solely for the purpose of mitigating missile damage. So you are mistaken about that.
afkalt
Republic Military School
Minmatar Republic
#188 - 2015-01-12 19:17:24 UTC
Tusker Crazinski wrote:
Quote:

Its not a problem with the fact turrets have higher peak DPS to begin with, higher application to begin with, and more options to increase that application across ranges further than missiles can reach.


there is a reason for that, missiles almost never fail to apply damage within their range, whereas turret damage can be fully mitigated.

as long as missiles fail proof, they should just be flat out bad.


Try shooting at a fleeing cynabal with non-speed bonused HML - you'll find the range is quite unbelievable, from memory under 20km, maybe 25km.
Aiyshimin
Shiva Furnace
#189 - 2015-01-12 19:34:35 UTC
Mario Putzo wrote:
Just a troll at this point I think.

But what the hell.

http://i.imgur.com/ht1PruT.png WITH AB
http://i.imgur.com/8J45o92.png WITHOUT AB

HML RED
BEAMS GREEN
RAILS BLUE (FEROX)
RAILS TEAL (BRUTIX)
ARTY YELLOW

Drake is using 3x Fitting slots for damage application.
Cane is using 3x Fitting slots for damage application.
Others using 2x Fitting Slots for damage application.



One of these things is not like the others.


So HMLs outdamage all turrets at all ranges on a target without AB, but only outdamage all turrets out to 20km with AB?



afkalt
Republic Military School
Minmatar Republic
#190 - 2015-01-12 19:43:32 UTC
Only if you forget to bring different ammo types Blink

Jam antimatter in that ferox or MF in the harby and ... daaaamn.
Mario Putzo
#191 - 2015-01-12 19:58:11 UTC
Aiyshimin wrote:
Mario Putzo wrote:
Just a troll at this point I think.

But what the hell.

http://i.imgur.com/ht1PruT.png WITH AB
http://i.imgur.com/8J45o92.png WITHOUT AB

HML RED
BEAMS GREEN
RAILS BLUE (FEROX)
RAILS TEAL (BRUTIX)
ARTY YELLOW

Drake is using 3x Fitting slots for damage application.
Cane is using 3x Fitting slots for damage application.
Others using 2x Fitting Slots for damage application.



One of these things is not like the others.


So HMLs outdamage all turrets at all ranges on a target without AB, but only outdamage all turrets out to 20km with AB?



Those graphs are using long range ammo. As was being discussed at that point in time. In every other range Turrets are better, except inside 10K. (5K with Web or TP)






Soldarius
Dreddit
Test Alliance Please Ignore
#192 - 2015-01-12 21:01:28 UTC  |  Edited by: Soldarius
Soraellion wrote:
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.


I have had enough of reading your incompetent blather. Target Painters are stacking penalized. 1000 of them is no more effective than 500, or 100, or 20, all the way down to about 5. They also have perfectly fine optimal. They don't need a boost in range.

If HML range is moronic, then what do you consider 250mm Spike range, which is about 50% greater than that?

Missiles do not have damage application modules, unlike turrets. Only dps modules, which are themselves subject to the damage application formula. This puts them at a disadvantage. Some dps at long range is better than no dps.

Turrets benefit from TP and webs just as much as missiles. The dps graph in EFT shows turrets and sentry drone dps as an average applied dps based on an RNG that considers range and transversal, whereas missiles have a linear graph that represents only applied dps. So increasing optimal and thus range on turrets increases average dps up until the target is inside optimal range. Increasing tracking speed increases average dps so long as the target already has some sort of transversal to the firing ship. Any semi-skilled pilot know to keep up his transversal vs a turret or sentry drone ship.

Missiles do always apply dps. But that dps is often so low as to be effectively zero. In addition, missile dps is capped at 100% of maximum paper dps. Turrets are not hard-capped in this way. They can hit for more than paper volley damage based on the above mentioned hit quality formula. Turret Damage linkage.

Long Range medium turrets often have significantly better maximum range than heavy missiles on a comparable hull. In addition, turret range is never reduced based on whether or not you are chasing or being chased by a target. Missile range is.

Turrets can apply maximum theoretical dps simply by dictating range and transversal (piloting skill). Missiles cannot. They require additional EWAR and/or rigs to achieve maximum paper dps, which is on average lower than that of turrets. This is a huge advantage for turrets.

By the same token, turrets can also be placed into bad situations compared to missiles. But unlike missiles, they have means to compensate via piloting, whereas again the missile ship has to use modules or rigs. Whether or not these modules (webs/painters) are on the firing ship is irrelevant. They will benefit from it. So will turrets.

Turrets can swap ammo to whichever range-category works best. Heavy missile ammo is limited to crappy T1, slightly better faction (longest range), utter shite Fury, and still shite Precision. Proof below.

Evidence:
Both the Ferox and the Drake get a bonus from Caldari BC. But different bonuses. So I went into EFT and set all 5s modified with Caldari BC at 0. So no bonuses to range or dps other than the 3x damage modules in the lows.

Ferox using Spike gets 313 dps at 65+15km. Drake using Caldari Navy Scourge gets 256dps at 62.9km. Advantage Ferox in both categories.

At this point I have to point out the the Drake's damage bonus (not currently being used) is only to kinetic Heavies and HAMs. So even with the bonus, it is limited to only one kind of ammo. In 3/4s of situations, it will be gimped due to shooting right into the most heavily resisted damage type in the game. So unless you're shooting at Minmatar T2 ships or have Caldari BC 5, anything else will usually be better.

Now lets look at a more realistic combat situation. That rabbit Caracal? It will be spiraling out as fast as it can because it doesn't want to get close to a CBC. So a more appropriate situation would be MWD overheated and on, with a 45 degree outward spiral from the shooter. This reduces the Drake's effective HM range to 43km, and gets it out of range of the Ferox while maintaining significant transversal.

The result is that the Ferox will do more dps than the Drake at all ranges >30km using Spike, and it will continue to do so all the way out to its locking range.

If the Caracal were to fly straight away from them, it would receive 306 dps from the Ferox and reduce the Drake range to about 37km.

At <30km the Ferox can swap to CN Antimatter and do a ****-tonne more damage (468dps at 19km), completely obliterating the Caracal. And probably the Drake for that matter.

But hey! Remember my comments about heavy missile ammos above? Lets swap to Scourge Fury Heavies on the Drake. Oh, boy. I went fropm 369 to 433 paper dps in exchange for a loss of 15km in range and much poorer application stats. Now looking at the graph, the Drake's applied dps went from 153dps to 83dps. That's right, a reduction of 46% of applied dps to an MWDing shield cruiser. WTF, CCP?!

For ***** and giggles, I checked with Precision ammo. 169dps out to 31.4km. So the Drake does more dps to an MWDing Caracal using Precision ammo than Fury or faction.

So, no, Heavy Missiles are not well balanced. They are completely pants-on-head-********. I'm ok with Fury heavies having poorer application stats. But they need to actually do something. Not reduce damage to a bloated target like an MWDing cruiser. Faction heavies need to apply more dps than frickin Precision heavies to a like-sized MWDing target.

http://youtu.be/YVkUvmDQ3HY

Tusker Crazinski
Native Freshfood
Minmatar Republic
#193 - 2015-01-12 21:16:29 UTC
Mario Putzo wrote:
Tusker Crazinski wrote:
Quote:

Its not a problem with the fact turrets have higher peak DPS to begin with, higher application to begin with, and more options to increase that application across ranges further than missiles can reach.


there is a reason for that, missiles almost never fail to apply damage within their range, whereas turret damage can be fully mitigated.

as long as missiles fail proof, they should just be flat out bad.


Um what?

Ive shown missiles fail to apply 30% more of their damage across their entire damage spectrum than turrets. Which is more than Turret based ships lose against a ship travelling with the worst possible trajectory for tracking.

In regards to them not being mitigated. Firewalls exist in game solely for the purpose of mitigating missile damage. So you are mistaken about that.


yeah missiles generally suck for fleets, thank the gods.

anyway point is unless you could crack 5km/s missiles just hit, guns on the other hand can fail to track things like a battleship with high enough tranvers. with missiles there really is not anything other than turning them and their application mods on a pilot could do to improve or diminish their performance.

granted the OPs idea is better than what we have now, but thing's better than what we have now as far as missiles go, include tuberculosis... and being on fire.
afkalt
Republic Military School
Minmatar Republic
#194 - 2015-01-12 21:47:54 UTC
Soldarius wrote:
Soraellion wrote:
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.


I have had enough of reading your incompetent blather. Target Painters are stacking penalized. 1000 of them is no more effective than 500, or 100, or 20, all the way down to about 5. They also have perfectly fine optimal. They don't need a boost in range.

If HML range is moronic, then what do you consider 250mm Spike range, which is about 50% greater than that?

Missiles do not have damage application modules, unlike turrets. Only dps modules, which are themselves subject to the damage application formula. This puts them at a disadvantage. Some dps at long range is better than no dps.

Turrets benefit from TP and webs just as much as missiles. The dps graph in EFT shows turrets and sentry drone dps as an average applied dps based on an RNG that considers range and transversal, whereas missiles have a linear graph that represents only applied dps. So increasing optimal and thus range on turrets increases average dps up until the target is inside optimal range. Increasing tracking speed increases average dps so long as the target already has some sort of transversal to the firing ship. Any semi-skilled pilot know to keep up his transversal vs a turret or sentry drone ship.

Missiles do always apply dps. But that dps is often so low as to be effectively zero. In addition, missile dps is capped at 100% of maximum paper dps. Turrets are not hard-capped in this way. They can hit for more than paper volley damage based on the above mentioned hit quality formula. Turret Damage linkage.

Long Range medium turrets often have significantly better maximum range than heavy missiles on a comparable hull. In addition, turret range is never reduced based on whether or not you are chasing or being chased by a target. Missile range is.

Turrets can apply maximum theoretical dps simply by dictating range and transversal (piloting skill). Missiles cannot. They require additional EWAR and/or rigs to achieve maximum paper dps, which is on average lower than that of turrets. This is a huge advantage for turrets.

By the same token, turrets can also be placed into bad situations compared to missiles. But unlike missiles, they have means to compensate via piloting, whereas again the missile ship has to use modules or rigs. Whether or not these modules (webs/painters) are on the firing ship is irrelevant. They will benefit from it. So will turrets.

Turrets can swap ammo to whichever range-category works best. Heavy missile ammo is limited to crappy T1, slightly better faction (longest range), utter shite Fury, and still shite Precision. Proof below.

Evidence:
Both the Ferox and the Drake get a bonus from Caldari BC. But different bonuses. So I went into EFT and set all 5s modified with Caldari BC at 0. So no bonuses to range or dps other than the 3x damage modules in the lows.

Ferox using Spike gets 313 dps at 65+15km. Drake using Caldari Navy Scourge gets 256dps at 62.9km. Advantage Ferox in both categories.

At this point I have to point out the the Drake's damage bonus (not currently being used) is only to kinetic Heavies and HAMs. So even with the bonus, it is limited to only one kind of ammo. In 3/4s of situations, it will be gimped due to shooting right into the most heavily resisted damage type in the game. So unless you're shooting at Minmatar T2 ships or have Caldari BC 5, anything else will usually be better.

Now lets look at a more realistic combat situation. That rabbit Caracal? It will be spiraling out as fast as it can because it doesn't want to get close to a CBC. So a more appropriate situation would be MWD overheated and on, with a 45 degree outward spiral from the shooter. This reduces the Drake's effective HM range to 43km, and gets it out of range of the Ferox while maintaining significant transversal.

The result is that the Ferox will do more dps than the Drake at all ranges >30km using Spike, and it will continue to do so all the way out to its locking range.

If the Caracal were to fly straight away from them, it would receive 306 dps from the Ferox and reduce the Drake range to about 37km.

At <30km the Ferox can swap to CN Antimatter and do a ****-tonne more damage (468dps at 19km), completely obliterating the Caracal. And probably the Drake for that matter.

But hey! Remember my comments about heavy missile ammos above? Lets swap to Scourge Fury Heavies on the Drake. Oh, boy. I went fropm 369 to 433 paper dps in exchange for a loss of 15km in range and much poorer application stats. Now looking at the graph, the Drake's applied dps went from 153dps to 83dps. That's right, a reduction of 46% of applied dps to an MWDing shield cruiser. WTF, CCP?!

For ***** and giggles, I checked with Precision ammo. 169dps out to 31.4km. So the Drake does more dps to an MWDing Caracal using Precision ammo than Fury or faction.

So, no, Heavy Missiles are not well balanced. They are completely pants-on-head-********. I'm ok with Fury heavies having poorer application stats. But they need to actually do something. Not reduce damage to a bloated target like an MWDing cruiser. Faction heavies need to apply more dps than frickin Precision heavies to a like-sized MWDing target.



Not empty quoting so will add that a scythe fleet issue can get more (applied and paper) DPS out using unbonused rails than bonused HML.

Shocked
Gregor Parud
Imperial Academy
#195 - 2015-01-13 00:16:05 UTC  |  Edited by: Gregor Parud
Soldarius wrote:
Hilarious pompous drivel.


- yes, "a ton" should be read literally as "1000".

- 250mm with spike can't hit for ****, using That beloved "10mn AB Caracal" setup A ferox hits for less that 100 dps at max transversal, dropping like a stone when you start to close in a bit.

- rigs, you just don't want to fit them. Not much difference between losing extender rigs compared to an invul or two.

- bringing sentries into this conversation is almost a straw man

- yes, wrecking shots are really important and also relevant

-anyone who starts to mention spike as a "look!" clearly never used it
Gregor Parud
Imperial Academy
#196 - 2015-01-13 00:20:32 UTC
Again. You can not buff Drakes and HML Tengus to a point where they become relevant, it's just wrong. I'm perfectly happy with missiles getting better damage application (and perhaps a slight base dps increase, but that would have to come at a cost) but not if they don't balance out Drakes and Tengus because of it.
scorchlikeshiswhiskey
Totally Abstract
O X I D E
#197 - 2015-01-13 00:33:29 UTC
Gregor Parud wrote:
Soldarius wrote:
Hilarious pompous drivel.


- yes, "a ton" should be read literally as "1000".

- 250mm with spike can't hit for ****, using That beloved "10mn AB Caracal" setup A ferox hits for less that 100 dps at max transversal, dropping like a stone when you start to close in a bit.

- rigs, you just don't want to fit them. Not much difference between losing extender rigs compared to an invul or two.

- bringing sentries into this conversation is almost a straw man

- yes, wrecking shots are really important and also relevant

-anyone who starts to mention spike as a "look!" clearly never used it

Spike ammo is fine. Just because it might have an out of line and unreasonably application does not that mean it's not balanced. If a target were webbed, or painted, Spike would do more damage, plus there's application rigs; since it's better in certain situations, so that balances it out. /sarcasm

Do you actually write this muck or do you just have a lot of luck with smashing your face on the keyboard? Or where you perhaps intentionally mimicking the "pro OP" arguments?
Gregor Parud
Imperial Academy
#198 - 2015-01-13 00:48:49 UTC  |  Edited by: Gregor Parud
scorchlikeshiswhiskey wrote:
Gregor Parud wrote:
Soldarius wrote:
Hilarious pompous drivel.


- yes, "a ton" should be read literally as "1000".

- 250mm with spike can't hit for ****, using That beloved "10mn AB Caracal" setup A ferox hits for less that 100 dps at max transversal, dropping like a stone when you start to close in a bit.

- rigs, you just don't want to fit them. Not much difference between losing extender rigs compared to an invul or two.

- bringing sentries into this conversation is almost a straw man

- yes, wrecking shots are really important and also relevant

-anyone who starts to mention spike as a "look!" clearly never used it

Spike ammo is fine. Just because it might have an out of line and unreasonably application does not that mean it's not balanced. If a target were webbed, or painted, Spike would do more damage, plus there's application rigs; since it's better in certain situations, so that balances it out. /sarcasm

Do you actually write this muck or do you just have a lot of luck with smashing your face on the keyboard? Or where you perhaps intentionally mimicking the "pro OP" arguments?


"if a target is webbed and painted it's fine" but for some reason we have to use the "if we apply HML damage to an AB Caracal it sucks"

You can't keep changing the scenario to suit your agenda. If the whole argument is "against AB Cruisers missiles suck more at applying damage than turrets, LOOK!" then you can't then turn that around the second it suits you and start implementing webs and whatnot because in that case missile apply damage just fine and we can all come to the conclusion they don't need a buff.
Gregor Parud
Imperial Academy
#199 - 2015-01-13 00:56:16 UTC
As long as none of you are willing to own up to the fact that a straight HML buff would make drakes and Tengus quite silly (or it's actually the intended goal) nothing will happen and HML will never get buffed. That's not me being annoying, it's me being a realist.
scorchlikeshiswhiskey
Totally Abstract
O X I D E
#200 - 2015-01-13 01:05:42 UTC  |  Edited by: scorchlikeshiswhiskey
Have you paid attention to the posts? I don't believe anyone has complained about the use of an AB to counter missiles, the point is that even without an AB you lose over 30% of your paper HML DPS unless the target is webbed. Also, no one has said that speed shouldn't mitigate damage either, rather the amount of "dps bleed" is out of line and, frankly, ridiculous.
The only difference between this thread and threads about your sentry drone strawman is that one is asking for a weapon to be brought into line. Wait... That's both of them. I honestly think that there are people who oppose balancing missiles because missiles...

Also, how is it silly to ask for a ship, which has already been curb-nerfbat'd, to be able to perform the way Fitting says it should?