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Player Features and Ideas Discussion

 
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Heavy Missiles, lets make them interesting

First post
Author
Gregor Parud
Imperial Academy
#201 - 2015-01-13 01:38:29 UTC  |  Edited by: Gregor Parud
Yes, some of the posts and starting point have been "look at how HML suck against AB targets", but lets move on.


2 of my main chars use missiles for PVP so it's not like I wouldn't like a buff.

I never said HML shouldn't need a buff because they do need it, but at the same time I realise that this would make 2 ships a menace again and for some reason people aren't willing to see it or admit to it. On top of that you simply can not have straight buffs because that's just that's terrible, it HAS to come at a cost. Without the cost and drake/tengu discussion nothing will happen to HML and we'll just go round in circles, over and over :)

If you buff damage application (which makes good sense) without looking at other stuff as well you make it work way too well across the board. Also it would diminish the need for a Drake to fit rigors which means it becomes an EHP sausage fest again and lets not think about the lol tengu as it is right now, but then with buffed HML.


So, HML has 3 "enemies", it's what's holding HML back from being buffed:

- lol drake
- lol Tengu
- too much base range to make up for the fact has no T2 range ammo

Pretty much all 3 would be (partially) solved by lowering base range and at the same time allowing for range ammo, this would bring it more in line with turrets which makes balancing (and the discussion thereof) much easier.


So:

- drop base range but increase speed, non ranged bonused cruiser weapons don't need 60km (assuming T2 range ammo is an option)
- change Precision ammo to range bonused
- drop drake shield HP as it'll require less application rigs
- rebalance tengu (no clue how, haven't given it any real thought)

with dropped base range you can now start addressing the buffs

- increase damage application, and perhaps instead of just toying with the 2 stats actually have a good look at the formula itself
- if both ships are balanced/nerfed enough you can even go for a slight paper dps buff

That way every HML ship performs better (Even the Drake and Tengu) without those 2 trouble makers becoming a problem. Someone who isn't willing to discuss problematic implications or who just wants a simple "moar" is just not realistic.
Mario Putzo
#202 - 2015-01-13 02:15:26 UTC  |  Edited by: Mario Putzo
Drake will still be inferior to other BC in terms of Applied Damage and total DPS, just not as inferior.
Tengu will still be better used with Rails, unless of course you have a situation where you use cap for tank
(ie PVE, no change from today)
LRT out range missiles without T2 Ammo, so it has nothing to do with T2 Ammo.
Drop in base range would just ensure Turret dominance at all ranges above 10KM
Change to precision ammo is not overly needed if CCP changes all HM's explosion Radius by 12%
Formula for Missile Damage is fine, the only problem is HM's explosion radius is too big.

Ship balance should never impact module balance. More than 2 Ships use HMs, again the Drake and Tengu have nothing to do with balance between HMs and Turrets. Drake and Tengu changes belong in another thread, start one and I will post my ideas to fix the drake there (T3s are all kinds of ****** though).

Would be nice if any of you naysayers who can't seem to separate ship Balance from module balance could provide some math or graphs to support your position. I mean I took the effort to explain in detail where I believe the problem is and exactly what would be different with the changes.
Gregor Parud
Imperial Academy
#203 - 2015-01-13 02:24:35 UTC
Mario Putzo wrote:
Drake will still be inferior to other BC in terms of Applied Damage and total DPS, just not as inferior.
Tengu will still be better used with Rails, unless of course you have a situation where you use cap for tank
(ie PVE, no change from today)
LRT out range missiles without T2 Ammo, so it has nothing to do with T2 Ammo.
Drop in base range would just ensure Turret dominance at all ranges above 10KM
Change to precision ammo is not overly needed if CCP changes all HM's explosion Radius by 12%
Formula for Missile Damage is fine, the only problem is HM's explosion radius is too big.

Ship balance should never impact module balance. More than 2 Ships use HMs, again the Drake and Tengu have nothing to do with balance between HMs and Turrets. Drake and Tengu changes belong in another thread, start one and I will post my ideas to fix the drake there (T3s are all kinds of ****** though).

Would be nice if any of you naysayers who can't seem to separate ship Balance from module balance could provide some math or graphs to support your position. I mean I took the effort to explain in detail where I believe the problem is and exactly what would be different with the changes.


Almost all HML ships are under performing with nothing to make up for it, apart from Drake and Tengu. If you increase application and base dps drake won't be inferior anymore dps wise (and more importantly, nor would other HML ships) but it would create a problem in regards to the Drake's dps vs ehp which would be out of whack. so in order to allow the Drake (and thus all other HML ships) to get better missiles you have to nerf Drake HP so it'll be balanced.

Can't have one without the other.
Mario Putzo
#204 - 2015-01-13 02:25:58 UTC  |  Edited by: Mario Putzo
Gregor Parud wrote:
Mario Putzo wrote:
Drake will still be inferior to other BC in terms of Applied Damage and total DPS, just not as inferior.
Tengu will still be better used with Rails, unless of course you have a situation where you use cap for tank
(ie PVE, no change from today)
LRT out range missiles without T2 Ammo, so it has nothing to do with T2 Ammo.
Drop in base range would just ensure Turret dominance at all ranges above 10KM
Change to precision ammo is not overly needed if CCP changes all HM's explosion Radius by 12%
Formula for Missile Damage is fine, the only problem is HM's explosion radius is too big.

Ship balance should never impact module balance. More than 2 Ships use HMs, again the Drake and Tengu have nothing to do with balance between HMs and Turrets. Drake and Tengu changes belong in another thread, start one and I will post my ideas to fix the drake there (T3s are all kinds of ****** though).

Would be nice if any of you naysayers who can't seem to separate ship Balance from module balance could provide some math or graphs to support your position. I mean I took the effort to explain in detail where I believe the problem is and exactly what would be different with the changes.


Almost all HML ships are under performing with nothing to make up for it, apart from Drake and Tengu. If you increase application and base dps drake won't be inferior anymore dps wise (and more importantly, nor would other HML ships) but it would create a problem in regards to the Drake's dps vs ehp which would be out of whack. so in order to allow the Drake (and thus all other HML ships) to get better missiles you have to nerf Drake HP so it'll be balanced.

Can't have one without the other.


Right because a drake losing 35% of 300DPS is so much more OP than a Harby losing 25% of 400DPS. LOL. Come on guy.

Lets see some numbers mate. Sell me on your woes.
Gregor Parud
Imperial Academy
#205 - 2015-01-13 02:38:38 UTC
"if you nerf Drake HP a bit you can buff HML application and base dps", that's literally what I stated.
Mario Putzo
#206 - 2015-01-13 02:52:32 UTC
Gregor Parud wrote:
"if you nerf Drake HP a bit you can buff HML application and base dps", that's literally what I stated.

If you want to discuss ship balance please open a thread on the balance between ships. In this thread we are discussing the relationship between Heavy Missiles and Turrets.

Gregor Parud
Imperial Academy
#207 - 2015-01-13 08:17:46 UTC  |  Edited by: Gregor Parud
Mario Putzo wrote:
Gregor Parud wrote:
"if you nerf Drake HP a bit you can buff HML application and base dps", that's literally what I stated.

If you want to discuss ship balance please open a thread on the balance between ships. In this thread we are discussing the relationship between Heavy Missiles and Turrets.



Then we'll go back in circles about how missiles don't use cap, can select damage type, can't be countered by angular, don't require any manual input and are too easy to fit and because of all that shouldn't work even close to on par to turrets. You're never going to "win" (and by that I mean convince anyone who matters that Drake/Tengu should get a straight buff). Again, that's not me trying to be annoying, it's just me being a realist.

Just as the Drake and Tengu held back a Caldari buff for so long it's the same here again. Any concept of an idea will HAVE to be a complete package encompassing an understanding and solution for the possible & obvious issues that come from buffing HML. If you don't nothing is going to happen.


I bet they have this circle jerk discussion the whole time at CCP, and it's just as fruitless as here.
afkalt
Republic Military School
Minmatar Republic
#208 - 2015-01-13 09:02:28 UTC
Mario Putzo wrote:
Gregor Parud wrote:
"if you nerf Drake HP a bit you can buff HML application and base dps", that's literally what I stated.

If you want to discuss ship balance please open a thread on the balance between ships. In this thread we are discussing the relationship between Heavy Missiles and Turrets.




Like I said:

afkalt wrote:
It's like Fozzie said, you balance the weapon THEN the ships. All I hear from the "HML are fine" guys is "Because of Drake".


Post some fits, or I'm sorry I'm with Mario that you're flat out trolling in the face of overwhelming evidence.



You're not going to get either a) a sensible discussion or b) a decent set of chart and fits from these guys. Because they don't exist.

They're stuck in 2011 when the drake had more EHP, longer range, more damage and an extra launcher. As if that is somehow relevant to the discussion today.

The evidence both speaks for itself and is utterly damning. Until CCP decide to alter anything however, I'll be abusing the arse out of medium rails like everyone else sane.
Gregor Parud
Imperial Academy
#209 - 2015-01-13 10:09:29 UTC  |  Edited by: Gregor Parud
The Drake as we have it now is balanced on the chosen damage application of missiles, where making missiles work requires application rigs. If you change the necessity for those rigs you change the balance of the ship as it can now pile on the extender rigs again. Especially if you also implement a straight dps buff. The only two ships that would cause problems are the Drake and Tengu, all other HML ships are underperforming.


So, do you want a Drake buff or a HML buff.


p.s.: your obsession with fits is hilarious, especially so as tons of fits have been posted already but always changing the conditions to suit one's agenda. Also because making a fleet fit is so fcking easy it shouldn't even be questioned. Yes HML apply less dps because they're a non-effort, non-cap using, non-ewar countered, damage type selectable weapon system. Yes they should get a buff but no the Drake isn't allowed to gain from it, nor the Tengu.

It's so obvious you want your non-effort Drake & Tengu back it's not even funny.
Spugg Galdon
Federal Navy Academy
Gallente Federation
#210 - 2015-01-13 12:08:01 UTC
No one seems to be mentioning that missiles are immune to tracking disruptors which are devastating to turrets.
Gregor Parud
Imperial Academy
#211 - 2015-01-13 12:19:14 UTC
Spugg Galdon wrote:
No one seems to be mentioning that missiles are immune to tracking disruptors which are devastating to turrets.


I have, several times, but that gets ignored of course.
Caleb Seremshur
Bloodhorn
Patchwork Freelancers
#212 - 2015-01-13 15:44:15 UTC
From everything I've seen heavies start with a TD nerf built in and you're stuck building it back up to some degree of normal application.
scorchlikeshiswhiskey
Totally Abstract
O X I D E
#213 - 2015-01-13 17:44:42 UTC
Caleb Seremshur wrote:
From everything I've seen heavies start with a TD nerf built in and you're stuck building it back up to some degree of normal application.

Which is totally balanced if you're still living in fear of Drakes.
Frostys Virpio
State War Academy
Caldari State
#214 - 2015-01-13 17:46:11 UTC
Spugg Galdon wrote:
No one seems to be mentioning that missiles are immune to tracking disruptors which are devastating to turrets.


There are also no application module dedicated to it like tracking comp/enhancer.

I wonder if it's related...
Tusker Crazinski
Native Freshfood
Minmatar Republic
#215 - 2015-01-13 18:35:01 UTC
Gregor Parud wrote:

Then we'll go back in circles about how missiles don't use cap, can select damage type, can't be countered by angular, don't require any manual input and are too easy to fit and because of all that shouldn't work even close to on par to turrets.


perhaps that should be the thing the fix instead of tweaking damage output and application/projection values, just say'n.


Soldarius
Dreddit
Test Alliance Please Ignore
#216 - 2015-01-13 20:07:00 UTC  |  Edited by: Soldarius
Gregor Parud wrote:
Then we'll go back in circles about how missiles don't use cap, can select damage type, can't be countered by angular, don't require any manual input and are too easy to fit and because of all that shouldn't work even close to on par to turrets. You're never going to "win" (and by that I mean convince anyone who matters that Drake/Tengu should get a straight buff). Again, that's not me trying to be annoying, it's just me being a realist.

Just as the Drake and Tengu held back a Caldari buff for so long it's the same here again. Any concept of an idea will HAVE to be a complete package encompassing an understanding and solution for the possible & obvious issues that come from buffing HML. If you don't nothing is going to happen.


I bet they have this circle jerk discussion the whole time at CCP, and it's just as fruitless as here.


Cap: Projectiles are capless weapons, too. So are drones. So we have 2x cap-using weapons and 3 that don't. That is balanced given that we have 5 weapon systems.

Selectable damage types: Missiles, yes. Drones, yes, but affects many other stats as well. Projectiles, yes. And again effects otehr stats as well. Hybrids, no. Lasers, no. Also, a number of Caldari ships still have kinetic-only bonuses, including the drake. So changing damage types, supposedly an advantage, gets completely nullified for them. Seems about even.

Can't be countered by angular: False. Missile dps is reduced by velocity no matter what the direction, which is easier to do than manage angular velocity. In addition, the turret pilot can try to increase average applied dps by reducing angular velocity. This cannot be done with a missile ship. So huge advantage to a turret ship over a missile ship.

Too easy to fit: That has absolutely nothing to do with the weapon system, and everything to do with the ship. Irrelevant.

Don't require manual input: what does that mean? Do you have a bot pressing F1 for you when FC broadcasts primary?

Something you keep forgetting to mention: turrets can't be firewalled. Missiles can.

Missiles absolutely should be on par with turrets. How can you even talk about balance and then go on record as saying missiles shouldn't be on par with turrets?

http://youtu.be/YVkUvmDQ3HY

afkalt
Republic Military School
Minmatar Republic
#217 - 2015-01-13 20:07:22 UTC  |  Edited by: afkalt
scorchlikeshiswhiskey wrote:
Caleb Seremshur wrote:
From everything I've seen heavies start with a TD nerf built in and you're stuck building it back up to some degree of normal application.

Which is totally balanced if you're still living in fear of Drakes.



Quite.

Let's put this to bed.

Shield gank bruitix vs drake.

[Brutix, SPIKE]
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Tracking Enhancer II
Reactor Control Unit II
Damage Control II

Large Shield Extender II
Large Shield Extender II
Adaptive Invulnerability Field II
Experimental 10MN Microwarpdrive I

250mm Railgun II, Spike M
250mm Railgun II, Spike M
250mm Railgun II, Spike M
250mm Railgun II, Spike M
250mm Railgun II, Spike M
250mm Railgun II, Spike M
[empty high slot]

Medium Anti-EM Screen Reinforcer I
Medium Anti-Thermal Screen Reinforcer I
Medium Core Defense Field Extender I





[Drake, Test]
Ballistic Control System II
Ballistic Control System II
Ballistic Control System II
Internal Force Field Array I

Large F-S9 Regolith Shield Induction
Large F-S9 Regolith Shield Induction
Adaptive Invulnerability Field II
Limited Adaptive Invulnerability Field I
Phased Weapon Navigation Array Generation Extron
Experimental 10MN Microwarpdrive I

Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile
Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile
Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile
Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile
Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile
Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile
[empty high slot]

Medium Warhead Rigor Catalyst I
Medium Warhead Rigor Catalyst I
Medium Anti-EM Screen Reinforcer I



Vital statistics [Brutix | Drake]:
EHP: 58.4k | 64.5k
Cap life: 2m49s | 3m37s
Speed: 1232ms | 1003ms
Paper DPS: [676--387] | 369

So...not a huge EHP differental at these numbers, the cap life is very close considering the cap free missiles, brutix far quicker on its feet.

Let's have them shoot at a MWDing caracal with a transversal of about 45 degrees (reasonable average, nothing can sustain 90 degrees, so transversal of 1693m/s

Result:
From ~8km >beyond reasonable lock range, given the correct ammo the brutix is crapping all over that drake. Iron being the outlier where the HML is actually better. Antimatter is better from 10km - 33km so ammo swapping isnt a huge deal here, AM at its peak it is doing almost 64% more applied DPS than that drake. From 15-28kms it's doing a minimum of 40% more applied DPS.

http://i.imgur.com/NgYW3HS.png


If we put an AB on that caracal, this happens:
From 13.6km out, the guns murder it.

http://i.imgur.com/WV5w2r3.png



So, rigors covered, painter covered, EHP covered - what's left? Except that guns are almost without exception the superior choice, even vs a corkscrewing, fast target. If I use precision the drake does less DPS at a shorter range. Fury, obviously least of all but at longer ranges than precisions.


I'm sure there's some glaring error in my fittings but I'll be honest I'm not seeing mad range, mad tank OR mad damage from the missiles. I'm seeing missiles that need some help to close the gap a little. Unless I was sitting on a gate at zero expecting to fight brawlers I would never use a drake over the brutix.

And that's a DRAKE, never mind a LOLCLONE, or a cruiser that can't spare these fittings.
Mario Putzo
#218 - 2015-01-13 21:17:18 UTC  |  Edited by: Mario Putzo
Gregor Parud wrote:

p.s.: your obsession with fits is hilarious, especially so as tons of fits have been posted already but always changing the conditions to suit one's agenda. Also because making a fleet fit is so fcking easy it shouldn't even be questioned. Yes HML apply less dps because they're a non-effort, non-cap using, non-ewar countered, damage type selectable weapon system. Yes they should get a buff but no the Drake isn't allowed to gain from it, nor the Tengu.


Certainly you aren't referring to the stuff I have linked, everything except the one link where I provided the ship fits specifically because some knuckledragger claimed you can't fit LRT's, DPS+ and Application+ mods, and a Tank at the same time. All the rest were pretty much partial fittings only using LRT+ 1 TC or HML + 2 Rigor 1 Flare. About as bare bones as you can go when comparing just weapons.


And why did I link partially fit BC's!
Because I am comparing the weapons not the ships, because limiting the ability of 10 ships being competitive because 2 might be OP (highly doubtful) after the change, is pants on head ********.

Like I said if you want to discuss the balance of the drake and/or Tengu, I will gladly do so in another thread. In this thread we are talking about the very clear imbalance between LRTs and HMs. I will be reporting any further off topic posts about ship balance moving forward. This is a discussion about HMs.
Caleb Seremshur
Bloodhorn
Patchwork Freelancers
#219 - 2015-01-14 00:19:16 UTC
Tusker Crazinski wrote:
Gregor Parud wrote:

Then we'll go back in circles about how missiles don't use cap, can select damage type, can't be countered by angular, don't require any manual input and are too easy to fit and because of all that shouldn't work even close to on par to turrets.


perhaps that should be the thing the fix instead of tweaking damage output and application/projection values, just say'n.




Well missiles would most likely be a mix of kinetic and explosive damage. If they were hypothetically to get damage locked completely then that would be the two I'd give them. Which gives you only drones and projectiles as the selectable damage weapons and missiles could be modified in other more useful ways.
Mario Putzo
#220 - 2015-01-14 00:51:33 UTC  |  Edited by: Mario Putzo
Caleb Seremshur wrote:
Tusker Crazinski wrote:
Gregor Parud wrote:

Then we'll go back in circles about how missiles don't use cap, can select damage type, can't be countered by angular, don't require any manual input and are too easy to fit and because of all that shouldn't work even close to on par to turrets.


perhaps that should be the thing the fix instead of tweaking damage output and application/projection values, just say'n.




Well missiles would most likely be a mix of kinetic and explosive damage. If they were hypothetically to get damage locked completely then that would be the two I'd give them. Which gives you only drones and projectiles as the selectable damage weapons and missiles could be modified in other more useful ways.



Don't even start with drones. Ive mostly ignored them for the sake of everyones sanity in this thread. Don't even check what a bonused drone boat can do with light drones compared to a HM ship. It will probably make you cry....it made me cry.

Actually you cry now too.

http://imgur.com/ia8gJdV

Blue Heavy
Red Medium
Green Light

and if you can see it down there in the bottom corner

Teal HMs.