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Player Features and Ideas Discussion

 
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Conservative Missile Tweaks

Author
Derren Zelway
Caldari Provisions
Caldari State
#1 - 2015-02-08 23:26:42 UTC  |  Edited by: Derren Zelway
There's lots of great input as far as drone tweaks are concerned so I thought I would get my ideas about the future of missiles in this game.

I will stick to concepts and not numbers to make things easier to follow.

This post does not take into account new modules being created for missiles which at this point do not seem to be in the works.

TL;DR Version

Light Missiles: Slightly increase missile velocity, reduce burn time

Heavy Assault Missiles: Slightly increase missile velocity, reduce burn time

Heavy Missiles: Increase explosion velocity, exchange rate of fire (and possibly DPS) for alpha to match the role of light missiles.

Torpedoes: Slightly increase missile velocity, reduce burn time

Precision Missiles: Greatly increase missile velocity, reduce burn time

Smartbombing: Increase missile EHP to make "firewalling" more difficult or impossible.

Defender Missiles: Make them easier to use and more useful in fleets—missiles need a counter.



Rockets - These are in a good place and I feel they need no modification.

Light Missiles - Increase missile velocity slightly and reduce burn time to compensate; it doesn't make sense that they are meant to attack small fast moving targets but in fact have a smaller base speed than their heavy and cruise counterparts.

Heavy Assault Missiles: Since these are typically used at kiting range they should also have their missile velocity increased a bit so that they are harder to avoid, especially with links.

Heavy Missiles: Increase explosion velocity so that they can apply damage in PvP. Also, exchanging rate of fire for alpha to give them similar or even lower DPS than they do currently will give them a role on the battlefield that resembles light missiles counterparts. This would continue to make them relatively bad for solo but powerful in coordinated gangs.

Torpedoes: Increase missile velocity slightly in exchange for burn time because they are typically used at kiting ranges.

Cruise Missiles: These are in a good place and I feel they need no modification.

Precision Missiles: Greatly increase their missile velocity in exchange for burn time to keep the total range the same. In practice, these missiles are never used in PvP because they simply cannot catch small, fast targets. This is counter intuitive to their purpose.

Smartbombing: Although I have never actually had my missiles smart bombed, I understand this is a problem and it may be a good idea to increase missile EHP to keep smart bombing a anti-drone/bomb/niche weapon.

Defender Missiles: I feel that missiles lack a proper counter and with some work on the functionality of these, especially because of the new "rapid" launchers, they could be put to use on ships with "utility" highs much like smart bombs are now.
ApolloF117 HUN
The All-Seeing Eye
GaNg BaNg TeAm
#2 - 2015-02-09 00:34:24 UTC
well, im still waiting for the missile modules what ccp hobo talked about 2 years ago.... but yes torps need some love, that range is just nothing for a battleship weaponry
Alvatore DiMarco
Capricious Endeavours Ltd
#3 - 2015-02-09 00:37:57 UTC
ApolloF117 HUN wrote:
well, im still waiting for the missile modules what ccp hobo talked about 2 years ago.... but yes torps need some love, that range is just nothing for a battleship weaponry


Which one is CCP Hobo?

Also, Fozzie has stated in the past that torps are among the most balanced of short-range missiles in terms of distance projection. If anything gets changed, I imagine it'll be to chop HAM range by 25%.
unidenify
Deaf Armada
#4 - 2015-02-09 03:05:54 UTC
ApolloF117 HUN wrote:
well, im still waiting for the missile modules what ccp hobo talked about 2 years ago.... but yes torps need some love, that range is just nothing for a battleship weaponry


not mention Torp launcher take more CPU/PG than Cruise Launcher.

When you observe other turret, generally is that short range turrets are easier to fit than long range turret. Not this case with HAM vs Heavy and Torp vs Cruise.
Kabark
Schilden
#5 - 2015-02-09 04:27:39 UTC
I am definitely in favor of a missle (buff?). As it sits right now, missiles all around are the laughing stock of PVP. Turrets get a one size fits all tracking comp/enhancer to hit faster/smaller ships but missiles are on the short end of the stick. They need velocity to hit fast ships (rigs). They need explosion velocity to hit faster ships (rigs) Explosion radius and burn time all need rigs or implants. ROF and Damage are their only grace with mods. Oh target painters you say? Those can be kited to oblivion. Honestly there needs to be a mid and low slot module that increases explosion velocity and reduces radius at the missle itself to level out the playing field for turrets.
Janna Windforce
Deep Core Mining Inc.
Caldari State
#6 - 2015-02-09 06:34:02 UTC
We might get something with Caldari D3 patch, although that would probably be for light missiles... and I'd rather not touch them, after the are finally good-ish.
Phaade
LowKey Ops
Snuffed Out
#7 - 2015-02-09 07:01:10 UTC
Alvatore DiMarco wrote:
ApolloF117 HUN wrote:
well, im still waiting for the missile modules what ccp hobo talked about 2 years ago.... but yes torps need some love, that range is just nothing for a battleship weaponry


Which one is CCP Hobo?

Also, Fozzie has stated in the past that torps are among the most balanced of short-range missiles in terms of distance projection. If anything gets changed, I imagine it'll be to chop HAM range by 25%.


Yeah, 15km is WAY too much range.




That was sarcasm.
Solaris Vex
The Scope
Gallente Federation
#8 - 2015-02-09 07:05:03 UTC
We should also give missile battleships like the raven a bonus to heavy missile velocity.
Frostys Virpio
State War Academy
Caldari State
#9 - 2015-02-09 14:33:32 UTC
Alvatore DiMarco wrote:
ApolloF117 HUN wrote:
well, im still waiting for the missile modules what ccp hobo talked about 2 years ago.... but yes torps need some love, that range is just nothing for a battleship weaponry


Which one is CCP Hobo?

Also, Fozzie has stated in the past that torps are among the most balanced of short-range missiles in terms of distance projection. If anything gets changed, I imagine it'll be to chop HAM range by 25%.


I really just want to know why trop has such poor application compared to it's long range class mate while other weapon class usually have the short range with better application.
Soldarius
Dreddit
Test Alliance Please Ignore
#10 - 2015-02-09 14:45:48 UTC
Alvatore DiMarco wrote:
ApolloF117 HUN wrote:
well, im still waiting for the missile modules what ccp hobo talked about 2 years ago.... but yes torps need some love, that range is just nothing for a battleship weaponry


Which one is CCP Hobo?

Also, Fozzie has stated in the past that torps are among the most balanced of short-range missiles in terms of distance projection. If anything gets changed, I imagine it'll be to chop HAM range by 25%.


On point 1: I remember the attempt at adding missile disruption affects to tracking disruptors, making them into weapon disruptors. It failed utterly. They quite simply did not work. Clearly someone did not understand how missiles and TDs are coded. The attempt was abandoned after an initial sisi pass and never picked back up.

On HAM range: Sweet Baby Jesus, no! HAM range is already short enough. Even with max skills a HAM Drake can only hit out to 17km with navy HAMs. If you want to go with the LR ammo, you lose a ton of damage. Leave them alone!

http://youtu.be/YVkUvmDQ3HY

afkalt
Republic Military School
Minmatar Republic
#11 - 2015-02-09 14:53:01 UTC
Soldarius wrote:
On HAM range: Sweet Baby Jesus, no! HAM range is already short enough. Even with max skills a HAM Drake can only hit out to 17km with navy HAMs. If you want to go with the LR ammo, you lose a ton of damage. Leave them alone!



Well yeah, but the HAM cerb on the other hand.....464@68km (optionally ammo swapping to 696@37)

Although it's "helpfully" and "flavored" to kinetic only Blink
Frostys Virpio
State War Academy
Caldari State
#12 - 2015-02-09 15:14:56 UTC
afkalt wrote:
Soldarius wrote:
On HAM range: Sweet Baby Jesus, no! HAM range is already short enough. Even with max skills a HAM Drake can only hit out to 17km with navy HAMs. If you want to go with the LR ammo, you lose a ton of damage. Leave them alone!



Well yeah, but the HAM cerb on the other hand.....464@68km (optionally ammo swapping to 696@37)

Although it's "helpfully" and "flavored" to kinetic only Blink


Double range bonused weapon shoot far.

News at 11.
afkalt
Republic Military School
Minmatar Republic
#13 - 2015-02-09 15:36:42 UTC
Obviously but they're out there, forgetting about them would be remiss.