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Missiles

Author
Orlacc
#21 - 2015-02-19 17:49:20 UTC
Garrett Osinov wrote:
I fly Tengu for PvE and it's a crap ship, because it cannot hit small targets for any decent damage (even with target painters), it cannot hit cruisers for decent damage. In my opinion proteus or ishtar is way better for PvE.



I am sure you have rigor rigs right? Tengu is a crappy PVE ship? That is honestly the first time I have ever heard that! I rarely do mission these days but Tengu used to be by far the best T3 for missions.

"Measure Twice, Cut Once."

Deacon Abox
Black Eagle5
#22 - 2015-02-19 18:04:31 UTC  |  Edited by: Deacon Abox
RavenPaine wrote:
Drake was flown as a snipe/kite platform with delayed application of 400 DPS. Almost every snipe platform ever, was better.
If you check the boxes for Speed, DPS, Alpha, Range, Tank, it would fall down the list to many, many other ships.
You could fit for speed OR DPS, but not both. As snipers go, 80KM is sub-par. Alpha .... non-existent.
It's strength was never DPS. It's strong point was tank. Nobody called it primary because it had strong tank and WEAK DPS.



They were prolific because they were cheap, and they had this reputation as *just a Drake* , so you could talk PvE nubs into risking them for some pew, on a daily basis.
That same reputation *just a Drake* is what got people pissed off when they lost to Drake fleets. "OMG DRAKES beat me! They must be OP because I am too leet for that crap!"


Paritally agree with you. But, the rise of the Drake coincided with the probing changes that killed sniper BSs. That midrange 70-80km sweet spot became very important. You are correct though about price. And especially with the introduction of rig sizes. Sniper HACs were probably better, but then really couldn't compete on isk efficiency. Also, iirc sniper HACs were not doing 400 dps at that range. Armor HACs could not catch Drakes. RR BSs ran into other problems and of course, cost differential and ease of button mashing differential.

The advantage of the drake though was more than price. It was easy to get more dps out of other ships but not at 80km. Perma running a mwd was problematic with turret ships that used energy for their guns. The alpha of projectiles (Maels, Munnins) was better, but not by so much to dwarf the delayed punch of massed HM volleys landing. For the Munnin it was a range dps problem, and for the Maels it was mobility v bombers. And this was all before buffs to medium guns.

Really, the game was quite different. Drakes were op in their day, not because they had any stat locked up, as you say, but because they fit into the way the battlefield had been shaped by so many other changes. And then yes price and ease of skilling into were biggies.

It is true and it always baffled me that they hit the HMs so hard while ignoring the tank, price, and mobility issues that played just as important roles in the Drake hegemony. But then the devs were right, in that the HM changes killed the Drake 3 year reign. Blink

I personally have no problem with some of the former effectiveness of missiles, and HMs in particular, coming back. But only coming back at the expense of fitting missile "tracking" mods in med or low slots. And, also if those improved missiles are subject to TD boat disruptions. And I say td boats because I think the other ewars are due for some lesser ecm module treatments and corresponding specialized boat buffs. Damps, TDs, and painters are all too strong on unbonused ships as things are now. Would be nice to give a reason for flying crucifiers, arbitrators, vigils, and belicoses as much as one sees mauluses, griffins, celstises, and blackbirds.

CCP, there are off buttons for ship explosions, missile effects, turret effects, etc. "Immersion" does not seem to be harmed by those. So, [u]please[/u] give us a persisting off button for the jump gate and autoscan visuals.

Chris Winter
Science and Trade Institute
Caldari State
#23 - 2015-02-19 21:05:25 UTC
All of the posters have missed a big, important chunk of the story.

HMLs used to be overpowered compared to the other medium long-range weapons. More damage at longer ranges and you didn't have to worry about tracking.

So, CCP nerfed HMLs.

Then, a year or so later, CCP decides that all of the medium long-range weapons are underpowered, so they buff medium artillery, railguns, and beam lasers (in some cases such that they have more paper dps than the short-range version). However, because of the stigma associated with HMLs having been overpowered in the past, CCP didn't change HMLs.

So that brings us to where we are today: all of the medium weapon systems are better than HMLs, and the devs don't care.

Primary theory AFAIK is that certain very influential members of the balancing team at CCP hate missiles with a passion.

From a player perspective, the best thing you can do to work around how weak missiles are is to train drones instead.
Chainsaw Plankton
FaDoyToy
#24 - 2015-02-20 05:33:57 UTC
from what I remember, drakes beat ahacs, ahacs beat BS, BS beat drakes.

then again I wouldn't be surprised to hear that drakes got nerfed because firewall bs put way too much load on the server

@ChainsawPlankto on twitter

Gregor Parud
Imperial Academy
#25 - 2015-02-20 09:42:38 UTC
Chris Winter wrote:
All of the posters have missed a big, important chunk of the story.

HMLs used to be overpowered compared to the other medium long-range weapons. More damage at longer ranges and you didn't have to worry about tracking.

So, CCP nerfed HMLs.

Then, a year or so later, CCP decides that all of the medium long-range weapons are underpowered, so they buff medium artillery, railguns, and beam lasers (in some cases such that they have more paper dps than the short-range version). However, because of the stigma associated with HMLs having been overpowered in the past, CCP didn't change HMLs.

So that brings us to where we are today: all of the medium weapon systems are better than HMLs, and the devs don't care.

Primary theory AFAIK is that certain very influential members of the balancing team at CCP hate missiles with a passion.

From a player perspective, the best thing you can do to work around how weak missiles are is to train drones instead.


If you're willing to have CCP slash the range on HML, you can have increased paper dps.
Lloyd Roses
Artificial Memories
#26 - 2015-02-20 10:50:51 UTC
Garrett Osinov wrote:
I fly Tengu for PvE and it's a crap ship, because it cannot hit small targets for any decent damage (even with target painters), it cannot hit cruisers for decent damage. In my opinion proteus or ishtar is way better for PvE.


Yeah, I too think that the tengu needs a buff. Currently it only gets like 1150dps at even less than 40km, it's a nightmare to run L4s with it. If you even want to start shooting targets outside of that 40km bubble because you only make 750m/s AB'ing, your damage drops further to 800dps at 70km. All the while you even only have one TP, what a ****** ship.
Chris Winter
Science and Trade Institute
Caldari State
#27 - 2015-02-21 02:47:53 UTC
Gregor Parud wrote:
If you're willing to have CCP slash the range on HML, you can have increased paper dps.

See, the perception that HMLs are overpowered continues to this day.

Railguns on a Ferox or Brutix.
Beam lasers on a Harbinger.
Artillery on a Hurricane.

All of these ships can approach the range of a drake and get similar damage output.

All of these ships can also, if they so choose, switch to a longer range ammo and have significantly longer range than the Drake while sacrificing damage.

All of these ships can also, if they so choose, switch to shorter range ammo and do notably more damage than the drake.

"Oh, but missiles can choose their damage type!" Not on a Drake. Or a Tengu. They're locked into the worst damage type in the game.
Voyager Arran
Brutor Tribe
Minmatar Republic
#28 - 2015-02-21 02:54:56 UTC
Chris Winter wrote:
Gregor Parud wrote:
If you're willing to have CCP slash the range on HML, you can have increased paper dps.

See, the perception that HMLs are overpowered continues to this day.

Railguns on a Ferox or Brutix.
Beam lasers on a Harbinger.
Artillery on a Hurricane.

All of these ships can approach the range of a drake and get similar damage output.

All of these ships can also, if they so choose, switch to a longer range ammo and have significantly longer range than the Drake while sacrificing damage.

All of these ships can also, if they so choose, switch to shorter range ammo and do notably more damage than the drake.

"Oh, but missiles can choose their damage type!" Not on a Drake. Or a Tengu. They're locked into the worst damage type in the game.


Hey guess how many of those ships and/or weapon systems have received massive buffs in the time since HML Drakes were nerfed into the ground.
scorchlikeshiswhiskey
Totally Abstract
O X I D E
#29 - 2015-02-21 04:59:03 UTC
Chris Winter wrote:
Gregor Parud wrote:
If you're willing to have CCP slash the range on HML, you can have increased paper dps.

See, the perception that HMLs are overpowered continues to this day.

Railguns on a Ferox or Brutix.
Beam lasers on a Harbinger.
Artillery on a Hurricane.

All of these ships can approach the range of a drake and get similar damage output.

All of these ships can also, if they so choose, switch to a longer range ammo and have significantly longer range than the Drake while sacrificing damage.

All of these ships can also, if they so choose, switch to shorter range ammo and do notably more damage than the drake.

"Oh, but missiles can choose their damage type!" Not on a Drake. Or a Tengu. They're locked into the worst damage type in the game.

Well... see... every coordinate system needs a (0,0) and HML's provide that for Eve. Smile
Gregor Parud
Imperial Academy
#30 - 2015-02-21 09:46:07 UTC
Chris Winter wrote:
Gregor Parud wrote:
If you're willing to have CCP slash the range on HML, you can have increased paper dps.

See, the perception that HMLs are overpowered continues to this day.

Railguns on a Ferox or Brutix.
Beam lasers on a Harbinger.
Artillery on a Hurricane.

All of these ships can approach the range of a drake and get similar damage output.

All of these ships can also, if they so choose, switch to a longer range ammo and have significantly longer range than the Drake while sacrificing damage.

All of these ships can also, if they so choose, switch to shorter range ammo and do notably more damage than the drake.

"Oh, but missiles can choose their damage type!" Not on a Drake. Or a Tengu. They're locked into the worst damage type in the game.


Yes but those long range weapons won't track up close, they HAVE to switch ammo so you can't just hop target ranges all the time. Also, kinetic is NOT "the worst damage type", stop lying. On top of that they CAN select damage type, at a 25% damage loss which makes it better off than using fixed damage types vs T2/T3 resists.
Tsukino Stareine
Garoun Investment Bank
Gallente Federation
#31 - 2015-02-21 15:02:48 UTC
drake is 50% kinetic so it is locked, tengu not so much though.
Miali Askulf
Sebiestor Tribe
Minmatar Republic
#32 - 2015-02-21 15:28:41 UTC
Chris Winter wrote:
Gregor Parud wrote:
If you're willing to have CCP slash the range on HML, you can have increased paper dps.

See, the perception that HMLs are overpowered continues to this day.

Railguns on a Ferox or Brutix.
Beam lasers on a Harbinger.
Artillery on a Hurricane.

All of these ships can approach the range of a drake and get similar damage output.

All of these ships can also, if they so choose, switch to a longer range ammo and have significantly longer range than the Drake while sacrificing damage.

All of these ships can also, if they so choose, switch to shorter range ammo and do notably more damage than the drake.

"Oh, but missiles can choose their damage type!" Not on a Drake. Or a Tengu. They're locked into the worst damage type in the game.


That's really the issue with HML damage more than anything else - at the ranges they hit at they do very competitive damage, but even fury missiles are long range for a medium weapon system.
Jacob Holland
Weyland-Vulcan Industries
#33 - 2015-02-21 16:28:38 UTC
Chris Winter wrote:
"Oh, but missiles can choose their damage type!" Not on a Drake. Or a Tengu. They're locked into the worst damage type in the game.

They are not locked in - a heck of a lot less locked in than a laser boat (especially fighting an armour gang (or Guristas)) or a Rail or Blaster boat. Even in a Drake (IIRC the highest Kin bonus) one third of the damage comes from that bonus. If you're fighting something with native shield resists you can choose to switch out to EM missiles to exploit the hole.
(Native 0% EM resist leads to 100% of 100% damage getting through, native 40% Kin resist leads to 60% of 150% (90% damage equivalent) getting through... The difference may be more stark on something which actually has hardeners on but missiles have the choice).

As to Kin being the "worst" damage type in the game... No.

Just no.
RavenPaine
RaVeN Alliance
#34 - 2015-02-21 17:13:17 UTC  |  Edited by: RavenPaine
Miali Askulf wrote:
- even fury missiles are long range for a medium weapon system.


Assuming no range rigs, perfect support skills. Longest range T2 ammo. I used T2 ammo because the poster used Fury as his example. For PvP, faction ammo is better for almost every platform. But the differences are similar.

Heavy Missile launcher II
Fury missile travels 47 km and not an inch further. In practice, if your overview shows 47km, you won't hit anything. Overview needs to show 46km or less.

720 Artillery II
Tremor- 54 Optimal + 21 Falloff. Total of 75 with instant damage. Mounted on a Rupture in game. (It had Tracking mods when first looked at)

Heavy Beam II
Aurora- 54 Optimal + 10 Falloff. Total of 64 with instant damage AND quick change ammo. Mounted on a Harby in game.

250 Rail Gun II
Spike- 64 Optimal + 15 Falloff. Total of 79 with instant damage.

Just the optimal on all those medium systems is 15% to 25% better.

I'd like to add that guns can have a fitted module, Tracking Enhancer II, that adds 10% range to optimal and 20% range to falloff.
Most gun snipers would actually mount one or two of these.

Missiles don't have such a module that I am aware of. Rig yes, module no.
Deacon Abox
Black Eagle5
#35 - 2015-02-21 18:40:43 UTC
RavenPaine wrote:
Miali Askulf wrote:
- even fury missiles are long range for a medium weapon system.


Assuming no range rigs, perfect support skills. Longest range T2 ammo. I used T2 ammo because the poster used Fury as his example. For PvP, faction ammo is better for almost every platform. But the differences are similar.

Heavy Missile launcher II
Fury missile travels 47 km and not an inch further. In practice, if your overview shows 47km, you won't hit anything. Overview needs to show 46km or less.

720 Artillery II
Tremor- 64 Optimal + 95 Falloff. Total of 159 with instant damage

Heavy Beam II
Aurora- 54 Optimal + 64 Falloff. Total of 118 with instant damage AND quick change ammo.

250 Rail Gun II
Spike- 64 Optimal + 79 Falloff. Total of 143 with instant damage.

Just the optimal on all those medium systems is 15% to 25% better. Then falloff effectively doubles/triples the range.

Fury was specifically stated by the devs not to be the ammo for range. They made faction ammo for range and better dps than standard missiles. Fury for midrange but highest dps. And precision for less range but better against smaller faster targets. Whoever you are quoting does not appear to know the current state of affairs or the history of how it got there. Why are you also using Fury in your comparison?

The big surprise to me though about your post is that statement that falloff "effectively doubles/triples the range." I know you must know the graph curves and disadvantages of falloff.Straight Where is that statement of yours coming from?Ugh

Fit up a gnosis in pyfa, following weapons with range ammo for optimal + falloff
720mm II - Tremor 54 + 21.9
Heavy Beam II - Aurora 54 + 10
250mm Rail II - Spike 64.8 +15
HML II - Cal Nav Nova 62.9

Now without getting into the alpha or dps or tracking characteristics, i.e. strictly examining range, I would agree that there are some problems with the present state of affairs with regard to range. I would grant the longest range to heavy missiles. It is after all a frigging warhead that carries it's own propellant and guidance. So give it the 64.8km. Then trim spike rails back to 60-62 optimal. Then give aurora heavy beams more optimal, maybe 57or 58. Leave tremor as is.

As for other missile characteristics like damage, rof, dps, alpha, application, I would not agree that HMs deserve any help, except in one regard. CCP has stated that they intend to introduce missile effects to tracking mods (or a sister set of mods) that might alter characteristics such as explosion radius, explosion speed, or range. I would be fine with that. It would force some similar choices on missile use as currently is almost a necessity for turret use. I would also love to see the TD boats get a buff by having missile reducing effects to counter missile use.

CCP, there are off buttons for ship explosions, missile effects, turret effects, etc. "Immersion" does not seem to be harmed by those. So, [u]please[/u] give us a persisting off button for the jump gate and autoscan visuals.

Shelom Severasse
The Disney World Federation
Fraternity.
#36 - 2015-02-21 21:03:57 UTC
Davey Talvanen wrote:
Everyone here says that HMLs got nerfed bad, what makes them bad and what were they like before? Also, why are there ships with only bonuses to kinetic missiles and what would happen if we changed that?

Thx

ftfy
RavenPaine
RaVeN Alliance
#37 - 2015-02-21 21:23:10 UTC
Deacon Abox wrote:
RavenPaine wrote:
Miali Askulf wrote:
- even fury missiles are long range for a medium weapon system.


Assuming no range rigs, perfect support skills. Longest range T2 ammo. I used T2 ammo because the poster used Fury as his example. For PvP, faction ammo is better for almost every platform. But the differences are similar.

Heavy Missile launcher II
Fury missile travels 47 km and not an inch further. In practice, if your overview shows 47km, you won't hit anything. Overview needs to show 46km or less.

720 Artillery II
Tremor- 64 Optimal + 95 Falloff. Total of 159 with instant damage

Heavy Beam II
Aurora- 54 Optimal + 64 Falloff. Total of 118 with instant damage AND quick change ammo.

250 Rail Gun II
Spike- 64 Optimal + 79 Falloff. Total of 143 with instant damage.

Just the optimal on all those medium systems is 15% to 25% better. Then falloff effectively doubles/triples the range.

Fury was specifically stated by the devs not to be the ammo for range. They made faction ammo for range and better dps than standard missiles. Fury for midrange but highest dps. And precision for less range but better against smaller faster targets. Whoever you are quoting does not appear to know the current state of affairs or the history of how it got there. Why are you also using Fury in your comparison?

The big surprise to me though about your post is that statement that falloff "effectively doubles/triples the range." I know you must know the graph curves and disadvantages of falloff.Straight Where is that statement of yours coming from?Ugh

Fit up a gnosis in pyfa, following weapons with range ammo for optimal + falloff
720mm II - Tremor 54 + 21.9
Heavy Beam II - Aurora 54 + 10
250mm Rail II - Spike 64.8 +15
HML II - Cal Nav Nova 62.9

Now without getting into the alpha or dps or tracking characteristics, i.e. strictly examining range, I would agree that there are some problems with the present state of affairs with regard to range. I would grant the longest range to heavy missiles. It is after all a frigging warhead that carries it's own propellant and guidance. So give it the 64.8km. Then trim spike rails back to 60-62 optimal. Then give aurora heavy beams more optimal, maybe 57or 58. Leave tremor as is.

As for other missile characteristics like damage, rof, dps, alpha, application, I would not agree that HMs deserve any help, except in one regard. CCP has stated that they intend to introduce missile effects to tracking mods (or a sister set of mods) that might alter characteristics such as explosion radius, explosion speed, or range. I would be fine with that. It would force some similar choices on missile use as currently is almost a necessity for turret use. I would also love to see the TD boats get a buff by having missile reducing effects to counter missile use.


First point: My response was to a previous posters reference specifically to Fury missiles, which are a T2 ammo type. I felt that comparison to other T2 ammo was appropriate. I know that Faction ammo carries further and is better in all PvP weapons for the most part. I want to stand by the T2 comparison and not switch in Faction for some weapons and not for others.

Second point, the numbers: GAH! My mistake. I read the numbers and description Verbatim in game. (I think the descriptions used to be written different?) Optimal is correct but the falloff is mis-interpreted. I gotta admit, the numbers seemed staggering to me, and that's why I posted them. Just wasn't thinking clear. Your numbers are correct. My point in general about falloff is, it gives a pilot more range and maneuverability.
Yes I understand falloff damage reduction and all that. But I also understand the margin of safety that comes with extra range.

Editing the post Oops
Miali Askulf
Sebiestor Tribe
Minmatar Republic
#38 - 2015-02-21 22:59:19 UTC
RavenPaine wrote:
Deacon Abox wrote:
RavenPaine wrote:
Miali Askulf wrote:
- even fury missiles are long range for a medium weapon system.


Assuming no range rigs, perfect support skills. Longest range T2 ammo. I used T2 ammo because the poster used Fury as his example. For PvP, faction ammo is better for almost every platform. But the differences are similar.

Heavy Missile launcher II
Fury missile travels 47 km and not an inch further. In practice, if your overview shows 47km, you won't hit anything. Overview needs to show 46km or less.

720 Artillery II
Tremor- 64 Optimal + 95 Falloff. Total of 159 with instant damage

Heavy Beam II
Aurora- 54 Optimal + 64 Falloff. Total of 118 with instant damage AND quick change ammo.

250 Rail Gun II
Spike- 64 Optimal + 79 Falloff. Total of 143 with instant damage.

Just the optimal on all those medium systems is 15% to 25% better. Then falloff effectively doubles/triples the range.

Fury was specifically stated by the devs not to be the ammo for range. They made faction ammo for range and better dps than standard missiles. Fury for midrange but highest dps. And precision for less range but better against smaller faster targets. Whoever you are quoting does not appear to know the current state of affairs or the history of how it got there. Why are you also using Fury in your comparison?

The big surprise to me though about your post is that statement that falloff "effectively doubles/triples the range." I know you must know the graph curves and disadvantages of falloff.Straight Where is that statement of yours coming from?Ugh

Fit up a gnosis in pyfa, following weapons with range ammo for optimal + falloff
720mm II - Tremor 54 + 21.9
Heavy Beam II - Aurora 54 + 10
250mm Rail II - Spike 64.8 +15
HML II - Cal Nav Nova 62.9

Now without getting into the alpha or dps or tracking characteristics, i.e. strictly examining range, I would agree that there are some problems with the present state of affairs with regard to range. I would grant the longest range to heavy missiles. It is after all a frigging warhead that carries it's own propellant and guidance. So give it the 64.8km. Then trim spike rails back to 60-62 optimal. Then give aurora heavy beams more optimal, maybe 57or 58. Leave tremor as is.

As for other missile characteristics like damage, rof, dps, alpha, application, I would not agree that HMs deserve any help, except in one regard. CCP has stated that they intend to introduce missile effects to tracking mods (or a sister set of mods) that might alter characteristics such as explosion radius, explosion speed, or range. I would be fine with that. It would force some similar choices on missile use as currently is almost a necessity for turret use. I would also love to see the TD boats get a buff by having missile reducing effects to counter missile use.


First point: My response was to a previous posters reference specifically to Fury missiles, which are a T2 ammo type. I felt that comparison to other T2 ammo was appropriate. I know that Faction ammo carries further and is better in all PvP weapons for the most part. I want to stand by the T2 comparison and not switch in Faction for some weapons and not for others.

Second point, the numbers: GAH! My mistake. I read the numbers and description Verbatim in game. (I think the descriptions used to be written different?) Optimal is correct but the falloff is mis-interpreted. I gotta admit, the numbers seemed staggering to me, and that's why I posted them. Just wasn't thinking clear. Your numbers are correct. My point in general about falloff is, it gives a pilot more range and maneuverability.
Yes I understand falloff damage reduction and all that. But I also understand the margin of safety that comes with extra range.

Editing the post Oops


What I was saying is that there's no "short range" style ammo for HMLs like there is with long range guns, not that fury was the longest range ammo (which it's obviously not) - missiles don't do bad damage at the ranges they hit at (ie if you're shooting at something 40km away HMLs are competitive. If you're shooting at something 20km away, it's an entirely different story.

I used fury as an example specifically because it's shorter ranged - but even then it's still much closer to the longer range ammo than short.
RavenPaine
RaVeN Alliance
#39 - 2015-02-21 23:15:38 UTC
I'M NOT DOING A SHORT RANGE AMMO IN LONG RANGE MEDIUM PLATFORMS DPS OPTIMAL FALLOFF ANALOGY THINGY!!!
Not doing it.
elitatwo
Zansha Expansion
#40 - 2015-02-21 23:32:11 UTC
Aerie Evingod wrote:
About 2-3 years and a 8-10(?) content, rebalancing and tiericide patches later we have the OP Ishtar, but this thread was started regarding why HM were nerfed 2-3 years ago, not about the current OP flavor of the year. The current meta of Eve is not applicable.


How you know? You were not there when that happened..

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