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Player Features and Ideas Discussion

 
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Missile Balance

Author
Arthur Aihaken
CODE.d
#61 - 2015-03-13 11:19:10 UTC
Duchess Starbuckington wrote:
Yeah if you lob a missile at a smaller/faster target, yes it will always hit if going fast enough, but it'll do so little damage it may as well have missed. So yeah, "missiles always hit" as justification for half of them being worthless crap is a joke of an argument and the mark of a clueless newbie.

The "half" being anything larger than small missiles. It would be interesting to see the missile formula take into consideration radial velocity with respect to missile explosion velocity.

I am currently away, traveling through time and will be returning last week.

Duchess Starbuckington
Doomheim
#62 - 2015-03-13 11:27:58 UTC
Arthur Aihaken wrote:
Duchess Starbuckington wrote:
Yeah if you lob a missile at a smaller/faster target, yes it will always hit if going fast enough, but it'll do so little damage it may as well have missed. So yeah, "missiles always hit" as justification for half of them being worthless crap is a joke of an argument and the mark of a clueless newbie.

The "half" being anything larger than small missiles. It would be interesting to see the missile formula take into consideration radial velocity with respect to missile explosion velocity.


Inspired by this thread, I'm actually writing a lengthy post/essay on a complete overhaul of the entire weapon system. Should be amusing to see where that goes...
Arthur Aihaken
CODE.d
#63 - 2015-03-13 11:52:28 UTC
Duchess Starbuckington wrote:
Inspired by this thread, I'm actually writing a lengthy post/essay on a complete overhaul of the entire weapon system. Should be amusing to see where that goes...

I look forward to it.

I am currently away, traveling through time and will be returning last week.

afkalt
Republic Military School
Minmatar Republic
#64 - 2015-03-13 12:28:51 UTC
I'd like to predict the following:

No CCP comment
Various trolls telling you that you're a noob and missiles are fine and need less range.
That "always hitting" means they HAVE to be utterly ineffective.
A handful of die hards who still use the things agreeing.

The medium rail nerf was the best shot missiles had at getting competitive tbh. Which is pretty tragic, but there we go.
Tusker Crazinski
Native Freshfood
Minmatar Republic
#65 - 2015-03-13 13:00:45 UTC
Arthur Aihaken wrote:
Tusker Crazinski wrote:
Hmm why should a weapon system have an effective range of 0-200km?
Drones can at least be shot, missiles just hit. until that is fixed they should simply remain bad.

I'm not necessarily suggesting that they should; but having a minimum "arm" range would be counterproductive.


umm that's how they work now, their effective range is 0 to maximum. they're simply not very effective. Right now the weapon system requires no execution on the pilots side, and damage is only mitigated by going as fast as possible in literally any direction. Guns are simply much more complicated on both the sending and receiving side.

while I'd prefer missiles be completely overhauled, where relative velocity effects damage and missiles have acceleration values and delta V budgets, apparently this would lead to some serious lag issues.

having a minimum arming distance would at least require long range missile boat s require some form of range control.

Quote:
I wondered when someone would start spouting the misleading rubbish of "missiles always hit". I find it's inevitably the mark of someone clueless who's never used them and so far that's never been wrong.

I'll try and keep it in simple words:
Missiles always hit - true.
Missiles always work when they do - false.

Yeah if you lob a missile at a smaller/faster target, yes it will always hit if going fast enough, but it'll do so little damage it may as well have missed. So yeah, "missiles always hit" as justification for half of them being worthless crap is a joke of an argument and the mark of a clueless newbie.


cute argument by ad hominem, and yes it is.
Arthur Aihaken
CODE.d
#66 - 2015-03-13 13:07:29 UTC  |  Edited by: Arthur Aihaken
Tusker Crazinski wrote:
umm that's how they work now, their effective range is 0 to maximum. they're simply not very effective. Right now the weapon system requires no execution on the pilots side, and damage is only mitigated by going as fast as possible in literally any direction. Guns are simply much more complicated on both the sending and receiving side.

Actually, against large missiles small ships can mitigate most of the damage just by virtue of their size.

I am currently away, traveling through time and will be returning last week.

elitatwo
Zansha Expansion
#67 - 2015-03-13 14:21:32 UTC
Duchess Starbuckington wrote:
Inspired by this thread, I'm actually writing a lengthy post/essay on a complete overhaul of the entire weapon system. Should be amusing to see where that goes...


Thank you, dear!

I'm looking forward to it.

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Tusker Crazinski
Native Freshfood
Minmatar Republic
#68 - 2015-03-14 01:47:16 UTC
Arthur Aihaken wrote:
Tusker Crazinski wrote:
umm that's how they work now, their effective range is 0 to maximum. they're simply not very effective. Right now the weapon system requires no execution on the pilots side, and damage is only mitigated by going as fast as possible in literally any direction. Guns are simply much more complicated on both the sending and receiving side.

Actually, against large missiles small ships can mitigate most of the damage just by virtue of their size.


exactly, most damage is mitigated by what you do on grid while missile damage is simply mitigated by what you are on grid. simply bad game design.
Lienzo
Amanuensis
#69 - 2015-03-14 04:04:59 UTC  |  Edited by: Lienzo
How about if armor membranes or passive shield resist modules gave a bonus to target painting mitigation? In the real world, we use paints which absorb laser illuminater radiance, and then reemit or scatter them in frequencies other than those typically used by missile guidance systems to defeat target painting.

Target painting is also really weak. It's weaker than a comparable module like webs at close range, and doesn't really benefit frigate weapon systems. It makes ships like the Vigil be restricted to the role of supporting a heavier ship fleet's damage application, which negates the advantage of mobility. If we added a counter module in the game, perhaps we could find an indirect way to buff the target painter.

Target painters should gain some kind of benefit for gunning up against heavier ships that is not related to sig size. Perhaps some kind of heavy guided bomb system, or perhaps a new mode for weapon systems that is like an alternative to heat damage. In this mode, weapons fire more slowly, have shorter range, tracking and damage, but a portion of that damage makes it through shields and armor to hull. A target painter script would bonus this damage directly.

This would make target painters an anti-logi weapon system, as well as an indirect path to buffing heavy ship tanks against standard damage.
Arthur Aihaken
CODE.d
#70 - 2015-03-14 07:27:11 UTC
Lienzo wrote:
Target painting is also really weak.

As a single unbonused module, no. It's when combined with a few other bonused painters then it shines (not just for missiles but all weapons, including drones). It's definitely somewhat lacking, which is why we really need a missile enhancement module.

I am currently away, traveling through time and will be returning last week.

Caleb Seremshur
Commando Guri
Guristas Pirates
#71 - 2015-03-14 08:14:25 UTC
afkalt wrote:
I'd like to predict the following:

No CCP comment
Various trolls telling you that you're a noob and missiles are fine and need less range.
That "always hitting" means they HAVE to be utterly ineffective.
A handful of die hards who still use the things agreeing.

The medium rail nerf was the best shot missiles had at getting competitive tbh. Which is pretty tragic, but there we go.


It's important to look at the relationships between how missiles work and what this means for targets.

Example: scourge light missile. Explosion radius of 40 and explosion velocity of 225. Base attribute of common frigate 35m sigR and 400m/s. Damage is lost natively straight away. Without ewar mods or rigs every missile system is "somewhat gimped". One of the bigger slaps in the face for heavy missiles is that lights do nearly as much damage with 3x as much application.

It's complicated. I think the drf and velocity values for missiles are the biggest problems we have right now. It's also an enduring issue of how to approach dealing with things like linked assaultfrigs due to their existing combinations of sig reductions and resists. I'd feel much more worried about a linked arty jag than a garmur without links.

Citing some other specific cases though there are a lot of balance things they do which are just ridiculous but getting yhe issue heard seems impossible. Diversity mostly exists amongst those too poor to afford the meta king ships.
Khorvek
Colear Mining Retrieval and Distributing
#72 - 2015-04-17 15:26:14 UTC
The only problem of missiles I see is the selling point of changing damage types. Unless you really know the enemy's fit because of intel, you have to avoid them while you reload if you make an educated guess as to their fit based on their ship. You can't really reload mid-combat to exploit a damage hole you find, which make that supposed bonus of missiles use superfluous. Their DPS overall is pretty low, and tackling range doesn't work well with missiles, although being 40km out to maximize sniping potential might just be a pipedream to begin with. Missiles don't improve their DPS by getting close, and they have lower DPS than turrets in general.

People are using missile boats more lately, though. If you can work out the kinks, they seem to work okay.

People talk about how eve is better than WoW. I still get one shotted undocking in a frigate if there's a WT thrasher outside. It looks eerily similar to getting one shotted in WoW battlegrounds by a x9 level player when you're x1-4 levels.

Phaade
LowKey Ops
Shadow Cartel
#73 - 2015-04-17 15:34:38 UTC
Another Carebear EFT warrior complaining.

Go away, carebear. Nobody likes you.

And also what that other guy said about half the missiles being worthless.
abrasive soap
Gape Deep Core Mining
#74 - 2015-04-17 15:41:45 UTC  |  Edited by: abrasive soap
Rockets, HAM's, heavies, and torps each deserve a buff...

These really aren't as good as they sound on paper. Just because they don't involve tracking doesn't mean they always hit or do more than negligible in damage. Missiles have long range but you basically need to go to lengths to apply the damage I.e. webs and tp's.
Scorpionstrike
Federal Defense Union
Gallente Federation
#75 - 2015-04-17 15:58:01 UTC
Missile changes will happen when everyone in null sec uses them
Harvey James
The Sengoku Legacy
#76 - 2015-04-17 16:03:24 UTC
less range more application and mods too allow more customisation..

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using