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[AEGIS] Missile Hitpoints

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Chance Ravinne
WiNGSPAN Delivery Services
WiNGSPAN Delivery Network
#21 - 2015-06-22 01:31:18 UTC
A beautiful start.

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Needmore Longcat
Dreddit
Test Alliance Please Ignore
#22 - 2015-06-22 01:36:45 UTC
This is a really cool change. I agree that it needs more tweaking, but this is definitely the right path.

#drakefleet2015
Gilbaron
The Scope
Gallente Federation
#23 - 2015-06-22 01:40:37 UTC
capital missiles

kkthxbye
FT Diomedes
The Graduates
#24 - 2015-06-22 01:48:11 UTC
As mentioned by many others, Capital Missiles could also use an HP buff.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

Stitch Kaneland
The Tuskers
The Tuskers Co.
#25 - 2015-06-22 02:07:34 UTC
I think this is a good first step to making missiles slightly more viable in fleets. Firewalls could be quite strong and eliminate an entire fleet's dps. The HP buff will make it so missiles can still get through depending on fleet/smartbomb comp.

This also means fleet members will have to fill these roles, and makes for less ishtars on field. Plus drone fleets w/ firewall could end badly and make setting up a firewall a hazardous and annoying thing to position correctly(perhaps making missiles viable in countering drone fleets?). Lol, probably not. But still, its far more interesting an idea than the drone meta that's been ongoing for 2 years now.
Arthur Aihaken
CODE.d
#26 - 2015-06-22 03:53:29 UTC
CCP Fozzie wrote:
  • Moderate buffs to the HP of most missiles, with higher HP for larger missiles and higher HP for shorter range missiles within each size.
  • Does this HP buff also apply to auto-targeting variants of light, heavy and cruise missiles as well?

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

    elitatwo
    Zansha Expansion
    #27 - 2015-06-22 03:56:25 UTC
    I think I like where this is going. Now it comes down to serverticks and pilot positioning and flying.

    Should make the entosis fights for stations more interesting when missiles finally have something to say.

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    Pertuabo Enkidgan
    Center for Advanced Studies
    Gallente Federation
    #28 - 2015-06-22 03:57:01 UTC  |  Edited by: Pertuabo Enkidgan
    So are we going to ignore Defender FoF Missiles or?

    Please tell me you're doing something about them too in Aegis.

    Good start though
    Funless Saisima
    School of Applied Knowledge
    Caldari State
    #29 - 2015-06-22 04:19:14 UTC
    Does this include Caldari Navy missiles?
    Onslaughtor
    Phoenix Naval Operations
    Phoenix Naval Systems
    #30 - 2015-06-22 04:25:17 UTC  |  Edited by: Onslaughtor
    CCP Fozzie wrote:
    Tarsas Phage wrote:
    Please clarify the case of missiles being launched from grouped launchers.

    If I had, for example, eight launchers grouped, will the singular "missile" that is spawned when they fire be HP*8, or is there a stacking penalty involved? Or is it just the same HP as 1 missile?

    That mechanic isn't changing. The combined entity that flies through space has 8x the HP of one missile, but whenever it loses 1/8 of its HP it loses 1/8 of its damage. Missile grouping was implemented quite well back in the day.


    So for the sake of clarification, does that mean that if I have 8 missiles. And I fire them in a group of 4, and 4 individually. And they got firewalled, the 4 individuals would be destroyed, but the group might survive with a 1/4 of its combined health it would only do 1/4 of its combined damage?
    Messenger Of Truth
    Butlerian Crusade
    #31 - 2015-06-22 04:35:40 UTC
    CCP Fozzie wrote:
    Tarsas Phage wrote:
    Please clarify the case of missiles being launched from grouped launchers.

    If I had, for example, eight launchers grouped, will the singular "missile" that is spawned when they fire be HP*8, or is there a stacking penalty involved? Or is it just the same HP as 1 missile?

    That mechanic isn't changing. The combined entity that flies through space has 8x the HP of one missile, but whenever it loses 1/8 of its HP it loses 1/8 of its damage. Missile grouping was implemented quite well back in the day.


    What happens if it loses 1/16th of its HP? Nothing? Or something?

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    Zhilia Mann
    Tide Way Out Productions
    #32 - 2015-06-22 04:36:01 UTC
    Onslaughtor wrote:
    CCP Fozzie wrote:
    Tarsas Phage wrote:
    Please clarify the case of missiles being launched from grouped launchers.

    If I had, for example, eight launchers grouped, will the singular "missile" that is spawned when they fire be HP*8, or is there a stacking penalty involved? Or is it just the same HP as 1 missile?

    That mechanic isn't changing. The combined entity that flies through space has 8x the HP of one missile, but whenever it loses 1/8 of its HP it loses 1/8 of its damage. Missile grouping was implemented quite well back in the day.


    So for the sake of clarification, does that mean that if I have 8 missiles. And I fire them in a group of 4, and 4 individually. And they got firewalled, the 4 individuals would be destroyed, but the group might survive with a 1/4 of its combined health it would only do 1/4 of its combined damage?


    Yes.
    Altrue
    Exploration Frontier inc
    Tactical-Retreat
    #33 - 2015-06-22 05:58:43 UTC  |  Edited by: Altrue
    Shocked These HP increases are super low! And so is the resistance percentage. Sad

    Have you ever seen a firewall in action fozzie? Its usually composed of a bit more than one medium smartbomb...

    Since we have to take grouping into consideration, I would at least expect 300hp for heavy missiles.

    EDIT: What about T2 missiles? Clearly caldari navy ones are the most used, does an increase in HPs for these would be interesting?

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    Barrogh Habalu
    Imperial Shipment
    Amarr Empire
    #34 - 2015-06-22 06:44:40 UTC
    A bunch of questions.

    - What about other faction missiles?
    - What damage type defenders deal?
    - If grouping mech is done well, why there are these complaints about defenders hardly hitting anything past one missile? Are they just that bad?
    Skydott
    KHAN TENGRI
    #35 - 2015-06-22 06:52:35 UTC
    CCP Fozzie wrote:
    Hello folks!
    We're planning on making a set of changes to the hitpoints of subcapital missiles, which are currently all 70hp (except for Torpedoes at 280hp). The significant implication would be to “firewall” tactics where people use smartbombs to destroy incoming missiles in fleet warfare. Firewalling is an example of very clever use of game mechanics and can involve a ton of player skill. We really like the tactic in general but as players have improved their techniques over time it has gotten a bit too strong and tends to stifle the use of interesting missile fleet concepts. Ideally we’d want to provide more interesting play around firewalling without nerfing it out of existence.

    These changes would consist of:
    • Moderate buffs to the HP of most missiles, with higher HP for larger missiles and higher HP for shorter range missiles within each size.
    • An extra HP increase for the Guristas (but not Dread Guristas) line of faction missiles (which have the lowest damage of the faction missiles and are therefore missing a useful role).
    • Each missile would gain 20% damage resistance to its own damage type, allowing for some advanced counterplay for large fleets that use and face firewall tactics.

    The new hitpoint numbers would be:
  • Light Missiles: 60hp
  • Guristas Light Missiles: 80hp

  • Rockets: 90hp
  • Guristas Rockets: 120hp

  • Heavy Missiles: 120hp
  • Guristas Heavy Missiles: 160hp

  • Heavy Assault Missiles: 180hp
  • Guristas Heavy Assault Missiles: 240hp

  • Cruise Missiles: 240hp
  • Guristas Cruise Missiles: 320hp

  • Torpedoes: 360hp
  • Guristas Torpedoes: 480hp

  • This would mean that for instance two T2 small smartbombs or one medium T2 would be required to take down a Heavy Missile (with that threshold rising to two mediums or one large for Guristas faction Heavy missiles) and Cruise missiles would require two T2 mediums or one large smartbomb (rising to three mediums or one large faction smartbomb for Guristas versions). When facing smartbombs of the same damage type that threshold would rise even further.

    We hope that these changes will provide more interesting gameplay for pilots flying in fleets with or against missile ships.

    Let us know what you think!

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    gascanu
    Bearing Srl.
    #36 - 2015-06-22 06:58:53 UTC
    Altrue wrote:
    Shocked These HP increases are super low! And so is the resistance percentage. Sad

    Have you ever seen a firewall in action fozzie? Its usually composed of a bit more than one medium smartbomb...

    Since we have to take grouping into consideration, I would at least expect 300hp for heavy missiles.

    EDIT: What about T2 missiles? Clearly caldari navy ones are the most used, does an increase in HPs for these would be interesting?


    while i have to agree that this is a a step in the right direction, i can also agree with what altrue said ^^;

    a dedicated fleet firewall will include allot more that 1 medium smartbomb, so i think the increase in resistance on the missiles is too small; the hp buff overall seems ~ok, but the 20% res increase is way too small to really count; make it 80-90% and then changing missile types to avoid firewall midfight will become a valid tactic;

    Also, capital missiles NEED to be put in this, even more that the subcaps;
    while in common fleet combat firewall ships are not that many and the range of smartbombs can be avoided with some positioning, a carrier/super blob will have always enough smartbombs running to negate most of missile dmg incoming;
    also, since SIEGED dreads are immobile, it's quite easy to refit and place a smarbombing ship(carrier) between them and your caps, thus making most of the incoming dmg into spacedust ;

    Max Kolonko
    Caldari Provisions
    Caldari State
    #37 - 2015-06-22 07:09:14 UTC
    I would like to propose completely different approach:

    How about just giving us a proper anti missile module (either buf for tracking disruptor or new module so we can affect missile power. We now have modules for missile range and damage application to compensate.

    Why should there be an ultimate defence against missiles that if performed correctly just mitigates all dama of fleet? We don't have turret counterpart. Missile fleets already have disadvantage of delayed alpha.

    While I claim no knowledge of actuall impact of missiles on lag i remember that missiles used to be significant factor back when war with lag started. Maybe removal of intractability of missiles with environment (no damage from aoe, no locking, etc...) would affect servers performance as less operations on missiles would be performed each cycle?

    Fix defender missiles, so they can be used in actual scenarios or remove them completely. There are many ideas on defenders so i just name two:
    - non targetet module that attacs all incoming missiles (contradicts previous point on non-interactbility of missiles)
    - make them a sort of remote eccm. Buff a friend (or yourself with personal version) so that missiles hitting him/you have penalty to sig/exp speed

    So to sum it up:
    - remove missile interaction with environment (no more firewall)
    - introduce "tracking distruptor" like module or give td anri-missiles power
    - fix defenders

    While i very like concept of firewall maybe its not a tactict that should be viable? Or maybe introduce anti-turret counterpart?
    FireFrenzy
    Cynosural Samurai
    #38 - 2015-06-22 07:13:48 UTC
    As for the "NERF GOON" from a page back, if they make eve easier you buff goons because well its easier and they have more people to use the easier status quo. And if you make eve harder (by removing somethign from the api say) they have more people to share in the new added work load of keeping an eye on the POSes for syphons (or whatever) and thus (indirectly) buff goon...

    Welcome to people and organization making everything easier!
    Aeon Veritas
    Federal Navy Academy
    Gallente Federation
    #39 - 2015-06-22 07:26:54 UTC  |  Edited by: Aeon Veritas
    CCP Fozzie wrote:
    These changes would consist of:
    • Moderate buffs to the HP of most missiles, with higher HP for larger missiles and higher HP for shorter range missiles within each size.
    • An extra HP increase for the Guristas (but not Dread Guristas) line of faction missiles (which have the lowest damage of the faction missiles and are therefore missing a useful role).
    • Each missile would gain 20% damage resistance to its own damage type, allowing for some advanced counterplay for large fleets that use and face firewall tactics.

    The new hitpoint numbers would be:
  • Light Missiles: 60hp
  • Guristas Light Missiles: 80hp

  • Rockets: 90hp
  • Guristas Rockets: 120hp

  • Heavy Missiles: 120hp
  • Guristas Heavy Missiles: 160hp

  • Heavy Assault Missiles: 180hp
  • Guristas Heavy Assault Missiles: 240hp

  • Cruise Missiles: 240hp
  • Guristas Cruise Missiles: 320hp

  • Torpedoes: 360hp
  • Guristas Torpedoes: 480hp
  • So these changes without adapting the defender missiles is a confirmation that they are useless?

    Because at the moment light defender missiles deal 60 explosive damage and heavy defender missiles deal 70 explosive damage. (+10% for skills at V)
    Which means they will be less effective against all nova missiles.
    Maybe the dealt damage should be distributed equal to all damage types.
    Further at least the damage of the HDM should be adapted to 120.
    That way one HDM can take out one heavy missile, which is ok since they have the same RoF with the heavy missile launcher, but it's still quite useless against the rapid heavy missile launcher...
    Maybe the rapid launchers should be able to load defender missiles, they still have a huge reload time...
    Anthar Thebess
    #40 - 2015-06-22 08:35:59 UTC  |  Edited by: Anthar Thebess
    Ehp needs more buff.

    People are talking about 1 smart bomb, but usual firewall tactics is putting 1 or 2 battleship equipped only in large smart bombs in the middle of the fleet.

    What about Smart bomb Re balance?
    Why not do both on the same time - whatever will you do to smart bombs it will then have heavy impact on all other items that will or could be rebalanced before.
    - missiles
    - interdiction probes
    - bombs
    - drones ( and all the modules connected to them at the same point)
    - etc.

    Smart bomb re balance could be wise to have at the beginning of this process.