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[Aegis] Missile balance package

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Author
Zekora Rally
U2EZ
#261 - 2015-06-23 22:08:13 UTC  |  Edited by: Zekora Rally
AskariRising wrote:
Zekora Rally wrote:
Iroquoiss Pliskin wrote:
I have only one question: Wouldn't these missile TE/TCs put even Light missile engagement ranges well past 100 km mark - would that be intended?

I think it's the same kind of issue as the base drone stats staying unchanged IIRC on the introduction of DDAs. Smile
Fitting one of these on a caracal for example will require foregoing another mod. Whether it's a nano or BCU. It's a tradeoff for supposedly better damage application. Now to take advantage of a 100km missile range, a caracal will need a sebo to achieve this which in turn means much less tank or no TP. Sniping harpy/corm fits already hit targets out to this range and they don't have to deal with the 100km damage delay or the target supposedly warping off before damage is even applied.




its an issue on a caracal yes.

but a kestrel is a different story. kestrel vs corm, the kestrel has far better lock range.

a kestrel vs harpy, the kestrel has better range. a kestrel can hit targets at 97km just using rigs.

ive got a kessy right now thats cap stable with a lock range at 126km, a top speed of 2815m/s, and a missile range of 97km.

these new computers will increase my range even further.



How long exactly do you have to wait for said missiles to hit your targets? Turrets don't possess such a delay and as such are inherently better for blapping and sniping even though their reach is a bit less. So, it's only normal to expect missiles to hit out to much farther ranges as compensation for ridiculous damage application delay.
This won't change much in pvp as most people will still have ample time to get away while the missiles are approaching. The same thing can't be said for turrets. You will be popped before you can even react if they have enough alpha.
Garmurs and other succesful pvp missile boats will have to forgo important mods that constitute their speed and tank in other to fit these modules. I don't see a problem here. At least, for now.
Arthur Aihaken
CODE.d
#262 - 2015-06-24 03:42:07 UTC
I can't wait for the inevitable drone|projectile|laser|hybrid whine threads once these are released...

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

afkalt
Republic Military School
Minmatar Republic
#263 - 2015-06-24 09:13:47 UTC
Arthur Aihaken wrote:
I can't wait for the inevitable drone|projectile|laser|hybrid whine threads once these are released...


I'm wary, I think there are a few hulls that are going to be a little bit OTT with these and CCP never nerf problem hulls, they rinse the entire weapon system instead.
Fourteen Maken
Karma and Causality
#264 - 2015-06-24 13:06:55 UTC
Zekora Rally wrote:
AskariRising wrote:
Zekora Rally wrote:
Iroquoiss Pliskin wrote:
I have only one question: Wouldn't these missile TE/TCs put even Light missile engagement ranges well past 100 km mark - would that be intended?

I think it's the same kind of issue as the base drone stats staying unchanged IIRC on the introduction of DDAs. Smile
Fitting one of these on a caracal for example will require foregoing another mod. Whether it's a nano or BCU. It's a tradeoff for supposedly better damage application. Now to take advantage of a 100km missile range, a caracal will need a sebo to achieve this which in turn means much less tank or no TP. Sniping harpy/corm fits already hit targets out to this range and they don't have to deal with the 100km damage delay or the target supposedly warping off before damage is even applied.




its an issue on a caracal yes.

but a kestrel is a different story. kestrel vs corm, the kestrel has far better lock range.

a kestrel vs harpy, the kestrel has better range. a kestrel can hit targets at 97km just using rigs.

ive got a kessy right now thats cap stable with a lock range at 126km, a top speed of 2815m/s, and a missile range of 97km.

these new computers will increase my range even further.



How long exactly do you have to wait for said missiles to hit your targets? Turrets don't possess such a delay and as such are inherently better for blapping and sniping even though their reach is a bit less. So, it's only normal to expect missiles to hit out to much farther ranges as compensation for ridiculous damage application delay.
This won't change much in pvp as most people will still have ample time to get away while the missiles are approaching. The same thing can be said for turrets. You will be popped before you can even react if they have enough alpha.
Garmurs and other succesful pvp missile boats will have to forgo important mods that constitute their speed and tank in other to fit this modules. I don't see a problem here. At least, for now.


It seems only people who use missiles understand the significance of delayed dps. Especially for fleet's and gangs at long ranges where you can have 2 flights of missiles in the air at any given time, huge amounts of dps are wasted on targets that have already been destroyed: could be half of your dps could be even more if you're not making any attempt manage it or count volley's. Imagine a blob of Drakes firing at a primary at long distance, if only half of the alpha is needed to destroy that target then the rest is wasted, if you don't count your volley's then you could end up with some of your fleet sending a second volley etc, that's why they don't work well with incursions. Also instant dps with insta lock means turrets can blap without needing to point this makes them a better choice for gate camping. Missiles can't be balanced directly against instant dps turrets or even drones, they don't scale well even without firewalling, and the dps/range difference is cancelled out by poor damage application against small moving targets.

I like the changes, I expected them to change the base stats on missiles but this is better because it gives more fitting options and more room for specialized fits while forcing trade-offs.
afkalt
Republic Military School
Minmatar Republic
#265 - 2015-06-24 13:08:54 UTC
Actually the single biggest drawback of delayed DPS is not the lost vollies (dead is dead) it is the inability to effectively target switch because the logi and targets get a massive telegraph that the fleet has retargeted.

I suggested a change to redboxing to compensate, but people went ape. /shrug. "Feature", apparently.
stoicfaux
#266 - 2015-06-24 13:49:34 UTC  |  Edited by: stoicfaux
Fourteen Maken wrote:

It seems only people who use missiles understand the significance of delayed dps. Especially for fleet's and gangs at long ranges where you can have 2 flights of missiles in the air at any given time, huge amounts of dps are wasted on targets that have already been destroyed

Which is why in my heart of hearts, I hope that CCP has decided that the Mordu 200% missile velocity, 50% flight time experiment is a success[1], and the concept is ready to be rolled out to other missile ships applied to the baseline stats for all missiles.

edit: should apply to missile base numbers

[1] i.e. the server doesn't explode and/or the missiles don't travel backwards in time and hit before they launch.

Pon Farr Memorial: once every 7 years, all the carebears in high-sec must PvP or they will be temp-banned.

stoicfaux
#267 - 2015-06-24 14:18:46 UTC  |  Edited by: stoicfaux
Modules are on Sisi:

MGC II requires Trajectory Analysis IV
MGE II requires Weapons Upgrades IV

Scripts increase one set of bonuses by 100% and reduce the other set by 100%. (But Sisi is displaying "[no messageID: 309645]" instead of the actual attribute names for some reason.) So standard TC type stuff.


Ooopsie, the MGE and MGC only affect Missile Velocity, Explosion Velocity and Explosion Radius. No Missile Flight Time.... Must be a work in progress?

https://drive.google.com/file/d/0B_CLlTV8bSxNSjJJaUxuSkJDMlE/view?usp=sharing

Pon Farr Memorial: once every 7 years, all the carebears in high-sec must PvP or they will be temp-banned.

Scott Webb
Scott Webb Corp
#268 - 2015-06-24 15:25:44 UTC
Hegelian dialectic strikes again with you lot. You create the problem(supposed buff to missle application) People then bleet, it's not fair.......Then you come in with the nerfs waiting in the wings in the form of some ewar disruption mods that adversely effect missles. Seriously, why don't you openly display your lodge number and be done with it :)
Elana Apgar
Allspark Industries
#269 - 2015-06-24 15:56:18 UTC
Will you be making Remote Missile Computers like you have Remote Tracking Enhancers?
afkalt
Republic Military School
Minmatar Republic
#270 - 2015-06-24 17:07:34 UTC
Trajectory analysis?! What? Surely a copypasta error cloning the mods?
Feodor Romanov
Caldari Provisions
Caldari State
#271 - 2015-06-24 18:25:54 UTC
I like what you are doing. Missiles definitely need a boost. But I do not understand, why I need to fit "Missile Guidance Enhancers", when i can fit ballistic controls(BC). Rise new modules char-tics to be comparable with Ballistic controls. Or make new modules more profiled with one bonus, for example: +25% missile max velocity or +25% exp. radius. bonus.
stoicfaux
#272 - 2015-06-24 18:53:39 UTC
afkalt wrote:
Trajectory analysis?! What? Surely a copypasta error cloning the mods?

Well, missiles are just slow moving guided bullets...

Pon Farr Memorial: once every 7 years, all the carebears in high-sec must PvP or they will be temp-banned.

Feodor Romanov
Caldari Provisions
Caldari State
#273 - 2015-06-24 18:54:43 UTC
Only Light missiles is good enough to be used. Other apply damage very badly. For example heavy missile Cerberus is useless against frigs or AB cruisers, while Ishtar apply good damage to any type of ships. I am sure missiles need more damage applying capabilities, for example explosion velocity boost or changing of DRF and DRS.

PS: Caldari kinetic damage bonus is mad! All 3 other nations have ability to choose damage type, but not Caldari. Even Amarrs and Matars have better missile boats then "missile profiled" Caldari.

stoicfaux
#274 - 2015-06-24 18:57:58 UTC
Feodor Romanov wrote:
I like what you are doing. Missiles definitely need a boost. But I do not understand, why I need to fit "Missile Guidance Enhancers", when i can fit ballistic controls(BC). Rise new modules char-tics to be comparable with Ballistic controls. Or make new modules more profiled with one bonus, for example: +25% missile max velocity or +25% exp. radius. bonus.

Yeah, I could see a more focused MGC as being a low slot item instead of a mid slot item, i.e. trading rof/damage mode for an application mod. The only trouble would be balancing it with ships like the Typhoon with its plethora of lows.



Pon Farr Memorial: once every 7 years, all the carebears in high-sec must PvP or they will be temp-banned.

afkalt
Republic Military School
Minmatar Republic
#275 - 2015-06-24 19:21:03 UTC
stoicfaux wrote:
afkalt wrote:
Trajectory analysis?! What? Surely a copypasta error cloning the mods?

Well, missiles are just slow moving guided bullets...



Well yes, but what the hell is a newbie wanting to train that and gunnery IV for, if they're a dedicated missile jock?

It's madness.

Sure, most people wont notice but still!
Deacon Abox
Black Eagle5
#276 - 2015-06-24 19:49:50 UTC
Matt Faithbringer wrote:
Styphon the Black wrote:
Samira Kernher wrote:
Really needs an anti-missile tracking disruptor to go with these additions.

Also, it's so fitting that these missile modules are coming with the Aegis release.


it is called defender missiles.


well I never used it but everyone say it is broken and not really usable

Yeah, they are broken. Don't see much demand for them on the markets do you. Also, they require a launcher slot. Many ships in this game with no launcher slots. Forget that they even exist, they are complete trash. Even FoF missiles work better than defender missiles and that's saying a lot.

Brokk Witgenstein wrote:
Why do some guys want to apply Tracking Disruption on non-tracking weapon systems? How about using Damps to mitigate their range hmmm...?

Because when the evil missile boat and the beloved turret boat are both within engagement range, the turrets win on DPS alone.

Really looking forward to this! Next patch is going to be so brilliant [evil, maniacal cackling]

You seem to have not been reading the thread, and your little over one year in this game lack of experience is showing.

Anyway, if you have some philosophical objection to tracking disruption on a non tracking weapon system, where then is you consternation at tracking enhancement on those same weapon systems.Roll

And no, the beloved turret boat does not win on DPS alone. Often the missile boat is shield and sometimes will fit a TD or two [dual TD Hookbill] to partially or completely screw over the turret dps.

As for fleet battles and ewar, if CCP is going to be taking away the efficacy of firewalling it damn well better have something better to take its place. TD boats should be getting more use in this game against both turret and missile fleet comps. However, atm everything is ecm and damp boats for fleets.

Lastly, damps are just as effective against turret boats as missile boats because, tada, lock range and/or lock time has nothing to do with whether you are using turrets or missiles.Blink

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.

Brokk Witgenstein
Sebiestor Tribe
Minmatar Republic
#277 - 2015-06-24 20:26:13 UTC  |  Edited by: Brokk Witgenstein
stoicfaux wrote:
The only trouble would be balancing it with ships like the Typhoon with its plethora of lows.


...which is filled with Ballistic Control Units currently. Better application, less DPS? Still fair.
Brokk Witgenstein
Sebiestor Tribe
Minmatar Republic
#278 - 2015-06-24 20:51:17 UTC
Deacon Abox wrote:

You seem to have not been reading the thread, and your little over one year in this game lack of experience is showing.

Anyway, if you have some philosophical objection to tracking disruption on a non tracking weapon system, where then is you consternation at tracking enhancement on those same weapon systems.Roll

And no, the beloved turret boat does not win on DPS alone. Often the missile boat is shield and sometimes will fit a TD or two [dual TD Hookbill] to partially or completely screw over the turret dps.

As for fleet battles and ewar, if CCP is going to be taking away the efficacy of firewalling it damn well better have something better to take its place. TD boats should be getting more use in this game against both turret and missile fleet comps. However, atm everything is ecm and damp boats for fleets.

Lastly, damps are just as effective against turret boats as missile boats because, tada, lock range and/or lock time has nothing to do with whether you are using turrets or missiles.Blink


I shall read between objections based on "my experience" -- although tr%#@%% nope- not going there. Moving on.

I'll even humour you and grant you have half a point there. But still... NOT IN THE TRACKING DISRUPTOR! Make it a separate module, but don't extend the usefulness of the tracking disruptor to counter "all kinds of incoming DPS". Such a "can't hit me" mod already exists and it's called ECM.

It was mostly the extention of the TD that worried me. I do not object to a different module -- more tough choices, more variety is always better. That said, Yes I love my Hookbill and yes I put TDs (and other fun stuff) in there as well; but when people get all up close and personal I DO feel severely out-DPSsed. You don't? How jolly for you. I was under the impression short-range weapon systems did a lot more damage than long range weaponry (countered by damps); and when one looks closely at short range weapon systems, Rockets and HAMs deal sub-par damage.

But ... sub-par damage *that hits*. Which is good. Now if everybody starts fitting TDs because a couple of scripts make them roflstomp against anyone, then I must object.
Elsa Hayes
Science and Trade Institute
Caldari State
#279 - 2015-06-24 20:58:13 UTC  |  Edited by: Elsa Hayes
Any "missile package" should include a look at ship bonuses related to missiles as well and here caldari should be ridden of that abysmal kinetic bonus and it should be replaced with something else. Preferably a damage bonus for all the according missiles like 5% heavy missile damage or something. Or an explosion velocity/radius bonus if you are afraid of too much dps vs 1 type of target.

I am sure someone has already suggested this but it does no harm to mention it again, it is neither logical nor does it add any flavor since other races are not plague by such constrictions.

Kill it kill it naoh, that stupid kinetic bonus!

Also if you call it missile package should you not take a long overdue look at precision missiles as well?
Right now, in most cases they are not worth using at all, that should not be the case. Precision missiles have been in a sorry state for years now overshadowed by rage and faction ammo and are long long overdue for an overhaul especially heavy precision and cruise precision missiles, because right now they are not really very "precise".
Deacon Abox
Black Eagle5
#280 - 2015-06-24 21:03:50 UTC  |  Edited by: Deacon Abox
Brokk Witgenstein wrote:
Now if everybody starts fitting TDs because a couple of scripts make them roflstomp against anyone, then I must object.

Of course. This is probably the only, but unstated, reason TDs aren't being introduced at the same time. The devs are very aware of not creating a new multispec as of old. However, for some reason they appear to have an aversion to using the same remedy to prevent the TD becoming the new old multispec. That is to nerf the base effect on the TD module itself, and give a counterbalancing buff to the TD boat TD bonuses.

What is the problem with it Rise and Fozzie? Just do the ecm boat thing with all the other ewar? It worked for ECM. It can work for damps, painters, and TDs. Painter and TD boats are not seen much. Any tom **** or harry can fit damps, TDs, or painters in a spare mid. So presently there is no or little desirability to fly these ships. But lending them their ewar roles back, by giving them the ecm boat treatment, would make the game more diverse actually.

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.