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[Aegis] Missile balance package

First post First post First post
Author
Poranius Fisc
State War Academy
Caldari State
#281 - 2015-06-25 00:40:56 UTC
Hanazava Karyna wrote:
Now we need only some effective EWAR that works on missiles.


It's called ECM
Deacon Abox
Black Eagle5
#282 - 2015-06-25 02:52:47 UTC
Poranius Fisc wrote:
Hanazava Karyna wrote:
Now we need only some effective EWAR that works on missiles.


It's called ECM

Roll Which is not missile specific. What don't you get?

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.

afkalt
Republic Military School
Minmatar Republic
#283 - 2015-06-25 09:01:14 UTC
Deacon Abox wrote:
Poranius Fisc wrote:
Hanazava Karyna wrote:
Now we need only some effective EWAR that works on missiles.


It's called ECM

Roll Which is not missile specific. What don't you get?



He didn't say missile specific

/pendant


Besides, if missiles get TD, guns should be smartbomb-able. I mean if we're making them all the same and fair and equal ;)
Skyler Hawk
The Tuskers
The Tuskers Co.
#284 - 2015-06-25 11:41:02 UTC
When can we expect information on the scripts for the missile guidance computers?
afkalt
Republic Military School
Minmatar Republic
#285 - 2015-06-25 12:05:02 UTC
Skyler Hawk wrote:
When can we expect information on the scripts for the missile guidance computers?


I believe they are on sisi
Mario Putzo
#286 - 2015-06-25 13:38:29 UTC  |  Edited by: Mario Putzo
I still believe redeacting the changes made to Heavy Missile explosion radius is better than adding a flat 5% to base missile damage. This is only going to step on the toes of Medium Arties. HMs do not need higher Alpha, they need better application resulting in more reliable DPS.

Redact that change + new modules and suddenly you have 4 mid sized weapon systems ALL sitting around the same % of DPS being applied. Please stop pushing damage levels higher and higher and calling it ~balance~. (drones still be comfortably ahead in terms of effective range and applied DPS though, but drones are ****** anyway across the board.)

Say no to power creep.
Kitty Bear
Deep Core Mining Inc.
Caldari State
#287 - 2015-06-25 14:14:40 UTC
CCP Rise wrote:
Heyo

We would have liked to include disruption modules to go along with these enhancement modules but there are actually some technical hurdles we need to figure out and we didn't want to keep holding back on adding these in the mean time. Look for those sometime in the future.

Let us know what you think!


When these adjustments are complete will you be ensuring that missiles will not hit for 0 points of damage?
Or will the application of these e-war changes effectively give targets sufficient speed to escape the explosion radius?


Always scoring 'a hit' was one of the few strengths of missile usage.




Frostys Virpio
State War Academy
Caldari State
#288 - 2015-06-25 14:24:26 UTC
Kitty Bear wrote:
CCP Rise wrote:
Heyo

We would have liked to include disruption modules to go along with these enhancement modules but there are actually some technical hurdles we need to figure out and we didn't want to keep holding back on adding these in the mean time. Look for those sometime in the future.

Let us know what you think!


When these adjustments are complete will you be ensuring that missiles will not hit for 0 points of damage?
Or will the application of these e-war changes effectively give targets sufficient speed to escape the explosion radius?


Always scoring 'a hit' was one of the few strengths of missile usage.






If you can script against missile speed, it will be rather fun to see how many ship can just outrun missiles...
Deacon Abox
Black Eagle5
#289 - 2015-06-25 16:19:27 UTC  |  Edited by: Deacon Abox
afkalt wrote:
Deacon Abox wrote:
Poranius Fisc wrote:
Hanazava Karyna wrote:
Now we need only some effective EWAR that works on missiles.


It's called ECM

Roll Which is not missile specific. What don't you get?



He didn't say missile specific

/pendant


Besides, if missiles get TD, guns should be smartbomb-able. I mean if we're making them all the same and fair and equal ;)

What? Firewalling missiles with smarties is being made more difficult, all the way to possibly so difficult that it is done away with. Are you not following all the changes that are being made?

Besides that firewalling is not used in FW and lowsec in general due to standing and or sec level hits from the use of smarties. Also, smarties are in the game as another antidrone defense, other than waiting on the drones to get targeted and then shoot them. Oh, how about that reasoning back at ya. I should be able to target missiles and shoot them.

There should be something in the game to evade missiles, since defenders are worthless and require a launcher slot anyway. These new missile tracking mods are reducing the extreme speed or sig defenses. Both of which defenses are neither missile specific since they both can be used to evade turret tracking as well.

A game with no effective specific anti missile ewar, but an effective specific anti turret ewar, will not be balanced.

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.

Kitty Bear
Deep Core Mining Inc.
Caldari State
#290 - 2015-06-25 16:23:11 UTC  |  Edited by: Kitty Bear
Frostys Virpio wrote:


If you can script against missile speed, it will be rather fun to see how many ship can just outrun missiles...


That could be the reason for the delay.
With turrets when you nuke their effective range, it doesn't affect their ability to actually apply any damage.

*worst case scenario*
(Raven - Skills @ L5)
A CM travels at 10,575 m/s
with a flight time of 15.75s
Giving a range of 166.56 km

If the e-war effect is capped at 90% (similar to Webs & Damps) you get
a missile velocity of 1057 m/s
a reduced flight time of 1.57s

Script choice of Velocity OR flight time
Drops the range to 16.66km

If the script affects both values
Range drops to 1.67km

1057 m/s is still going to be fast enough to hit other Battleships even if fitted with an AB
some MWD equipped Battleships will be fast enough to out-run the missile

Put a MWD on anything smaller and they become invulnerable to CM's despite the sig-bloom
Mario Putzo
#291 - 2015-06-25 16:25:55 UTC
Deacon Abox wrote:
afkalt wrote:
Deacon Abox wrote:
Poranius Fisc wrote:
Hanazava Karyna wrote:
Now we need only some effective EWAR that works on missiles.


It's called ECM

Roll Which is not missile specific. What don't you get?



He didn't say missile specific

/pendant


Besides, if missiles get TD, guns should be smartbomb-able. I mean if we're making them all the same and fair and equal ;)

What? Firewalling missiles with smarties is being made more difficult, all the way to possibly so difficult that it is done away with. Are you not following all the changes that are being made?


Not really true. Firewalling will still exist, and you can use it as a defensive advantage by using Smartbombs "force" missile chuckers into using the matching damage type...to which you fit your tanks to super tank against that type. Added HP will help missiles make it through, but you are still going to mitigate a lot of DPS.
Bad Bobby
Bring Me Sunshine
In Tea We Trust
#292 - 2015-06-25 16:30:33 UTC
This looks like an improvement, I look forward to trying it out.
Orca Platypus
Pator Tech School
Minmatar Republic
#293 - 2015-06-25 22:29:31 UTC
Tried them out on Sisi, bunch of bugs.

They stop during warp (pretty sure other tracking computers don't).
When I removed a script, stats didn't change, neither on guidance computer, nor on launcher. It were still working as if it's scripted.
Arthur Aihaken
CODE.d
#294 - 2015-06-26 02:33:30 UTC
With this change torpedoes are finally a viable alternative to cruise missiles. Now we just need to revise the explosion radius for torpedoes to less than cruise missiles and we'll be good to go.

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

Arthur Aihaken
CODE.d
#295 - 2015-06-26 03:03:27 UTC
afkalt wrote:
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.

These modules really allow you rob Peter by paying Paul, so there's definite tradeoffs. More likely se'll see fits that previously had 4x BCUs run a passive MGC instead since that will easily offset the +2.5% damage of the 4th BCU.

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

James Baboli
Warp to Pharmacy
#296 - 2015-06-26 05:23:58 UTC
I retract my earlier skeptism about these modules due to time on target. It will remain a niche use of very specifically set up ships with little application in most fights involving missile boats, and will almost require a stupid or extremely heavily tackled opponent.

In other words, jackdaw can only stack a max of 3 volleys, even with mode swapping and over heating, and 2 seems to be the hard limit on anything else not coming out of rapid launchers, which might be able to get 3 in perfect setups but are practically limited to 2.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

Dino Zavr
Shadow Owls
#297 - 2015-06-26 09:15:26 UTC
CCP Rise wrote:

We would have liked to include disruption modules to go along with these enhancement modules but there are actually some technical hurdles we need to figure out and we didn't want to keep holding back on adding these in the mean time. Look for those sometime in the future.


I would like to wonder how many different E-War modules we would have to carry with us and how do we quickly refiit Trackdis with Missiles one in PVP engagements? Why not to allow existing tracking disruptors work against new feature?
afkalt
Republic Military School
Minmatar Republic
#298 - 2015-06-26 10:20:20 UTC
Arthur Aihaken wrote:
afkalt wrote:
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.

These modules really allow you rob Peter by paying Paul, so there's definite tradeoffs. More likely se'll see fits that previously had 4x BCUs run a passive MGC instead since that will easily offset the +2.5% damage of the 4th BCU.


Remember there are a couple of boats with enough ancillary mids to make these a really viable proposition to get around TP stacking. I'm looking at you, HAMcriledge and RHMLPhoon and some odd bhargy fits.
Skyler Hawk
The Tuskers
The Tuskers Co.
#299 - 2015-06-26 10:23:16 UTC  |  Edited by: Skyler Hawk
These things are overpowered to the point of being broken as it stands. A single range-scripted MGC increases range by 42% whereas a range-scripted tracking computer gives a 15% increase to optimal and 30% to falloff, which is much less powerful. It's harder to directly compare the difference in damage application between a tracking-scripted TC and a precision-scripted MGC due to the differences between the tracking and missile damage equations, but in practical terms the improvement in application that you get from the scripted MGCs is vastly more significant than a 30% boost to tracking on a turret.
Arthur Aihaken
CODE.d
#300 - 2015-06-26 11:18:56 UTC  |  Edited by: Arthur Aihaken
Skyler Hawk wrote:
These things are overpowered to the point of being broken as it stands. A single range-scripted MGC increases range by 42% whereas a range-scripted tracking computer gives a 15% increase to optimal and 30% to falloff, which is much less powerful. It's harder to directly compare the difference in damage application between a tracking-scripted TC and a precision-scripted MGC due to the differences between the tracking and missile damage equations, but in practical terms the improvement in application that you get from the scripted MGCs is vastly more significant than a 30% boost to tracking on a turret.

Actually, the current velocity bonus (there is no range bonus) for a scripted MGC on SiSi is only 21%. And this is stacking penalized. Heavy use of these will seriously cut into any shield tank, tackle or EW. You can't make a direct comparison between missiles and guns, because it's apples to oranges (or grapes to sour grapes).

afkalt wrote:
Remember there are a couple of boats with enough ancillary mids to make these a really viable proposition to get around TP stacking. I'm looking at you, HAMcriledge and RHMLPhoon and some odd bhargy fits.

Typhoons don't get any kind of range bonus to begin with, so best case scenario is that 2-3 of these put them on par with the Ravens in terms of missile range. That really precludes any kind of effective shield tank for a Typhoon, so I think these modules are really going to be a catch-22 in terms of tradeoffs and sacrifices.

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