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[Aegis] Missile balance package

First post First post First post
Author
Kasia en Tilavine
School of Applied Knowledge
Caldari State
#341 - 2015-06-26 18:21:58 UTC
Wow. Harsh backlash with the nerf there Rise.

Everyone was hoping that T2 Rigor/Flare rigging missile ships wouldn't be a necessity after this. The MGC were way to strong when you originally posted them, but now the MGC II is useless compared to its competition. The pwnage.

Please please PPPPPLLLELEEEEEAAAASEEEESSE settle on numbers half way in between the original and the new nerfed values.

MGE I - 5%
Compact MGE I - 5%
MGE II - 6%
MGC I - 6%
Compact MGC I - 7%
MGC II - 8%


All bonus values across the board like you had them listed... I liked that. It gives me a warm feeling inside. The MGE is looking spot on. Damage or a Good buff to range/application. These will see a lot of use because of balanced trade offs for other low modules.

But if you don't make the MGC better for the host ship than a pwnage, you won't see much usage of them. It makes sense, the module that only helps me hit my target should be stronger than the module that helps the whole gang hit its target. If this were the case, it would put a lot of pressure on missile gangs to bring bonus'd painters so everyone could fit MGC in their previous application mid. They would compound on the bonus'd painters and would be a great advantage for setting up a coherent doctrine roam for your gang. This advantage would be great for missile boats.

This release is SO close to being amazing. I understand these numbers are very fiddly. Remember that these do not have to match application values of the turret counterparts because a target farther away is easier to track than a target closer. A Dramiel with 0 rads can be hit by a sniper Dread for full damage. Missiles do not get this benefit. please make these modules more powerful to offset this issue, or strip the Sig shot/Sig of target element out of the turret tracking equation and allow small ships to true sig tank turrets. Or do the inverse with the missile forumula. But as long as those formulas are different, the balance for their separate modules must be different.
afkalt
Republic Military School
Minmatar Republic
#342 - 2015-06-26 18:29:58 UTC  |  Edited by: afkalt
Torgeir Hekard wrote:
Zekora Rally wrote:
TPs still trounce them and even more so in a fleet of HACs.

Stacking penalty, what is it?



Of very little consequence once you hit it due to the formula, is what it is. Plus a HAM doctrine that doesn't have webs is ... well... you know.

Quite why a gang assist mod is STRONGER than a personal mod and easier to fit is nothing short of staggering and preposterous.
Zekora Rally
U2EZ
#343 - 2015-06-26 18:31:05 UTC
Torgeir Hekard wrote:
Zekora Rally wrote:
TPs still trounce them and even more so in a fleet of HACs.

Stacking penalty, what is it?

Obviously, the benefits cap at around 3 or 4 TPs but it's still better than each HAC fitting a MGCII with precision scripts unless i'm wrong somewhere.
MeBiatch
GRR GOONS
#344 - 2015-06-26 18:39:50 UTC
Skir Skor wrote:
The FOF missiles are in a really bad spot atm . Any chance of some love?

https://www.youtube.com/watch?v=3Z9_N1ugYSE

https://www.youtube.com/watch?v=rL4Z5GM92Qg


I would love it if FOF missiles could be set to attack the broadcast target... almost like assigning drones...

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

Cede Forster
Deep Core Mining Inc.
Caldari State
#345 - 2015-06-26 18:47:24 UTC  |  Edited by: Cede Forster
CCP Rise wrote:
Hello

Small update for you on the new modules.

First of all, the first build that went to sisi with the new modules has several incomplete pieces, one of which was the absence of stacking penalties on the explosion radius and explosion velocity bonus for new modules. That should be fixed in the newest build.

Second of all, after some really great feedback from you guys (and from the CSM) we are going to tune the initial numbers for these modules down a bit from what was proposed in the OP. There's a few problems with the numbers proposed originally but at the end of the day it would have meant Missile Guidance Modules were substantially stronger than their tracking counterparts (around 50% stronger for the enhancer and around 33% stronger for the computer).

I'm going to just update the OP with the new numbers and you guys can let me know what you think. If you notice any other problems or bugs on sisi be sure to point them out.

Thanks for all the feedback so far!


There is actually a logic flaw in this approach because of how turrets work in oppose to missiles.

As soon a target is far enough away, the transverse speed becomes irrelevant for turrets, the damage is exclusively decided by the question if the target is within optimal range.

The same situation does not occur for missiles, because the damage application is based on speed and not on the direction of the ship. A ship will speed tank missiles at 1km as good as at 249 km. This requires for the same application of damage to counter the effect of the speed tank AND extend the range to reach the target. Additionally the limit of missle flight time means that a fast traveling ship is able to reduce the application further by reducing the effective range orbiting the target at a high range to increase the missile flight path.

You can of course adjust the modules so it allows comparative application of damage on range, but this will create a disproportional advantage in close range.

The idea that you can make missile modules work comparative to turret modules is simply not working. I am a bit too lazy to do this right now, but you can solve the turret damage equation against the missile damage equation to proof that it wont be possible to solve the equation to the same damage applicability for turrets and missiles on all ranges, because of the effect that the vector of the speed has to the damage application of turrets based on distance. It is just in the nature of the damage application formulas to make it impossible to be comparative unless you want to change the engine substantially.

Essentially the formular comes down to (when in optimal)

Signature * SpeedTracking / SignatureTracking * Speed
vs
Signature * SpeedTracking / SignatureTracking * TransversalSpeed

The only realistic solution that you can implement on the short term is to separate the modules for long range missiles and short range missiles (Module that only affects LM, HM, CM and another set that affects R,HAM,TORP).
Kalen Pavle
Brutor Tribe
Minmatar Republic
#346 - 2015-06-26 18:48:27 UTC
Missiles:

Almost useful again, but then CCP decided it's still drones online.
Terra Chrall
Doomheim
#347 - 2015-06-26 18:52:32 UTC
Kasia en Tilavine wrote:
Wow. Harsh backlash with the nerf there Rise.

Everyone was hoping that T2 Rigor/Flare rigging missile ships wouldn't be a necessity after this. The MGC were way to strong when you originally posted them, but now the MGC II is useless compared to its competition. The pwnage.

Please please PPPPPLLLELEEEEEAAAASEEEESSE settle on numbers half way in between the original and the new nerfed values.

MGE I - 5%
Compact MGE I - 5%
MGE II - 6%
MGC I - 6%
Compact MGC I - 7%
MGC II - 8%


All bonus values across the board like you had them listed... I liked that. It gives me a warm feeling inside. The MGE is looking spot on. Damage or a Good buff to range/application. These will see a lot of use because of balanced trade offs for other low modules.

But if you don't make the MGC better for the host ship than a pwnage, you won't see much usage of them. It makes sense, the module that only helps me hit my target should be stronger than the module that helps the whole gang hit its target. If this were the case, it would put a lot of pressure on missile gangs to bring bonus'd painters so everyone could fit MGC in their previous application mid. They would compound on the bonus'd painters and would be a great advantage for setting up a coherent doctrine roam for your gang. This advantage would be great for missile boats.

This release is SO close to being amazing. I understand these numbers are very fiddly. Remember that these do not have to match application values of the turret counterparts because a target farther away is easier to track than a target closer. A Dramiel with 0 rads can be hit by a sniper Dread for full damage. Missiles do not get this benefit. please make these modules more powerful to offset this issue, or strip the Sig shot/Sig of target element out of the turret tracking equation and allow small ships to true sig tank turrets. Or do the inverse with the missile forumula. But as long as those formulas are different, the balance for their separate modules must be different.


I don't think a single value makes sense because missiles need more application bonuses than range bonuses. I think original application values were good, and the range were too good. I'd leave range where it is now, and see how it plays out. But the application bonuses need to go back to where they were. Missile velocity and explosion radius values are not directly comparable to tracking values, and the module's bonus to these stats should not be compared to turret stats.

TLDR: Range nerf understandable, Application nerf not good.
probag Bear
Xiong Offices
#348 - 2015-06-26 19:05:45 UTC
CCP Rise wrote:

First of all, the first build that went to sisi with the new modules has several incomplete pieces, one of which was the absence of stacking penalties on the explosion radius and explosion velocity bonus for new modules. That should be fixed in the newest build.


Is this part implying that the bonuses from Warhead Rigor/Flare Catalysts are also stacking penalized now? Because if so, these changes will literally destroy the viability of non-light missiles, whichever way you look at it.
Frostys Virpio
State War Academy
Caldari State
#349 - 2015-06-26 19:05:47 UTC
Zekora Rally wrote:
Torgeir Hekard wrote:
Zekora Rally wrote:
TPs still trounce them and even more so in a fleet of HACs.

Stacking penalty, what is it?

Obviously, the benefits cap at around 3 or 4 TPs but it's still better than each HAC fitting a MGCII with precision scripts unless i'm wrong somewhere.


If your gang is large enough, you could have a bunch fitting the TP to help the whole gang with extra over the cap because you can lose some dudes and the rest with the mod because why not once you have a bunch of backup TP already in fleet. It require a gang of a decent size to begin being worthwhile but it's like that for any gang boost mods.

You could also use the mod and have TPs applied by support ships.
Frostys Virpio
State War Academy
Caldari State
#350 - 2015-06-26 19:08:45 UTC
probag Bear wrote:
CCP Rise wrote:

First of all, the first build that went to sisi with the new modules has several incomplete pieces, one of which was the absence of stacking penalties on the explosion radius and explosion velocity bonus for new modules. That should be fixed in the newest build.


Is this part implying that the bonuses from Warhead Rigor/Flare Catalysts are also stacking penalized now? Because if so, these changes will literally destroy the viability of non-light missiles, whichever way you look at it.


If this si the case, it's gonna be grand. Design a module to boost missile effectively turning into a nerf before they even add the missile E-WAR.
Anthar Thebess
#351 - 2015-06-26 19:10:28 UTC
Can we get module increasing missile speed?
Why we cannot have highs slot missile enhancing module - just to oppose , and have new options.
The only potential ship that could abuse them is golem - but no one will put permanent doctrine using this hull.
James Baboli
Warp to Pharmacy
#352 - 2015-06-26 19:14:35 UTC  |  Edited by: James Baboli
While I criticized them for ToT viability, I very much liked the application bonuses. This, this just dumps on missiles. Adding a stronger buff to their application via these modules would be a good thing. A very good thing.

As they are, they're underpowered for anything but running rapids with FOFs against drones as a utility high.

Please return the application bonuses and buff the midslot mod to compensate.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

Kasia en Tilavine
School of Applied Knowledge
Caldari State
#353 - 2015-06-26 19:18:15 UTC
Terra Chrall wrote:
Kasia en Tilavine wrote:
Wow. Harsh backlash with the nerf there Rise.

Everyone was hoping that T2 Rigor/Flare rigging missile ships wouldn't be a necessity after this. The MGC were way to strong when you originally posted them, but now the MGC II is useless compared to its competition. The pwnage.

Please please PPPPPLLLELEEEEEAAAASEEEESSE settle on numbers half way in between the original and the new nerfed values.

MGE I - 5%
Compact MGE I - 5%
MGE II - 6%
MGC I - 6%
Compact MGC I - 7%
MGC II - 8%


All bonus values across the board like you had them listed... I liked that. It gives me a warm feeling inside. The MGE is looking spot on. Damage or a Good buff to range/application. These will see a lot of use because of balanced trade offs for other low modules.

But if you don't make the MGC better for the host ship than a pwnage, you won't see much usage of them. It makes sense, the module that only helps me hit my target should be stronger than the module that helps the whole gang hit its target. If this were the case, it would put a lot of pressure on missile gangs to bring bonus'd painters so everyone could fit MGC in their previous application mid. They would compound on the bonus'd painters and would be a great advantage for setting up a coherent doctrine roam for your gang. This advantage would be great for missile boats.

This release is SO close to being amazing. I understand these numbers are very fiddly. Remember that these do not have to match application values of the turret counterparts because a target farther away is easier to track than a target closer. A Dramiel with 0 rads can be hit by a sniper Dread for full damage. Missiles do not get this benefit. please make these modules more powerful to offset this issue, or strip the Sig shot/Sig of target element out of the turret tracking equation and allow small ships to true sig tank turrets. Or do the inverse with the missile forumula. But as long as those formulas are different, the balance for their separate modules must be different.


I don't think a single value makes sense because missiles need more application bonuses than range bonuses. I think original application values were good, and the range were too good. I'd leave range where it is now, and see how it plays out. But the application bonuses need to go back to where they were. Missile velocity and explosion radius values are not directly comparable to tracking values, and the module's bonus to these stats should not be compared to turret stats.

TLDR: Range nerf understandable, Application nerf not good.


This is very true. Another solution that i think would be very acceptable would be to separate the range and application bonus's on MGE into two separate lines of modules. You get more range, or more application. Then when the tiericide hits TE's, they can also be separated. More range, or more application. With modules getting buffed values for either. But now obviously not having both.
Legion40k
Hard Knocks Inc.
Hard Knocks Citizens
#354 - 2015-06-26 19:20:40 UTC  |  Edited by: Legion40k
CCP Rise wrote:
Hello

Small update for you on the new modules.

First of all, the first build that went to sisi with the new modules has several incomplete pieces, one of which was the absence of stacking penalties on the explosion radius and explosion velocity bonus for new modules. That should be fixed in the newest build.

Second of all, after some really great feedback from you guys (and from the CSM) we are going to tune the initial numbers for these modules down a bit from what was proposed in the OP. There's a few problems with the numbers proposed originally but at the end of the day it would have meant Missile Guidance Modules were substantially stronger than their tracking counterparts (around 50% stronger for the enhancer and around 33% stronger for the computer).

I'm going to just update the OP with the new numbers and you guys can let me know what you think. If you notice any other problems or bugs on sisi be sure to point them out.

Thanks for all the feedback so far!


NOOOOOOOOOO xD it was rather powerful but it was FUN

[EDIT] okay that nerf is a bit harsh O.o
Terra Chrall
Doomheim
#355 - 2015-06-26 19:22:49 UTC  |  Edited by: Terra Chrall
Kasia en Tilavine wrote:

This is very true. Another solution that i think would be very acceptable would be to separate the range and application bonus's on MGE into two separate lines of modules. You get more range, or more application. Then when the tiericide hits TE's, they can also be separated. More range, or more application. With modules getting buffed values for either. But now obviously not having both.

Hmmm, that idea has merit, though I wonder how many people like the fact that adding 1 low slot boosts range and tracking and would not want it split? If you fit 2 it should be no net difference as you just fit one for range, one for application. But for those wanting more of only one stat and wanting to use a low..... more module, more choices.....

Edit: Or make the low slot modules script-able too?
Kalen Pavle
Brutor Tribe
Minmatar Republic
#356 - 2015-06-26 19:24:22 UTC
Confirming bonuses are now not good enough to justify losing a tank slot or a bcu for them with Caldari's 1-4 low slot ships. If I want to drop tank I may as well just fit a TP since it helps everyone shooting the target.
beakerax
Pator Tech School
#357 - 2015-06-26 19:25:34 UTC
If the eventual compensation for these MGCs is anti-missile ewar (Soon™), then it seems like their introduction will actually add up to being a substantial nerf to the weapon system they're meant to buff.

Not that I'm against that, exactly.
stoicfaux
#358 - 2015-06-26 19:27:08 UTC
probag Bear wrote:
CCP Rise wrote:

First of all, the first build that went to sisi with the new modules has several incomplete pieces, one of which was the absence of stacking penalties on the explosion radius and explosion velocity bonus for new modules. That should be fixed in the newest build.


Is this part implying that the bonuses from Warhead Rigor/Flare Catalysts are also stacking penalized now? Because if so, these changes will literally destroy the viability of non-light missiles, whichever way you look at it.

No, no, read it again. CCP Rise is referring to the modules (MGC/MGE) being stacking penalized.

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

scorchlikeshiswhiskey
Totally Abstract
O X I D E
#359 - 2015-06-26 19:27:53 UTC
Another classic CCP funny... Good job everyone involved, you got a lot of the community excited and then sprung the punchline. Well done. Roll
Chance Ravinne
WiNGSPAN Delivery Services
WiNGSPAN Delivery Network
#360 - 2015-06-26 19:42:15 UTC
What about scripting and/or overheating on MGCs?

Kasia en Tilavine wrote:
Wow. Harsh backlash with the nerf there Rise.

Everyone was hoping that T2 Rigor/Flare rigging missile ships wouldn't be a necessity after this. The MGC were way to strong when you originally posted them, but now the MGC II is useless compared to its competition. The pwnage.

Please please PPPPPLLLELEEEEEAAAASEEEESSE settle on numbers half way in between the original and the new nerfed values.

MGE I - 5%
Compact MGE I - 5%
MGE II - 6%
MGC I - 6%
Compact MGC I - 7%
MGC II - 8%


All bonus values across the board like you had them listed... I liked that. It gives me a warm feeling inside. The MGE is looking spot on. Damage or a Good buff to range/application. These will see a lot of use because of balanced trade offs for other low modules.

But if you don't make the MGC better for the host ship than a pwnage, you won't see much usage of them. It makes sense, the module that only helps me hit my target should be stronger than the module that helps the whole gang hit its target. If this were the case, it would put a lot of pressure on missile gangs to bring bonus'd painters so everyone could fit MGC in their previous application mid. They would compound on the bonus'd painters and would be a great advantage for setting up a coherent doctrine roam for your gang. This advantage would be great for missile boats.

This release is SO close to being amazing. I understand these numbers are very fiddly. Remember that these do not have to match application values of the turret counterparts because a target farther away is easier to track than a target closer. A Dramiel with 0 rads can be hit by a sniper Dread for full damage. Missiles do not get this benefit. please make these modules more powerful to offset this issue, or strip the Sig shot/Sig of target element out of the turret tracking equation and allow small ships to true sig tank turrets. Or do the inverse with the missile forumula. But as long as those formulas are different, the balance for their separate modules must be different.

You've just read another awesome post by Chance Ravinne, CEO of EVE's #1 torpedo delivery service. Watch our misadventures on my YouTube channel: WINGSPANTT