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[Aegis] Missile balance package

First post First post First post
Author
FT Diomedes
The Graduates
#381 - 2015-06-27 03:41:00 UTC
Frostys Virpio wrote:
Chan'aar wrote:
Kasia en Tilavine wrote:

As CCP bros in the past have said, balancing missile systems is knife edge work, they're either OP or useless. Its very hard for them to be anything in the middle.


By introducing the MGC's and MGE's they have made that job harder for themselves.

Surely it would have been easier to apply small tweaks to the missile base stats in every six week patch window so they could monitor things over a year or so until missiles got to a good place.


"Meaningful choices"

...


Every Eve player should probably just go sit in the corner in the fetal position rocking back and forth whenever a developer starts talking about "meaningful choices." Especially where missiles or drones are concerned.

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

Chance Ravinne
WiNGSPAN Delivery Services
WiNGSPAN Delivery Network
#382 - 2015-06-27 04:08:04 UTC
So I've been trying to keep stacking penalties in the discussion as much as possible when it comes to these modules, since it seemed ambiguous at first how they'd apply, especially considering that currently missile rigs are exempt from these penalties.

I was hoping that a lack of stacking penalties wouldn't make the modules too overpowered, especially for the ganky crap I pull off, but also that stacking wouldn't be so oppressive that people would be forced to use the new modules just to stay in the same place as before.

Seeing both stacking penalties AND stat decreases at once seems like a very big swing. Having one or the other may have left more fitting options open -- but having both nerfs will render current application fits less powerful and force new fits to dedicate more slots to their cause.

In shorthand:


  • New powerful mods + new stacking penalties: Good
  • New nerfed mods + old non-penalized stacking: Good
  • New powerful mods + old non-penalized stacking: Overpowered
  • New nerfed mods + new stacking penalties: Underpowered

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

Destoya
Habitual Euthanasia
Pandemic Legion
#383 - 2015-06-27 04:35:09 UTC
Straight from one extreme to the other in typical ccp fashion.

The tracking enhancers seem quite bad. Their bonuses get squashed by stacking penalties and as such they end up being fairly useless. Most missile ships are quite low on slots as it is and with the current stats it just isnt worth it to fit a guidance until you have 4 BCUs.

Case in point, you get essentially the same range from a single scripted guidance computer as you do with two of the lowslot guidance enhancers. Obviously this ignores the tracking bonus but you can easily swap scripts and far outclass them in that regard too, not to mention the effects of overheating.
Frostys Virpio
State War Academy
Caldari State
#384 - 2015-06-27 04:40:33 UTC
FT Diomedes wrote:
Frostys Virpio wrote:
Chan'aar wrote:
Kasia en Tilavine wrote:

As CCP bros in the past have said, balancing missile systems is knife edge work, they're either OP or useless. Its very hard for them to be anything in the middle.


By introducing the MGC's and MGE's they have made that job harder for themselves.

Surely it would have been easier to apply small tweaks to the missile base stats in every six week patch window so they could monitor things over a year or so until missiles got to a good place.


"Meaningful choices"

...


Every Eve player should probably just go sit in the corner in the fetal position rocking back and forth whenever a developer starts talking about "meaningful choices." Especially where missiles or drones are concerned.


We will have meaningful choice to fit those mods on our ship granting us meaningful choice with single damage type bonus.

Dem kinetic locked missile boats will be such meaningful choice to use now I just can't even.
Kaarous Aldurald
Black Hydra Consortium.
#385 - 2015-06-27 05:00:54 UTC
So... anyone else fail to see why you'd run the newly nerfed mods over a target painter? I sure can't.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

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Zekora Rally
U2EZ
#386 - 2015-06-27 05:24:57 UTC  |  Edited by: Zekora Rally
Chance Ravinne wrote:
So I've been trying to keep stacking penalties in the discussion as much as possible when it comes to these modules, since it seemed ambiguous at first how they'd apply, especially considering that currently missile rigs are exempt from these penalties.

I was hoping that a lack of stacking penalties wouldn't make the modules too overpowered, especially for the ganky crap I pull off, but also that stacking wouldn't be so oppressive that people would be forced to use the new modules just to stay in the same place as before.

Seeing both stacking penalties AND stat decreases at once seems like a very big swing. Having one or the other may have left more fitting options open -- but having both nerfs will render current application fits less powerful and force new fits to dedicate more slots to their cause.

In shorthand:


  • New powerful mods + new stacking penalties: Good
  • New nerfed mods + old non-penalized stacking: Good
  • New powerful mods + old non-penalized stacking: Overpowered
  • New nerfed mods + new stacking penalties: Underpowered


Could you backup your claims with numbers that show that this is exactly the case? I'd like to see a number of current missile pvp ships with fittings that will become overpowered with the additon of said new modules in their old form without having to sacrifice something significant in return. Feel free to use any missile ship and it would be nice if you stuck to their original sized weapon systems and not rapid launchers. For example: Caracal, Typhoon, Raven, Bellicose, Tengu, Sacrilege, etc...
probag Bear
Xiong Offices
#387 - 2015-06-27 05:52:54 UTC  |  Edited by: probag Bear
Alexis Nightwish wrote:
CCP thinks it's fine to nerf something as long as there are modules/rigs that will get you back up to where you were before the nerf. Ignore the part where you have to sacrifice something else in your fit to obtain what you had.


If this speculation is true, and rigs are being stacking penalized,

It will be mathematically impossible to ever get missile application bonuses as high as those currently achievable on TQ


Currently:
2 x Warhead Rigor Catalyst II + 1 x Warhead Rigor Catalyst I give -45.6% explosion radius.

As proposed:
2 x Warhead Rigor Catalyst II + 1 x Warhead Rigor Catalyst I + 6 tracking scripted Missile Guidance Computer II would give -43.4% explosion radius


Wingspan is being generous when he says "New nerfed mods + new stacking penalties: Underpowered".
Frostys Virpio
State War Academy
Caldari State
#388 - 2015-06-27 06:06:22 UTC
Kaarous Aldurald wrote:
So... anyone else fail to see why you'd run the newly nerfed mods over a target painter? I sure can't.


The only time I can see them as worthwhile is if you already have TPs provided to your gank so the module ends up being better after the stacking penalty stacks too high on TPs.
Mario Putzo
#389 - 2015-06-27 07:15:04 UTC  |  Edited by: Mario Putzo
The main problem is you are putting all these bonuses on 1 module. Effectively increasing your Explosion Radius and Explosion Velocity is a 2 for 1.

TCs Optimal or Tracking Speed. a 1 for 1.

It should be Explosion Radius and Missile Velocity

Why these.
Explosion Radius is essentially optimal range. If a signature is snakker than then explosion radius it will not take full damage due to how the "spheres" fit together, if a ship is smaller than the explosion radius it does not receive full damage because the explosion passes it in a smaller area. If the Radius is smaller the explosion is more concentrated thus "hitting" the signature for more effective damage.

Missile Velocity is chosen simply because it cuts down on the longevity of applying DPS, faster it flies the quicker it gets there. This limits ships ability to effective kite missiles in a longer range orbit since speeds should exceed capabilities of ship speeds. Meaning the range is a "true" range and not one that will shrink if another ship can kit the speed long enough.

Midslots
8%/9%/10%
Scripts
100% to Explosion Radius
100% to Missile Velocity

These numbers effectively represent the use of 1.5 Rig Slots (with 1 script) Represnting a Combo of 100% Application Rig, and 50% Range rig (or vice versa).

Low Slots should be
10/11/12

Representing roughly 1.2 effective rig slots

This allows for near seamless optioning between 1 mid or 1 low or 1 rig with 1 med being weighted slightly higher than other due to fitting, it being an active module, it taking up a mid slot (most missile ships are shielded)

And of course secondarily

Do not add 5% to heavy missile damage, this will only step on the toes of Arties. Again as ive been stating for a long time, revert the +12% explosion radius change to heavy missiles, this is really all you need to do for heavy missiles.
elitatwo
Zansha Expansion
#390 - 2015-06-27 07:29:33 UTC
Mario Putzo wrote:
...And of course secondarily

Do not add 5% to heavy missile damage, this will only step on the toes of Arties. Again as ive been stating for a long time, revert the +12% explosion radius change to heavy missiles, this is really all you need to do for heavy missiles.


*cough*.. and add explosion velocity.

Don't forget that you want to kite with heavy missiles. If you need to web someone for your long range gun to work you have a bad gun.

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This is the law of ship progression!

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afkalt
Republic Military School
Minmatar Republic
#391 - 2015-06-27 08:38:38 UTC  |  Edited by: afkalt
Frostys Virpio wrote:
Kaarous Aldurald wrote:
So... anyone else fail to see why you'd run the newly nerfed mods over a target painter? I sure can't.


The only time I can see them as worthwhile is if you already have TPs provided to your gank so the module ends up being better after the stacking penalty stacks too high on TPs.


Thing is, unless you're shooting like...fury cruise at frigates, the sig bloom by the time the stacking hurts is almost iirelevent. Unless I miss my guess, it is early.

Plus extra painters offers offer contingency against losses.


I'm genuinely staggered, staggered that the reason is "They give a bigger percentage bonus on the mod than the turret equivalent" as if the systems are in any way whatsoever comparable like that. To even have that mindset, the very notion that such a comparison is valid blows my mind.

Surgical strike is 50% more effective than warhead upgrades, by this "logic" should that be buffed too? Rapid firing vs rapid launch is 33% stronger....So when can we expect rises here, I mean if turrets and missiles are somehow to be compared like for like?

Of course not, because this notion is ludicrous, so why in gods name are you using that logic for the new mods?
Caleb Seremshur
Commando Guri
Guristas Pirates
#392 - 2015-06-27 09:08:55 UTC
Because copout logic is easy and accessible. It also requires less supporting evidence. See the classic argument of "my feelings > logic therefore I am correct"
Gregor Parud
Imperial Academy
#393 - 2015-06-27 09:13:58 UTC
Armour Torp Typhoon with a row of MGC and painters is going to be scary.
Delt0r Garsk
Shits N Giggles
#394 - 2015-06-27 09:16:37 UTC
Gregor Parud wrote:
Armour Torp Typhoon with a row of MGC and painters is going to be scary.

Not so much with the new stats and stacking penalties.

AKA the scientist.

Death and Glory!

Well fun is also good.

Trinkets friend
Sudden Buggery
Sending Thots And Players
#395 - 2015-06-27 09:29:21 UTC  |  Edited by: Trinkets friend
Chance Ravinne wrote:
So I've been trying to keep stacking penalties in the discussion as much as possible when it comes to these modules, since it seemed ambiguous at first how they'd apply, especially considering that currently missile rigs are exempt from these penalties.

I was hoping that a lack of stacking penalties wouldn't make the modules too overpowered, especially for the ganky crap I pull off, but also that stacking wouldn't be so oppressive that people would be forced to use the new modules just to stay in the same place as before.

Seeing both stacking penalties AND stat decreases at once seems like a very big swing. Having one or the other may have left more fitting options open -- but having both nerfs will render current application fits less powerful and force new fits to dedicate more slots to their cause.

In shorthand:


  • New powerful mods + new stacking penalties: Good
  • New nerfed mods + old non-penalized stacking: Good
  • New powerful mods + old non-penalized stacking: Overpowered
  • New nerfed mods + new stacking penalties: Underpowered



With no due respect, you have no idea what you are talking about. I base this on the fact you fit your bombers with ISK, not sense, have demonstrated absolutely zero workin in the above "analysis" and are generally more concerned with tawdry self-aggrandisement than keeping stackin penalties in the discussion.

Really, bombers with 'application' fits aren't going to benefit much from even very powerful MGC's or MGE's. This is because bombers either kill things or do not. There is no solo or fleet option where anything except massed EWAR (read: damps) and massed DPS actually does anything. it's an ambush ship, and in your case, you ambush haulers, so any ideas you have around whether torpedoes are balanced now or could become unbalanced with these modules is entirely irrelevant.

The real discussion being had by real adults is centred around ships like the Orthrus, Cerberus, Caracal and Sacs, Prohpecies, Cyclones (the real HAM boats), or Typhoons.

This is because, MGC/MGE's or not, you are either fitting these modules to go with long-rane HML kite fits (Orthrus, Cerb, Caracal) or HAM boats (All the above, but now include Sac and Cyclone) or you stretch up to Typhoons, which is one of the only boats which has the CPU and midslots spare to begin abusing these.

The real complain with the new, nerfed modules is that they will be useless. No. They will just not be worthwhile. I haven't read anywhere that the current missile performance will be nerfed before introducing the MGC/MGE, thus requiring these modules to pull it back up.

Secondly, if the rigor rigs and flare catalyst rigs are stacking penalised with the MGC/MGE, this also does not actually nerf missiles. It just means that you can't take what you have now, strip out tank or gank, and get uber application fits. So you get stackin penalties? Big deal. it's just like BCU's and bay loading rigs, which cost you CPU.

Or, you can sit down in PYFA or EFT, and maybe remove the rior rigs and replace them with something else by virtue of having an MGC or MGE. Maybe it works out better to have tank in your rigs vs stackin penalised invuls, which you've replaced with an MGC. I don't know.

But unless people show examples, then simplistic crap like the above doesn't do anything for the debate around balance. it just puts an opinion on the table.

- - - -

For anyone not crippled in the logic department, say CCP Rise, who is reading this far down the balance discussion, here's my concerns.

1) Wolf-Rayets.
What crazy crack pipe is TF smoking? The RLML Cerb crack pipe, where RLML fits in Wolf Rayet wormholes look like:
6 x RLML
MWD
3 x MGC's
SeBo's
3 x BCU
1 x MGE
Bay Thruster rig
T2 Calefaction
C6 Wolf Rayet you will be getting 1621 DPS, with no need for a tank, you're shooting at 140km with perfect precision!

2) Black Holes
C4 Black Hole (cause no one lives C5-C6 much) Cruise Phoons packing 2 MGC's and 2 MGE's. Riht now you get 152m explosion radius and 223m/s explosion velocity. With those EWAR mods on, and 3 rigor rigs you'll get that down to 120m / 275m/s. That's....light missile territory, with 688 DPS cruise missiles (200km range) on a battleship. Not bad, you have to admit, but getting a bit broken.

Let alone a shield Barghest with souped up lows and rigs. Right now C4 BH it's 29km/s velocity. With MGE's you''ll top 32km/s, and better than 230m radius, 200m/s explosion velocity.

But, finally, the Torp Cavalry Raven is back on the cards!!!1!
Fully tricked out, you can et the torp Raven in a C4 BH to HML-levels of application, without going over the top. All you need, really, are webs, and you've suddenly got 1200 DPS out to 70km with pretty much decent application vs cruisers. Arguably it's what the Raven needs, but we're talking torp Ravens.

I remain to be convinced that we need these modules AT ALL, given the above edge cases. Sure, it's not like C6 W-R Cerbs will blot out the sun in nullsec (least until you make the supercarriers into the hypothesised broadcasters of system effects....pls do this, it would be awesome) but W-R fighting is already basically who can bring a bunch of RLML damping ships to the hole first, very boring and lame game play.

So, please at least run these through your calculators, CCP Rise, and consider whether it's a good idea.
Kalen Pavle
Brutor Tribe
Minmatar Republic
#396 - 2015-06-27 09:42:57 UTC  |  Edited by: Kalen Pavle
Trinkets friend wrote:
/snip


Wormhole bonuses are not relevant to balance. They are pretty much all broken.

I've come to the conclusion that the only way to get missiles balanced for CCP is to remove one half of the missile application formula. Either make us fit to counter speed or make us fit to counter their signature radius. CCP is obviously not capable of making a missile system that has to fight against both sig and speed in order to apply damage.
Kadesh Priestess
Descendance.
GoonSwarm.
#397 - 2015-06-27 09:57:04 UTC  |  Edited by: Kadesh Priestess
probag Bear wrote:
Alexis Nightwish wrote:
CCP thinks it's fine to nerf something as long as there are modules/rigs that will get you back up to where you were before the nerf. Ignore the part where you have to sacrifice something else in your fit to obtain what you had.


If this speculation is true, and rigs are being stacking penalized,

It will be mathematically impossible to ever get missile application bonuses as high as those currently achievable on TQ


Currently:
2 x Warhead Rigor Catalyst II + 1 x Warhead Rigor Catalyst I give -45.6% explosion radius.

As proposed:
2 x Warhead Rigor Catalyst II + 1 x Warhead Rigor Catalyst I + 6 tracking scripted Missile Guidance Computer II would give -43.4% explosion radius


Wingspan is being generous when he says "New nerfed mods + new stacking penalties: Underpowered".
Application bonuses are not only explosion radius.

2 t2 rigors, 1 t1 rigor on tq: 1÷(1−0.2)÷(1−0.2)÷(1−0.15) = +83.8% application
2 MGCs scripted for accuracy: (1+0.15)÷(1−0.15)×(1+0.15×0.87)÷(1−0.15×0.87) = +75.9%
2 MGCs and single t2 rigor: 1÷(1−0.2)×(1+0.15)÷(1−0.15×0.87)×(1+0.15×0.87)÷(1−0.15×0.57) = +104%
3 MGCs: (1+0.15)÷(1−0.15)×(1+0.15×0.87)÷(1−0.15×0.87)×(1+0.15×0.57)÷(1−0.15×0.57) = +108.8%

Thus, 2 MGCs with additional rig/mgc already exceed old rigor spam values.

Mario Putzo wrote:
The main problem is you are putting all these bonuses on 1 module. Effectively increasing your Explosion Radius and Explosion Velocity is a 2 for 1.
I wish CCP did separate damage mods, +20% damage and +20% rof instead of current mix 10/10.5 on a single module.
Elyia Suze Nagala
Republic Military School
Minmatar Republic
#398 - 2015-06-27 10:34:56 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.

Let us know what you think!


Disruptor? What it this madness? You don't need disruptors, you need to make Defender Missiles worth a damn to use. Seriously, they are like the least utilized weapon in the game.
Elyia Suze Nagala
Republic Military School
Minmatar Republic
#399 - 2015-06-27 10:44:09 UTC
....either that or racial AAA Guns.
afkalt
Republic Military School
Minmatar Republic
#400 - 2015-06-27 10:45:55 UTC
You seem to be forgetting all the ships go faster in a BH, which will mitigate the damage.