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Dev blog: Missile guidance modules, the Hecate and balance updates

First post
Author
CCP Phantom
C C P
C C P Alliance
#1 - 2015-07-06 15:11:15 UTC  |  Edited by: CCP Phantom
With the first part of the Aegis update on July 7 we will see a set of new missile modules to fine tune missile speed, missile flight time, explosion velocity, and explosion radius in various ways. We also will get the Gallente Tech-3 destroyer "Hecate" and a couple of interesting balance updates including a buff to the Tempest.

Read more about those interesting changes in CCP RIse' latest dev blog Missile guidance modules, the Hecate and balance updates in Aegis.

CCP Phantom - Senior Community Developer

ChromeStriker
Sebiestor Tribe
Minmatar Republic
#2 - 2015-07-06 15:17:54 UTC
First!!!

My typhoon approves of these changes! Big smile

No Worries

Charlie Firpol
Brutor Tribe
Minmatar Republic
#3 - 2015-07-06 15:20:59 UTC
You´ve got NO idea how much I am looking forward to flying the Hecate!

The Butcher of Black Rise - eve-radio.com

Funless Saisima
School of Applied Knowledge
Caldari State
#4 - 2015-07-06 15:29:15 UTC
The missile rig stealth nerf seems to be missing here and in the patch notes.
Tonrak awesomesauce
Interstellar Mercenary Pirates HUB
#5 - 2015-07-06 15:40:48 UTC
Any news regarding the rig stacking changes?
CCP Rise
C C P
C C P Alliance
#6 - 2015-07-06 15:51:34 UTC
I'm getting the stacking penalty changes added to the patch notes as we speak. Sorry for any confusion about that.

Bonuses to missile explosion velocity and explosion radius will both be stacking penalized on rigs and modules after Aegis.

@ccp_rise

Tonrak awesomesauce
Interstellar Mercenary Pirates HUB
#7 - 2015-07-06 16:27:27 UTC
CCP Rise wrote:
I'm getting the stacking penalty changes added to the patch notes as we speak. Sorry for any confusion about that.

Bonuses to missile explosion velocity and explosion radius will both be stacking penalized on rigs and modules after Aegis.


Expected, but sad - Thank you for the update however!


A side question; What is the reasoning behind this change? Does missiles become to powerfull with the new modules, or is it part of a bigger balancing act? - It seems torpedoes are fairly underwhelming, and will be even more so.


Just wondering tbh.
HeXxploiT
Doomheim
#8 - 2015-07-06 16:34:54 UTC  |  Edited by: HeXxploiT
I still find it odd that these missile changes are coming prior to the remainder of the launcher tiericide changes.
Does the team that created these new missile modules and heavy missile changes communicate with the team doing the module tiericide?
HeXxploiT
Doomheim
#9 - 2015-07-06 16:37:22 UTC
Tonrak awesomesauce wrote:
CCP Rise wrote:
I'm getting the stacking penalty changes added to the patch notes as we speak. Sorry for any confusion about that.

Bonuses to missile explosion velocity and explosion radius will both be stacking penalized on rigs and modules after Aegis.


Expected, but sad - Thank you for the update however!


A side question; What is the reasoning behind this change? Does missiles become to powerfull with the new modules, or is it part of a bigger balancing act? - It seems torpedoes are fairly underwhelming, and will be even more so.


Just wondering tbh.


Torpedoes will be more powerful after this change hence the need for the stacking penalty.
Primary This Rifter
Mutual Fund of the Something
#10 - 2015-07-06 16:42:18 UTC  |  Edited by: Primary This Rifter
You did not increase the "agility" of the Ishtar, you increased its inertia modifier.

"Agility" is not a stat anywhere in the game, and plus if you say that you increased agility it sounds like you made it more agile, when in reality when you increase the inertia modifier it makes it less agile (e.g. increased align time, slower acceleration, etc).
Tonrak awesomesauce
Interstellar Mercenary Pirates HUB
#11 - 2015-07-06 16:43:34 UTC
HeXxploiT wrote:
Tonrak awesomesauce wrote:
CCP Rise wrote:
I'm getting the stacking penalty changes added to the patch notes as we speak. Sorry for any confusion about that.

Bonuses to missile explosion velocity and explosion radius will both be stacking penalized on rigs and modules after Aegis.


Expected, but sad - Thank you for the update however!


A side question; What is the reasoning behind this change? Does missiles become to powerfull with the new modules, or is it part of a bigger balancing act? - It seems torpedoes are fairly underwhelming, and will be even more so.


Just wondering tbh.


Torpedoes will be more powerful after this change hence the need for the stacking penalty.



I realise they will be more powerfull after the changes IF the said ship can fit the modules there is now available. But slots are of limited availability, and that is especially the case on shield tanked ships. It seems odd that missilies as a type need so many modules in order to have proper damage application.
Fzhal
#12 - 2015-07-06 19:32:07 UTC
Turrets have tracking enhancers so that larger guns can hit smaller/faster ships, now missiles will. Sounds fair?
Tonrak awesomesauce, as you said, medium slots are at a premium, so the mid modules will be rarely used except for in PVE. So in PVP you should only expect to see the low modules used. This means that they will be trading a straight damage enhancer for the equivalent of a tracking enhancer. Missile ships will now be able to further customize their ship's role by reducing damage to big ships for extra damage against fast/small ships.
Freelancer117
So you want to be a Hero
#13 - 2015-07-06 19:43:42 UTC
Quote:
Aegis promises to deliver some of the biggest changes to New Eden in some time with the new sovereignty system on July 14th


In the patch notes this was mentioned

Bob has spoken: the spawn rate and lifetime of some wormhole connections to Nullsec space have changed.

source: http://community.eveonline.com/news/patch-notes/patch-notes-for-aegis


CCP recently gave us their thoughts about what this could mean:

We'll be providing a bit more info in an upcoming blog, but some aspects of wormhole connections are intended to be mysterious. Players are welcome to figure it out themselves.

source: https://www.reddit.com/r/Eve/comments/3bzols/patch_notes_patch_notes_for_aegis_ccp_phantom/csr0nvm


Now I sincerely hope CCP takes this as an opportunity to add to the open world sandbox that is New Eden,

and not nerf Anoikis (worm hole space) to fix a problem that did not originate there, namely nullsec's tedium.

source: https://forums.eveonline.com/default.aspx?g=posts&m=5862804


In the past The Company has shown a tendency to ruin the open world sandbox in order to fix their own shortcomings.

It would be a good sign towards the remaining capsuleers that CCP can deliver Excellence and a proper Expansion again.

source: http://jestertrek.com/eve/players/


Freelancer has spoken

Eve online is :

A) mining simulator B) glorified chatroom C) spreadsheets online

D) CCP Games Pay to Win at skill leveling, with instant gratification

http://eve-radio.com//images/photos/3419/223/34afa0d7998f0a9a86f737d6.jpg

http://bit.ly/1egr4mF

Chan'aar
State War Academy
Caldari State
#14 - 2015-07-06 19:56:20 UTC
CCP Rise wrote:
I'm getting the stacking penalty changes added to the patch notes as we speak. Sorry for any confusion about that.

Bonuses to missile explosion velocity and explosion radius will both be stacking penalized on rigs and modules after Aegis.


Well jeez thanks for at least finally officially confirming this nerf THREE DAYS after a CSM member brought this to our attention.

Any official comments on the 10 days / 16 pages of feedback you received from us after you pre-nerfed the MGC / MGE's ?


Mario Putzo
#15 - 2015-07-06 20:26:13 UTC
Fzhal wrote:
Turrets have tracking enhancers so that larger guns can hit smaller/faster ships, now missiles will. Sounds fair?
Tonrak awesomesauce, as you said, medium slots are at a premium, so the mid modules will be rarely used except for in PVE. So in PVP you should only expect to see the low modules used. This means that they will be trading a straight damage enhancer for the equivalent of a tracking enhancer. Missile ships will now be able to further customize their ship's role by reducing damage to big ships for extra damage against fast/small ships.


Extra Damage?

The stacking penalty on rigs effectively means you MUST fit one of these new modules (either a mid slot, or a low slot) just to retain the same application rate you have right now. There is no choice. You either fit it, or you simply will apply less damage period.

If you never used rigs before with missiles, then cool these mods seem fancy and fun and will give you a boost!, until you realize a Rig > in application value than these modules in which case you should be using a Rig instead =D.

This really fucks shield missile ships that are already limited in midslot space (tank, tackle if needed, prop mods) and natively low on low slots.

When this goes live here are your options.

Less Tank + Same Application
Less Gank + Same Application
Less Utility + Same Application.

There is your missile balance pass. A net nerf across all missile ships.

Jeremiah Saken
The Fall of Leviathan
#16 - 2015-07-06 20:31:56 UTC
Fzhal wrote:
Turrets have tracking enhancers so that larger guns can hit smaller/faster ships, now missiles will.

You have no idea what you talking about.

"I am tormented with an everlasting itch for things remote. I love to sail forbidden seas..." - Herman Melville

MeBiatch
GRR GOONS
#17 - 2015-07-06 20:47:10 UTC
CCP Rise wrote:
I'm getting the stacking penalty changes added to the patch notes as we speak. Sorry for any confusion about that.

Bonuses to missile explosion velocity and explosion radius will both be stacking penalized on rigs and modules after Aegis.


please do the same of trimarks and shield extending rigs...

personally i just want to see it done to make super carrier pilots cry...

is that soo bad?

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

Ugh ti-di pooping makes me sad.

Mario Putzo
#18 - 2015-07-06 20:47:24 UTC  |  Edited by: Mario Putzo
Also, im not sure what math you are using. But Missile Velocity and Missile Flight Time have no impact on the missile damage application formula. For a module intended to mirror TCs and TEs why is there also an increase to total range included on these modules. You do know that Optimal Range on TCs and TEs functions differently than increased missile range mods right....right?

So when you say this Rise:
CCP Rise wrote:
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).


Im not quite sure what the **** you are talking about. You have values being compared that have nothing to do with application. It makes ZERO sense.

Missile mods OP guys you get 50% the value of application than you would from a TC, but you get like 100% more range!.

Dear Seagull.
Buff your balance team.
Thanks.
Me.
Deacon Abox
Black Eagle5
#19 - 2015-07-06 21:04:57 UTC  |  Edited by: Deacon Abox
Primary This Rifter wrote:
You did not increase the "agility" of the Ishtar, you increased its inertia modifier.

"Agility" is not a stat anywhere in the game, and plus if you say that you increased agility it sounds like you made it more agile, when in reality when you increase the inertia modifier it makes it less agile (e.g. increased align time, slower acceleration, etc).

Mass is being decreased. So, and I don't do math, apparently even with the increased inertia modifier, the reduced mass makes the ship a little more agile. However, now we are being pushed toward armor tank, where agility means essentially nothing because you will be 1600mm plated.

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.

Nafensoriel
Brutor Tribe
Minmatar Republic
#20 - 2015-07-06 21:10:13 UTC
Many of us are still waiting for rise to HTFU and post some numbers. I'm extremely curious as to what fit scared the balance team into gutting the missile balance package before it was even available to test by players... and since you did gut the mods before you even fully gave us a preview of them only the balance team knows how well or poorly they would have done pre nerf.


Though that said this is the first time in CCP history that a new item has been both released AND nerfed before players ever fit them.
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