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[Aegis] Missile balance package

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Author
Delt0r Garsk
Shits N Giggles
#721 - 2015-07-08 09:27:17 UTC
afkalt wrote:
Delt0r Garsk wrote:
Torps on bombers is far more common than bombs. Just read the killboards. It is a fact.

10-50 bombers + a Rapier kills just about anything in just a few torp launcher cycles. Some bombers have paint, but a dual webbing+ painting Rapier means even frigates pop fast. I don't even use damage application rigs on my bombers.

You get 500DPS out of a bomber (3-4k alpha) and that is all applied to BS and still pretty well applied to cruisers and up. Oh and a +50km range.

As for the changes. Yea these mods need to be stacking penalized, but at the some time i think some buffs on stats are needed so they are worth it.



To be fair, 10-50 ANYTHING + rapier kills just about anything non capital pretty damned quickly. Even projectile ships Lol

True. But bombers and rapiers can take a bridge via a covert cyno :D.

AKA the scientist.

Death and Glory!

Well fun is also good.

Matt Faithbringer
YOLO so no taxes please
#722 - 2015-07-08 09:48:00 UTC
Cartheron Crust wrote:
Matt Faithbringer wrote:
Caleb Seremshur wrote:
Did everyone forget that devblog where the mentioned they were going to add (penalties) to ALL rigs as they reviewed them?

Stacking penalties were an inevitability based on that public statement.


All rigs?? So they will make trimarks stacking penalized? ****. That will seriously **** over some fits.

PS: and **** that language filter.


Good. Less EHP = more stuff dies.


No, Less EHP == buffer tank less viable, dual & triple MASB shield ships will be more prominent. At least from solo/small gank perspective
LastGunslinger Tull
Death and Taxes Incorporated.
Two Vargurs one Hole
#723 - 2015-07-08 12:32:08 UTC
Thank god, missiles are finally getting some love. But i do have to point out the obvious though, missiles dont use cap so in return they eat ALOT of CPU grid. You will have to completely re-balance either the modules to make them easier to fit on a HAM caracal like they would fit on a blaster proteus or similar. When i fit tengus, drakes, caracals or even a jackdaw for that matter, even with 40m SP and near perfect fitting skills i have problems with CPU consumption. This will only make utilizing missiles effectively for most situations an excruciating pain in the ass. It MUST be a fair comparison to other platforms.
Dave Stark
#724 - 2015-07-08 17:33:57 UTC
LastGunslinger Tull wrote:
Thank god, missiles are finally getting some love.



where? when?
Bronson Hughes
The Knights of the Blessed Mother of Acceleration
#725 - 2015-07-08 18:44:01 UTC
Cartheron Crust wrote:
Matt Faithbringer wrote:
Caleb Seremshur wrote:
Did everyone forget that devblog where the mentioned they were going to add (penalties) to ALL rigs as they reviewed them?

Stacking penalties were an inevitability based on that public statement.


All rigs?? So they will make trimarks stacking penalized? ****. That will seriously **** over some fits.

PS: and **** that language filter.


Good. Less EHP = more stuff dies.

Certain attributes suffer stacking penalties, certain others do not. If CCP changes raw hitpoint amounts (shield, armor, or hull) to a stacking penalized stat that would be...interesting. I haven't seen anything indicating changes that sweeping. The penalties I heard about were specifically for the rigs that currently have no drawback.

Relatively Notorious By Association

My Many Misadventures

I predicted FAUXs

Vailen Sere
Infinite Point
Pandemic Horde
#726 - 2015-07-09 02:55:03 UTC
Bronson Hughes wrote:


Certain attributes suffer stacking penalties, certain others do not. If CCP changes raw hitpoint amounts (shield, armor, or hull) to a stacking penalized stat that would be...interesting. I haven't seen anything indicating changes that sweeping. The penalties I heard about were specifically for the rigs that currently have no drawback.[/quote]

I have to ask the question.. Was the number re-adjustment done before or after implementing the rig stacking penalties?

I have a theory that that something happened with missile coding.. and for some reason, it's extremely hard to work with.. probably after the BS (Cruise / Torp) nerf.
Matsutatsu
State Protectorate
Caldari State
#727 - 2015-07-09 18:27:59 UTC
Came back to EVE after years and what have they done to my Drake???

Shocked


Surely it would make sense to boost the underused Flare rig to compensate for stacking penalties? Say, from 15% velocity boost to 20% for T1 versions.

15% increase is not equal to 15% decrease anyway, as 1 / 0.85 is not 1.15 but 1.1765.


As one parameter for missile damage equations min() function is only Rigor dependant and another is jointly Flare and Rigor dependant -

Missile damage = base damage * min(1, Rigor dependent value, Rigor and Flare dependent value).

- it would make sense for Flare to have slightly bigger effect than Rigor for joint calculation (1.2 vs 1.1765).







Mario Putzo
#728 - 2015-07-09 20:23:55 UTC  |  Edited by: Mario Putzo
Application bonus is kind of lack luster...I think that it should scale from 8% T1 > 10%T2. The range bonus is solid, maybe even a bit to strong, time will tell but I can for see some interesting "brawling" missile ships with Javelins out to 44KM+ (depending if you have native range bonus or not).

Anyhow, its obvious why these were pre-nerfed. Having the increase to absolute range attached to application modding is pretty ********.

(Oh and PSA for yall...Heavy Missiles still suck.)
Stitch Kaneland
The Tuskers
The Tuskers Co.
#729 - 2015-07-09 20:58:00 UTC
Mario Putzo wrote:
Application bonus is kind of lack luster...I think that it should scale from 8% T1 > 10%T2. The range bonus is solid, maybe even a bit to strong, time will tell but I can for see some interesting "brawling" missile ships with Javelins out to 44KM+ (depending if you have native range bonus or not).

Anyhow, its obvious why these were pre-nerfed. Having the increase to absolute range attached to application modding is pretty ********.

(Oh and PSA for yall...Heavy Missiles still suck.)


I tinkered with a few missile fits last night. Kind of discouraged to use the MTC with precision script when TP is better. Unless youre missile sniping. Which is kind of futile. Although MJD cruise missile BS can get some massive alpha from doubling up vollies. launching a couple vollies and then MJD on target to apply scram/webs and having 4-6 vollies hit in rapid succession. I cant get out of my desk when that happens. What with the raging thorax in my pants.

I also made a few HML fits, still terrible. Think we gained 100 alpha. Although my RHML phoon FI is now pushing almost 900dps in just missiles. Soo.. thx for RHML buff CCP.
Joe Risalo
State War Academy
Caldari State
#730 - 2015-07-09 22:51:31 UTC  |  Edited by: Joe Risalo
Stitch Kaneland wrote:
Mario Putzo wrote:
Application bonus is kind of lack luster...I think that it should scale from 8% T1 > 10%T2. The range bonus is solid, maybe even a bit to strong, time will tell but I can for see some interesting "brawling" missile ships with Javelins out to 44KM+ (depending if you have native range bonus or not).

Anyhow, its obvious why these were pre-nerfed. Having the increase to absolute range attached to application modding is pretty ********.

(Oh and PSA for yall...Heavy Missiles still suck.)


I tinkered with a few missile fits last night. Kind of discouraged to use the MTC with precision script when TP is better. Unless youre missile sniping. Which is kind of futile. Although MJD cruise missile BS can get some massive alpha from doubling up vollies. launching a couple vollies and then MJD on target to apply scram/webs and having 4-6 vollies hit in rapid succession. I cant get out of my desk when that happens. What with the raging thorax in my pants.

I also made a few HML fits, still terrible. Think we gained 100 alpha. Although my RHML phoon FI is now pushing almost 900dps in just missiles. Soo.. thx for RHML buff CCP.



The MGC vs TP is a bit odd.
TPs are better, to a certain extent... thought, they're limited by range

There's not much difference in effect, though the difference is still there.
On EFT, I took a raven fitted which precision cruise missiles at lvl 5, and had it set to target an untanked, unproped Worm at all skills 5, traveling at max speed.
Without factoring resists, here's what I got.

3x PWNAGE - 138
3x MGC II - 132
2x PWNAGE 1x MGC II - 150
1x PWNAGE 2x MGC II - 148
2x PWNAGE - 120
2x MGC II - 117
1 and 1 - 122
Only 1 PWNAGE - 97
Only 1 MGC II - 96
No mods - 77

This is with no rigs.
In a straight up comparison, more TPs always wins, However, the best over all is 2 TP and 1 MGC, or 1 and 1 if you're only using two modules.

I find this a bit odd. I would think that 1 MGC would be better than 1 TP, and even better on a 2 v 2 comparison, but to find that the TPs are the power unit kinda defeats the purpose.
I'm cool with the 2 v 1 on a 3 mod fit, but I'd think it would be best to use 2 MGC over 2 TP.
Also, this is without any enhancers.. This is pure midslot with no rigs.

IDK... seems these things need a bit of buff.

The Golem is what makes it really odd. Even with the TP bonus, 2 TP and 1 MGC is the best possible option.
However, unlike the Raven (with 1TP and 1MGC being the best of a 2 mod option), the Golem is better with 2 TP.

TBH, in the case of the Golem, I'd like to see its TP bonus swapped to a bonus to the effectiveness of MGCs, seeing as how with bonus and bastion, it's supposed to be a long range system, to which TPs hinder by limiting range... Bit counter intuitive.



Edit.... Just did a bit of playing around with a web paladin vs a worm... Same scenario, only worm is taking advantage of max traversal.

I threw on Fed navy multi-frequency, for the sake of factoring out t2 tracking issues.
Nothing - 36 at optimal
1 t2 web - no effect
2 web - 78 at 10km (literally at 10km, DPS drops as target closes range, and obviously stops pat 10km)
3 web - 275 at 10km
1 TC T2 - 62 at optimal
2 TC - 110 at optimal
3 TC - 161 at optimal
1 web 1 TC - not worth it
2 web 1 TC - 181 at 10km
1 web 2 TC - Also not worth it

So, I guess these stats make the 2 TP 1 MGC make more sense, but they differ with anything less, as maintaining range and using TCs is better in all other cases.

IDK... someone else has got to make sense of this, as the stats don't make sense to me... Though, in the case of both web and TP, range is limited.

Missiles also don't have the advantage of max damage on a stationary target, but that's beside the point.
Chance Ravinne
WiNGSPAN Delivery Services
WiNGSPAN Delivery Network
#731 - 2015-07-10 01:29:54 UTC
Joe Risalo wrote:
Stitch Kaneland wrote:
Mario Putzo wrote:
Application bonus is kind of lack luster...I think that it should scale from 8% T1 > 10%T2. The range bonus is solid, maybe even a bit to strong, time will tell but I can for see some interesting "brawling" missile ships with Javelins out to 44KM+ (depending if you have native range bonus or not).

Anyhow, its obvious why these were pre-nerfed. Having the increase to absolute range attached to application modding is pretty ********.

(Oh and PSA for yall...Heavy Missiles still suck.)


I tinkered with a few missile fits last night. Kind of discouraged to use the MTC with precision script when TP is better. Unless youre missile sniping. Which is kind of futile. Although MJD cruise missile BS can get some massive alpha from doubling up vollies. launching a couple vollies and then MJD on target to apply scram/webs and having 4-6 vollies hit in rapid succession. I cant get out of my desk when that happens. What with the raging thorax in my pants.

I also made a few HML fits, still terrible. Think we gained 100 alpha. Although my RHML phoon FI is now pushing almost 900dps in just missiles. Soo.. thx for RHML buff CCP.



The MGC vs TP is a bit odd.
TPs are better, to a certain extent... thought, they're limited by range

There's not much difference in effect, though the difference is still there.
On EFT, I took a raven fitted which precision cruise missiles at lvl 5, and had it set to target an untanked, unproped Worm at all skills 5, traveling at max speed.
Without factoring resists, here's what I got.

3x PWNAGE - 138
3x MGC II - 132
2x PWNAGE 1x MGC II - 150
1x PWNAGE 2x MGC II - 148
2x PWNAGE - 120
2x MGC II - 117
1 and 1 - 122
Only 1 PWNAGE - 97
Only 1 MGC II - 96
No mods - 77

This is with no rigs.
In a straight up comparison, more TPs always wins, However, the best over all is 2 TP and 1 MGC, or 1 and 1 if you're only using two modules.

I find this a bit odd. I would think that 1 MGC would be better than 1 TP, and even better on a 2 v 2 comparison, but to find that the TPs are the power unit kinda defeats the purpose.
I'm cool with the 2 v 1 on a 3 mod fit, but I'd think it would be best to use 2 MGC over 2 TP.
Also, this is without any enhancers.. This is pure midslot with no rigs.

IDK... seems these things need a bit of buff.

The Golem is what makes it really odd. Even with the TP bonus, 2 TP and 1 MGC is the best possible option.
However, unlike the Raven (with 1TP and 1MGC being the best of a 2 mod option), the Golem is better with 2 TP.

TBH, in the case of the Golem, I'd like to see its TP bonus swapped to a bonus to the effectiveness of MGCs, seeing as how with bonus and bastion, it's supposed to be a long range system, to which TPs hinder by limiting range... Bit counter intuitive.



Edit.... Just did a bit of playing around with a web paladin vs a worm... Same scenario, only worm is taking advantage of max traversal.

I threw on Fed navy multi-frequency, for the sake of factoring out t2 tracking issues.
Nothing - 36 at optimal
1 t2 web - no effect
2 web - 78 at 10km (literally at 10km, DPS drops as target closes range, and obviously stops pat 10km)
3 web - 275 at 10km
1 TC T2 - 62 at optimal
2 TC - 110 at optimal
3 TC - 161 at optimal
1 web 1 TC - not worth it
2 web 1 TC - 181 at 10km
1 web 2 TC - Also not worth it

So, I guess these stats make the 2 TP 1 MGC make more sense, but they differ with anything less, as maintaining range and using TCs is better in all other cases.

IDK... someone else has got to make sense of this, as the stats don't make sense to me... Though, in the case of both web and TP, range is limited.

Missiles also don't have the advantage of max damage on a stationary target, but that's beside the point.


Not trying to defend it, but to make another observation:

It's true TPs outperform here. But MGC have additional flexibility in that they can be scripted in and out for range when needed. You also don't need to target or cycle them onto targets as they die, so that's a small bonus. Another would be that if a target is already painted by someone else, TP automatically falls behind from stacking.

Of course the counter argument is that TP benefits the whole fleet, instead of just your ship. They're also easier to fit and I believe get a larger overheat bonus than MGC does.

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Joe Risalo
State War Academy
Caldari State
#732 - 2015-07-10 02:17:15 UTC
Chance Ravinne wrote:


Not trying to defend it, but to make another observation:

It's true TPs outperform here. But MGC have additional flexibility in that they can be scripted in and out for range when needed. You also don't need to target or cycle them onto targets as they die, so that's a small bonus. Another would be that if a target is already painted by someone else, TP automatically falls behind from stacking.

Of course the counter argument is that TP benefits the whole fleet, instead of just your ship. They're also easier to fit and I believe get a larger overheat bonus than MGC does.


Yeah... I was thinking the same, but then I compared it to webs, as they're the closest thing to TPs in the turret world.
It seemed that 3 webs was better, but extremely limiting.

That said though, TCs were more effective in most cases.
Not saying it's the same comparison, but I'd imagine that a TC is better than anything else you could use in general, up to a certain number of modules.

In the case of the MGC, I would expect 2 and 1 TP on a Raven to be the best suitable combination.
I don't know... I may be rambling, but it just seems that MGCs, and my nature of less effective value MGEs, to be a bit lackluster.
It's hard to compare their effectiveness to TCs and TEs though, as it's hard to compare tracking to missile exp velocity and radius.

I wonder though... In the case of the application bonus, would it be better to use just exp radius as the bonus?
FT Diomedes
The Graduates
#733 - 2015-07-10 06:39:46 UTC
Webs benefit missiles even more, the short range is just usually the issue.

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

Derren Zelway
Caldari Provisions
Caldari State
#734 - 2015-07-10 12:20:57 UTC
Although the "Missile Guidance Enhancer" and "Missile Guidance Computers" are a good idea they seem to be a bit lackluster at this moment in time compared with the "equivalents" in gunnery. After playing around with PYFA for a few hours I was woefully unimpressed at what they brought to the table and only found two fits that were helped—somewhat—by the "Missile Guidance Enhancer." Namely the Heavy Missile Drake and the Torpedo Raven.

With some tweaking I hope they can be worked into better shape because they are mostly eclipsed by target painters for damage application and the bonus to missile velocity is kind of marginal to sacrifice a precious mid/low slot.

I found that, outside of lobbing cruise missiles at extreme range (velocity bonused heavies are in reasonably effective TP falloff) the benefit of fitting a target painter far outweighs the "Missile Guidance Computers" because you are benefitting the damage application of yourself and everyone else who is shooting that target.

Because of this, and of course in my opinion, there should be a larger focus on missile velocity in exchange for flight time and a general increase in damage application for both of these modules so that the situations they become valuable in are more apparent.
Lady Rift
His Majesty's Privateers
#735 - 2015-07-10 16:59:40 UTC
looks like i can push 15km more range out of my FW bomber and they will apply. whether the application is actually better I shall have to see in eve. So over all good mods please buff them somemore.
Telinchei
Center for Advanced Studies
Gallente Federation
#736 - 2015-07-11 04:34:30 UTC
Hi all
I am satisfied with the modules themselves, but the icon you have provided is inconsistent with other icons in the game, which are all either isometric or orthogonal (eg, http://4.bp.blogspot.com/-rfW4n_6mlTU/VKzsk-51vmI/AAAAAAAALfA/6bxrnZlNuSk/s1600/heat15-2.jpg ). The current icon has the flat face of the radar/antenna sloping down *and* away from the viewer - and no other icon (apart from the conical/circular objects such as prop mods and autocannons, where this effect is impossible to remove in an isometric perspective).

Can you please make it so the stand is flat on the bottom of the icon, and the radar leans back into the plane of the screen? I realise it is a passive module and I hardly have to view it apart from the fitting window, but it is still inconsistent and a source of irritation.
Thanks in advance
Telinchei
epicurus ataraxia
Illusion of Solitude.
Illusion of Solitude
#737 - 2015-07-11 16:11:36 UTC  |  Edited by: epicurus ataraxia
LastGunslinger Tull wrote:
Thank god, missiles are finally getting some love.



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I love you, honest, just doesn't cut it.

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Daenika
Chambers of Shaolin
#738 - 2015-07-11 16:47:07 UTC  |  Edited by: Daenika
Quote:
Yeah... I was thinking the same, but then I compared it to webs, as they're the closest thing to TPs in the turret world.


Actually, TPs are the closest thing to TPs in the turret world. Sig radius (divided by the turret's sig resolution) is a direct multiplier to effective tracking for turrets. If you increase sig by 30%, you've effectively increased tracking by 30%.

The difference is that webs can't be negated out of the equation for turrets like they can missiles. For missiles, once the sig factor in the min function is the lowest value, reducing the target's speed does nothing for the missile's damage. Basically, increasing the target's sig radius always increases missile damage (up to maximum damage), while reducing speed doesn't always. Both always work (again, up to maximum hit chance) for turrets. Since a 60% web has the same effect on turret hit chance as increasing the target's sig by 150%, webs are almost always the superior option, if range isn't an issue.

But TPs still affect turrets just as well as they do missiles. In fact, they affect turrets slightly better, since turret average damage increases as hit chance increases. A 30% increase to sig radius is never more than a 30% increase to missile damage. It can be and often is more than 30% for turrets.

The real problem we run into with the new modules is two-fold. First off, they are simply less powerful than TPs until TPs reach substantial stacking penalties. For the mid-slots scripted for application, this requires 2-3 TPs to already be applied before that MGC becomes a superior option.

The other issue is that the application bonus for MGCs is split between explosion radius and explosion velocity. As highlighted above, there is a very commonly reached point where additional explosion velocity doesn't do squat for the damage of missiles.

For example, a Phoenix often shoots down-class at battleships, which are essentially always sig-capped for the missile equations. A MGC scripted for application grants +15% explosion velocity and -15% explosion radius. Against a battleship, the explosion velocity is irrelevant. Beyond that, the MGC would be stacking penalized with the 3 Rigor rigs, meaning it is sitting at only 28.3% of normal effectiveness, or all of a 4.24% reduction in explosion radius (+4.43% effective target sig).

A meta4 TP with 4/5 Signature Focusing (+36% sig) would need to by at its 5th stacking penalty before the MGC becomes a better option than another TP for application. Against a hostile dread or an MWDing BS), it's a bit better, since the explosion velocity actually factors in (MGC becomes better after 3 TPs are applied, rather than 4), but it's still far down the list.

Even if we negate out the Rigor rigs and pretend we're shooting at something where both velocity and sig radius matter, the first MGC, baseline, is only 94% as effective as the first TP, and the TP applies to everyone else shooting (and take 30% less CPU to fit).

Basically, the modules are simply undertuned right now. If they provided 100% of their benefit to just Explosion Radius rather than split between Explosion Radius and Explosion Velocity, they'd be in a LOT better spot, since -30% Explosion Radius would be roughly 15% more potent than a max-skill meta4 (or T2, same bonus) TP.

That, or they could just junk that archaic sig-radius-only factor in the missile damage equation. If a Megathron can hit a stationary pod for full damage, a Raven should be able to as well.
Lady Nadra
Royal Amarr Institute
Amarr Empire
#739 - 2015-07-11 16:55:03 UTC
Tried out the new guidance computer modules on my tengu. Very disappointed.

With 3 rigors the explo radius of my ham rage missiles is 103m now which is.. worse then it used to be at iirc 87m! Thanks for the stacking penalty.

And.. the new guidance computer modules stack against the rigors for a double nerf right off the bat! With 3 rigors + 3 tech two application scripted guidance computers the explo radius is now at.. wait for it.. 97m !

I can't even get back to the old explosion radius I used to have, with the new modules!

The only nice part about it is you can get more range, but what I was really looking forward to was being able to actually apply the damage. Ugh
Riot Girl
You'll Cowards Don't Even Smoke Crack
#740 - 2015-07-11 18:34:37 UTC
Since the new modules have been released, I feel HMLs are now in a worse place than ever due to the increased capabilities of HAMs. Please buff HML DPS and range by 25%.