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[Aegis] Missile balance package

First post First post First post
Author
elitatwo
Zansha Expansion
#741 - 2015-07-11 19:40:03 UTC
Telinchei wrote:
Hi all
I am satisfied with the modules themselves...


You seem to be the first.

NOBODY ELSE IS.

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Mario Putzo
#742 - 2015-07-11 19:52:13 UTC
elitatwo wrote:
Telinchei wrote:
Hi all
I am satisfied with the modules themselves...


You seem to be the first.

NOBODY ELSE IS.


For missile range, they rock....sadly the problems with missiles were never about range.
elitatwo
Zansha Expansion
#743 - 2015-07-11 21:04:47 UTC
Mario Putzo wrote:
elitatwo wrote:
Telinchei wrote:
Hi all
I am satisfied with the modules themselves...


You seem to be the first.

NOBODY ELSE IS.


For missile range, they rock....sadly the problems with missiles were never about range.


Yeah I know but that was one of the reasons the unstoppable Drake was nerfed, wasn't it? I mean, how dare a long range weapon have long range, right?

I just had another idea to even this out. Since we can all ditch the idea of damage application, how about missiles get wrecking damage instead?
One or two warheads of each volley have a chance of doing 2000% damage at let's say 95% range?

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

GreyGryphon
The Spartains
#744 - 2015-07-12 00:13:19 UTC
Lady Nadra wrote:
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

I think that range bonus played a big role in the new modules being nerfed, and it seems that most people did not have a problem with the range nerf. However the combination of stacking penalties and the reduction in application stats has made the new modules inferior to all other options for application. The stacking penalties really hurt a lot of missile fits that used rigors, and overall this was probably a nerf to all missiles except maybe heavies because of the 5% damage bonus. Rigor rig fits lost about 10% of their application, so I would think even some heavy missile fits were hurt some. I think the only fits that might have benefited from this change are for battleships because of the long range of cruise missiles and spare slots.

It would be really nice if anyone would explain what the goals of these changes were.
Telinchei
Center for Advanced Studies
Gallente Federation
#745 - 2015-07-12 02:18:22 UTC
elitatwo wrote:
Telinchei wrote:
Hi all
I am satisfied with the modules themselves...


You seem to be the first.

NOBODY ELSE IS.


I don't use missiles on my main atm, that's why. :)
Moac Tor
Cyber Core
Immediate Destruction
#746 - 2015-07-12 04:07:33 UTC
The 5% bonus to HMLs was a nice start, but the dps still feels slightly underwhelming . I think another 5% boost to their DPS and they should be in a better place.
Riot Girl
You'll Cowards Don't Even Smoke Crack
#747 - 2015-07-12 05:25:51 UTC
GreyGryphon wrote:
It would be really nice if anyone would explain what the goals of these changes were.

To **** us all over, of course.
Sobaan Tali
Caldari Quick Reaction Force
#748 - 2015-07-12 05:59:43 UTC
Telinchei wrote:
elitatwo wrote:
Telinchei wrote:
Hi all
I am satisfied with the modules themselves...


You seem to be the first.

NOBODY ELSE IS.


I don't use missiles on my main atm, that's why. :)


Ah, well that would make sense then. Touche, good sir!

"Tomahawks?"

"----in' A, right?"

"Trouble is, those things cost like a million and a half each."

"----, you pay me half that and I'll hump in some c4 and blow the ---- out of it my own damn self."

Caleb Seremshur
Commando Guri
Guristas Pirates
#749 - 2015-07-12 08:29:13 UTC  |  Edited by: Caleb Seremshur
Moac Tor wrote:
The 5% bonus to HMLs was a nice start, but the dps still feels slightly underwhelming . I think another 5% boost to their DPS and they should be in a better place.


HML are really more about volley than raw DPS. I've found the changes to be adequate in a number of scenarios particularly when shooting sleepers or running 3/10s with my cerb. Also it's worth noting that lowsec caracal fleets vs armour doctrines haven't been explored yet where 1 TP fleet painter and 1x MGC per ship could be useful. These modules haven't been considered for large scales yet either.

Take something uncommon like the navy drake. I'll update my pyfa to Aegis and run some hypotheticals then report here.

[Drake Navy Issue, Drake NI HML]

Ballistic Control System II
Ballistic Control System II
Ballistic Control System II
Signal Amplifier II

Missile Guidance Computer II, Missile Precision Script
Large Shield Extender II
Adaptive Invulnerability Field II
Large Shield Extender II
Adaptive Invulnerability Field II
Limited 'Anointed' EM Ward Field

Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile
Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile
Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile
Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile
Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile
Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile
Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile
Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile

Medium Warhead Rigor Catalyst II
Medium Anti-Thermal Screen Reinforcer II
Medium Processor Overclocking Unit I

Now make a fleet of them.
Caleb Seremshur
Commando Guri
Guristas Pirates
#750 - 2015-07-12 09:30:23 UTC
And here is a cerberus fit. It's just a sample, not to be taken literally.

[Cerberus, Cerberus ASB HML]

Ballistic Control System II
Ballistic Control System II
Ballistic Control System II
Power Diagnostic System II

Large Shield Booster II
Missile Guidance Computer II, Missile Precision Script
Limited 'Anointed' EM Ward Field
Medium Capacitor Booster II, Navy Cap Booster 800
50MN Y-T8 Compact Microwarpdrive

Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile
Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile
Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile
Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile
Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile
Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile

Medium Anti-EM Screen Reinforcer II
Medium Warhead Rigor Catalyst II

I'd still really like the cerb to get another mid, even at the sacrifice of a high if necessary. The cerb has got very good damage but an awkward slot layout and that makes it hard to want to use.
Zan Shiro
Doomheim
#751 - 2015-07-12 13:53:09 UTC
Mario Putzo wrote:
elitatwo wrote:
Telinchei wrote:
Hi all
I am satisfied with the modules themselves...


You seem to be the first.

NOBODY ELSE IS.


For missile range, they rock....sadly the problems with missiles were never about range.



This really. I accepted the nerf to range on HML long ago for example. And learned to live with it. even made lemons into lemonade and said well I have to be closer for TP anyway to avoid extreme falloff math. Then well as we know...this didn't even make TP worth ditching in many cases.

If the concern was this range with the original bonuses still not seeing why they didn't nerf flight time to reach old levels. I'd have accepted this. To avoid all the stuff they did do.
Chan'aar
State War Academy
Caldari State
#752 - 2015-07-12 18:13:10 UTC
Riot Girl wrote:
GreyGryphon wrote:
It would be really nice if anyone would explain what the goals of these changes were.

To **** us all over, of course.


Basically, this ^

Sad
elitatwo
Zansha Expansion
#753 - 2015-07-12 20:20:37 UTC
Riot Girl wrote:
GreyGryphon wrote:
It would be really nice if anyone would explain what the goals of these changes were.

To **** us all over, of course.


I would say the following happened again:

We said: "Ishtar still op!"

CCP: "Nerf missiles muahahahahahahaha!!!!!1111eleven"

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Zan Shiro
Doomheim
#754 - 2015-07-13 03:32:46 UTC  |  Edited by: Zan Shiro
elitatwo wrote:
Riot Girl wrote:
GreyGryphon wrote:
It would be really nice if anyone would explain what the goals of these changes were.

To **** us all over, of course.


I would say the following happened again:

We said: "Ishtar still op!"

CCP: "Nerf missiles muahahahahahahaha!!!!!1111eleven"



Actually this seems legit. They nerfed medium hybrids too. Which on some boats was a weapon to counter them somewhat. Yet another case of CCP using what could be called a Change Control Form (CCF) (others may call it other things). Document your change about to make, get it signed off on, execute the change. If something breaks....you have the CCF to go this what we did
to reverse it.

They seem to be really good at this for most everything in game. Except for 1 or 2 things....
Frostys Virpio
State War Academy
Caldari State
#755 - 2015-07-13 12:59:02 UTC
Zan Shiro wrote:
elitatwo wrote:
Riot Girl wrote:
GreyGryphon wrote:
It would be really nice if anyone would explain what the goals of these changes were.

To **** us all over, of course.


I would say the following happened again:

We said: "Ishtar still op!"

CCP: "Nerf missiles muahahahahahahaha!!!!!1111eleven"



Actually this seems legit. They nerfed medium hybrids too. Which on some boats was a weapon to counter them somewhat. Yet another case of CCP using what could be called a Change Control Form (CCF) (others may call it other things). Document your change about to make, get it signed off on, execute the change. If something breaks....you have the CCF to go this what we did
to reverse it.

They seem to be really good at this for most everything in game. Except for 1 or 2 things....


The fact that long range hybrid got nerfed is somewhat seen as a nerf to the possible counters of Ishtar is kinda funny seeing as there is no way not to shoot in it's native T2 resist with hybrid weapons...

This also speaks volume about the effective counter this doctrine had.
SFM Hobb3s
Perkone
Caldari State
#756 - 2015-07-13 14:07:03 UTC
Caleb Seremshur wrote:
Moac Tor wrote:
The 5% bonus to HMLs was a nice start, but the dps still feels slightly underwhelming . I think another 5% boost to their DPS and they should be in a better place.


HML are really more about volley than raw DPS. I've found the changes to be adequate in a number of scenarios particularly when shooting sleepers or running 3/10s with my cerb. Also it's worth noting that lowsec caracal fleets vs armour doctrines haven't been explored yet where 1 TP fleet painter and 1x MGC per ship could be useful. These modules haven't been considered for large scales yet either.

Take something uncommon like the navy drake. I'll update my pyfa to Aegis and run some hypotheticals then report here.

[Drake Navy Issue, Drake NI HML]

Ballistic Control System II
Ballistic Control System II
Ballistic Control System II
Signal Amplifier II

Missile Guidance Computer II, Missile Precision Script
Large Shield Extender II
Adaptive Invulnerability Field II
Large Shield Extender II
Adaptive Invulnerability Field II
Limited 'Anointed' EM Ward Field

Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile
Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile
Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile
Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile
Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile
Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile
Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile
Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile

Medium Warhead Rigor Catalyst II
Medium Anti-Thermal Screen Reinforcer II
Medium Processor Overclocking Unit I

Now make a fleet of them.


Maybe you could get away with using that in lowsec but that fleet will perish in null long before it can slowboat back to gate (see: bubbles).

afkalt
Republic Military School
Minmatar Republic
#757 - 2015-07-13 15:19:54 UTC  |  Edited by: afkalt
As I've said before, a missile fleet will never be a thing unless there are unbelievable changes.

Reasons as follows:

Skirmish links (LOLSIG & LOLSPEED)
Telegraphed damage utterly eliminating the possibility of effective target swapping
Inability to blap small things at poor transversal
Webs and painters help turrets just as much, in fact more because of the ability to blap small things.
Firewalls remain a thing.


Take an eagle vs a cerberus with quick fit flung together.

[Cerberus, HML Fleet]
Damage Control II
Missile Guidance Enhancer II
Ballistic Control System II
Ballistic Control System II

Adaptive Invulnerability Field II
EM Ward Field II
50MN Quad LiF Restrained Microwarpdrive
Large Shield Extender II
Large Shield Extender II

Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile
Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile
Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile
Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile
Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile
Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile

Medium Warhead Rigor Catalyst II
Medium Warhead Rigor Catalyst II



[Eagle, Fleet]
Damage Control II
Power Diagnostic System II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II

50MN Y-T8 Compact Microwarpdrive
Large Shield Extender II
Large F-S9 Regolith Compact Shield Extender
Adaptive Invulnerability Field II
EM Ward Field II
Tracking Computer II, Optimal Range Script

250mm Railgun II, Caldari Navy Lead Charge M
250mm Railgun II, Caldari Navy Lead Charge M
250mm Railgun II, Caldari Navy Lead Charge M
250mm Railgun II, Caldari Navy Lead Charge M
250mm Railgun II, Caldari Navy Lead Charge M

Medium Anti-EM Screen Reinforcer II
Medium Anti-Explosive Screen Reinforcer II




The eagle will do the same damage to the cerberus at 90+ km, it will do MORE at any shorter ranges down to about 20km.

The cerberus needs THREE application mods for this to happen. And it's still crappier.

It also suffers rather badly on the EHP front: 60k vs the eagles 90k

I've used a fully linked sleipnir for boosts here.



So, on that basis, why would I EVER undock a HML cerb for fleet work?

Delayed damage, less of it, destroyable damage, less EHP, more slots dedicated to application - all to do less DPS than my turret counterparts, at a high transversal?

You'd have to be high.
Legatus1982
Deep Core Mining Inc.
Caldari State
#758 - 2015-07-13 16:31:38 UTC  |  Edited by: Legatus1982
afkalt wrote:
As I've said before, a missile fleet will never be a thing unless there are unbelievable changes.

Reasons as follows:

Skirmish links (LOLSIG & LOLSPEED)
Telegraphed damage utterly eliminating the possibility of effective target swapping
Inability to blap small things at poor transversal
Webs and painters help turrets just as much, in fact more because of the ability to blap small things.
Firewalls remain a thing.


Take an eagle vs a cerberus with quick fit flung together.

[Cerberus, HML Fleet]
Damage Control II
Missile Guidance Enhancer II
Ballistic Control System II
Ballistic Control System II

Adaptive Invulnerability Field II
EM Ward Field II
50MN Quad LiF Restrained Microwarpdrive
Large Shield Extender II
Large Shield Extender II

Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile
Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile
Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile
Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile
Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile
Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile

Medium Warhead Rigor Catalyst II
Medium Warhead Rigor Catalyst II



[Eagle, Fleet]
Damage Control II
Power Diagnostic System II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II

50MN Y-T8 Compact Microwarpdrive
Large Shield Extender II
Large F-S9 Regolith Compact Shield Extender
Adaptive Invulnerability Field II
EM Ward Field II
Tracking Computer II, Optimal Range Script

250mm Railgun II, Caldari Navy Lead Charge M
250mm Railgun II, Caldari Navy Lead Charge M
250mm Railgun II, Caldari Navy Lead Charge M
250mm Railgun II, Caldari Navy Lead Charge M
250mm Railgun II, Caldari Navy Lead Charge M

Medium Anti-EM Screen Reinforcer II
Medium Anti-Explosive Screen Reinforcer II




The eagle will do the same damage to the cerberus at 90+ km, it will do MORE at any shorter ranges down to about 20km.

The cerberus needs THREE application mods for this to happen. And it's still crappier.

It also suffers rather badly on the EHP front: 60k vs the eagles 90k

I've used a fully linked sleipnir for boosts here.



So, on that basis, why would I EVER undock a HML cerb for fleet work?

Delayed damage, less of it, destroyable damage, less EHP, more slots dedicated to fitting - all to do less DPS than my turret counterparts, at a high transversal?

You'd have to be high.


+1
Would like to see some more missile changes. Looked at some dps applications and it's quite horrible for missile boats still and the new mods don't really justify the slots they are taking in many cases.

I do see some potential in fleet scenarios but honestly don't think it'd be necessarily better than just moving some modules around so that you use a bcu or dps rig and replace the mid slot with tank or utility. The new modules really didn't seem that impressive to me when I ran the numbers. I do like the ability to use scripts in the mid slot module as a single saving grace of flexibility but the low slot module just seems bad.
SFM Hobb3s
Perkone
Caldari State
#759 - 2015-07-13 17:33:18 UTC
Found one undeniably good use for Missile Computers: hitting faction/deadspace rats that won't let you use target painters on them (Why the F is that anyways???). But I mean, this is so niche that it falls through the crack on Niche's floor.
Lady Nadra
Royal Amarr Institute
Amarr Empire
#760 - 2015-07-13 19:51:06 UTC
afkalt wrote:
As I've said before, a missile fleet will never be a thing unless there are unbelievable changes.


This game has been out for how many years now? And they come out with new vids depicting just that, fleets of missile wielding ships. That's what got me into the game actually. And they still haven't managed to figure out missiles. Ridiculous.

I have no doubt they have people that can crunch some numbers and get it done if they put their heads together. I wouldn't even care at this point if they had to completely redesign them.