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[Aegis] Missile balance package

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Author
stoicfaux
#861 - 2015-07-21 14:10:52 UTC
afkalt wrote:
But is the flare not essentially ignored at the breakpoint anyway? I forget What?

The flare is ignored when MF1 < MF2. Which normally happens when the target is moving very, very, very slowly.

So the flare is still useful in most cases. But two stacking penalized Rigor I rigs are better-ish than a unstacked (Rigor I + Flare I). They're equal as far as MF2 is concerned, but the rigors are better when/if MF1 kicks in.

=/

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

Tiberius Heth
Doomheim
#862 - 2015-07-21 14:44:26 UTC  |  Edited by: Tiberius Heth
As I see it the ships that benefit the most from this change are the ones that get a missile range bonus (although, obviously, not for all uses) because it allows them to use the "unguided" missiles and get away with it range wise. A Cerb with 2 MGC gets close to 70km from normal T1 HAMs and their application is pretty good, for PVE that would mean adding one T2 rigor (just to augment application when you go for range script) leaving 1 rigs slot for "whatever". Then you can actively choose between full range, full application or a mix of one each.

Suddenly a Cerb isn't that bad a choice for PVE, it's the same with other HAM boats with a range bonus and also ranged torp ships. The old "unguided have **** application" really is gone, for the most part, and you could even come up with HAM kiters.
Sobaan Tali
Caldari Quick Reaction Force
#863 - 2015-07-21 19:05:54 UTC
Tiberius Heth wrote:
As I see it the ships that benefit the most from this change are the ones that get a missile range bonus (although, obviously, not for all uses) because it allows them to use the "unguided" missiles and get away with it range wise. A Cerb with 2 MGC gets close to 70km from normal T1 HAMs and their application is pretty good, for PVE that would mean adding one T2 rigor (just to augment application when you go for range script) leaving 1 rigs slot for "whatever". Then you can actively choose between full range, full application or a mix of one each.

Suddenly a Cerb isn't that bad a choice for PVE, it's the same with other HAM boats with a range bonus and also ranged torp ships. The old "unguided have **** application" really is gone, for the most part, and you could even come up with HAM kiters.


On top of actually looking like a bad ass now after it's visual overhaul. Oddly shaped, though it has a menacing look to it...reminds me of a Stormcrow (Clan Hell's Horses would be proud I think).

I agree with you on that sentiment; shorter ranged unguided launchers on boats with built-in projection bonuses could use these to some effect with range in mind, though torpedoes sort of lag behind somewhat. Compared to your example, a Golem out of bastion needs two range scripted MGC 2's and a Large T2 HBT/RFCP combo to push standard and faction torps to just over 60Km, while going into bastion pushes them to about 77Km. Javelin does get up to 92-116Km, while Rage falls about 10Km behind standards both in and out. It's not bad, just not better than Cruises still -- which is its own issue separate from these modules.

"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."

Joe Risalo
State War Academy
Caldari State
#864 - 2015-07-21 19:36:33 UTC
Sobaan Tali wrote:
Tiberius Heth wrote:
As I see it the ships that benefit the most from this change are the ones that get a missile range bonus (although, obviously, not for all uses) because it allows them to use the "unguided" missiles and get away with it range wise. A Cerb with 2 MGC gets close to 70km from normal T1 HAMs and their application is pretty good, for PVE that would mean adding one T2 rigor (just to augment application when you go for range script) leaving 1 rigs slot for "whatever". Then you can actively choose between full range, full application or a mix of one each.

Suddenly a Cerb isn't that bad a choice for PVE, it's the same with other HAM boats with a range bonus and also ranged torp ships. The old "unguided have **** application" really is gone, for the most part, and you could even come up with HAM kiters.


On top of actually looking like a bad ass now after it's visual overhaul. Oddly shaped, though it has a menacing look to it...reminds me of a Stormcrow (Clan Hell's Horses would be proud I think).

I agree with you on that sentiment; shorter ranged unguided launchers on boats with built-in projection bonuses could use these to some effect with range in mind, though torpedoes sort of lag behind somewhat. Compared to your example, a Golem out of bastion needs two range scripted MGC 2's and a Large T2 HBT/RFCP combo to push standard and faction torps to just over 60Km, while going into bastion pushes them to about 77Km. Javelin does get up to 92-116Km, while Rage falls about 10Km behind standards both in and out. It's not bad, just not better than Cruises still -- which is its own issue separate from these modules.


With a torp Golem, using MGC 2's in any manner is fail.
I have a Golem using t2 torps, t2 range rigs, and 5% implants. I can hit 84km with Javs, when in Bastion.
This is a decent enough range, but even outside of PWNAGE optimal, they still perform significantly better than MGCs.
In the case of range use, having range rigs might allow you to hit further, but without the application, it's fail.
3 MGCs vs 3 TPs - I can single Volley a frig with TPs but require up to 4 volleys using MGCs with precision scripts.
Imagine how much more fail it would be if I tried to use those MGCs for the extended range?

As I said, it seems that heavy missile systems are best effected by MGCs than any other missile system, but even at that, I still don't think they're as beneficial as a TP.
Tiberius Heth
Doomheim
#865 - 2015-07-21 21:12:01 UTC  |  Edited by: Tiberius Heth
Well, a Golem is a bit the odd one out due to its bonuses but look at this: Range for when you need it, application vs short range frigates. This is obviously just PVE but as said there's now more options for HAM kiters in pvp, be it solo or small group.

[Tengu, LVL 4]
Ballistic Control System II
Ballistic Control System II
Ballistic Control System II
Ballistic Control System II

10MN Afterburner II
Gistum C-Type Medium Shield Booster
Thermic Dissipation Field II
Caldari Navy Kinetic Deflection Field
Missile Guidance Computer II, Missile Range Script
Missile Guidance Computer II, Missile Range Script

Heavy Assault Missile Launcher II, Scourge Heavy Assault Missile
Heavy Assault Missile Launcher II, Scourge Heavy Assault Missile
Heavy Assault Missile Launcher II, Scourge Heavy Assault Missile
Heavy Assault Missile Launcher II, Scourge Heavy Assault Missile
Heavy Assault Missile Launcher II, Scourge Heavy Assault Missile
Heavy Assault Missile Launcher II, Scourge Heavy Assault Missile

Medium Hydraulic Bay Thrusters II
Medium Warhead Rigor Catalyst II
Medium Warhead Flare Catalyst II

Tengu Defensive - Amplification Node
Tengu Electronics - Dissolution Sequencer
Tengu Engineering - Augmented Capacitor Reservoir
Tengu Offensive - Accelerated Ejection Bay
Tengu Propulsion - Fuel Catalyst




[Cerberus, lvl 4]
Damage Control II
Ballistic Control System II
Ballistic Control System II
Ballistic Control System II

10MN Afterburner II
Gistum C-Type Medium Shield Booster
Kinetic Deflection Field II
Kinetic Deflection Field II
Missile Guidance Computer II, Missile Precision Script

Heavy Assault Missile Launcher II, Scourge Heavy Assault Missile
Heavy Assault Missile Launcher II, Scourge Heavy Assault Missile
Heavy Assault Missile Launcher II, Scourge Heavy Assault Missile
Heavy Assault Missile Launcher II, Scourge Heavy Assault Missile
Heavy Assault Missile Launcher II, Scourge Heavy Assault Missile
Heavy Assault Missile Launcher II, Scourge Heavy Assault Missile

Medium Warhead Rigor Catalyst II
Medium Warhead Flare Catalyst II

Hornet II x3
Joe Risalo
State War Academy
Caldari State
#866 - 2015-07-21 21:45:13 UTC
Tiberius Heth wrote:
Well, a Golem is a bit the odd one out due to its bonuses but look at this: Range for when you need it, application vs short range frigates. This is obviously just PVE but as said there's now more options for HAM kiters in pvp, be it solo or small group.

[Tengu, LVL 4]
Ballistic Control System II
Ballistic Control System II
Ballistic Control System II
Ballistic Control System II

10MN Afterburner II
Gistum C-Type Medium Shield Booster
Thermic Dissipation Field II
Caldari Navy Kinetic Deflection Field
Missile Guidance Computer II, Missile Range Script
Missile Guidance Computer II, Missile Range Script

Heavy Assault Missile Launcher II, Scourge Heavy Assault Missile
Heavy Assault Missile Launcher II, Scourge Heavy Assault Missile
Heavy Assault Missile Launcher II, Scourge Heavy Assault Missile
Heavy Assault Missile Launcher II, Scourge Heavy Assault Missile
Heavy Assault Missile Launcher II, Scourge Heavy Assault Missile
Heavy Assault Missile Launcher II, Scourge Heavy Assault Missile

Medium Hydraulic Bay Thrusters II
Medium Warhead Rigor Catalyst II
Medium Warhead Flare Catalyst II

Tengu Defensive - Amplification Node
Tengu Electronics - Dissolution Sequencer
Tengu Engineering - Augmented Capacitor Reservoir
Tengu Offensive - Accelerated Ejection Bay
Tengu Propulsion - Fuel Catalyst




[Cerberus, lvl 4]
Damage Control II
Ballistic Control System II
Ballistic Control System II
Ballistic Control System II

10MN Afterburner II
Gistum C-Type Medium Shield Booster
Kinetic Deflection Field II
Kinetic Deflection Field II
Missile Guidance Computer II, Missile Precision Script

Heavy Assault Missile Launcher II, Scourge Heavy Assault Missile
Heavy Assault Missile Launcher II, Scourge Heavy Assault Missile
Heavy Assault Missile Launcher II, Scourge Heavy Assault Missile
Heavy Assault Missile Launcher II, Scourge Heavy Assault Missile
Heavy Assault Missile Launcher II, Scourge Heavy Assault Missile
Heavy Assault Missile Launcher II, Scourge Heavy Assault Missile

Medium Warhead Rigor Catalyst II
Medium Warhead Flare Catalyst II

Hornet II x3


That's what I've said though.
heavy missile systems (including hams) are the missile systems most effected by these modules.
This is due to their lack luster application, which makes their range lack luster by comparison.
Thus, the modules seem more effective on these ships.

Doesn't make the modules good, just means HMLs and HAMs are bad.
Tiberius Heth
Doomheim
#867 - 2015-07-21 21:53:28 UTC
HAMs are awesome, just not for everything (obviously).
Joe Risalo
State War Academy
Caldari State
#868 - 2015-07-21 22:15:06 UTC
Tiberius Heth wrote:
HAMs are awesome, just not for everything (obviously).


Well... I suppose. don't use them too much, but I think these modules just go to show the weaknesses of the missile systems, but doesn't solve their issues as well as other options.

IE, range rigs are better for distance than the MGC, while TPs are better for application than the MGCs.


Goes to show how ineffective missiles are at range, and how reliant of application they are.

It doesn't matter what missile system you are flying, you either need range or you need application.


Honestly, CCP could have just given TPs longer range to better suit long range missiles, while buffing range rigs a bit for short range systems.

Having to choose between range and application doesn't work for missiles the way it does for turrets, as turrets can negate tracking issues without modules and can somewhat negate range issues with ammo up to max range.
Missiles cannot negate sig radius without module assistance, and cannot adjust to range very well, as you lose application.
Sobaan Tali
Caldari Quick Reaction Force
#869 - 2015-07-22 03:13:44 UTC
Tiberius Heth wrote:
HAMs are awesome, just not for everything (obviously).


Yup. Though, it helps that HML's are pretty terrible, imho. So much to the point that I'll fit lights or rapid lights sooner than HML's on my cruisers. Application from lights are already pretty well set and range is pretty easy to maximize on them. I tried to give HML's a chance again after the 5% damage buff, but I can't really even tell the difference between before and after...they still suck. If CCP is serious about giving HML's some real love, they need to make them apply better so that the damage can stick.

I had hoped that maybe the modules with application scripts would be good enough make up for it; they help, at least a little. But, then again, I'm still faced with the original issue of, "Why this when a TP just works so much better?"

"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."

Tiberius Heth
Doomheim
#870 - 2015-07-22 08:18:51 UTC
Sobaan Tali wrote:
"Why this when a TP just works so much better?"


- doesn't need to be activated on each and every target (which is especially annoying at longer ranges as you have to wait for the missiles to hit before switching, and then you have cycle times etc)
- works outside 45km where TP is unreliable

Not always needed or useful but it makes sense for them to not work as well as TPs, otherwise there'd be no reason to use those.
Matt Faithbringer
YOLO so no taxes please
#871 - 2015-07-22 08:30:54 UTC
Tiberius Heth wrote:
Sobaan Tali wrote:
"Why this when a TP just works so much better?"

Not always needed or useful but it makes sense for them to not work as well as TPs, otherwise there'd be no reason to use those.


Not true, TP helps whole gang, MGC just you. Now you have gang-wide assist module stronger then module that helps just to you.
Tiberius Heth
Doomheim
#872 - 2015-07-22 08:37:02 UTC  |  Edited by: Tiberius Heth
Matt Faithbringer wrote:
Tiberius Heth wrote:
Sobaan Tali wrote:
"Why this when a TP just works so much better?"

Not always needed or useful but it makes sense for them to not work as well as TPs, otherwise there'd be no reason to use those.


Not true, TP helps whole gang, MGC just you. Now you have gang-wide assist module stronger then module that helps just to you.


Not everyone does fleet pvp, and even then you still have performance issues outside 45km.
afkalt
Republic Military School
Minmatar Republic
#873 - 2015-07-22 09:10:55 UTC  |  Edited by: afkalt
Tiberius Heth wrote:
Matt Faithbringer wrote:
Tiberius Heth wrote:
Sobaan Tali wrote:
"Why this when a TP just works so much better?"

Not always needed or useful but it makes sense for them to not work as well as TPs, otherwise there'd be no reason to use those.


Not true, TP helps whole gang, MGC just you. Now you have gang-wide assist module stronger then module that helps just to you.


Not everyone does fleet pvp, and even then you still have performance issues outside 45km.


To be fair if it's not fleet pvp then the range is basically irrelevant as it's well beyond your effective tackle limits. It's also still 80% effective at 90km alone and can be linked to be improved.

Hell a target painter even helps your drones.

Edit:

TP bonuses:


  • Assists everyone on every level - damage, drones, lock time, even bombs.
  • Less than half the fitting cost
  • Remains >=80% effective before links out to 90km. That's 50% further than HML out the box and about the max effective engagement range of a caracal with a bonus. So really this presents an "issue" for cruise hulls and cerberus.
  • Cycle time is not an issue nor is juggling targets because the HML speed is sufficiently low, that the 5 second cycle time of the TP means that effectively being able to miss a cycle is almost irrelevant because it would be so rare.
  • As discussed infowar links boost this mod making it massively more effective and at serious ranges
  • Fall off/optimal is irrelevant at small scale because you're going to be in range anyway to hold tackle. At the fleet scale...links baby. And also no-one uses missiles in fleets ever.
  • Really, NO-ONE uses a missile fleet. Not even the most special of snowflakes.


The MGC....well for tiny targets there's an arguable bonus, however to lose all of the above....no thanks.

I suppose it can also change scripts mid fight so you can shoot further than your lock range. YAY, said no-one ever. People won't be flipping scripts mid fight. Ever. Range scripts would require a build around them, not a swap in combat.
elitatwo
Zansha Expansion
#874 - 2015-07-22 09:25:50 UTC
Tiberius Heth wrote:
Matt Faithbringer wrote:
Tiberius Heth wrote:
Sobaan Tali wrote:
"Why this when a TP just works so much better?"

Not always needed or useful but it makes sense for them to not work as well as TPs, otherwise there'd be no reason to use those.


Not true, TP helps whole gang, MGC just you. Now you have gang-wide assist module stronger then module that helps just to you.


Not everyone does fleet pvp, and even then you still have performance issues outside 45km.


Let's put it this way, you don't need to put any kind of application module on any turret boat and can still hit stuff. Missile ships HAVE to put at least two of those on to do any considerable amount of damage if any.

Poking things with one hitpoint cannot be considered as 'they always hit'.

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

afkalt
Republic Military School
Minmatar Republic
#875 - 2015-07-22 11:12:56 UTC  |  Edited by: afkalt
She has something of a point, I have a number of turret ships without TCs or TEs and they do just fine - primarily because of lower caliber weapons (and AC tracking ammo) which missiles cannot do (rapid X do not count). They are brawlers, to be fair and I suppose technically a web counts as an application mod maybe. Turrets lacking mods can be offset by good piloting, too.

I have zero missile hulls without some manner of application mod/rig which are not using small missiles. I also have zero missile hulls in service not using small missiles. This is not a coincidence.
Joe Risalo
State War Academy
Caldari State
#876 - 2015-07-22 16:29:05 UTC
afkalt wrote:


I suppose it can also change scripts mid fight so you can shoot further than your lock range. YAY, said no-one ever. People won't be flipping scripts mid fight. Ever. Range scripts would require a build around them, not a swap in combat.


I must agree that the ability to swap to range scripts is redundant, as you'll lose application.
They might be useful for a Rapid light cruiser, but this is typically a PVP fit, which doesn't need the additional range, and will likely have a web fit, which is more beneficial than a MGC, and if they're kiting, then a TP would do better.

With TPs being more effective up to 100kms, and structure bashing being the only thing that MAY happen (but not likely) past 100km, don't require application.

This means that there is literally no reason to use an MGC over any other application effecting module.

If in brawling range, webs are the best.
Inside 100kms, TPs are the best.
Nothing happens with missiles outside 100kms because the time on target is too ridiculous.

Quote:
elitatwo wrote:

Let's put it this way, you don't need to put any kind of application module on any turret boat and can still hit stuff.



As ignorant statements go, that's a big one.


Ironically, despite how ignorant it may seem, it is true.
You can put Arty on a hybrid bonused boat and still do damage, though it may be a bad idea, but it used to happen.

That said, Elitatwo's comment is on the basis of fighting NPCs where tracking is less of a concern when they're on the approach, as they don't try to negate damage.
A turret with no tracking bonuses and no modules to up tracking, can still hammer a target when tracking is not a concern.

You can have a frig sitting still, but HMLs, HAMs, Torps, and Cruise are still going to need application modules in order to hit.
Hakaari Inkuran
State War Academy
Caldari State
#877 - 2015-07-22 16:47:33 UTC
afkalt wrote:
Tiberius Heth wrote:
Matt Faithbringer wrote:
Tiberius Heth wrote:
Sobaan Tali wrote:
"Why this when a TP just works so much better?"

Not always needed or useful but it makes sense for them to not work as well as TPs, otherwise there'd be no reason to use those.


Not true, TP helps whole gang, MGC just you. Now you have gang-wide assist module stronger then module that helps just to you.


Not everyone does fleet pvp, and even then you still have performance issues outside 45km.


To be fair if it's not fleet pvp then the range is basically irrelevant as it's well beyond your effective tackle limits. It's also still 80% effective at 90km alone and can be linked to be improved.

Hell a target painter even helps your drones.

Edit:

TP bonuses:


  • Assists everyone on every level - damage, drones, lock time, even bombs.
  • Less than half the fitting cost
  • Remains >=80% effective before links out to 90km. That's 50% further than HML out the box and about the max effective engagement range of a caracal with a bonus. So really this presents an "issue" for cruise hulls and cerberus.
  • Cycle time is not an issue nor is juggling targets because the HML speed is sufficiently low, that the 5 second cycle time of the TP means that effectively being able to miss a cycle is almost irrelevant because it would be so rare.
  • As discussed infowar links boost this mod making it massively more effective and at serious ranges
  • Fall off/optimal is irrelevant at small scale because you're going to be in range anyway to hold tackle. At the fleet scale...links baby. And also no-one uses missiles in fleets ever.
  • Really, NO-ONE uses a missile fleet. Not even the most special of snowflakes.


The MGC....well for tiny targets there's an arguable bonus, however to lose all of the above....no thanks.

I suppose it can also change scripts mid fight so you can shoot further than your lock range. YAY, said no-one ever. People won't be flipping scripts mid fight. Ever. Range scripts would require a build around them, not a swap in combat.

Careful what you say, you might cause Rise to nerf target painters.
Joe Risalo
State War Academy
Caldari State
#878 - 2015-07-22 16:54:29 UTC
Hakaari Inkuran wrote:

Careful what you say, you might cause Rise to nerf target painters.


lol, the odd thing is, I'm more worried about this happening than I am about fixing the broken MGCs.


I might also note, no one in their right mind is going to use an MGE, so they might as well remove them.
Even if they're made better, no one will use them as missile boats don't have the spare low slots.
If they did, we'd use them for DCUs, CO-Processor, or something to help velocity/agility.
elitatwo
Zansha Expansion
#879 - 2015-07-22 16:55:03 UTC
afkalt wrote:
She has something of a point, I have a number of turret ships without TCs or TEs and they do just fine - primarily because of lower caliber weapons (and AC tracking ammo) which missiles cannot do (rapid X do not count). They are brawlers, to be fair and I suppose technically a web counts as an application mod maybe. Turrets lacking mods can be offset by good piloting, too.

I have zero missile hulls without some manner of application mod/rig which are not using small missiles. I also have zero missile hulls in service not using small missiles. This is not a coincidence.


Thank you, akfalt. Actually I meant my Confessor which kills ships just fine without application mods or heat sinks, so my lasers hit just fine and even in a ship like a Nightmare you just need to position yourself in a way that lowers your transversal and even the smallest ships go boom.

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Sobaan Tali
Caldari Quick Reaction Force
#880 - 2015-07-22 18:05:55 UTC
Joe Risalo wrote:
Hakaari Inkuran wrote:

Careful what you say, you might cause Rise to nerf target painters.


lol, the odd thing is, I'm more worried about this happening than I am about fixing the broken MGCs.


I might also note, no one in their right mind is going to use an MGE, so they might as well remove them.
Even if they're made better, no one will use them as missile boats don't have the spare low slots.
If they did, we'd use them for DCUs, CO-Processor, or something to help velocity/agility.


^ This. To put it simply, guess what every CNR or tengu I've ever seen to date have fixed to the 5th low, whether it's for PVE or other general shenanigans. That or a sig amp.

As far as fears go...hmm, aren't missiles and their associated launchers still due for metacide? Not excited. Call me a pessimist, at least I won't be surprised when that **** hits the fan. And if I am, then for once it was a good surprise.

"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."