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Thoughts and Suggestions about the Weapon Systems from a Caldari Pilot

Author
Xandralkus
Caldari Provisions
Caldari State
#21 - 2012-01-14 23:52:22 UTC  |  Edited by: Xandralkus
I'd like to see missiles fly faster, for the only reason that the DPS application is horribly sluggish. Seriously, having a heavy missile or cruise missile fly to max range in 3 or 4 seconds is not going to unbalance them.

Drones are much larger than missiles. Drones outrun missiles. Drones carry their own weapons. This does not make sense to me.

Eve UI wouldn't suck if CCP allowed UI addons.

HELLBOUNDMAN
Aliastra
Gallente Federation
#22 - 2012-01-15 00:49:30 UTC  |  Edited by: HELLBOUNDMAN
Ooda wrote:


I have to agree here. Missile flight time is not the problem missiles (Cruise/Torps) are having.

It's just the lack of dmg application, and the lack of having a great impact on it. Turrets have tracking comps/enhancers to increase application. Missiles have.. target painters, or webs. Both not that helpfull, because both modules are medslot, and webs have absurdly low range too.

A lowslot module which increases explo-radius + targeting range or something along this would help a lot.


Torps and cruise missiles are the most problematic in their damage application. This is true. In a golem fitted with torps or cruise missiles, the golem still needs 3 target painters to apply full possible dps on it's target. A Golem shouldn't require more than two in order to do so considering is has a bonus towards them.
Now, that in mind, target painters are also an issue for missile pilots in themselves. They, like turrets, have an optimal range, so inside or outside of that range they become less effective while still having the same drawbacks on the pilot themselves.
There are rigs that reduce exp radius and increase exp velocity, so it is obvious that CCP has intended the ship to have some actual control on the effect of the missile, so I would suggest replacing target painters with a non-cap using, non-range limited module that would still be a mid slot item, thus requiring the pilot to choose between more effective dps, or more tank.

Now, as far as the effectiveness of missiles themselves.
Missiles really don't fit into mixed fleets at all. If you ever watch the alliance tournaments, the only missile boat that is ever fitted into a mixed fleet is a stealth bomber, however, once its bomb had been launched, these ships have essentially worn out their welcome and any applied dps from these ships is simply a bonus, but not a neccessity in order for the fleet to stay alive.
Apart from those bombers, you rarely see a fleet with a missile boat mixed in.
Now, when it comes to small scale pvp in server, you will often see tengus and drakes mixed in with other ships, but often times these fleets are not serving a purpose other than random pvp and these fleets are often very weak and poorly organized.
However, in the consideration of pvp affectiveness, the tengu and drake are the exception. This however is not because they use missiles, it's because the tengu has multi-functional capability, and the drake is only capable because of it's tanking capability as a passive tank ship and basically falls under that catagory of being a ship for risk averse pilots.

Now, to the missiles themselves. Missiles do suffer, even at close range (assuming the range is greater than 1km). This is because turrets are ALWAYS instant, where as missiles take longer and longer to initialize their dps the greater the range becomes.
We'll do a quick comparison, but the ships I'll be using are imaginary in order to show balanced numbers.
So you have a missile boat and a turret boat. Both with equal dps, equal cycle time, equal tank, equal damage type, basically everything is equal about these two ships other than one is using missiles and one is using turrets.
Now, they are sitting exactly 1km away and they are stationary. The damage from each ship is applied equal to the other at the same cycle time. So every time a turret hits for 1k damage, the missile will also hit for 1k damage.
Now, both of these ships initialize combat at the exact same time.(remember again, this is an imaginary situation and is headed to a point.)
Now, may people would assume that both of these ships being equally pitted against each other with everything about them being exactly the same other than weapon type, so these two ships would destroy each other at the exact same time. HOWEVER, this is not the case. Even at 1km the missile pilot would still have a slight disadvantage because his missiles would not hit instantly, even though it would only take a fraction of a second. You would figure that this still wouldn't be a problem, but if you think this, then you are incorrect. The reason is because the missile boat will be destroyed instantly by the final blow from the turret boat leaving that missile pilots final volley null and void allowing the turret boat to survive by a single volley.
Now, if you increase that outcome to 100km, then with t2 heavy missiles, the turret pilot would survive by at least 5 volleys.

Now, I have 3 suggestions related to missiles to make them more effective in both mixed fleets and pvp.

1) Is one that should be obvious from my story. Make missiles apply dps even after their controlling ship has been destroyed. (This should have been happening anyway.

2) Increase the velocity of missiles so that at their max range with range effecting modules and skills and using the size related launcher with the highest rate of fire, a volley will always hit before the end of the launcher's cycle. Thus missiles will have waisted volleys, but still have a delay, and still have the same effective dps.

3) Missiles being treated as an object in space is CCPs mistake. Instead, they should have treated missiles as if they are on a string between the target and the point of origin. This way, missiles would be much simpler to factor, and be easier on the server because all the computation would be in the point of origin and the target the same way turrets are. Instead of the missile tracking the target, the target is already tracking itself, so the string is naturally adjusting itself and leading the missiles. This equals less server lag.
Klingon Admiral
Carcinisation
#23 - 2012-01-16 01:57:30 UTC
HELLBOUNDMAN wrote:

2) Increase the velocity of missiles so that at their max range with range effecting modules and skills and using the size related launcher with the highest rate of fire, a volley will always hit before the end of the launcher's cycle. Thus missiles will have waisted volleys, but still have a delay, and still have the same effective dps.


Yeah, take the last little bit of player skill required to max out performance away from PvE Tengus/Ravens/CNR.
They don't have to worry about navigation to keep tracking in balance between evasion and hit-ratio, they don't require as much cap management as Gallente- and especially Amarr-ships do, or monitor range like AC-boats, the only thing the player needs to do is count his damn volleys.

And the main problem of missiles isn't their delayed damage (the era of 170km sniping-ships is long, long over), actually they work quite fine in smaller gangs where there is just rarely enough alpha to instapop the target. Ok, in the era of tier 3 bc the potential alpha of small, fast moving gangs has increased, but they still work fine at low and mid-ranges.

The main problem of missiles is damage application. And it seems that CCP designed them in exactly that way. However, some of their stats are rather ... unimpressive. Let's take the Assault Missile Launcher for example. For example, a Cerberus fitted with a rack auf AML II does about 200 DPS (kinetic) at ~95km range. And missiles traveling @8.5km/sec would catch all but the fastest frigates. However, they can't shine in their role because even the slowest frigate without any active propulsion mod is faster than the 255m/sec explosion-velocity. The same applies to rockets with an even worse explosion velocity. However, the range of rockets may justify a web or scrambler to keep that frig on the other side of the launchers from negating your missiles damage.

Most cruiser-sized missiles are fine though, just look at the things a tengufleet can do. HAMs may need some tweaks though (as could Tengu and Nighthawk tbh).

Torps and Cruises suffer, at least in my oppinion, the same problems hybrids did (at least before Crucible):
Their ranges don't fit into the current fleet-doctrines.
Besides their well-known problems with damage-application (at least solo), Torpedoes absolutely suffer from their horrible range. A Raven with Javelin torps has a range of about 45km and is actually the slowest tier2-bs in terms of basespeed (Apoc and Megas with plates and trimarks are ofc a lot slower). While torp-Ravens could be devastating at close range and with Minmatar recon-support, they could easily be vastly outranged by laserboats, kited by Minmatar-ships or just be torn to shreds by blasterboats if these get a warpin. The fact that shield-Ravens have to outsource their EW-support to much more fragile recons, while armor-tanked blasterboats can carry their own webs doesn't help either.

Cruises are, like beam lasers, nearly completely useless in the current situation. Actually, they weren't even good in the old days when sniping-battleships ruled the universe under King tachyapoc. Back then, their delayed damage made them useless, because the relatively fragile sniping-bs popped fast enough that missiles would never hit. For those who missed this times, most battleships had between 70k and 140k eHP, making them "doomsday-proof", a few sported even slightly more than 140k make them "doube-dd-proof". How much of the old 70k AoE-doomsdays would a hard-tanked Abaddon survive - 3, maybe 4? Nowadays, fleets engage at 50-120 km, making the low damage/high range-cruises all but obsolete. Even without any skills, a cruise missile without any skills has 75km range, which would make them a very solid-ranged weapon system. However, Caldari like to shoot past the grid and decided that a Raven with max skills would hit up to 254km - stupid, stupid, stupid. I mean, if cruise-designers would remove some a the fuel partitions of the missile with more warheads, they might even become useful. I mean, the Raven isn't that bad, it has solid HP, a low pricetag and can deal any kind of damage. But having an absolutely redundant bonus ist just ... well ... meh.
Well, a 4/7/8 slotdesign would be even more cool in PvP, but it's main problems are it's missiles.
HELLBOUNDMAN
Aliastra
Gallente Federation
#24 - 2012-01-16 06:33:13 UTC  |  Edited by: HELLBOUNDMAN
Klingon Admiral wrote:


Yeah, take the last little bit of player skill required to max out performance away from PvE Tengus/Ravens/CNR.
They don't have to worry about navigation to keep tracking in balance between evasion and hit-ratio, they don't require as much cap management as Gallente- and especially Amarr-ships do, or monitor range like AC-boats, the only thing the player needs to do is count his damn volleys.


My suggestion was actually that you consider at all skills lvl 5 with the fastest launcher rate of fire, max implants, and t2 range rigs.
Now, anyone with a slower rate of fire module, lower level implants, lesser or no rigs, and lower skills will have their missiles hit before the next volley. While this does increase missile alpha, it's still not the alpha of turrets (being instant), and the turret pilot still would have the upper hand because of that instant damage, but the advantage would be much smaller. This would leave more room for skills and player experience/capability to determine that outcome of the fight, which (tbh) is the way it should be.
However, the ultimate goal of this change would be to stop the annoyance of missile pilots waisting volleys. Counting volleys in pvp is redundant. You might think that last volley is enough to take out the target, but suddenly he overheats his tank and Oops, wasn't enough. Now that volley you thought was going to be the last one seems to turn out that it would have been better had you followed up with another volley. Now, you're behind and it's going to take even more volleys to down the target.
Basically what I'm saying is that counting volleys doesn't work in pvp because their are way too many possibilities to risk shutting off your launchers before the target is destroyed.

Quote:
And the main problem of missiles isn't their delayed damage (the era of 170km sniping-ships is long, long over), actually they work quite fine in smaller gangs where there is just rarely enough alpha to instapop the target. Ok, in the era of tier 3 bc the potential alpha of small, fast moving gangs has increased, but they still work fine at low and mid-ranges.


Actually, delayed damage of missiles is actually becoming a much bigger problem with the introduction of more ships. Wonder why their wasn't a tier 3 bs introduced with missiles? Well, it probably had a lot to do with the delayed damage meaning it didn't stand a chance against any ship with enough dps to down it before the volleys could reach the target. (Though there are probably other reasons as well)

Quote:
The main problem of missiles is damage application. And it seems that CCP designed them in exactly that way. However, some of their stats are rather ... unimpressive. Let's take the Assault Missile Launcher for example. For example, a Cerberus fitted with a rack auf AML II does about 200 DPS (kinetic) at ~95km range. And missiles traveling @8.5km/sec would catch all but the fastest frigates. However, they can't shine in their role because even the slowest frigate without any active propulsion mod is faster than the 255m/sec explosion-velocity. The same applies to rockets with an even worse explosion velocity. However, the range of rockets may justify a web or scrambler to keep that frig on the other side of the launchers from negating your missiles damage.


Agreed on the explosion velocity. My assumption would be that smaller missiles would have a faster exp velocity because
1) They're designed to take out smaller ships, but appear to be less effective at it than larger missiles.
2) I would assume a smaller missile would have a thinner housing, thus meaning there would be less resistance on the explosion meaning, it can expand faster, thus faster exp velocity.

Quote:
Most cruiser-sized missiles are fine though, just look at the things a tengufleet can do. HAMs may need some tweaks though (as could Tengu and Nighthawk tbh).

I would think standard missiles need some tweaks as well, seeing as how aml's and sml's use the same ammo.
As far as hams go, I feel the could use a relatively decent range buff. Maybe 50% greater range, which still isn't that much.

Quote:
Torps and Cruises suffer, at least in my oppinion, the same problems hybrids did (at least before Crucible):
Their ranges don't fit into the current fleet-doctrines.
Besides their well-known problems with damage-application (at least solo), Torpedoes absolutely suffer from their horrible range. A Raven with Javelin torps has a range of about 45km and is actually the slowest tier2-bs in terms of basespeed (Apoc and Megas with plates and trimarks are ofc a lot slower). While torp-Ravens could be devastating at close range and with Minmatar recon-support, they could easily be vastly outranged by laserboats, kited by Minmatar-ships or just be torn to shreds by blasterboats if these get a warpin. The fact that shield-Ravens have to outsource their EW-support to much more fragile recons, while armor-tanked blasterboats can carry their own webs doesn't help either.


I too feel that torps could also use a range buff, but not by much. I base it off maximum orbit range of npcs in lvl 4 missions.(It's a good relative number) being 52km. However, you also have to factor accel time, so at max skills on specific ships (golem for example) you would have a range of 56-58km, thus allowing you to hit npcs at max orbit range and leaving your rig slots open for other options, unless you just want the extra range. Currently a golem needs both rig slots to be t2 range rigs, as well as have max missile range skills in order to get javelins to hit npcs at max orbit range. Bit unfair if you ask me when you see other equally ranged ships able to fit damage rigs, tank rigs, or some else to give them an upper hand in pvp.
LeHarfang
Federal Navy Academy
Gallente Federation
#25 - 2012-01-16 06:58:46 UTC
Simple way to respond to the OP: missiles are supposed to be the drones equivalent. If they would fly any faster, it would effectivally make them Gun equivalents, which they are'nt supposed to be. If you make them faster, a good trade off would be to have them miss their target at a certain a distance (like close range) and nerf their damage to make them the gun equivalents so many people want them to be.
HELLBOUNDMAN
Aliastra
Gallente Federation
#26 - 2012-01-16 07:01:19 UTC
However, I also feel that torps and hams could use quite a large velocity boost (in exchange for flight time) because they are designed for close range assault and rely on fast actions.
Where as hml's and cruise missiles are more for range, yet they travel faster than hams and torps....bit weird.

Quote:
Cruises are, like beam lasers, nearly completely useless in the current situation. Actually, they weren't even good in the old days when sniping-battleships ruled the universe under King tachyapoc. Back then, their delayed damage made them useless, because the relatively fragile sniping-bs popped fast enough that missiles would never hit. For those who missed this times, most battleships had between 70k and 140k eHP, making them "doomsday-proof", a few sported even slightly more than 140k make them "doube-dd-proof". How much of the old 70k AoE-doomsdays would a hard-tanked Abaddon survive - 3, maybe 4? Nowadays, fleets engage at 50-120 km, making the low damage/high range-cruises all but obsolete. Even without any skills, a cruise missile without any skills has 75km range, which would make them a very solid-ranged weapon system. However, Caldari like to shoot past the grid and decided that a Raven with max skills would hit up to 254km - stupid, stupid, stupid. I mean, if cruise-designers would remove some a the fuel partitions of the missile with more warheads, they might even become useful. I mean, the Raven isn't that bad, it has solid HP, a low pricetag and can deal any kind of damage. But having an absolutely redundant bonus ist just ... well ... meh.
Well, a 4/7/8 slotdesign would be even more cool in PvP, but it's main problems are it's missiles.


Yup... To be honest though, I'm seeing even the focus of pve leaning more towards turrets.(also drones)
Used to be that ravens, golems, and drake were the must have pve ships.
Now, the raven isn't really that effective considering you have to exchange a good amount of dps for tank, as well as effective dps for tank. If you try to add more dps and 2 or 3 target painters, then you better damn well have a billion isk tank on that ship, cause if you don't it'll go down fairly quickly in a lvl 4 mission.
The Golem, while having great dps, is limited in range, very weak to e-war which can't be countered before it's in range, but is almost impossible to fit with effective dps (meaning target painters) without having at least 1 ded space module.

To be honest, the only 2 missile boats that even really stand out that well in lvl 4 missions anymore are the scorpion navy issue, and the tengu because they're able to put out EFFECTIVE dps with relative ease and without losing much tank. The Tengu because it uses heavies, and the sni because it has 8 mid slots.

One of missiles greatest advantages is that they're not limited to an optimal range, so anything from 0 to max is fair game. However, the fact that the damage application time becomes greater and greater the further away the target is, it seems their seemingly limitless range is also a disadvantage.

Now, to those who say missiles having the choice of damage type being an advantage.
Perhaps in pve being able to select which missile type does the best dps against your target is a tremendous advantage over turrets, HOWEVER, Eve shouldn't be balanced around pve, or at least it shouldn't be. The key factor to being able to choose damage types is knowing which damage type will best effect the target. In pve this is simple to determine just by knowing the target, or you can simply look at a mission reports web site. However, in pvp the story is much different.
In pvp you never know how your target is going to be tanked. They may be in a vessel typically weak against thermal, but when you fire thermal, you find out the target is stacked on thermal resistance.
Now, you'll have those players that will say,"well, just switch damage types."
I have a question to a player who would suggest this. Do you seriously think that it is good strategy to waist 40 seconds loading different damage types into your ship so that you can figure out which does max effective damage??? If you are a person who seems to think the answer to that question is "yes", then I have another question. Does you mom make you wear a helmet to bed??? Cause she really should.
When a fight is initialized, whatever ammo you have in the tube is what you're stuck firing cause changing ammo unless related to range would be a huge mistake, even if your damage type isn't very effective.

Sure, being limited to 2 damage types isn't an advantage in pvp, but when both of those damage types are wrapped into one shot, I would say that it's a major advantage.
HELLBOUNDMAN
Aliastra
Gallente Federation
#27 - 2012-01-16 07:07:18 UTC  |  Edited by: HELLBOUNDMAN
LeHarfang wrote:
Simple way to respond to the OP: missiles are supposed to be the drones equivalent. If they would fly any faster, it would effectivally make them Gun equivalents, which they are'nt supposed to be. If you make them faster, a good trade off would be to have them miss their target at a certain a distance (like close range) and nerf their damage to make them the gun equivalents so many people want them to be.


Not even close.

If they were the drone equivilant, then they would be instant damage after the first initial travel.

Drones may have to travel to the target, but once they're at the target they stay there and every shot is instantly applied.
Not to mention nothing can be done to the ship controlling the drones to stop the damage or negate any of it.
You have to go directly to the source and take out the drones themselves individually, and even if you manage to jam or dampen this ship with the drones before he launches them, thus not allowing him to engage you with the drones, he can simply set the drones to assist someone else in their fleet, thus allowing the drones to still be effective.

Oh, and don't use fof missiles as a counter to my argument on this, because anything that shoots friendlies just because they're repping you, cap transfering for you, etc. etc. is a worthless peice of crap.

Apart from SOLO pve/pvp, fof missiles are the same as defender missiles and completely worthless.



Edit: Oh, and they do have issues with close range, at least when you factor it in relation to orbitting. A missile boat is less effective against a target orbiting it than they are against a target travelling towards them.
Reason why: When a target is orbitting, your missile blows up beside the target allowing it to somewhat fly past the trajectory path of the missile, thus negating some damage because it's actually exiting the exp radius.
A missile fired at a target flying away from you is even less effective because the missile is exploding behind the target and having to catch up to the target as it's leaving the exp radius.
Now, when a target is coming towards you the missile explodes in front of the target forcing it to fly into the radius causing more damage.
Trust me, try it some time in a mission. You'll be much more effective at taking down those frigs as they're approaching than you will be once they're orbitting.


We're also not suggesting to make them gun equivilants either. We're suggesting to make them more effective in damage application so that the gap between turrets and missiles is a bit smaller leaving more room for the true decider of combat outcomes which is fit, skills, and player experience.
Wouldn't you love to know that you beat a pilot fair and square simply because you had more skills, a better tank, better dps, or just a better pilot in general? If so, then why are you willing to leave missiles the way they are?
Of course, I guess you could say that you beat the missile boat pilot fair and square because he didn't have enough experience to know not to use a missile boat in pvp.
Xandralkus
Caldari Provisions
Caldari State
#28 - 2012-01-16 22:01:42 UTC
Missile boats pay for their non-navigation-dependent application of DPS in terms of lower DPS versus turret-ships...NOT in terms of sluggish application of DPS. In the case of short-range unguided missiles, they are much more sensitive to target velocity than guided missiles, and really begin to enter the blaster realm, where full DPS is very difficult to attain.

Missiles should not require more than a few seconds to reach their destination. Yes, this means cruise missiles should STREAK towards their targets in a damn impressive manner.

I'd also advocate continuous missile acceleration during flight time - the longer it flies for, the faster it goes. This would help even out the DPS application time a bit, between a cruise missile target at 30 km and one at 120 km.

Eve UI wouldn't suck if CCP allowed UI addons.

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