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T2 Ammo. vs T2 Missiles

Author
Cambarus
The Baros Syndicate
#61 - 2012-07-10 01:47:45 UTC
Patri Andari wrote:
Cambarus wrote:

irrelevant numbers .


MISSILES HAVE BETTER AND WIDER USAGE IN PVE, SO OF COURSE THEY SELL MORE!

YOU SHOULD NOT USE THIS METRIC TO DETERMINE BALANCING DECISIONS FOR PVP!

Sorry for the caps.

What is odd is how you left out the one T2 turret ammo that is used in PVE quite often. Scorch
The rest have only a marginal and niche use in PVE at best especially when compared to missiles. For this reason, the market should have no bearing in balancing decisions.


Tor asked for statistics, that back up the use of t2 vs faction ammo, so he got them.

I also left out the long range ammo of all types because they're used in different situations and we were specifically talking about close range ammo in this thread so far.
Patri Andari
Thukker Tribe Antiquities Importer
#62 - 2012-07-10 02:11:08 UTC  |  Edited by: Patri Andari
Patri Andari wrote:


A more eloquent balancing solution would be to remove all "ship based" penalties from T2 missiles. {FULL STOP}

Then, if you still think T2 missiles are too good and/or out of balance tinker with their range, explosion velocity or explosion radius. Keeping punishing ship based penalties on one class of weapon system is not balanced and nothing you have said refutes that.

Be careful what you think, for your thoughts become your words. Be careful what you say, for your words become your actions. Be careful what you do, for your actions become your character. And character is everything. - author unknown

Cambarus
The Baros Syndicate
#63 - 2012-07-10 02:26:59 UTC
Patri Andari wrote:
Patri Andari wrote:


A more eloquent balancing solution would be to remove all "ship based" penalties from T2 missiles. {FULL STOP}

Then, if you still think T2 missiles are too good and/or out of balance tinker with their range, explosion velocity or explosion radius. Keeping punishing ship based penalties on one class of weapon system is not balanced and nothing you have said refutes that.

Changing a weapon effectively changes all ships that use it, and vice versa. As I said before, you need a reason to CHANGE something, not a reason to leave it alone, as far as balance goes. It doesn't matter if X and Y have different sorts of up/downsides, if you can't show that there's a problem with the game balance that would be fixed by changing these differences then there's no reason to change them
Patri Andari
Thukker Tribe Antiquities Importer
#64 - 2012-07-10 02:45:30 UTC  |  Edited by: Patri Andari
Patri Andari wrote:


A more eloquent balancing solution would be to remove all "ship based" penalties from T2 missiles. {FULL STOP}

Then, if you still think T2 missiles are too good and/or out of balance tinker with their range, explosion velocity or explosion radius. Keeping punishing ship based penalties on one class of weapon system is not balanced and nothing you have said refutes that.

Be careful what you think, for your thoughts become your words. Be careful what you say, for your words become your actions. Be careful what you do, for your actions become your character. And character is everything. - author unknown

Cambarus
The Baros Syndicate
#65 - 2012-07-10 02:49:47 UTC
Patri Andari wrote:
Cambarus wrote:
It doesn't matter if X and Y have different sorts of up/downsides, if you can't show that there's a problem with the game balance that would be fixed by changing these differences then there's no reason to change them


A rocket interceptor using T2 ammo dies on approach or soon after to larger ship much faster and more often than a turret based interceptor using T2 ammo because it will be slower or have a larger signature JUST BECAUSE OF THE SHIP DRAWBACKS FROM T2 MISSILE AMMO WHICH T2 TURRET AMMO DOES NOT HAVE = problem.

That work for you?

No, because a ceptor going in for the tackle wouldn't be loading javelin rockets, and even if it uses rage its sig radius isn't much of a problem anyway, as the speed is what's really important. Not only that, but any turret using ceptor loses its ability to deal ANY damage the instant a medium neut, or a TD is used on it. Balanced.
Noisrevbus
#66 - 2012-07-10 03:20:37 UTC  |  Edited by: Noisrevbus
On a general level i'd tend to agree with Cambarus, all systems have drawbacks and for most part they are largely balanced.

I think he'd do good in actually looking at what he's arguing though. Overblown drawbacks have been removed from alot of Tech II turret ammunition. Not because of turret-balance in some imaginary pair-up with missiles (making either an "enemy side" for low skillpoint pilots who can't use both), but simply because it was not used as there was no incentive to it. Alot of the changes that were made to turret Tech II ammunition have been good changes that provide alternatives without affecting some overall notion of balance (don't shame Conflag, Conflag as it is today is excellent for PvP and well balanced for what it does).

Missile Tech II ammunition however not only come with your typical range-modifiers and damage-accuracy considerations but also with arbitrary drawbacks that immidiately affect the ship. On top of that the considerations on the ammunition (as opposed to Conflag, or the reason Void was changed) is that in the existing balance they're not even worth using there. No one in their right mind use Precision, ever. The drawbacks are simply too steep, while the benefits are doubtful at best. Fury have a potential appeal since the extra damage is there but they suffer the same issues Void used to do - whatever raw damage appeal is there, it's effective damage increase is so highly limited by accuracy modifiers that it's hardly ever better than Faction. Void used to face that, Fury do so still.

So if it's a question of seeing the ammunition used as alternative to Faction, then yes, there's room for discussion here and the whole "there's a balance for turrets too" remark is as void as blaster ammo.

If it's a general discussion claiming missiles need a buff, then no, things are relatively balanced as they are.

The only thing the missile ammunition need to do (if you feel you necessarily have to discuss changes to it) is to provide balanced options like the changes to the turret ammunition have done. As far as i'm concerned it's yet another low impact discussion that should get the same low priority. The sucking chestwound of EVE online is 0.0 political gameplay, how it affects the size or scale of community or politics and how that ultimately stifles conflict. I hate having to fall back to that at all times, but it's so pointless discussing balance with actual examples in the game dwindling, because the gameplay isn't there to draw from. I bet the majority of missiles fired today are not even faction, but standard tech I en masse. That should exemplify my argument about the irony of modifier balance discussions over mechanical and environmental.

Don't let general standpoints cloud the judgement of the details you are arguing. It's the reason i keep trying to provide both perspectives in my posts (separating finer discussion from larger or general discussion, if you may). I think that would be a good lesson for Cambarus as well so he keeps it factual.
Patri Andari
Thukker Tribe Antiquities Importer
#67 - 2012-07-10 03:23:58 UTC  |  Edited by: Patri Andari
Cambarus wrote:

No, because a ceptor going in for the tackle wouldn't be loading javelin rockets


It looses the option to do so because of ship penalties whereas a turret ship could load long ranged ammo without this consideration = problem



Cambarus wrote:
and even if it uses rage its sig radius isn't much of a problem anyway, as the speed is what's really important..


Which is exactly the reason why interceptors have a sig radius role based bonus...oh wait
...

Cambarus wrote:
Not only that, but any turret using ceptor loses its ability to deal ANY damage the instant a medium neut, or a TD is used on it. Balanced.


Where to start.
First Minmatar ships need no cap to fire just like missiles and have more DPS so facing a neut will cause the same results other than the fact that the missile ship will be slower or have a bigger sig and therefore die sooner.

Second a TD used by a cruiser or better on a stilleto will not stop it from being tackled and will not reduce any appreciable amount of damage over a crow.

Finally, a ceptors job in this instance is not dealing damage but tackle the main target and kill the others that you can. If the target has drones those are the biggest concen.

What ships can use high damage T2 ammo to deal damage to drones in this situation? Answer: NOT MISSILE SHIPS! because they will either slow down or have sig bloom.

It is a problem that ships using T2 missile ammo have ship drawbacks that T2 turret ships do not have.

But as I said before:


Patri Andari wrote:


A more eloquent balancing solution would be to remove all "ship based" penalties from T2 missiles. {FULL STOP}

Then, if you still think T2 missiles are too good and/or out of balance tinker with their range, explosion velocity or explosion radius. Keeping punishing ship based penalties on one class of weapon system is not balanced and nothing you have said refutes that.

Be careful what you think, for your thoughts become your words. Be careful what you say, for your words become your actions. Be careful what you do, for your actions become your character. And character is everything. - author unknown

Cambarus
The Baros Syndicate
#68 - 2012-07-10 05:21:00 UTC
Patri Andari wrote:

It looses the option to do so because of ship penalties whereas a turret ship could load long ranged ammo without this consideration = problem
"Ship X can't do something that ship Y can do" is not a problem, it's variation within the game. "ship X can't do ANYTHING better than ship Y" is a problem, or "ship X is good at too many things" I'm trying to stay away from arguing inty balance because I have little experience flying ships with rockets. I will say this however: Tracking disruptors on frigate hulls let you do absolutely silly things to other people, and they're the reason I hate rocket using ships, because I can't TD them :(

Patri Andari wrote:

Which is exactly the reason why interceptors have a sig radius role based bonus...oh wait
The main advantage of a ceptor is and always has been it's speed, and speed is MUCH more important than sig radius for staying alive.
Patri Andari wrote:

Where to start.
First Minmatar ships need no cap to fire just like missiles and have more DPS so facing a neut will cause the same results other than the fact that the missile ship will be slower or have a bigger sig and therefore die sooner.

Second a TD used by a cruiser or better on a stilleto will not stop it from being tackled and will not reduce any appreciable amount of damage over a crow.

Finally, a ceptors job in this instance is not dealing damage but tackle the main target and kill the others that you can. If the target has drones those are the biggest concen.

1)Small ACs have an optimal range of 800meters, a crow can skirt the edge of web range and still do damage. See? I can point out the differences in weapon systems too :D

2)A TD will bring a claw's DPS to about 0. I know this, because back when I was pretty much living in a bomber having a TD saved my ass from more claws than I care to count, and it got to the point where I was letting them tackle me if I had friends nearby because a TD on my bomber made me untouchable by claws. I don't know off the top of my head how much DPS a crow does, but I'd wager it's more than 0.

3)Well given that you'd load faction ammo to deal with drones, why do either of the T2 ammo types matter? You're also being very inconsistent arguing in a thread about ammo and using a ship whose job isn't shooting things as your proof that said ammo is broken.

Patri Andari wrote:

It is a problem that ships using T2 missile ammo have ship drawbacks that T2 turret ships do not have.
Then I declare it also a problem that turrets having drawbacks that missiles don't is also a problem. I'll take my capless, variable damage type lasers now please.


Patri Andari wrote:


A more eloquent balancing solution would be to remove all "ship based" penalties from T2 missiles. {FULL STOP}

Then, if you still think T2 missiles are too good and/or out of balance tinker with their range, explosion velocity or explosion radius. Keeping punishing ship based penalties on one class of weapon system is not balanced and nothing you have said refutes that.
But you STILL haven't actually given any reason why ship-based drawbacks are bad. You're basically just upset because missiles have certain drawbacks that turrets don't. You're acting like a ship based drawback instantly makes them useless, which is absurd, because the ships using them are in no way underpowered, and your " X should have the same sorts of penalties as Y" logic can literally be applied to every weapon system in the game:

Giving one turret shorter range than all the others? That's not balanced!
Making one turret fight in falloff, thereby notably lowering its DPS? That's not balanced!
Giving one turret such heavy cap use the only ships able to continuously fire their guns without cap injecting will have to forfeit a bonus for it? That's not balanced!

I've said it before and I'll say it again: Penalties that affect ships using a weapon and penalties affecting the weapon itself are essentially the same thing.

You remind me a lot of the people whining that they should switch the damage modifiers on EM/explosive drones, because there wasn't really a reason to use the EM ones. What they claimed was a buff (which it was, to em drones) was really a nerf to drones as a whole because they were so caught up in making the spreadsheets line up that they weren't paying attention / didn't care about the balance of the weapon system as a whole.

When I read:
"Then, if you still think T2 missiles are too good and/or out of balance tinker with their range, explosion velocity or explosion radius. "
what I hear is
"I don't actually care about the BALANCE issues being discussed, I just want the spreadsheets to line up."
You should never intentionally make something imbalanced for the sake of balance, it just doesn't make sense.
Onictus
Federal Navy Academy
Gallente Federation
#69 - 2012-07-10 05:30:22 UTC  |  Edited by: Onictus
Are you arguing interceptor damage? Seriously?

First of all its silly, you only put gun on a ceptor to shoot drones and pods.

Second, if you are in medium brig range you are already screwing up......bonused long point range is over 40km.

Third, long range ammo on a small arty at 30km? Laughable nor would you use barrage because of tracking issues because you are primarily shooting drones.

To Sig .....Meh that Sig penalty is a big deal on a drake or a shield BS it gets you blapped by bigger ships. The role bonus is so the hull can function with a mwd without having the Sig of a cruiser.

The speed penalty would suck though.
Patri Andari
Thukker Tribe Antiquities Importer
#70 - 2012-07-10 06:11:02 UTC
Cambarus wrote:
stupidity


Okay i tried to avoid it ...but you are dumb

Be careful what you think, for your thoughts become your words. Be careful what you say, for your words become your actions. Be careful what you do, for your actions become your character. And character is everything. - author unknown

Patri Andari
Thukker Tribe Antiquities Importer
#71 - 2012-07-10 06:14:07 UTC  |  Edited by: Patri Andari
Onictus wrote:
Are you arguing interceptor damage? Seriously?

First of all its silly, you only put gun on a ceptor to shoot drones and pods.

Second, if you are in medium brig range you are already screwing up......bonused long point range is over 40km.

Third, long range ammo on a small arty at 30km? Laughable nor would you use barrage because of tracking issues because you are primarily shooting drones.

To Sig .....Meh that Sig penalty is a big deal on a drake or a shield BS it gets you blapped by bigger ships. The role bonus is so the hull can function with a mwd without having the Sig of a cruiser.

The speed penalty would suck though.


That sig penalty would not matter at all if you are in a frig v cruisers? Shocked

Am arguing the damage interceptors take not give
if you can not follow the debate do not join it please

Be careful what you think, for your thoughts become your words. Be careful what you say, for your words become your actions. Be careful what you do, for your actions become your character. And character is everything. - author unknown

Mfume Apocal
Brutor Tribe
Minmatar Republic
#72 - 2012-07-10 09:10:23 UTC
Patri Andari wrote:
Cambarus wrote:
and even if it uses rage its sig radius isn't much of a problem anyway, as the speed is what's really important..


Which is exactly the reason why interceptors have a sig radius role based bonus...oh wait


He's saying the penalty from Rage rockets is nowhere near enough to be a concern during most (not all) TQ situations. Meanwhile, the sig reduction bonus on ceptors is huge, mathematically and practically.
Onictus
Federal Navy Academy
Gallente Federation
#73 - 2012-07-10 09:21:59 UTC
Mfume Apocal wrote:
Patri Andari wrote:
Cambarus wrote:
and even if it uses rage its sig radius isn't much of a problem anyway, as the speed is what's really important..


Which is exactly the reason why interceptors have a sig radius role based bonus...oh wait


He's saying the penalty from Rage rockets is nowhere near enough to be a concern during most (not all) TQ situations. Meanwhile, the sig reduction bonus on ceptors is huge, mathematically and practically.


Exactly.....sans links you are talking a 110 meter signature....that is with an MSE on an Ares or Stilleto. So that 7%
penalty only brings you to 118.

.....the Sig radius of a medium turret is 125m. This makes the T2 Sig penalty inconsequential.

Anything not a vaga, stabber, zealot or other tracking bonused hull is STILL going to have a hell of a time hitting you, and of them only a pulse Zealot has the range to hit a long orbit ceptor reliably..
Tor Gungnir
Sebiestor Tribe
Minmatar Republic
#74 - 2012-07-10 10:45:03 UTC
Patri Andari wrote:


A more eloquent balancing solution would be to remove all "ship based" penalties from T2 missiles. {FULL STOP}

Then, if you still think T2 missiles are too good and out balance tinker withe their range, explosion velocity or explosion radius. Keeping punishing ship based penalties on one class of weapon system is not balanced and nothing you have said refutes that.


Exactly. As I've said over and over, the T2 Missiles do have penalties to themselves as well as to the ship.

Space. It seems to go on and on forever. But then you get to the end and a gorilla starts throwing barrels at you.

Cambarus
The Baros Syndicate
#75 - 2012-07-10 15:29:58 UTC
Tor Gungnir wrote:
Patri Andari wrote:


A more eloquent balancing solution would be to remove all "ship based" penalties from T2 missiles. {FULL STOP}

Then, if you still think T2 missiles are too good and out balance tinker withe their range, explosion velocity or explosion radius. Keeping punishing ship based penalties on one class of weapon system is not balanced and nothing you have said refutes that.


Exactly. As I've said over and over, the T2 Missiles do have penalties to themselves as well as to the ship.

And as I, and many others have said, this is not a problem. Cripes you guys spend so much time patting each other on the back I'm starting to think you're alts >_>

Different penalties and advantages, affecting different things, adds flavour to the game. It makes things interesting. If you want to argue that rockets, or torps, or any other missile type needs a boost, look towards improving their advantages. I'd be down for more raw dps on rage torps if it was coupled with an increase in sig radius to balance it out, but as it stands you're asking for ship drawbacks to be removed just because turrets don't have them, well turrets don't have a lot of things that missiles do, shall we remove them all?

I guess what I'm asking is this:
In what way is a sig radius increase from rage torps a massive deal, but capless, 100% variable damage high DPS + range weapons aren't?

Onictus wrote:
Mfume Apocal wrote:

He's saying the penalty from Rage rockets is nowhere near enough to be a concern during most (not all) TQ situations. Meanwhile, the sig reduction bonus on ceptors is huge, mathematically and practically.


Exactly.....sans links you are talking a 110 meter signature....that is with an MSE on an Ares or Stilleto. So that 7%
penalty only brings you to 118.

.....the Sig radius of a medium turret is 125m. This makes the T2 Sig penalty inconsequential.

Anything not a vaga, stabber, zealot or other tracking bonused hull is STILL going to have a hell of a time hitting you, and of them only a pulse Zealot has the range to hit a long orbit ceptor reliably..
That's not exactly what I'm saying, and the actual number crunching is pointless, because:

Sig radius against guns only really affects tracking, so, for example, a 500% increase in speed coupled with a 500% increase in sig will make you no more or less easy to hit than you'd be without it, the reason speed is more important is less straight forward and more general in terms of how if affects pvp, namely the ability to dictate the terms of the fight. The faster ship chooses the range of the engagement, and consequently has the option of either staying out of gun range, or getting under gun tracking, and while there are ways to stop yourself from getting hit even if you've a sig radius the size of a moon, it's impossible to outtrack someone who can move faster than you, because if they so choose they always have the option of reducing the transversal to 0. It's because of that that I say speed is more important than sig radius.
Patri Andari wrote:

Okay i tried to avoid it ...but you are dumb
And I tried to avoid it... but if you can't post with a character that has any sort of pvp experience, and you can't actually refute my points, then you've been proven wrong, don't let the door hit you on the way out.
Patri Andari
Thukker Tribe Antiquities Importer
#76 - 2012-07-10 20:19:36 UTC
Cambarus wrote:
Cripes you guys spend so much time patting each other on the back I'm starting to think you're alts >_>

My alts do not post.

Cambarus wrote:
Different penalties and advantages, affecting different things, adds flavour to the game. It makes things interesting. If you want to argue that rockets, or torps, or any other missile type needs a boost, look towards improving their advantages. I'd be down for more raw dps on rage torps if it was coupled with an increase in sig radius to balance it out, but as it stands you're asking for ship drawbacks to be removed just because turrets don't have them, well turrets don't have a lot of things that missiles do, shall we remove them all?


No. Just remove the ship penalties then, if needed, adjust missile range, explosion velocity and/or radius to balance them. Far easier and balanced then the current system.

Cambarus wrote:
I guess what I'm asking is this:
In what way is a sig radius increase from rage torps a massive deal, but capless, 100% variable damage high DPS + range weapons aren't?

It's not just torps. It's all missiles. With that in mind, any missile ship going against a turret ship of the same size will have sig bloom or gimped speed if it chooses to use T2 ammo, while the turret ship performs at its peak. This should not be. Instead, both pilots should only have to worry about the performance of their weapons. As it stands now this is not the case.

Turret ship vs. missile ship of same class in a small gang or 1v1 situation: When deciding to use T2 ammo the turret ship must consider range and tracking issues. Missile ship must consider range issues, "tracking" issues, gimped speed, AND/OR balloned signature. Any sane person would see this for the imbalance it is.

Be careful what you think, for your thoughts become your words. Be careful what you say, for your words become your actions. Be careful what you do, for your actions become your character. And character is everything. - author unknown

Patri Andari
Thukker Tribe Antiquities Importer
#77 - 2012-07-10 20:22:06 UTC
Cambarus wrote:

Onictus wrote:
Mfume Apocal wrote:

He's saying the penalty from Rage rockets is nowhere near enough to be a concern during most (not all) TQ situations. Meanwhile, the sig reduction bonus on ceptors is huge, mathematically and practically.


Exactly.....sans links you are talking a 110 meter signature....that is with an MSE on an Ares or Stilleto. So that 7%
penalty only brings you to 118.

.....the Sig radius of a medium turret is 125m. This makes the T2 Sig penalty inconsequential.

Anything not a vaga, stabber, zealot or other tracking bonused hull is STILL going to have a hell of a time hitting you, and of them only a pulse Zealot has the range to hit a long orbit ceptor reliably..
That's not exactly what I'm saying, and the actual number crunching is pointless


Pretty sure Mfume was referring to Onictus' post not yours, but you have not been too good at following this thread so far so it is to be expected for you to get a little confused.

Be careful what you think, for your thoughts become your words. Be careful what you say, for your words become your actions. Be careful what you do, for your actions become your character. And character is everything. - author unknown

Patri Andari
Thukker Tribe Antiquities Importer
#78 - 2012-07-10 20:22:25 UTC  |  Edited by: Patri Andari
Cambarus wrote:

Sig radius against guns only really affects tracking


Wrong again! It affects chance to hit, quality of hit AND tracking. It also affects missiles even more which is why artillery fired from a BS at a stationary frig will obliterate the frig, while a torp will just tickle it (unless the frig is loaded with rage missiles then it takes more damage) And therein lies the imbalance. Roll
Cambarus wrote:

Patri Andari wrote:

Okay i tried to avoid it ...but you are dumb
And I tried to avoid it... but if you can't post with a character that has any sort of pvp experience, and you can't actually refute my points, then you've been proven wrong, don't let the door hit you on the way out.

Your "points" are meaningless and just a rehash of your proven poor logic. I have decided to stay in this thread with my limited pvp experienced character both to annoy you and because this issue is dear to me.

Furthermore:
Patri Andari wrote:


A more eloquent balancing solution would be to remove all "ship based" penalties from T2 missiles. {FULL STOP}

Then, if you still think T2 missiles are too good and/or out of balance tinker with their range, explosion velocity or explosion radius. Keeping punishing ship based penalties on one class of weapon system is not balanced and nothing you have said refutes that.


Carry on.

Be careful what you think, for your thoughts become your words. Be careful what you say, for your words become your actions. Be careful what you do, for your actions become your character. And character is everything. - author unknown

Tor Gungnir
Sebiestor Tribe
Minmatar Republic
#79 - 2012-07-10 20:27:52 UTC  |  Edited by: Tor Gungnir
Cambarus wrote:

And as I, and many others have said, this is not a problem. Cripes you guys spend so much time patting each other on the back I'm starting to think you're alts >_>


There is a problem. Not everyone flies Golems or Stealth Bombers than can sit and pretty much fire Torpedoes the same range they do Cruise Missiles. Some ships actually have to get into brawler range to use them.

Imagine if all Blaster ammo in the game slowed down your ship by 4% per turret mounted on it.

So yes, there is a reason why we pretty much only see Torpedoes on either Golems or Stealth Bombers. No matter how you twist and turn it, this is bad. Real bad.

Space. It seems to go on and on forever. But then you get to the end and a gorilla starts throwing barrels at you.

Cambarus
The Baros Syndicate
#80 - 2012-07-10 20:49:31 UTC
Tor Gungnir wrote:

So yes, there is a reason why we pretty much only see Torpedoes on either Golems or Stealth Bombers. No matter how you twist and turn it, this is bad. Real bad.

So you have a problem with the phoon then? Aside from raven hulls and stealth bombers there aren't really a whole lot of options for people who want to use torps, and tbh that sounds like something that could be fixed (if, indeed, it needs fixing at all)

Patri Andari wrote:
No. Just remove the ship penalties then, if needed, adjust missile range, explosion velocity and/or radius to balance them. Far easier and balanced then the current system.
Why? "It's something turret users don't have to deal with" isn't a reason to change something, since if anything we need MORE variation in the different weapons, not less.

Tor Gungnir wrote:

It's not just torps. It's all missiles. With that in mind, any missile ship going against a turret ship of the same size will have sig bloom or gimped speed if it chooses to use T2 ammo, while the turret ship performs at its peak. This should not be. Instead, both pilots should only have to worry about the performance of their weapons. As it stands now this is not the case.

Turret ship vs. missile ship of same class in a small gang or 1v1 situation: When deciding to use T2 ammo the turret ship must consider range and tracking issues. Missile ship must consider range issues, "tracking" issues, gimped speed, AND/OR balloned signature. Any sane person would see this for the imbalance it is.

You keep doing this thing where you point out the downsides of missiles, ignore the benefits, and act like that makes it imbalanced. Very well then, I'll stoop to your level for a moment:

Turret ship vs. missile ship of same class in a small gang or 1v1 situation: When deciding which ammo to use, the missile ship can freely choose its damage type, while all the guns (even autocannons if we're talking about t2 ammo) are forced to use a specific damage profile regardless of the enemy's resistances. Any sane person would see this for the imbalance it is.