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[Updated][Winter] Missile Rebalance 2.0 + Hurricane tweak

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Author
HELLBOUNDMAN
Aliastra
Gallente Federation
#2141 - 2012-09-21 00:25:14 UTC
Marlona Sky wrote:
James Amril-Kesh wrote:
Marlona Sky wrote:
You guys are impossible. All you care about is your precious 'do everything' Drake.

"I've given up trying to argue substance. Nerf all the things!"

When you provide some, I'll be happy to discuss it with you.



I personally don't care about the drake, I do howeve care about heavy missiles.

If they nerf range by 25% then the drake will have a max of 56km.

This sucks and without factoring missile acceleration.

It's 8km less than a harbinger, which is the shortest possible max range of the tier 2 bc's.

Now, with a 20% dps nerf as well, it will lose 52 dps without dps modules.

Honestly, if they just swapped the range of precision and fury missiles for all guided missiles then it would be much more balanced without any direct missile nerfs.
Bloutok
Perkone
Caldari State
#2142 - 2012-09-21 00:25:25 UTC


Speed: What can kite what ?

DPS: If you mean that there is only exactly 2 amo per gun type, ok. If the drake is still stuck with 2 amo but all others have choices. no. But i will add that you make more sense then CCP.

Range: Depends what can kite what.
James Amril-Kesh
Viziam
Amarr Empire
#2143 - 2012-09-21 00:25:37 UTC
Marlona Sky wrote:
James Amril-Kesh wrote:
Marlona Sky wrote:
You guys are impossible. All you care about is your precious 'do everything' Drake.

"I've given up trying to argue substance. Nerf all the things!"

When you provide some, I'll be happy to discuss it with you.

I have in several places, but you've conveniently ignored it.

Enjoying the rain today? ;)

Vladimir Norkoff
Income Redistribution Service
#2144 - 2012-09-21 00:33:40 UTC
Defender missiles currently don't work. Making TDs affect missiles makes TDs overpowered. So why not just take the mechanics from the TD and apply them to the Defender Missile system? Problem solved. Just make a new module for Defender missiles - either a midslot or a utility highslot (or hell, let it use both - that would be interesting). No cap, just uses ammo. Could even give some otherwise crappy shipclass a role bonus for them.
Ark Anhammar
Federal Navy Academy
Gallente Federation
#2145 - 2012-09-21 00:36:44 UTC
Doddy wrote:
Why bother? he clearly didn't read the op. i mean just look at his last sentance.

HE reposted it. As if anyone wanted to read through all that.
Kikusama
Ministry of War
Amarr Empire
#2146 - 2012-09-21 00:42:24 UTC  |  Edited by: Kikusama
Now this is why CCP should NOT hire players as game designers.

This type of rebalancing - the HML one in particular - isn't so good.


Frigate balance - great. Cruiser balance - great. HML balance ideas?

Let me put it clearly why a HML nerf is bad:
- there are only 2 overpowered ships - i.e. Drake and Tengu;
- there are several other ships that sport HML and are mediocre to say the best at the moment (e.g. Nighthawk, Cerberus). They'll be a LOT worse after the HML nerf.

Easy fixes:
- Drake nerf - off with the resist bonus, different damage bonus instead;
- Tengu Accelerated Ejection Bay nerf;
- leave HML alone, they're mediocre as they are now, the 2 above mentioned ships make them look overpowered.

Fit-cube-into-round-slot type of fixes that should be avoided:
- leave TD/TC/TEs to GUNNERY only. Missiles should be affected by different modules, should anyone feel that is necessary.



Or just make everything the same. Falls in line with the recent (i.e. last 6-12 months) changes that seem to make the game as uniform as possible and as easy to understand without any real effort involved.

Kudos CCP, keep it up!

Guns make the news. Science doesn't.

Doddy
Excidium.
#2147 - 2012-09-21 00:43:19 UTC  |  Edited by: Doddy
Errand Girl wrote:


This.

HML DPS is already in the middle of close range/high damage ammo and long range/low damage ammo when compared against other medium LR weapons.


lol, terrible comparison is of ships (and turret ships with tes at that ...) not weapons. Take perfect skill char, 3 damage mods heavy launchers and any of the (highest tier) turrets, place them on an unbonussed hull on eft and compare the different ammo types.

5*Heavy launcher 2, t1 missile,3bcu - possible range - 84.4k* - dps 206
5*720 artillery 2, emp, 3 gyro - optimal 15k (+22) - dps 208
5*heavy beams 2, multi, 3 heat sink - optimal 15k (+10) - dps 261
5*250mm rail 2, antimatter, 3 mag stab - optimal 18k - dps 248

the point at which the missiles are out dpsing the turrets thanks to fall off is around 17-24k depending on the turret type Of course within this range is just where turrets are suffering tracking issues, yay .......

By the time you get to mid range ammo;

5*heavy launcher 2, t1 missile, 3 bcu - possible range - 84.4k* - dps 206
5*720 artillery 2, depleted U, 3 gyro - optimal 30k (+22) - dps 139
5*heavy beams 2, standard, 3 heat sink - optimal 30k(+10) - dps 174
5*250mm rails 2, lead, 3 mag stab - optimal 36k (+15) - dps 165

So they all do less dps than missiles and can't match thier range at all even allowing for missiles playing catch up on any but the fastest targets.

If you are unlucky enough not to have t2 ammo and have to use long rage t1 you are really screwed;

5*heavy launcher 2, t1 missile, 3 bcu - possible range - 84.4k - dps 206
5*720 artillery 2, carbonized L, 3 gyro - optimal 48k (+22) - dps 87 (lol)
5*heavy beams 2, radio, 3 heat sink - optimal 48k (+10) - dps 109
5*250mm rails 2, antimatter, 3 mag stab - optimal 58k (+15) - dps 103

Thats right, to match the effective ranges of missiles with t1 ammo you do half (or even less) the damage.

t2 ammo makes it all better right? well lets see

5*heavy launcher 2, fury missiles, 3 bcu -possible range - 75.9k* - dps 264
5*720mm 2, quake, 3 gyro, - optimal 7.5k (+22) - dps 243
5*heavy beams 2, gleam, 3 heat sink - optimal 7.5k (+10) - dps 305
5*250mm rails 2, javelin, 3 mag stab - optimal 9k (+15) - dps 289

ok so as long as you are not using artillery you out dps missiles, but only at very close range. The point at which fall-off leaves missiles top dog again is 12-14k which of course is where tracking is messing with you, good thing ccp gave that ammo a tracking bonus tbh.

Long range t2 ammo should be good though;

5*heavy launcher2, t1 missile (no "range" t2 for missiles), 3 bcu - possible range - 84.4k* - dps 206
5*720mm 2, tremor, 3 gyro - optimal 54k (+22) - dps 139
5*heavy beam 2, aurora, 3 heat sink - optimal 54k (+10) - dps 174
5*250mm 2, spike, 3 mag stab - optimal 65k (+15) - dps 165

So even here you wont out range the missiles unless the target is mobile, and your dps is considerably worse.

Comparing on ships is dumb. The hurricane has a dual weapon bonus, comparing its damage with drake ignores a certain 5% resist bonus. Adding tes ignore the tanking mods a drake can put in those lows. It is precisely because drake can project damge without using slots that it is so popular.

All of it ignores the fact ccp is still to balance battllecruisers. The above figures show pretty clearly that heavy missiles are a bit off, anyone who thinks they are fine is kidding themselves. To even get close to missile damage projection a turret pilot MUST have t2 trained, which of course is a grind, and he must then use t2 ammo where the missile pilot can use t1 or upgrade to faction for more loldps. From 24k to the point missiles run out of gas (84k stationary target) missiles outdps all turrets. You can throw the targets sig/velocity in there but they effect turret tracking to a greater or lesser degree as well (especailly at close range which is where turrets supposedly outdps the missiles).

As it stands missiles have a big raw advantage but with several drawbacks;

Many kinetic damage specific bonuses - ccp seems to be getting rid of these for general bonuses
No mods to increase range or accuracy - ccp wants to add these
effected by defenders - largely irrelevant in pvp, quite telling in pve
effected by smartbombs - occaissionally an issue in pvp, never in pve (except you can't run your own smarty without losing dps)
flight time - irrelevant in pve, important in pvp at longer ranges especially (the balancing factor?) - ccp want to reduce this.

and some advantages;

no cap use (same with projectiles)
damage type freedom (same to an extent with projectiles)
not effected by tracking disruptors - ccp wants to change this.



*i know, it will be shorter v fast target not moving towards you.
Marlona Sky
State War Academy
Caldari State
#2148 - 2012-09-21 00:45:52 UTC
James Amril-Kesh wrote:
Marlona Sky wrote:
James Amril-Kesh wrote:
Marlona Sky wrote:
You guys are impossible. All you care about is your precious 'do everything' Drake.

"I've given up trying to argue substance. Nerf all the things!"

When you provide some, I'll be happy to discuss it with you.

I have in several places, but you've conveniently ignored it.

And people have done the same for you and you ignored or danced around it. So you did it to yourself.
Lili Lu
#2149 - 2012-09-21 00:48:37 UTC
HELLBOUNDMAN wrote:
If they nerf range by 25% then the drake will have a max of 56km.

This sucks and without factoring missile acceleration.

It's 8km less than a harbinger, which is the shortest possible max range of the tier 2 bc's.

Now, with a 20% dps nerf as well, it will lose 52 dps without dps modules.

Honestly, if they just swapped the range of precision and fury missiles for all guided missiles then it would be much more balanced without any direct missile nerfs.

Underlined the parts where you are wrong.

A Harbinger with heavy beams, all level 5 skills, and Aurora M has an optimal of 54 and a fallof of 10, not an optimal of 64. As for the range you state for heavy missiles I think you overstate the reduction. True a reduction on range if fury continues to have it's current stats would be 56.9km, but faction ammo (which does not have as much range or damage on a turret) will have a range of 63.3km. And, if you read the op the acceleration range penalty with missiles is being addressed with coding changes apparently.

Secondly, if you swapped the fury and precision ranges there would be no frigate or destroyer that would be safe. Currently those ships have a reason to fear turrets at range. But if they get close they can enjoy a light show because the turrets will not hit them at all. With missiles they can essentially shrug off HM damage unless they get close and the HM ship switches to precision (which will be getting a buff). If precision, especially a buffed precision, heavy missile had long range a frig would be never safe against a HML.

This picture is complex. People need to read more and slow down. In the end, the usage stats on Drakes and Tengus had to end. Noone was chosing these ships for aestetic reasons. They were and are getting used so much more than other ships because they are and have been better than the alternatives in their classes and even other classes of ships. Read this post again https://forums.eveonline.com/default.aspx?g=posts&m=1942484#post1942484
Nikolai Dostoyevski
Federal Navy Academy
Gallente Federation
#2150 - 2012-09-21 00:50:01 UTC
Takeshi Yamato wrote:

HMLs are clearly out of balance in regards to dps and range when compared to long range turrets.


Disagree.

1) Missiles don't get critical hits..

2) Most of the mentions you're seeing of any ship that is producing more than 400 dps is based on filling its low slots with BCUs, which means shield tanking, which means few, if any, mid-slot utilities or EWAR.

3) Medium rails suck. They are a bad comparison and should be buffed.

4) Missiles are the only weapon platform capable of being firewalled and speed tanked in a direct line towards the firing ship (meaning it's much easier to close on a missile ship than a gunboat.... this is very valuable if you're option for blasters or autocannons).

5) Gun damage is immediate. There is no wasted dps that occurs such as when you have missiles that are still in flight and the target is destroyed.

There are so many practical aspects that people are ignoring when they robotically spit out the raw damage comparisons between missiles and guns.

I'm all for reducing the range of HMLs - I agree it's a little ridiculous that you can hit with HMLs out to 100k+. But the damage is fine.
HELLBOUNDMAN
Aliastra
Gallente Federation
#2151 - 2012-09-21 00:50:16 UTC
Bloutok wrote:


Speed: What can kite what ?

DPS: If you mean that there is only exactly 2 amo per gun type, ok. If the drake is still stuck with 2 amo but all others have choices. no. But i will add that you make more sense then CCP.

Range: Depends what can kite what.



Like I've stated before, t1 and faction ammo would balanced around this structure as well.

So, it would be like looking at unguided missiles, on better range and less dps.
Marlona Sky
State War Academy
Caldari State
#2152 - 2012-09-21 00:53:00 UTC  |  Edited by: Il Feytid
HELLBOUNDMAN wrote:
Marlona Sky wrote:
James Amril-Kesh wrote:
Marlona Sky wrote:
You guys are impossible. All you care about is your precious 'do everything' Drake.

"I've given up trying to argue substance. Nerf all the things!"

When you provide some, I'll be happy to discuss it with you.



I personally don't care about the drake, I do howeve care about heavy missiles.

If they nerf range by 25% then the drake will have a max of 56km.

This sucks and without factoring missile acceleration.

It's 8km less than a harbinger, which is the shortest possible max range of the tier 2 bc's.

Now, with a 20% dps nerf as well, it will lose 52 dps without dps modules.

Honestly, if they just swapped the range of precision and fury missiles for all guided missiles then it would be much more balanced without any direct missile nerfs.

Stop looking at just base stats alone and look at how the weapons are applied in game. I could say blasters are the way to go, but there is a reason we don't see the Brutix and Heavy Neutron Blasters in the top 20 most used ships and weapons isn't there? Looks good on paper, completely terrible in practice. There is simply far too many other things that get the job done better.

Just like people going on about base dps of a Drake being like 300 dps when everyone knows there will be at least two ballistic controls used on it pushing the dps to over 450 dps without sacrificing tank. It's like someone complaining about the dps of artillery when everyone knows artillery is all about the alpha damage.
James Amril-Kesh
Viziam
Amarr Empire
#2153 - 2012-09-21 00:53:01 UTC  |  Edited by: James Amril-Kesh
Marlona Sky wrote:
James Amril-Kesh wrote:
Marlona Sky wrote:
James Amril-Kesh wrote:
Marlona Sky wrote:
You guys are impossible. All you care about is your precious 'do everything' Drake.

"I've given up trying to argue substance. Nerf all the things!"

When you provide some, I'll be happy to discuss it with you.

I have in several places, but you've conveniently ignored it.

And people have done the same for you and you ignored or danced around it. So you did it to yourself.

You mean where I pointed out that nobody uses medium LR weapons, and when prompted on it nobody gives justification as to why they'll magically start doing so once HMs are nerfed?

Yeah, I do kind of ignore points that don't really address my questions.

Enjoying the rain today? ;)

Kikusama
Ministry of War
Amarr Empire
#2154 - 2012-09-21 00:54:30 UTC
By the way, I've seen mentioned power creep. Any plans for Ti3 BCs any time soon? Pirate

Guns make the news. Science doesn't.

HELLBOUNDMAN
Aliastra
Gallente Federation
#2155 - 2012-09-21 00:59:04 UTC
Lili Lu wrote:
but faction ammo (which does not have as much range or damage on a turret) will have a range of 63.3km. And, if you read the op the acceleration range penalty with missiles is being addressed with coding changes apparently.


So, you're telling to just use faction ammo?
This is kinda a problem with guided missiles as is.

Now, with my suggested changes, this is fixed

Quote:
Secondly, if you swapped the fury and precision ranges there would be no frigate or destroyer that would be safe.


A frig @ over 42 km away from a targetted drake, is essentially useless at attacking the drake anyway.

Now, when it comes to missiles, frigs a cruisers can use their sig and a prop mod to their advantage and speed tank them quite well.

Like I said, all you need to do is outrun the explosion velocity.

Lili Lu
#2156 - 2012-09-21 01:01:07 UTC
Kikusama wrote:
By the way, I've seen mentioned power creep. Any plans for Ti3 BCs any time soon? Pirate

Can't remember where it is, but yeah, the one of the devs stated they are reexamining tier 3 stats (mainly agility and fittings/tankability afaik) and ASBs. Lot is going on. After so many years of slumber it seems they are waking up to fixing in-game imbalances (even ones they recently introduced, like ASBs and angel ships).
Sycotic Deninard
Basgerin Pirate
#2157 - 2012-09-21 01:06:20 UTC
Guys, I hate to tell you this but Fozzie has stopped reading this thread knowing that it was going to be a hot topic. His mind is already made up and he will not be persuaded until he makes the changes he proposed. This will be the second and probably the final nerf to missiles as this will cause most people to come to the conclusion that the flight time and the applied damage to targets will be sub-par with this weapon system.

It is interesting to note that a lot of EVE users have trained into missiles and when this nerf does come to fruition, many will be frustrated with all the time they invested into that weapon system only to see it broken.

For those players that use missiles as thier only weapon system, they will have to sink another 2-3 months into another weapon platform and possibly longer to train into a different ship to be viable again. For that person, that 2-3 months will seem like an eternity and they just might say forget it, I'm done.

I've seen this behavior with game developers before with many MMO's that eventually lost its player base due to its inabilty to listen to its players or correct its changes fast enough. Sadly by the time the game company realizes it, its always too late as they will never get those players back. Ever. I foresee some fallout from this as we all know from history that once CCP goes through with its intended plan, it never goes back. Only time will tell how big or how much of an impact this will have.

A person that does'nt use his intelligence is no better than an animal that does'nt have any and thus are steaks on the table by choice and consent.

Marlona Sky
State War Academy
Caldari State
#2158 - 2012-09-21 01:09:47 UTC
James Amril-Kesh wrote:
Yeah, I do kind of ignore points that don't really address my questions.

You mean like medium artillery and medium beams? Seen those used on Cynabals, Hurricanes, Munnins and Zealots. Also know I have said mediums rails need serious love since the beginning of this thread and have been for years now.
Lili Lu
#2159 - 2012-09-21 01:11:09 UTC  |  Edited by: Lili Lu
HELLBOUNDMAN wrote:
Lili Lu wrote:
but faction ammo (which does not have as much range or damage on a turret) will have a range of 63.3km. And, if you read the op the acceleration range penalty with missiles is being addressed with coding changes apparently.


So, you're telling to just use faction ammo?
This is kinda a problem with guided missiles as is.

You can do either that or fit TCs or TEs like turret ships have to to get more range. Btw, want to swap Caldari Navy Scourge for navy radio, iron, or nuclear ammos? You might want to swap for navy Multifreak, Antimatter, or Fusion, but then oh well no range. Faction ammo is a mixed bag for turrets. Faction ammo is pretty much always worth it with missiles.

HELLBOUNDMAN wrote:
A frig @ over 42 km away from a targetted drake, is essentially useless at attacking the drake anyway.

Now, when it comes to missiles, frigs a cruisers can use their sig and a prop mod to their advantage and speed tank them quite well.

Like I said, all you need to do is outrun the explosion velocity.

What part of buff to precision are you not reading? But I suppose you want them to splat frigs in one volley at any range. Sorry that's never going to happen. Missiles always hit. They will have to live with some damage reduction even after a buff. It is the exchange for not having tracking. It is a difference in the weapons that will be retained. We all have to decide on which to use from the tradeoffs.
Lili Lu
#2160 - 2012-09-21 01:15:03 UTC  |  Edited by: Lili Lu
Sycotic Deninard wrote:
Guys, I hate to tell you this but Fozzie has stopped reading this thread knowing that it was going to be a hot topic. His mind is already made up and he will not be persuaded until he makes the changes he proposed. This will be the second and probably the final nerf to missiles as this will cause most people to come to the conclusion that the flight time and the applied damage to targets will be sub-par with this weapon system.

It is interesting to note that a lot of EVE users have trained into missiles and when this nerf does come to fruition, many will be frustrated with all the time they invested into that weapon system only to see it broken.

For those players that use missiles as thier only weapon system, they will have to sink another 2-3 months into another weapon platform and possibly longer to train into a different ship to be viable again. For that person, that 2-3 months will seem like an eternity and they just might say forget it, I'm done.

I've seen this behavior with game developers before with many MMO's that eventually lost its player base due to its inabilty to listen to its players or correct its changes fast enough. Sadly by the time the game company realizes it, its always too late as they will never get those players back. Ever. I foresee some fallout from this as we all know from history that once CCP goes through with its intended plan, it never goes back. Only time will tell how big or how much of an impact this will have.

What a cynical load of crying crap and rumor mongering. You don't know anything of the kind. Fozzie is new at CCP and doing a lot of responding on the forums, and keeping what appear to be long hours as well <3

Maybe all you are reading is this thread because your so butthurt that your only weapon system (the only one you've probably ever needed) is getting nerfed. But Fozzie is responding in lots of threads. For someone who has only been playing the game 13 months you sure seem to think you know a lot.

And you are overstating the effects that the nerf at whatever percentages it ends up at will have. You simply don't know that these changes will make HMLs worthless.

So you should stfu before you get banned.

Read this https://forums.eveonline.com/default.aspx?g=posts&m=1942484#post1942484 and don't post crap like you just did.