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

First post First post First post
Author
Bloutok
Perkone
Caldari State
#2361 - 2012-09-21 15:04:31 UTC
Bloodpetal wrote:
Bloutok wrote:
This is a quote of quotes and i cant quote more then 5 times says the forum.
Well.



Please, let him leave. Don't poke at him anymore so he'll leave us alone!




Not a chance. i am sticking to his thread like glue.
MIrple
Black Sheep Down
Tactical Narcotics Team
#2362 - 2012-09-21 15:04:54 UTC
Shadalana wrote:
Takeshi Yamato wrote:
Here are some raw numbers useful for understanding the proposed HML, beam laser and artillery changes:

250mm Railgun II with Spike:
DPS: 20
Alpha: 92
Optimal: 65 km
Falloff: 15 km
Cap/sec: -1.1
PG: 187.2
CPU: 31.5

Heavy Beam Laser II with Aurora:
DPS: 21
Alpha: 91
Optimal: 54 km
Falloff: 10 km
Cap/sec: -3.8
PG: 223.2 (previously 248.5)
CPU: 27.8

720mm Artillery II with Tremor:
DPS: 17
Alpha: 242
Optimal: 54 km
Falloff: 22 km
Cap/sec: 0
PG: 223.2 (previously 248.5)
CPU: 24

Heavy Missile Launcher II with Caldari Navy Scourge:
DPS: 23 (previously 29)
Alpha: 189 (previously 237)
Range: 63 km (previously 84)
Cap/sec: 0
PG: 94.5
CPU: 41.3

This is without any ship bonuses. My view on this is that a 25% range and a 20% dps nerf only seem ridiculous if one ignores just how much better HMLs were than other weapon systems.


Maybe im blind, but i did the same in eft and i got really different values... o.O

all numbers with AllV, without shipbonuses. also I compared only t2 missiles... ('cos no one uses faction-hm ammo in PvE)

250mm Railgun II with Spike:
DPS: 20
Alpha: 92
Optimal: 65km
Time to hit: instant

Heavy Beam Laser II with Aurora:
DPS: 21
Alpha: 91
Optimal: 54km
Time to hit: instant

Heavy Missile Launcher II with Scourge Precision:
DPS: 21
Alpha: 179
Reichweite: <42km
Time to hit: 10 seconds

720mm Howitzer Artillery II with Tremor:
DPS: 16
Alpha: 242
Optimal: 54km
Time to hit: instant


why I do not see any inbalance?


Is this a troll or are you a little slow today put in Fury or Faction ammo. Your using the shortest ranged missile in there.
Dersen Lowery
The Scope
#2363 - 2012-09-21 15:08:43 UTC
Dr Sheng-Ji Yang wrote:
Okay you guys realized that HM were to good.
When you then start to realize that Minmatar medium turrets are too good? Example: Myrmidon. AC Myrmidon makes more sense than Blaster Myrmidon due to damage type choosing and capacitor consumption.


Is that because medium ACs are too good, or because active armor tanking is so broken that the Myrm needs to devote all its capacitor to running three armor repairers, or because medium rails struggle to scuff the paint on their targets?

Proud founder and member of the Belligerent Desirables.

I voted in CSM X!

Terik Deatharbingr
Ministry of War
Amarr Empire
#2364 - 2012-09-21 15:08:56 UTC
MIrple wrote:
Hannott Thanos wrote:
MIrple wrote:
Hannott Thanos wrote:
HELLBOUNDMAN wrote:

The drake doesn't have much capabilty to fit TCs if it wants to maintain EHP and still have web and scram.

I can see where this could be problematic.

Ever used turrets and ships with 3 mids?


A Drake also has 4 low slots.

Which can all be used for damage mods. Imagine you had 20 km range and had to use lowslots for tank, dps and range mods. People who use Drakes are spoiled and are now brought in line with the rest of us. Welcome to the world of mortals


Sorry my point was the person above was complaining about not being able to fit a TC to a Drake I was pointing out that you can fit a suitcase 2 BCU and TE in the lows. I know how to fit ships sadly so I am not upset about these changes at all I welcome them with open arms.


I can't say that I've EVER seen a drake with 4 damage mods in the lows....3 at best....on a PVP drake, only 2...on a PVE drake only 2, sometimes three....but in PVE it's usually 2 shield power relays and in PVP it's a DCU and usually a powergrid or cap relay
Ponder Yonder
Strategic Exploration and Development Corp
Silent Company
#2365 - 2012-09-21 15:15:02 UTC
Kesthely wrote:

...
But since were compareing ships like everyone else seems to do lets do a ship to ship comparison from ranges 0 to 100

Caracal 60km 242 dps
Caracal 91km 203 dps
Caracal 100 km 0 dps
Average dps 208 dps

Thorax 24 km 470 dps
Thorax 60 km 336 dps
Thorax 80 km 178 dps
Thorax 100 km 0 dps
Average dps 269 dps

On paper the thorax is a sure win, but people don't fit there ships how they would on paper. In reality the caracal would probably never use its drones, the thorax would probably be blaster fitted and the fight is determined by whoever is able to dictate there tactics. If the thorax is able to get into range he wins, if the caracal is able to stay out of it, the caracal wins.

...


I agree with all your points, but I want to point out that your calculations for the Thorax assumes that all shots hit, and they hit for max damage each time.

In real (Eve) life, shots generally hit for less than max damage. If you apply that logic to the Thorax, say assume 70% of max damage, on average, the Thorax is not pure win anymore. In fact, the two ships would be pretty evenly matched.

- Ponder
Grey Azorria
Federation Industries
#2366 - 2012-09-21 15:16:02 UTC
Terik Deatharbingr wrote:
It's ok, your numbers failed as well. Not accounting for cycle time. Everyone seems to forget that if my range on a Fury is 75k....it doesn't mean I can me at 75k...i need to be at 65k....maybe 70, but that's pushing it because of they turn and run at all, i'll never hit them...at least guns have a falloff.....with a 28k falloff on hybrids, technically they could sit outside missile range and continue to snip...maybe not for much...but considering caldari is the slowest of all ships, it's not like they are going to catch you.

People against Missiles need to think about all the different factors when comparing apples to oranges which is what missiles are to guns. All the gun users need to pull up EFT and a Drake versus a Harby, Brutix and a Cane just using 2 damage mods for each and a prop mod...make sure they are going full speed....see what kind of numbers you get using T2 ammo...

I know that in a real situation the actual max range of missiles will be a fair chunk less that than EFT numbers, but the fact remains that at ranges comparable to those of other weapons missiles will often do much higher damage, and combined with the fact that you can't fly 'under the guns' of a missile boat (meaning they are also viable at close range), heavy missiles are the logical go to for a medium sized long range weapon platform - or in other words, over powered.

Do not argue with an idiot. He will drag you down to his level and beat you with experience.

Sometimes when I post, I look at my sig and wish that I'd follow my own god damned advice.

Severian Carnifex
#2367 - 2012-09-21 15:21:35 UTC  |  Edited by: Severian Carnifex
bornaa wrote:
@ CCP Fozzie

-> Why are you nerfing the range of caldari main weapon system when the caldari race are the slowest and don't have any means to dictate range???
Range on weapons were the only thing that made balance because caldari ships are too slow.
Please, include speed of ship in your balancing math!!!

-> Have you thought about increasing the speed of all missiles? I dont think it would make any major difference and missile users would love it.

-> Have you thought about making some diversity in gunnery weapons line?... like... make projectiles to do damage on the end of the cycle? and hybrids on one half of the cycle?
It would be logical because "bullet" in the space have flight time...

-> How can TD affect unguided missiles when they are stupid and skills that affect the same things don't have affect???

-> Please make new E-war for missiles... dont use the same as the turrets use... make some diversity in this game... dont make some systems OP, again!!!

-> Please think about all things that affect missiles and theirs real applied damage (flight time, smart bombs, exp speed, exp radius, defenders, ect...) before nerfing them!!!

-> Will you look into Cruise missiles and Torps?
They are ****** you know... like... how can Torps have the same range as HAMs... and are next (bigger) class of weapons... and all other large weapons have bigger range.



I hope that Cruise and Torps will get the love when they balance BSs.
But the rest of points written here are hitting the target.
+1

There is a reason that caldari have the longest range of weapons and i dont know how CCP don't see that (and please dont tell me that hybrids are caldari weapon too).

And missiles have too many maluses I dont see the point of adding more of it with TP affecting it and ruining its range - only if CCP wants to virtually remove missiles and caldari from battlefields.

p.s.
interesting thought on changing turret weapons so they dont do instant damage.
It have so much more logic in it then instant dmg - only lasers could have instant dmg, all other weapons have flight time and it could be easily solved by making the fire cycle the referent timer.
Onictus
Federal Navy Academy
Gallente Federation
#2368 - 2012-09-21 15:23:11 UTC
Bloodpetal wrote:
HELLBOUNDMAN wrote:


With tracking disruptors, this fit will pwn drakes, and it will fit the reduced PG nerf coming to the hurricane


HELLBOUNDMAN wrote:


Why do you need a prop mod when you can get right on top of them with 2 neuts and 2 disruptor to kills their exposion radius/velocity and neut away whatever cap mods they might be using.




You don't PVP much, admit it.



Like ever.
Marlona Sky
State War Academy
Caldari State
#2369 - 2012-09-21 15:24:36 UTC
CCP Fozzie wrote:
Seranova Farreach wrote:
" Why are you nerfing the weapon system when the real problem is two ships?
It is true that the use of heavy missiles is very strongly concentrated on the Drake and Tengu at this time. There are some problems with those ships that will need to be solved in time, and we also need to make ships like the Caracal, Cerb and Nighthawk more viable with Heavy Missiles"

your not makeing HM nighthawk more viable your killing it, the dps is already low on NH with HMs barely 500 with the proposed changes it will be barely 300-350


The Nighthawk died the day the Drake was introduced. Resurrecting it is definitely on the to-do list but first we need a relatively stable platform upon which to build its bonuses.

While you're at it; could you resurrect Gallente please?
Terik Deatharbingr
Ministry of War
Amarr Empire
#2370 - 2012-09-21 15:26:56 UTC
Grey Azorria wrote:

I know that in a real situation the actual max range of missiles will be a fair chunk less that than EFT numbers, but the fact remains that at ranges comparable to those of other weapons missiles will often do much higher damage, and combined with the fact that you can't fly 'under the guns' of a missile boat (meaning they are also viable at close range), heavy missiles are the logical go to for a medium sized long range weapon platform - or in other words, over powered.


Yes they do higher damage and longer ranges....but if you get within the close range ammo of guns, you're argument drops big time. If a drake is within, say 10k of any LR gun, you switch to short range ammo and vastly improve your DPS.

Even at longer ranges, simply by fitting a 10 aft to each ship, the DPS of all those gun ships will be about 50 dps higher than that of the drake. Now if you take into account for tracking, therefore that real situation DPS, it should equal out. Now if you drop the drake by 20% damage reduction...then you're looking at 80-90 dps higher...with your weaker, long range ammo....since the Drake is the slowest...you can close the gap and switch to short range ammo and just obliterate the drake. Bottom line is that in solo PVP....the drake's only chance is to warp off.
Onictus
Federal Navy Academy
Gallente Federation
#2371 - 2012-09-21 15:27:43 UTC
Bloutok wrote:
Onictus wrote:
HELLBOUNDMAN wrote:
Well.

I guess I'm going to start ignoring this thread because the conversation is going in CCP's left ear and out the right.


These nerfs will not change by release.




So, I guess I'lll just start training WINMATAR. Seems to be the best route at this rate anyway.


This is a case where going FOTM may be a bad idea, you may note the cane getting nerfed as well.


Cane nerf ?

It's still faster and whatever you put on it, it's stil gonna DPS you to death or GTFO... because it's faster.......

Speed anyone ?



Lets see shall we.
1) I try to break your point. That is going to be easy considering I'm three times as fast as you....while webbed.
2) I notice you don't light a MWD and chase me down
3) Laugh histerically
4) Set range to 20km, keep at range and giggle because I've got all day, while you aren't going fast enough to take a notch off a TORP and kill you.
5) Look wreck and link killmail in Alliance, and maybe make the shitfits post on the forums.
Onictus
Federal Navy Academy
Gallente Federation
#2372 - 2012-09-21 15:30:19 UTC
Dersen Lowery wrote:
Dr Sheng-Ji Yang wrote:
Okay you guys realized that HM were to good.
When you then start to realize that Minmatar medium turrets are too good? Example: Myrmidon. AC Myrmidon makes more sense than Blaster Myrmidon due to damage type choosing and capacitor consumption.


Is that because medium ACs are too good, or because active armor tanking is so broken that the Myrm needs to devote all its capacitor to running three armor repairers, or because medium rails struggle to scuff the paint on their targets?



Cap cap cap.

On a multi-repper myrm you cap boosters are your life, since there is NO turret bonus regardless you use ACs generally. You can easily use electrons, but it gets dicey on weather or not you have the cap duration to survive to kill a drake, you can tank it, but you don't have all day to break his shields.
Unit757
North Point
#2373 - 2012-09-21 15:33:18 UTC
I'm still not convinced on how a tracking disruptor can affect an unguided missile.

Or how a tracking enhancer can make a missile suddenly have more fuel inside it.

If this was a temporary change, then I'd understand, but honestly, when you guys hit the module rebalanced, missiles should get their own modules/counter-modules for this, chaffs, point defense, larger fuel tanks. Just not a radar that shoots a beam at a ship and causes a missile to say "**** it" halfway through its flight time.
Onictus
Federal Navy Academy
Gallente Federation
#2374 - 2012-09-21 15:33:51 UTC
HELLBOUNDMAN wrote:


I supposed I could train for a Machariel... Do we armor or shield tank those?



Either or.

...and there is nothing in this game more fun then an AC mach hotdrop.
Marlona Sky
State War Academy
Caldari State
#2375 - 2012-09-21 15:36:53 UTC
Dersen Lowery wrote:
Dr Sheng-Ji Yang wrote:
Okay you guys realized that HM were to good.
When you then start to realize that Minmatar medium turrets are too good? Example: Myrmidon. AC Myrmidon makes more sense than Blaster Myrmidon due to damage type choosing and capacitor consumption.


Is that because medium ACs are too good, or because active armor tanking is so broken that the Myrm needs to devote all its capacitor to running three armor repairers, or because medium rails struggle to scuff the paint on their targets?

Also please note that the Myrmidon does not have any bonuses to hybrid turrets, or any turrets or missile launchers at all. But yes, due to the low fitting costs and no cap usage of auto cannons, it normally goes with auto cannons.
Bouh Revetoile
In Wreck we thrust
#2376 - 2012-09-21 15:41:00 UTC
Noisrevbus wrote:
https://forums.eveonline.com/default.aspx?g=posts&m=1948211#post1948211

This post is wise and mostly true, and definitly worth the time to read it, though I don't think the HML changes are driven by your point 2 ou 3 (player perception or game direction). The drake is not only seen in blobs, but everywhere, from solo pvp to large scale, as is the tengu.

So yes, these changes won't change the HML proficiency to large scale combat and shouldn't, nor they should affect the caldari proficiency to large scale combat in your so called projection-buffer perspective, though there is evidence of HML having a balance issue IMO and some of the numbers shown in this thread are one of them.

There is also the problem of all the rebalance pass in the history of the game and the game mecanics which evolved with expansions. So there clearly is some balance issues.

But indeed, there is also the problem of incentive to fly in small gang, though factional warfare seem pretty good for this.
Marlona Sky
State War Academy
Caldari State
#2377 - 2012-09-21 15:43:01 UTC
Also I would like people to realize the Hurricane has two high slots that are unbonused, with the ability to fit missile launchers. It is just the fact that it has so much power grid that fitting neuts instead of missile launchers is a no brainer. So before you chime in with the close range damage of a Hurricane being sub par, how about you drop the neuts and put on some launchers. Also people keep ignoring the fact that the Drake has a utility high slot. Although it can not put on a turret, it does gain the benefit of putting on a neut without having to worry about capacitor due to an amazing buffer tank and cap less weapons.
Bloutok
Perkone
Caldari State
#2378 - 2012-09-21 15:43:40 UTC
Terik Deatharbingr wrote:
Grey Azorria wrote:

I know that in a real situation the actual max range of missiles will be a fair chunk less that than EFT numbers, but the fact remains that at ranges comparable to those of other weapons missiles will often do much higher damage, and combined with the fact that you can't fly 'under the guns' of a missile boat (meaning they are also viable at close range), heavy missiles are the logical go to for a medium sized long range weapon platform - or in other words, over powered.


Yes they do higher damage and longer ranges....but if you get within the close range ammo of guns, you're argument drops big time. If a drake is within, say 10k of any LR gun, you switch to short range ammo and vastly improve your DPS.

Even at longer ranges, simply by fitting a 10 aft to each ship, the DPS of all those gun ships will be about 50 dps higher than that of the drake. Now if you take into account for tracking, therefore that real situation DPS, it should equal out. Now if you drop the drake by 20% damage reduction...then you're looking at 80-90 dps higher...with your weaker, long range ammo....since the Drake is the slowest...you can close the gap and switch to short range ammo and just obliterate the drake. Bottom line is that in solo PVP....the drake's only chance is to warp off.


Not only solo.
Like go with 1 vs 1 picture.
Most Caldari missile boats i flew had to warp off upon having the enemy close in, else die. Otherwise, my dual nano was faster... :)

Then, let's say, 5 vs 5.
I am 110% sure speed still is a big factor.

20 vs 20......
Well, i do not know for sure. I'd take a ham drake and try to be close i guess.
Marlona Sky
State War Academy
Caldari State
#2379 - 2012-09-21 15:44:30 UTC
Unit757 wrote:
I'm still not convinced on how a tracking disruptor can affect an unguided missile.

Or how a tracking enhancer can make a missile suddenly have more fuel inside it.

If this was a temporary change, then I'd understand, but honestly, when you guys hit the module rebalanced, missiles should get their own modules/counter-modules for this, chaffs, point defense, larger fuel tanks. Just not a radar that shoots a beam at a ship and causes a missile to say "**** it" halfway through its flight time.

I would much rather them work on balancing stuff and be concerned about the lolore later.
Syzygium
Ventures Bar
Sleeper Protocol
#2380 - 2012-09-21 15:47:49 UTC
I can only repeat what I have written on the german forums (eveger.de) already:

Switch Explosion Velocity and Explosion Signature for HMs and HAMs and you will automatically buff HAMs slightly while nerfing HMs slightly.

All short-range weapon systems are better at hitting smaller and faster targets than their long-range counterparts. That is also logical, since ships that have a lower combat range, often have to deal with smaller opponents coming close to them while ships with long range weapons can often destroy opponents before they are close or at least force them to withdraw. Just for HMs and HAMs (and CMs / Torps... Hint to the Devs: that is one reason nobody who can do the math uses CMs any more) its quite the opposite: HMs hit at long range and with a crash booster and a rig they hit everything from battleship to frigate quite hard. If you have seen PvP movies of some drake/tengu kiting-gangs, they shred assault frigs and even ceptors in seconds.

Almost noone uses HAM-Drakes atm, because HMs are just better at *everything*, considered the fact that they can keep firing and firing and firing even while burning away, they deal - over time - a LOT more damage than any HAM setup which is only better on paper. Making HAMs the short-range system that has more punch and deals better with tacklers and HMs the long-range system against slower and bigger targets is the way to go. You have gone that way for turret based systems and it works well. Just repeat success instead of trying to doctor around with bandaid solutions.