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

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Author
TradingTooth
Deep Core Mining Inc.
Caldari State
#2601 - 2012-09-22 17:49:04 UTC
Doddy wrote:
Seriously will there be a bad minmatar ship once the bellicose gets buffed? Hyena?


Naglfar, Nidhoggur (ok, it has a very specific niche but is still ****), Hel, Ragnarok,

also, typhoon is probably the most useless battleship of all atm


Hyena is kind of broken like all eafs, it's the concept of a high priority role / target in a frigate hull that is the problem, they should be survivable in a similar way interceptors and faction frigs are survivable, but that is a whole different story
Nagarythe Tinurandir
Einheit X-6
#2602 - 2012-09-22 18:00:57 UTC  |  Edited by: Nagarythe Tinurandir
TradingTooth wrote:

also, typhoon is probably the most useless battleship of all atm


can't follow you there. it may be very skill intensive as you need good skills in 3 different weapon systems but it isn't useless. actually its quite a beast.
Havoc Lamperouge
Libertas Quae Sera Tamen
#2603 - 2012-09-22 18:25:43 UTC
All I have to say is here: http://overdrivetherevolution.blogspot.com.br/2012/09/the-capsuleer-essence-in-debate-or-give.html

Read if you will. Know its important.

All that moves is easilly heard in the void.

Havoc Lamperouge
Libertas Quae Sera Tamen
#2604 - 2012-09-22 18:26:46 UTC
Nagarythe Tinurandir wrote:
TradingTooth wrote:

also, typhoon is probably the most useless battleship of all atm


can't follow you there. it may be very skill intensive as you need good skills in 3 different weapon systems but it isn't useless. actually its quite a beast.


One must fully agree or risk to be considered an ignorant.

All that moves is easilly heard in the void.

Thaddeus Eggeras
Urkrathos Corp
#2605 - 2012-09-22 18:35:53 UTC
No ships or mods need nerfed, just a lazy way to CCP to handle people whinning. No ship is that much over tanks to any other. This is getting old. Improve frigates so assault frigatees aren't so over powered to the rest, fix the ASB, and then leave the rest alone and make some new ships, ont nerfing. Sad, just sad....
Eckyy
Sebiestor Tribe
Minmatar Republic
#2606 - 2012-09-22 18:40:44 UTC  |  Edited by: Eckyy
Deerin wrote:
I'll stop trolling the thread, stop enjoying the tears and give a serious feedback.

I don't know if any one has done this graph before, but here it is:

all medium size long range weapons with best ammo selected for specified range and 3 damage mods, assuming a big-non-moving target

http://i.imgur.com/xAlKi.jpg

The graph has all the weapons in their non bonused state. Note that I assumed fury missiles are getting a slight buff (5%)

First of all: Do not be fooled by the appearent low performance of 720's on this graph. Minmatar ships usually come with 2 damage bonuses instead of 1 for other races, albeit for less turrets. All in all assume its performance as 15% higher puts it actually in line with other turrets.

Second: The current state of HML's actually outrageous. First 10-15km of this graph is actually not as good as it looks for the turrets....as they'll have big problems tracking stuff below 10k. HML's will keep functioning at that region without any problems.
10-20k is the only niche where long range medium guns perform slightly better than HML's. Though that range is actually dominated by short range guns in todays pvp. Post 25k it is HML's have a crazy superiority.

Third: With the new changes the HML's are still dominant beyond 25k, but not as much as today. Additionaly you get the chance to increase your range and your exp velocity throughuse of TC's TE's....but you sacrifice your immunity to TD's for that.

The nerf is crazy.....yes.....but the real crazy thing was how good the heavy missiles were up until now. It is no coincidence that they are the most used weapons system in the game. They were too good. This patch fixes it.

Oh and fozzie....if any amarrian loyalist comes and says a 10% optimal bonus on HBL's would just put it in line with other medium long rane turrets......punch him/her repeatedly in the face.....as I hate amarrians most when they make sense.+

http://i.imgur.com/9tBED.png
*720's normalized by +15%, HBL optimal increasd by 10%

Edit: How do I put images in my post? [img] didn't work


Apologies for the block quote, but please consider that heavy missiles are commonly used as a secondary weapon system or supplementary damage. A lot of ships have spare highslots with missile hardpoints, and nerfing the base damage of heavy missiles makes them into a poor secondary weapon system indeed. Although heavy missiles ARE out of line with other weapon systems, I feel a more appropriate solution is to not give them damage bonuses on ships that use them primarily (or only a single damage bonus).

An analog to this is the way lasers work - lasers have better base damage and range than other weapon systems, so you're going to see +cap instead of +damage on ships that use them. In the case of battlecruisers, the Harbinger has a single damage bonus where the Hurricane has a double bonus.

EDIT: It's akin to saying "The Myrmidon and Dominix do too much damage, let's cut base drone damage by 20% across the board" rather than fixing the bonuses on the offending ships. Too much collateral damage.
Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#2607 - 2012-09-22 18:48:36 UTC
Havoc Lamperouge wrote:


That has to be the most obnoxious, elitist and frankly bad blog post i have EVER seen.

You want complexity for the sake of complexity to keep the unworthy out and so that you can feel proud of your ability to remember stupid names. The worth of a player is really not measured in his ability to jump through a bunch of stupid hoops in order to learn something that could be way simpler without affecting the core gameplay. Eve will never be a simple game, but there is absolutely nothing wrong with making it as easy to learn as possible.

You don't want anything to change, you want imbalance for the sake of imbalance as well..


I really can't believe i wasted my time looking over that terrible excuse for a blog, i really really hope you don't have a large following



PS: you could have fixed the first graph with switching the X with the Y instead of making a new really bad one ^^

BYDI recruitment closed-ish

Doddy
Excidium.
#2608 - 2012-09-22 19:05:15 UTC  |  Edited by: Doddy
TradingTooth wrote:
Doddy wrote:
Seriously will there be a bad minmatar ship once the bellicose gets buffed? Hyena?


Naglfar, Nidhoggur (ok, it has a very specific niche but is still ****), Hel, Ragnarok,

also, typhoon is probably the most useless battleship of all atm


Hyena is kind of broken like all eafs, it's the concept of a high priority role / target in a frigate hull that is the problem, they should be survivable in a similar way interceptors and faction frigs are survivable, but that is a whole different story


typhoon is kinda amazing tbh. I'll give you the caps though, forgot about them since my minmatar char never bothered training caps, which says it all really.
Eckyy
Sebiestor Tribe
Minmatar Republic
#2609 - 2012-09-22 19:21:38 UTC
Doddy wrote:
TradingTooth wrote:
Doddy wrote:
Seriously will there be a bad minmatar ship once the bellicose gets buffed? Hyena?


Naglfar, Nidhoggur (ok, it has a very specific niche but is still ****), Hel, Ragnarok,

also, typhoon is probably the most useless battleship of all atm


Hyena is kind of broken like all eafs, it's the concept of a high priority role / target in a frigate hull that is the problem, they should be survivable in a similar way interceptors and faction frigs are survivable, but that is a whole different story


typhoon is kinda amazing tbh. I'll give you the caps though, forgot about them since my minmatar char never bothered training caps, which says it all really.


The Naglfar was actually very good for a brief time a few years back. CCP gave it extra CPU and a midslot, and changed its bonuses, but they changed it again shortly afterward and it became terrible again.
Gabrielle Lamb
Pator Tech School
Minmatar Republic
#2610 - 2012-09-22 19:31:13 UTC
My biggest concern in all of this is that the viability of solo exploration in low / null will be seriously affected. While I agree that heavy missiles are currently overpowered, the fact that post patch I won't be able to get past 560 DPS with CN faction missiles, CN faction launchers and 4 CN faction launchers on Tengu is for me a rather serious problem. I live by exploring, and I've found the current breakpoint for efficiency is around 600 DPS. Below that I end up getting probed out and killed before I'm done with whatever it is I'm doing.
Rita May
State War Academy
Caldari State
#2611 - 2012-09-22 19:39:18 UTC
Doddy wrote:
Jorma Morkkis wrote:
Rita May wrote:
uh, sorry, i'm not sure which thread i read this, but if i recall correctly there is the idea of changing the kin bonuses on caldari ships to a rof bonus - which i see as a good thing because it allows them to use all their availiable missle types - but still, it could have been replaced with a dmg bonus instead to the same effect.


5% ROF per level is better than 5% dmg per level.


This, the overall small increase in isk/hr from bounties due to better bonus and better damage types would most likely cancel out the cost of more ammo used.

ok, didn't take that in account, you're probably right there

cu
Takeshi Yamato
Ministry of War
Amarr Empire
#2612 - 2012-09-22 20:02:10 UTC  |  Edited by: Takeshi Yamato
Gabrielle Lamb wrote:
My biggest concern in all of this is that the viability of solo exploration in low / null will be seriously affected. While I agree that heavy missiles are currently overpowered, the fact that post patch I won't be able to get past 560 DPS with CN faction missiles, CN faction launchers and 4 CN faction launchers on Tengu is for me a rather serious problem. I live by exploring, and I've found the current breakpoint for efficiency is around 600 DPS. Below that I end up getting probed out and killed before I'm done with whatever it is I'm doing.


That's still better than what the other T3 are capable of at HML ranges. The Tengu will either be adjusted downwards (it currently gets a +100% dps bonus, the others get between +50% and +66% ) or the other T3 will be brought up to the same level.
Sigras
Conglomo
#2613 - 2012-09-22 20:09:13 UTC
Eckyy wrote:
Deerin wrote:
I'll stop trolling the thread, stop enjoying the tears and give a serious feedback.

I don't know if any one has done this graph before, but here it is:

all medium size long range weapons with best ammo selected for specified range and 3 damage mods, assuming a big-non-moving target

http://i.imgur.com/xAlKi.jpg

The graph has all the weapons in their non bonused state. Note that I assumed fury missiles are getting a slight buff (5%)

First of all: Do not be fooled by the appearent low performance of 720's on this graph. Minmatar ships usually come with 2 damage bonuses instead of 1 for other races, albeit for less turrets. All in all assume its performance as 15% higher puts it actually in line with other turrets.

Second: The current state of HML's actually outrageous. First 10-15km of this graph is actually not as good as it looks for the turrets....as they'll have big problems tracking stuff below 10k. HML's will keep functioning at that region without any problems.
10-20k is the only niche where long range medium guns perform slightly better than HML's. Though that range is actually dominated by short range guns in todays pvp. Post 25k it is HML's have a crazy superiority.

Third: With the new changes the HML's are still dominant beyond 25k, but not as much as today. Additionaly you get the chance to increase your range and your exp velocity throughuse of TC's TE's....but you sacrifice your immunity to TD's for that.

The nerf is crazy.....yes.....but the real crazy thing was how good the heavy missiles were up until now. It is no coincidence that they are the most used weapons system in the game. They were too good. This patch fixes it.

Oh and fozzie....if any amarrian loyalist comes and says a 10% optimal bonus on HBL's would just put it in line with other medium long rane turrets......punch him/her repeatedly in the face.....as I hate amarrians most when they make sense.+

http://i.imgur.com/9tBED.png
*720's normalized by +15%, HBL optimal increasd by 10%

Edit: How do I put images in my post? [img] didn't work


Apologies for the block quote, but please consider that heavy missiles are commonly used as a secondary weapon system or supplementary damage. A lot of ships have spare highslots with missile hardpoints, and nerfing the base damage of heavy missiles makes them into a poor secondary weapon system indeed. Although heavy missiles ARE out of line with other weapon systems, I feel a more appropriate solution is to not give them damage bonuses on ships that use them primarily (or only a single damage bonus).

An analog to this is the way lasers work - lasers have better base damage and range than other weapon systems, so you're going to see +cap instead of +damage on ships that use them. In the case of battlecruisers, the Harbinger has a single damage bonus where the Hurricane has a double bonus.

EDIT: It's akin to saying "The Myrmidon and Dominix do too much damage, let's cut base drone damage by 20% across the board" rather than fixing the bonuses on the offending ships. Too much collateral damage.

I disagree. Fozzie makes a good point, you cant balance around an unbalanced weapon platform.

Think back to the days of 90% webs, and before the matari buff. Blasters were incredibly overpowered. they would catch up to you, hold on to you and beat you until you died, but the only ones that were really ever used were the thorax and the megathron because they were SO much better than any of the other ships.

What if they decided "instead of nerfing blasters, lets just nerf the megathron and the thorax"? That wouldnt have changed the fact that blasters would have been totally overpowered, and everyone would have just moved to the next best blaster ship (probably the dominix and the myrm)

The only problem with what they did to blasters was that they over-nerfed the blasters and forgot to buff all the other ships to compensate.
Javius Rong
Pandemic Horde Inc.
Pandemic Horde
#2614 - 2012-09-22 21:10:09 UTC
Doddy wrote:
Javius Rong wrote:

This is a really bad nerf to Caldari with out addressing the Drake and Tengu and the lack of other ships for Caldari pilots to fly. There are no other suitable ships right now other than the Rokh for fleets. This IMO is a really bad choice of in order of rebalance and essentially will kill missile boats. HML need a tweak if you going to nerf HM and BCs, HaCs and Recons and Hybrids need adjustments. Right now you just made the Drake obsolete and Caldair pilots have two ships of use, Basi and Rokhs.



Basi, rokh, scorp, falcon, rook, naga. Thats more worthwhile fleet ships than gallente have (arazu, lachesis, oneiros, proteus) and as many as amarr (zealot, abaddon, guardian, geddon, curse, oracle). So even assuming the change broke drake (it won't) and tengu (it def wont) even ignoring the fact they are still to rebalance bcs, bs and all t2/t3 ships you are only really worse off than winmatar (lol all of them).


I am not against rebalancing. The issue I have is they are rebalancing a major weapons platforms before addressing any of the effected ship platforms. This is out of order!! the HM changes effects Drakes, Tengus and Rooks is major ways and essentially diminishing their value to the player while those ships will not be addressed for 1 to 2 to 3 patches at least later.

I would rather see the HM changes delayed till they deal with the ships that are effected and rebalance medium hybrids (blaster and rails) way before this as that would make both Gallente and Caldair gun boats viable vs. Minmatar (winmatar as it is now).

As for viable ships... Caldari have E-war... would be really nice to be able to kill something in a Scorpion or Falcon. Their DPS sucks. Naga are ok for sniping, but IMO Tornados with their speeds, maneuverabilty and alpha out shine them, the the Blaster Talos and Pulse Oracle do WTFBBQ damage compare to the Naga at close range.

Where is the associate change to HAMs to help out close range missile boats?


HELLBOUNDMAN
Aliastra
Gallente Federation
#2615 - 2012-09-22 21:40:32 UTC
How about this, instead of nerfing heavy missiles, we instead nerf the drake and tengu.

Ok, so,

Remove the kinetic bonuses from the drake and tengu - accelerated ejection bay.

This is a 25% damage nerf to the drake, and the tengu module.

With all skill lvl 5(no other modules but 2 hmls), this takes the drake from 271 dps to 217 dps with fury ammo, and brings back damage selection instead of one damage fits all.

Now, a tengu fitted with 6 launchers(no other modules) and an accelerated ejection bay at all skills lvl 5 with go from 366dps with fury to 293.
This will also implement damage selection as well instead of pure kinetic.
By the way, this would be the highest possible missile dps on a tengu without fitting dps mods.



Now, take the drake and reduce its max targetting range to 55km.
This means the drake will still be capable of those long ranges, but in order to be able to fit for range, it would have to sacrifice tank, utility, or velocity mods.

With the tengu you can reduce the targetting range of the electronics sub systems to reduce its targetting range.


With both ships that means that in order to get long range they have to sacrifice something.

I feel this may be a better balancing design than just straight up nerfing the hell out of heavy missiles.





Now, I have a question.

Quote:
Fury: Increase damage, increase the severity of penalties to explosion radius and velocity


Does this apply to cruise missiles as well?

Currently cruise missiles have enough problems hitting small targets. They don't have the damage of torps or but have almost the same exp radius of torps.

Currently it takes 2 P.W.N.A.G.E. target painters in order for fury cruise missiles to out dps precision cruise missiles against a battleship.
However, you'll need at least one more target painter if you want fury to apply max potential against a battleship.
Granted, that's without rigor rigs, but not many of the missile boats can fit those because they need to dedicate rigs to something else.

Doddy
Excidium.
#2616 - 2012-09-22 21:56:39 UTC  |  Edited by: Doddy
Javius Rong wrote:
Doddy wrote:
Javius Rong wrote:

This is a really bad nerf to Caldari with out addressing the Drake and Tengu and the lack of other ships for Caldari pilots to fly. There are no other suitable ships right now other than the Rokh for fleets. This IMO is a really bad choice of in order of rebalance and essentially will kill missile boats. HML need a tweak if you going to nerf HM and BCs, HaCs and Recons and Hybrids need adjustments. Right now you just made the Drake obsolete and Caldair pilots have two ships of use, Basi and Rokhs.



Basi, rokh, scorp, falcon, rook, naga. Thats more worthwhile fleet ships than gallente have (arazu, lachesis, oneiros, proteus) and as many as amarr (zealot, abaddon, guardian, geddon, curse, oracle). So even assuming the change broke drake (it won't) and tengu (it def wont) even ignoring the fact they are still to rebalance bcs, bs and all t2/t3 ships you are only really worse off than winmatar (lol all of them).


I am not against rebalancing. The issue I have is they are rebalancing a major weapons platforms before addressing any of the effected ship platforms. This is out of order!! the HM changes effects Drakes, Tengus and Rooks is major ways and essentially diminishing their value to the player while those ships will not be addressed for 1 to 2 to 3 patches at least later.

I would rather see the HM changes delayed till they deal with the ships that are effected and rebalance medium hybrids (blaster and rails) way before this as that would make both Gallente and Caldair gun boats viable vs. Minmatar (winmatar as it is now).

As for viable ships... Caldari have E-war... would be really nice to be able to kill something in a Scorpion or Falcon. Their DPS sucks. Naga are ok for sniping, but IMO Tornados with their speeds, maneuverabilty and alpha out shine them, the the Blaster Talos and Pulse Oracle do WTFBBQ damage compare to the Naga at close range.

Where is the associate change to HAMs to help out close range missile boats?




Naga does the same dps as talos minus 5 light drones, oracle does considerably less. Naga isn't that mush slower/less agile than a tornado either and has way more dps sniping, the only real advantage nado has is akpha.

Close range missile boats are already powerful, just nobody uses them because you can do 90% the damage and have full range coverage taking hmls. As it is giving them faster flight and removing t2 missile drawbacks and increasing rage damage and allowing them to be buffed by tracking mods is actually quite a big buff.....how much you want?
Lili Lu
#2617 - 2012-09-22 22:03:55 UTC
Javius Rong wrote:
I am not against rebalancing. The issue I have is they are rebalancing a major weapons platforms before addressing any of the effected ship platforms. This is out of order!! the HM changes effects Drakes, Tengus and Rooks is major ways and essentially diminishing their value to the player while those ships will not be addressed for 1 to 2 to 3 patches at least later.

I would rather see the HM changes delayed till they deal with the ships that are effected and rebalance medium hybrids (blaster and rails) way before this as that would make both Gallente and Caldair gun boats viable vs. Minmatar (winmatar as it is now).

As for viable ships... Caldari have E-war... would be really nice to be able to kill something in a Scorpion or Falcon. Their DPS sucks. Naga are ok for sniping, but IMO Tornados with their speeds, maneuverabilty and alpha out shine them, the the Blaster Talos and Pulse Oracle do WTFBBQ damage compare to the Naga at close range.

Where is the associate change to HAMs to help out close range missile boats?

From the OP

"Tech Two Missiles
-At the moment Fury missiles at Light and Heavy sizes have a faster explosion velocity than precision missiles, we'll be fixing this defect as part of the changes.
-Remove ship penalties from tech two missiles (ship velocity and signature radius)
Precision: Improve bonuses to explosion velocity and explosion radius, increase damage to match T1 missiles, reduce flight time slightly
Fury: Increase damage, increase the severity of penalties to explosion radius and velocity
Javelin: Just remove ship penalties
Rage: Reduce range, increase damage slightly"

Javelin HAMs are no longer penalized, and Rage is getting a buff. So you see there is already some buff to HAMs that will be entering the game. We just don't know yet the numbers. If they weren't reducing the range on Rage they would possibly become op with increased damage plus TE and TC range effects. One will have to see how a TE'd or TC'd HAM boat's range with faction HAMs will affect combat.

As for killing something in an ecm boat. None of the other races presently have an ewar BS. That could change when BSs are rebalanced, who knows. But regardless, the role of an ewar ship is ewar. If it was a powerful combat ship as well why would anyone fly anything else.

The only ewar ships that really have a good combat bonus is the Amarr recons imo. Presently Curses are not proliferating so there does not seem to be a problem there. The Pilgrim is hampered by lack of a range bonus on Neuts. It used to be borderline op when nosferatu would not only suck dry another ship's cap but also keep adding to pilgrim's as well. It was a real brown underpants moment if a Pilgrim decloaked right next to you. Both are limited to 5 medium bonused tech two drones for damage. Good, but hardly op. And if your prey is fitting a cap booster, a rather common mod on pvp ships for other reasons not just to combat neuts, it will not be instantly cap disabled.

CCP has stated repeatedly it doesn't want solo pwnmobiles in the game. To instantly disable your prey's ability to lock, when almost any combat action in this game requires a lock, is very powerful. So, anyway I doubt the Falcon and Rook will be getting any damage buffs.

And, the tech I ewar ships are basically going to be using any offensive capability to try to shake a tackling frig or kill drones. The role is ewar, not combat. So focusing on providing ewar support and self-defensive capability is what the ships are there for.
Andski
Science and Trade Institute
Caldari State
#2618 - 2012-09-22 22:19:12 UTC
TradingTooth wrote:
also, typhoon is probably the most useless battleship of all atm


it's not, that's the Hyperion

the Typhoon owns

Twitter: @EVEAndski

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths."    - Abrazzar

Marlona Sky
State War Academy
Caldari State
#2619 - 2012-09-22 22:22:00 UTC  |  Edited by: Il Feytid
HELLBOUNDMAN wrote:
Perhaps they should just nerf goons.
Then maybe drake blobs won't exist.

I have been from one side of this galaxy to the other. And everywhere I go the one ship that gives the best bang for you money is the Drake. It is capable of fitting to almost anything you need. Swiss army knife of ships. The fact that Goons use it is irrelevant. The Drake is used everywhere.

Once CCP get around to balancing battlecruisers I am sure the Drake will be nerfed and other battlecruisers buffed. There simply should not be a ship that does it all. Just because the Drake uses heavy missiles exclusivly does not me the nerf to heavy missiles was only intended to nerf the Drake.

The key thing we all can do is help CCP with testing and testing and feedback and more feedback. Yes I know things have happened in the past where CCP ignored the feedback and still pushed it through to TQ *cough* inventory system *cough*, but we can't just dwell on the forever.

Every ship should have a reason to get in it over another and it should never EVER be a do all ship. It should have strengths and it should have weaknesses. Same thing goes for the weapon systems we use. The heavy missile launcher (after being on a ship fully fit) is simply too good. It has to be brought down a few notches and other medium range weapon systems might need to be brought up a few notches (/waves at medium railguns) to provide a dynamic system of choices with pros and cons for various applications. Want that good damage at long range? Well something must suffer. Will it be tank, speed or something else?

I know some of you define a ship or weapon system as 'fun' because it can do almost anything. If all the other ships were buffed so much that they fall into that category then where is the adventure in deciding what ship or weapon to use?
Miss Le NerfSxBye
State War Academy
Caldari State
#2620 - 2012-09-22 22:48:21 UTC
Deerin wrote:
I'll stop trolling the thread, stop enjoying the tears and give a serious feedback.

I don't know if any one has done this graph before, but here it is:



Shouldn't the HML damage be a straight line? I'm not getting why you get the dip at the end. SO to be the race "specialising" in long range combat Caldari need to go to rails? yuck