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

First post First post First post
Author
Doddy
Excidium.
#2681 - 2012-09-23 17:49:52 UTC
S4nn4 wrote:

It's easy to see that HMs are better at handling "fast" targets.

Based on these numbers, assuming they are correct, HAMs will have serious issues against the speeds of cruiser sized targets.


Yep, exactly how ccp designed it. its dumb and a really old throwback. Even just letting GMP effect short range missiles would help, its currently just an unnecessary nerf. HAM damage itself is perftecty fine, ham drake will murder just about anything similar sized or smaller if it can get a web on it. It just not very practical getting webs on things in a slow caldari shield tanker and in any case to be in web range you lose half the range advantage your hams have over equivelant turret systems. In small gang set ups it works fine as you will almost always have a fast tackler or long webber to web the target for you. Larger gangs range is much more important so people go for hmls anyway. Of course allowing tes and tcs to effect launchers will improve things but that improvement will be wiped out if everyone now fits a default td.
Doddy
Excidium.
#2682 - 2012-09-23 18:16:29 UTC
Sigras wrote:

If that bugs you, consider that in outer space you:
Shouldnt have a top speed
Shouldnt have to bank to turn
Shouldnt be able to see lasers
Shouldnt be able to hear anything
Shouldnt experience "explosion" damage
Shouldnt have a maximum range

I could go on and on and on


Liquid space man, liquid space. Also missiles did used to have agility which was fun. and splash damage. servers didn't like it much .....



Tomcio FromFarAway
Singularity's Edge
#2683 - 2012-09-23 18:33:52 UTC
Master Dumi wrote:

Even now the DPS of the Drake is LOW, lower than other races BC.


Straight

Master Dumi wrote:

after the Gallente major Buff,


What?

Master Dumi wrote:

Caldari will be useless.


Roll

Master Dumi wrote:

This nerf will destroy Caldari Pilots !!


Twisted




You should rename your character to "Master Dumbi". It will be more in line with your posting and reasoning skills.
Ruareve
Caldari Provisions
Caldari State
#2684 - 2012-09-23 18:47:30 UTC
The proposed changes are interesting but I'm not sure they are the best way to go. I agree something needs to be done about HMLs but I think changing them without looking at the rest of the missile line is a mistake. HMLs are widely used because they are effective and just about the best choice for missile options. Fixing the other missiles has to be done at the same time as any nerf to the primary missile system. That said I want to toss out some numbers to help show where I think changes should be made.

First I want to propose that all missiles have their velocity doubled and their flight time halved. Same range, but it helps reduce the flight lag.

Next I want to look at a comparison between missiles and some of the gun options. These numbers come from an all five character using an Osprey since it has no weapon bonus.

HML
standard ammo- Range 84,000 ----- DPS 25 after change 68,000 --- DPS 20
Hi dmg ammo- Range 76,000 ----- DPS 32 after change 61,000 --- DPS 25.6
Precision ammo- Range 42,000 ----- DPS 21 (not used for further calculation)

Average range- 80,000 after change 64,500
Average DPS- 28.5 after change 22.8


Rails (250)
Lead ammo- Range 36,000 (O) + 15,000 (F)= 51,000 --- DPS 20
Javelin ammo- Range 9,000 (O) + 15,000 (F)= 24,000 --- DPS 35
Spike ammo- Range 64,800 (O) + 15,000 (F)= 79,800 --- DPS 20

Average range- 51,600
Average DPS- 25


Artillery (720)
Phased Plasma- Range 15,000 (O) + 22,000 (F)= 37,000 --- DPS 25
Quake ammo- Range 7,500 (O) + 22,000 (F) = 29,500 --- DPS 29
Tremor ammo- Range 54,000 (O) + 22,000 (F)= 76,000 --- DPS 17

Average range- 47,500
Average DPS- 23.6



HAM
standard ammo- Range 20,000 ---- DPS 31
Hi dmg ammo- Range 18,000 ---- DPS 39
Range ammo- Range 30,000 ---- DPS 28

Average range- 22,600
Average DPS - 32.6


Blasters (Neutron)
Lead ammo- Range 4.5 (O) + 6.2 (F)= 10,700 --- DPS 29.5
Null ammo- Range 6.3 (O) + 8.75 (F)= 15,050 --- DPS 40.5
Void ammo- Range 3375 (O) + 3125 (F)= 6,500 -- DPS 56

Average range- 10,750
Average DPS - 42


Auto-Cannon (425)
Phased Plasma- Range 1,500 (O) + 12,000 (F) = 13,500 --- DPS 32.5
Barrage ammo- Range 3,000 (O) + 18,000 (F)= 21,000 --- DPS 30
Hail ammo- Range 1,500 (O) + 9,000 (F)= 10,500 --- DPS 41

Average range- 15,000
Average DPS- 34.5



The problem with my numbers is they do not take into account falloff dmg reduction, tracking, explosion radius, or explosion velocity. So while we can see on paper the DPS numbers when applying full damage the reality of EVE is most of the time we rarely get the chance to apply full damage at max range.

In theory once HMLs receive a 20% reduction to damage and to range they will be somewhat balanced. Best range but lowest DPS by a little. The change to Precision missiles will pull the DPS up some but drop the range even more. While I'm not a fan of nerfs I can see how this will make HMLs fit with the other weapon options.

What has to be considered though is what size ships HMLs and HAMs are supposed to be effective against. With the current explosion velocity and explosion radius the cruiser sized missiles are better against Battleships instead of Cruisers or Frigates. I think the explosion velocity needs to be increased and the explosion radius decreased to make the heavy missiles better able to engage cruisers and frigates.


The final point I would like to bring up is the balance of CPU, PG, and effective targets of the missile lines.

Rockets 4pg 17cpu
Light missiles 9 pg 28 cpu

Rapid light 53pg 39 cpu
HML 105pg 55 cpu
HAM 126pg 50 cpu

Cruise 1313pg 66 cpu
Torpedo 1838pg 88 cpu


So the frigate launchers have the close range being the easier to fit. Then you get to cruisers and have the short range cost more PG but less CPU. Finally there is the BS lineup with the short range using both more PG and more CPU. I think the close range launchers should be like the frigates and have both lower PG and lower CPU. I would change things up like the following.

HAM 75pg 40cpu

Torp 800 pg 50 cpu

Next take a look at the explosion velocities and radius of HAMs and Torps. Make Torps effective against another battleship without having to use any TPs. Change their stats to match current HAM numbers. Then cut HAMs numbers by about half.

Finally I would change the ROF on the rapid light missile launcher to a base speed of 6 seconds to make it something worth fitting.


This would go a long way to making the HML nerfs much more accepted because it's fixing some glaring problems with missiles while bringing the weapon system more in line with the capabilities of turrets.

Yet another blog about Eve- http://ruar-eve.blogspot.com/

Harvey James
The Sengoku Legacy
#2685 - 2012-09-23 19:04:55 UTC
I just find it odd that a cruiser can fit RML's with frigate ammo.
Guns don't do this surely it should get a cruiser sized missile maybe smaller than heavy assault say light assault missile that does less damage than HAMS but easier fitting and has better exp velocity/radius so in essence better tracking for smaller sized cruisers.
As HAMS are seemingly more geared towards bc's which is fine but even TE's/TC's wont boost it enough to be effective against smaller cruisers.
After all guns have the option of fitting better tracking guns for less damage and fitting.
And cruisers shouldn't be anti frig killers we have destroyers for that.

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

Terik Deatharbingr
Ministry of War
Amarr Empire
#2686 - 2012-09-23 19:49:50 UTC  |  Edited by: Terik Deatharbingr
Ok, remove the drake and tengu love whining.

Would a simpler solution be to remove all long range weapons?

projectiles only get AC's
hybrids only get blasters
lasers only get pulse
missles only get unguided

or an alternative....
nerf projectile damage and increase rof? You still get the same dps but less alpha? Because by comparison, even with the duration of firing, the alpha of projectiles completely dwarfs rails and beams...and will include the alpha of HM's once this change takes place.
Doddy
Excidium.
#2687 - 2012-09-23 20:15:32 UTC
Terik Deatharbingr wrote:
Ok, remove the drake and tengu love whining.

Would a simpler solution be to remove all long range weapons?

projectiles only get AC's
hybrids only get blasters
lasers only get pulse
missles only get unguided

or an alternative....
nerf projectile damage and increase rof? You still get the same dps but less alpha? Because by comparison, even with the duration of firing, the alpha of projectiles completely dwarfs rails and beams...and will include the alpha of HM's once this change takes place.


Why?
m3talc0re X
The Motley Crew of Disorder
The Gorram Shiney Alliance
#2688 - 2012-09-23 20:25:39 UTC
Lili Lu wrote:
m3talc0re X,

Wow, yeah, you haven't read enough to make a useful post. And, much of what you post is not relevant to this thread. And, the OP has already stated that this is not an issue subject to a vote. It is subject to reasoned feedback. Maybe you can contribute some of that at a later time.

Although even in some reflexive emotional replies sometimes there is something I can agree with. For me that is your upset with certain ships being straightjacketed into only fitting a single weapon system out of the multiple alternatives they might otherwise be able to use. Your ac - only vargur example being valid. For me a similar peeve is forcing most/all Gallente ships to be blaster boats and not have decent rail options (see new catalyst). I don't think however, that the proposed changes are forcing any particular fit on the Drake or Tengu.

Anyway, it seems the game was already affecting your blood pressure prior to this thread. Maybe you need to reevaluate your recreational activiities.

edit - and Soldarius, I'm camping this thread firmly on the surface to call out emo posters like you without living under it. That is not a troll. You can call me names, but it does not make your post any more helpful to the discussion. Call me a frustrated moderator wanabe, which may be more accurate. That's been done already, and I lived through it. But, you are doing exactly what was asked of you not to do in the OP, i.e. not reading closely, not reading extensively, and not to treat this thread as some kind of a vote, but instead just angry posting. Smile


And you think YOUR opinions matter more than anyone else's. My blood pressure isn't now and wasn't raised in the slightest either, you assume to much. And you know what they say about assuming ;)

Drake and Tengu have both been very useful with hams and heavies, so no problems there. As for my post, what they're doing to missiles is going to have more effects than what they're realizing, which is basically plenty of what I pointed out.

Troll elsewhere please.
Terik Deatharbingr
Ministry of War
Amarr Empire
#2689 - 2012-09-23 20:45:54 UTC  |  Edited by: Terik Deatharbingr
Doddy wrote:
Terik Deatharbingr wrote:
Ok, remove the drake and tengu love whining.

Would a simpler solution be to remove all long range weapons?

projectiles only get AC's
hybrids only get blasters
lasers only get pulse
missles only get unguided

or an alternative....
nerf projectile damage and increase rof? You still get the same dps but less alpha? Because by comparison, even with the duration of firing, the alpha of projectiles completely dwarfs rails and beams...and will include the alpha of HM's once this change takes place.


Why?


Well, if everyone agrees that long range guns are worthless, and that HM's need to be nerfed to that of the LR guns, won't removing all long range weapons equal it out?

Take a look at BS's.....if you're looking to alpha something, esp from long range...correct me if I'm wrong...but isn't the way to go alpha maelstrom, or to a lesser extent, alpha tornado?
Valea Silpha
Sebiestor Tribe
Minmatar Republic
#2690 - 2012-09-23 20:58:32 UTC
Rumpelstilski wrote:
snipped


You have it backwards. The BS doctrines existed before the drake was in the game. They came back into fashion when drake-trains started being the norm.

Armor hacs was the way things were done for a long time (once the use of logistics ships became wide spread) because they WRECKED battleships. And then drakes showed up and were good against HACs. They are good against armor hacs because drakes were faster than 1600mm toting HACs and all the HACs had short range guns. IIRC the original FIST armor HACs didn't even twin prop, it was all AB all the time.

Missiles are only better against sig tanked targets at close range, and thats because tracking and missile damage reduction aren't the same exact thing. The missiles always do something, even if its only a little bit. At range, missiles are EXACTLY as good the equivalent amount of turrets are, except you get a 10 second timer to let your friends know you've been primaried.

I've been in 150man tengu fleets and watched our missiles achieve NOTHING against logistics, against rapiers, even against dictors. They all had the logi team ready to run before our birds were half way there. I saw this happen a LOT.

Heavy missiles are reasonably good at taking out like rifters and ceptors that burn towards your fleet, better than HAMs for sure, but its pure quantity of missiles that is doing the job. You send 700+ heavy missiles at something with 5000ehp and it should just be fine ? Just shrugs it off ? Try flying a frig straight at tornadoes or maelstroms or anything with BS guns and it will die just the same. You can't beat all the tracking all the time. You never could. BS guns will do the exact same thing, and they track worse.

Thing is, I do actually agree with you at least your principal.

Quote:
If you switch grid requirements and explosion velocity/radius stats between close range and long range missiles you will see more cruiser-hull comps being used in the game.

Also, if you tweak gang bonused recon faction point range to be in line with t3 point range you will see a lot more diversity in pvp setups and fleet comps because setups of all ranges will be useful for different scenarios and this means we'll probably see more armor comps mixed among primarily shield-based fleet comps of today


I don't think that switching the 'tracking' stats of the two weapons is exactly the way to go, but yes, that would be a good place to start any balancing from. Heavies shouldn't be as bad as HAMs are atm at hitting sig tankers (they are still medium guns) but a reduction to that would be fine, at least in principle. Not because they are good at popping logis, just because it makes sense for their sig stuff to match similar guns. Just remember that 720mm arty fitted lokis spent a while wrecking every single cruiser size target they could omnomnom. And that titan guns did too. Sig tanking is never perfect.

The stuff about mixed gangs, I don't see happening (eve is all about specializing then using your strong suit again the opponents weak one, being generalized means every specialized fleet beats you) but pulling down the maximum web range and point ranges would be a nice start to making battlefields of different sizes more frequent. I don't think CCP ever seriously expected large numbers of people to have faction webs and points, and max gang boosters, but that is the norm now.




Havoc Lamperouge
Libertas Quae Sera Tamen
#2691 - 2012-09-23 21:07:17 UTC  |  Edited by: Havoc Lamperouge
Double post.

All that moves is easilly heard in the void.

Lili Lu
#2692 - 2012-09-23 21:08:29 UTC  |  Edited by: Lili Lu
m3talc0re X wrote:
And you think YOUR opinions matter more than anyone else's. My blood pressure isn't now and wasn't raised in the slightest either, you assume to much. And you know what they say about assuming ;)

Drake and Tengu have both been very useful with hams and heavies, so no problems there. As for my post, what they're doing to missiles is going to have more effects than what they're realizing, which is basically plenty of what I pointed out.

Troll elsewhere please.

You still don't get it. Just because someone disagrees with you, calls you out on being emo, or uses sarcasm, does not equate to troll posting. Here, read up http://en.wikipedia.org/wiki/Troll_(Internet)

Now call me other names such as "you you mean person that won't support my despairing posts . . . terrible person I disagree with . . . agh . . . ****** . . . " ~

but know what troll posting is and what is a troll.

As to your latest post, no I never said my opinion matters more. It does matter though how you present your thoughts. And in a lengthy thread, whether you have even read the OP carefully and any of the pages that followed, and bothered to engage your pre-frontal cortex as opposed to just your amygdala. Blink

edit - lol eve forum won't include the (Internet) part in the link. Must be a Scandinavian preference for the old version.P
HELLBOUNDMAN
Aliastra
Gallente Federation
#2693 - 2012-09-23 22:09:48 UTC
See, what I find coincidental is that an arty cane can be effective if used correctly.
They can take out frigs incoming with much more effect than heavy missiles, even precision.

Now, I do realize the missiles will be more effective up close, but the goal is not to let them get close.


Now, the upcoming missile nerfs and the changes to arty cannons to allow a cane to better fit them.

Well, The arty cane already has almost the same range(falloff) as navy heavies launched from a drake.
(all skills 5)
The cane having 77km and the drake having 84.4km before you factor acceleration, so closer to 80km.

Now, with a 25% range nerf the drake will reach 63.3km assuming they balance velocty changes to reach full listed range.
So, this means the arty cane which is soon to be a much more viable option will out range the drake at its best by 13.7km.

However, even with the changes to tracking enhancers and computers, the drake loses a lot of tank/utility/velocity/dps in order to fit them, while the cane can fit T.D.s with optimal range script and make the drake even weaker.

I'm afraid that between the missile nerf and the arty changes, then arty canes will go unchecked for a while.

However, once the drake gets its official nerf (probably a hard ehp nerf) then the cane will become he powerhouse of close range and long range if not held in check.




Basically, what I'm getting at is these heavy missile nerfs are overboard.

I might understand eiter a range nerf or a damage nerf, but a range and damage nerf is too far.


When it comes to heavy missiles being imbalanced, this is only a problem for the drake and tengu.

Rarely do you ever see another ship besides a drake and tengu even fitting heavy missiles in pvp.

Hell, rarely do you ever see a missile boat besides a tengu or drake in pvp combat.


All these nerfs need to be focused specifically on the ships themselves.

Drake
Kill the drake targetting range. This will force them to choose between more targetting range or tank/dps/utility/props.

Odds are the drake will get a pretty big EHP nerf, so we have that coming as well.

Take away the kinetic missile bonus.

Tengu
Take away kinetic missile bonus from accelerated ejection bay.
Reduce targetting range of dissolution sequencer.
Reduce cpu/pg in order to take away the ability to fit 100mn afterburners, even if it's a small amount.
Remove range bonus from accelerated ejection bay.
(plus possible others)


I honestly have never seen a ship using hml in pvp that felt OP apart from the drake and tengu. (though the drake not as much)


So, why are we going to nerf the hell out of a weapon system that (though it may be OP) has never been a problem at all apart from these two ships.

Just nerf the ships and leave the missiles alone
Eckyy
Sebiestor Tribe
Minmatar Republic
#2694 - 2012-09-23 23:58:38 UTC  |  Edited by: Eckyy
Hellbound, I appreciate your analysis.

Those two ships are definitely a problem, but why they are a problem is somewhat complex.

Consider this:
(skills @ 5)

The Drake has a 75km targeting range.
The Hurricane has a 56km targeting range.

720mm artillery needs 2 tracking enhancers to roughly reach the range of missiles.
The Hurricane needs a sensor booster/signal amp/rig to target as far as the Drake. For the sake of argument let's make it a rig.

Throw a suitcase and MWD on both,
The Drake has 5 mids and 3 rig slots free, a tanking bonus, and almost 250pg to spare.
The Hurricane has 3 mids and 2 rig slots free, and approximately 46pg to spare.

At this range, the Drake has a paper DPS almost 50% higher than the Hurricane (navy scourge), and it can typically apply it fairly well to BC hulls and up.

_____________

Part of CCP's plan (with the range nerf) is to force said Drake to fill some slots with modules to extend range, and this I have no issue with. Let them nerf the range and give the Drake a range extender module and make it a choice. It has too many free slots compared with its competitors.

The Drake does 50% more DPS than a Tremor 'Cane, and Rage missiles roughly match DPS of a 720mm Hurricane with EMP loaded.

The Drake does have a lot of issues applying its DPS which are inherent to missiles though, but I still don't think it's unreasonable that it receives some kind of damage nerf. HOWEVER, Fozzie's post indicates that CCP is considering nerfing the base damage of the missiles themselves, and then perhaps changing the Drake's kinetic bonus to a RoF bonus.

The net effect of a 20% base damage reduction combined with changing the kinetic bonus to a RoF bonus on the Drake results in an approximate 15% loss in DPS while giving the Drake true damage selection - this doesn't sound bad to me. In PvE, the Drake is actually going to be even better in places where it can't use kinetic missiles, and the HAM Drake will benefit similarly. Remember that the Drake still has a tanking bonus which the Hurricane and Harbinger do not, and it's a much better one than what the Myrmidon (and Brutix) have.

Everything looks good so far, except that (and this is the really important part) these changes break heavy missiles on every other ship in the game. They effectively makes heavy missiles useless on any ship without a RoF or damage bonus to them.

^ That's why I'm against these changes.

CCP can go through with these changes as long as ships like the Stabber, Rupture, Bellicose, Lachesis, Curse, etc. etc., all get additional bonuses to missile RoF or damage.

EDIT: Reposting because missiles still don't make any sense to me:

Eckyy wrote:
Small - Rockets (unguided)
Medium - Heavy
Large - Cruise
XL - Torps (unguided)

When the game was released, there was no such thing as short- and long-range missiles. The largest and smallest missiles (rockets and torps) were considered "unguided" and not all skills and modules applied to them. In the early days, it seems CCP went out of its way to make sure there was no symmetry in any aspect of the game (including ship aesthetics).

However, somewhere along the line CCP decided to introduce some symmetry and made torpedos a hard to fit, close range weapon system for battleships (and improved their DPS), which left cruise an easier to fit, long range weapon system. They also introduced HAMs which follow a similar pattern - long range weapons are easier to fit, and short range are harder to fit.

With frigate-sized weapons, this is still backward. Rockets are more like turrets, in that they are close-range weapons that do more damage and are easier to fit, which allows "brawling" ships to fit the extra tank they need to survive. Ships like the Drake received a tanking bonus perhaps in compensation for the general backwardness of missile fitting requirements.



In the early days, missiles tended to have higher base damage than other weapon systems. Ships that used them as a primary weapon system tended to either have fewer launchers than turret ships and a damage bonus to compensate, OR had the same number of turrets and no damage bonus. This allowed missiles to function as a secondary weapon system and not totally useless as supplementary DPS. Recently CCP has started giving missile ships a full rack of missiles and damage bonuses, and is now concerned with their DPS. By hitting missile DPS directly, CCP stands to damage them as a secondary weapon system.

In short, the whole missile tree is a mess.


Some other info (approximated):

Rockets do 33% more DPS than light missiles, and have 1/4 the range
Rockets require 55% less grid and 39% less CPU

HAMs do 25% more DPS than heavy missiles, and have 1/4 the range
HAMs require 20% more PG and 10% less CPU

Torpedos do 83% more DPS than cruise, and have 1/8 the range
Torpedos require 40% more PG and 33% more CPU

Guided missile precision only applies to long-range missiles and allows them to hit smaller targets for higher damage.
Lucious Shazih
Doomheim
#2695 - 2012-09-24 00:38:26 UTC
I am completely astonished.... and here's why:

There's so many issues that the game has.... and suddenly out of nowhere, they wanna basically kill a heavy missile Drake, with a whopping 20% damage reduction, and also incredible reduction of Range. This will make HM Drakes chose between damage mods or range mods in their low slots... or it may also make everyone just reprocess their Heavy Missile Launchers. Why use them? You won't be able to kill anything with them that has any resistance and logistics... I personally think that this will make the Heavy Missile modules completely unfeasible. You're going to discover the hard way this is a severe over-correction. of a problem that is debate-ably noticeable only on large scale engagements.

The Hurricane after this update... i just dont know what to say other than now it might actually be a flying piece of rust that no one will chose over any battlecruiser for any reason.

To CCP... if you actually have a vision for the future, i hope you can implement the upgrades quickly enough so that your changes don't leave the game in shambles while you figure out how to proceed. I don't think the Test Server will help that much in determining the reality of things... but you will notice the seriousness of it in the real game.

GordonO
BURN EDEN
#2696 - 2012-09-24 00:53:18 UTC
Just curious if all the above numbers have taken into account that your missile will never hit full theoretical range as it looses a percentage due to acceleration and the movement of the target. So lets say the theoretical range on a HML is 65km, a ship orbiting at 60ish km's is not likely to be hit by the missile as it fly's in an arc and looses range due to acceleration.

... What next ??

HELLBOUNDMAN
Aliastra
Gallente Federation
#2697 - 2012-09-24 01:07:18 UTC
I have numbered each of your statements I want to comment to.

Eckyy wrote:
Hellbound, I appreciate your analysis.

1) Consider this:
(skills @ 5)

The Drake has a 75km targeting range.
The Hurricane has a 56km targeting range.

2) 720mm artillery needs 2 tracking enhancers to roughly reach the range of missiles.
The Hurricane needs a sensor booster/signal amp/rig to target as far as the Drake. For the sake of argument let's make it a rig.

3) Throw a suitcase and MWD on both,
The Drake has 5 mids and 3 rig slots free, a tanking bonus, and almost 250pg to spare.
The Hurricane has 3 mids and 2 rig slots free, and approximately 46pg to spare.

4) At this range, the Drake has a paper DPS almost 50% higher than the Hurricane (navy scourge), and it can typically apply it
fairly well to BC hulls and up.

_____________

5) Part of CCP's plan (with the range nerf) is to force said Drake to fill some slots with modules to extend range, and this I
have no issue with. Let them nerf the range and give the Drake a range extender module and make it a choice. It has too many
free slots compared with its competitors.

The Drake does 50% more DPS than a Tremor 'Cane, and Rage missiles roughly match DPS of a 720mm Hurricane with EMP
loaded.

6) The Drake does have a lot of issues applying its DPS which are inherent to missiles though, but I still don't think it's
unreasonable that it receives some kind of damage nerf. HOWEVER, Fozzie's post indicates that CCP is considering nerfing
the base damage of the missiles themselves, and then perhaps changing the Drake's kinetic bonus to a RoF bonus.



1) Targetting range is an easy thing to resolve

2) 720mm arty II with tremor rounds reaches 77km. That's without any modules.
A drake can hit 84.4km with navy without factoring acceleration, which puts it around 79km.

3) Drake would lose a good amount of ehp by fitting a mwd, or would lose a web or scram.
The hurricane essentially loses nothing.
Also, since 720mm arty II's can reach missile range without any modules, then they hurricane needs one sensor booster II with
a targetting range script in order to hit @ 77km.

4) actually, it's only 82 dps, but yeah, it's higher. However, it will be losing 20% of that

5) They simply could have reduced the targetting range of the drake itself like I suggested and force it to require a sensor booster
like I suggested with the hurricane fit.

6) See, the only thing the drake has going for it over the hurricane is range and ehp.
The hurricane has more utility capability, more speed, and higher dps at close range.
So, it's a matter of which ship gets the upper hand in this fight.
If the hurricane warps in on the drake with close range guns, then he'll have much higher dps and be able to dictate the fight.
The drake on the other hand would warp in at long range in order to dictate the fight.

The major difference here is that the drake will lose close range, however, the only way the drake can win is close range because of warp scram/disrupt.
This means for a drake to come in at range on anything requires that they have support to tackle whatever their target is.


So, we'll have a missile range and damage nerf.
An increase to fury missile explosion radius (sucks)
Plus more upcoming drake nerfs where it will probably lose its ehp.

The drake on its isn't good for pvp unless facing a crappy cruiser/frig

I don't feel heavy missiles need to be nerfed over two ships, one that's only strong in pvp blobs, and one that is OP outright.

Like I've stated, heavy missiles are rarely used for anything but drakes and tengus.
Even when they are used on a different ship, they're not as effective.

Fix the ships, cause the missiles aren't the problem.
HELLBOUNDMAN
Aliastra
Gallente Federation
#2698 - 2012-09-24 01:14:57 UTC  |  Edited by: HELLBOUNDMAN
Lucious Shazih wrote:
I am completely astonished.... and here's why:

There's so many issues that the game has.... and suddenly out of nowhere, they wanna basically kill a heavy missile Drake, with a whopping 20% damage reduction, and also incredible reduction of Range. This will make HM Drakes chose between damage mods or range mods in their low slots... or it may also make everyone just reprocess their Heavy Missile Launchers. Why use them? You won't be able to kill anything with them that has any resistance and logistics... I personally think that this will make the Heavy Missile modules completely unfeasible. You're going to discover the hard way this is a severe over-correction. of a problem that is debate-ably noticeable only on large scale engagements.

The Hurricane after this update... i just dont know what to say other than now it might actually be a flying piece of rust that no one will chose over any battlecruiser for any reason.

To CCP... if you actually have a vision for the future, i hope you can implement the upgrades quickly enough so that your changes don't leave the game in shambles while you figure out how to proceed. I don't think the Test Server will help that much in determining the reality of things... but you will notice the seriousness of it in the real game.




I'm sure once they get around to balancing the drake that it'll get a bonus to range.

So, it kinda seems that they're nerfing heavy missiles to nerf the tengu and when time comes around to rebalance the drake they'll buff its range and give all damage types the same dps as kinetic.
However, what probably will change for the drake is the ehp. It may lose its resist bonus, but i'm thinking they'll take it out of the drake in the form of shield recharge so that it can't fit a passive tank, thus making it more vulnerable to cap warfare.

So, they're nerfing missiles to nerf the tengu, and they'll buff the drake later when they nerf its EHP.

Basically, they're making the drake nothing but a tank until they rebalance it with bc rebalance.

Honestly, if you look at it explained that way it makes total sense why they did the missile nerf.

However, though it makes sense, it's completely idiotic.
Zetheral
Knights Of The Chloroform
#2699 - 2012-09-24 01:40:03 UTC
Here at some of my thoughts about the missile changes.

http://importantbomber.blogspot.com/2012/09/progression-new-eve.html

No it is not just nonsensical raging either. I know I am sad about it also What?

Zeth
Terik Deatharbingr
Ministry of War
Amarr Empire
#2700 - 2012-09-24 01:43:00 UTC
You know, implement this. It's pointless to argue. They are going to go through with it. So the drake and the cane will go on the shelf with the rest of the BC's. Just please make sure the TE/TC adjust explosion velocity and explosion radius....also remove the trajectory analysis requirements of TC's as the support skills for missiles already dwarfs that of gunnery and since TA will have no other affects towards missiles, kind of further supports any ideas that you might be attempting to kill missiles all together.