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

First post First post First post
Author
Retardo Khaan
Slow Motion.
#3361 - 2012-09-28 09:59:28 UTC  |  Edited by: Retardo Khaan
Noemi Nagano wrote:
Sigras wrote:


That would be like the hurricane pilot saying "a drake doesnt have to fit faction mods to get a 100,000 EHP tank so neither should I"
The ships are different, stop trying to make them the same.


While I disagree with you in other points, this is pretty valid - the ships are different, stop trying to make them the same. I hope you see how contrary this statement is though to the intention of the OP Dev?

Missiles are one thing, turrets are another. Some things go well for missiles (easier PvE for example), some things go well for turrets. As a whole you can say this is for sure not Caldari-Online or Missiles-Online, but much more Winmatar-Online or Projectiles-Online. I object to the basic assumption of the OP, and to many others here. I pointed out why I think people feel like that and I feel many pilots see those changes with the same concerns like I do. Just because they actually play the game and not EFT.

best regards


I add this same answer to your post aswell. And its not me who is trying to "balance" = make things similar. But since CCP is going to balance i was just stating that cane need to be nerfed more in order to balance it with drake.


"But thats the whole point of these nerfs. To balance them.. And it would balance them if cane would have to fit something like processor overcloking unit to be able to fit so many gyros and TE's"
Hannott Thanos
Squadron 15
#3362 - 2012-09-28 10:03:04 UTC
Retardo Khaan wrote:
Quote:


That would be like the hurricane pilot saying "a drake doesnt have to fit faction mods to get a 100,000 EHP tank so neither should I"
The ships are different, stop trying to make them the same.


But thats the whole point of these nerfs. To balance them.. And it would balance them if cane would have to fit something like processor overcloking unit to be able to fit so many gyros and TE's.


Did you know that the battlecruisers are not rebalanced yet? For all you know, you will be able to fit 8 HAMs, a full tank with speed and tackle and 2 TEs and 2 BCUs on your drake.

while (CurrentSelectedTarget.Status == ShipStatus.Alive) {

     _myShip.FireAllGuns(CurrentSelectedTarget);

}

Sigras
Conglomo
#3363 - 2012-09-28 10:04:54 UTC
IMHO they should switch the fittings on the HML and HAM

Its universal that shorter ranged weapons are easier to fit; this is to make up for the disadvantage of actually having to get in range . . . why are missiles different?

Also they should make HAMs and HMLs the same as far as explosion radius and velocity are concerned. There is no reason for the short ranged ones to be nerfed like they are.
Sigras
Conglomo
#3364 - 2012-09-28 10:11:55 UTC
Retardo Khaan wrote:
Noemi Nagano wrote:
Sigras wrote:


That would be like the hurricane pilot saying "a drake doesnt have to fit faction mods to get a 100,000 EHP tank so neither should I"
The ships are different, stop trying to make them the same.


While I disagree with you in other points, this is pretty valid - the ships are different, stop trying to make them the same. I hope you see how contrary this statement is though to the intention of the OP Dev?

Missiles are one thing, turrets are another. Some things go well for missiles (easier PvE for example), some things go well for turrets. As a whole you can say this is for sure not Caldari-Online or Missiles-Online, but much more Winmatar-Online or Projectiles-Online. I object to the basic assumption of the OP, and to many others here. I pointed out why I think people feel like that and I feel many pilots see those changes with the same concerns like I do. Just because they actually play the game and not EFT.

best regards


I add this same answer to your post aswell. And its not me who is trying to "balance" = make things similar. But since CCP is going to balance i was just stating that cane need to be nerfed more in order to balance it with drake.


"But thats the whole point of these nerfs. To balance them.. And it would balance them if cane would have to fit something like processor overcloking unit to be able to fit so many gyros and TE's"

the cane does more DPS at < 9 km and > 25 km and the drake does more DPS between 9 and 25
the cane has neuts (being taken away) and is faster, the drake has more (2x) EHP . . . how is this not fair?

why does the cane need to have less CPU? should the drake really have 3x the EHP because thats what would happen to the comparison.

The cane gets to fit more gyros/TEs the drake gets to fit more ewar/TCs i dont see the problem
Signal11th
#3365 - 2012-09-28 10:12:50 UTC
Sigras wrote:
IMHO they should switch the fittings on the HML and HAM

Its universal that shorter ranged weapons are easier to fit; this is to make up for the disadvantage of actually having to get in range . . . why are missiles different?

Also they should make HAMs and HMLs the same as far as explosion radius and velocity are concerned. There is no reason for the short ranged ones to be nerfed like they are.



Because that would indicate a modicum of thought instead of the lucky dip approach we seem to get from the CSM and CCP

God Said "Come Forth and receive eternal life!" I came fifth and won a toaster!

Noemi Nagano
Perkone
Caldari State
#3366 - 2012-09-28 10:18:55 UTC  |  Edited by: Noemi Nagano
Sigras wrote:


the cane does more DPS at < 9 km and > 25 km and the drake does more DPS between 9 and 25
the cane has neuts (being taken away) and is faster, the drake has more (2x) EHP . . . how is this not fair?

why does the cane need to have less CPU? should the drake really have 3x the EHP because thats what would happen to the comparison.

The cane gets to fit more gyros/TEs the drake gets to fit more ewar/TCs i dont see the problem


Do you see how HG Slaves and speed come into that equation, same as the (even only slightly) bigger drone bay of the Cane? Thats why EFT is NOT Eve.
Hannott Thanos
Squadron 15
#3367 - 2012-09-28 10:20:30 UTC  |  Edited by: Hannott Thanos
Everyone wrote:
"Stupid CCP homogenizing weapon platforms with this nerf! Oh, and they need to swap HAM and HML fitting to match SR/LR turrets. What do you mean, that something completely different."


Hehe

while (CurrentSelectedTarget.Status == ShipStatus.Alive) {

     _myShip.FireAllGuns(CurrentSelectedTarget);

}

Gypsio III
State War Academy
Caldari State
#3368 - 2012-09-28 10:26:24 UTC
Noemi Nagano wrote:

I invite you to stop modeling things, but play the actual game. I can provide you with people who will gladly burn you down ingame to show how wrong you are. Plain and fair, no links/gang/whatever involved, just 1on1. They will do this as often as you wish, and generate a nice ammount of ISK for you if you keep insuring your Drakes. My offer stands ..


Hit me up in game after the Jav changes go through. You may find this thread an interesting read in the mean time.
Retardo Khaan
Slow Motion.
#3369 - 2012-09-28 10:33:04 UTC  |  Edited by: Retardo Khaan
Sigras wrote:
IMHO they should switch the fittings on the HML and HAM

Its universal that shorter ranged weapons are easier to fit; this is to make up for the disadvantage of actually having to get in range . . . why are missiles different?

Also they should make HAMs and HMLs the same as far as explosion radius and velocity are concerned. There is no reason for the short ranged ones to be nerfed like they are.

I would be happy with this. That way ham drake wouldnt had spend one rig slot just to fit close range guns. Also drake buff would be nice so it could fit 8 launchers even with ACR. But that would be ok i guess with 8 guns, mwd and LSE.
Noemi Nagano
Perkone
Caldari State
#3370 - 2012-09-28 10:36:10 UTC
Gypsio III wrote:
Noemi Nagano wrote:

I invite you to stop modeling things, but play the actual game. I can provide you with people who will gladly burn you down ingame to show how wrong you are. Plain and fair, no links/gang/whatever involved, just 1on1. They will do this as often as you wish, and generate a nice ammount of ISK for you if you keep insuring your Drakes. My offer stands ..


Hit me up in game after the Jav changes go through. You may find this thread an interesting read in the mean time.


I am familiar with this thread, as I know many things about BC PvP. You said something there "And the biggest problem is that I've assumed no ECM drones. Wink" Thats the point. You wont win vs. a Harbinger, if he knows how to use his drones to kill yours/jam you. He has twice your bay. And you maybe forgot about slaves ...

And *if* something will be changed with Javs, things might be different. We will see then. For now my statement stays, and its been proven. Also I take your answer as a "no" to my 1on1 offer, you could as well say "I know I will most probably lose, so I better wait for a buff". Which is ok for me, thanks. Exactly what I said in fact ...

Retardo Khaan
Slow Motion.
#3371 - 2012-09-28 10:37:41 UTC  |  Edited by: Retardo Khaan
Sigras wrote:
Retardo Khaan wrote:
Noemi Nagano wrote:
Sigras wrote:


That would be like the hurricane pilot saying "a drake doesnt have to fit faction mods to get a 100,000 EHP tank so neither should I"
The ships are different, stop trying to make them the same.


While I disagree with you in other points, this is pretty valid - the ships are different, stop trying to make them the same. I hope you see how contrary this statement is though to the intention of the OP Dev?

Missiles are one thing, turrets are another. Some things go well for missiles (easier PvE for example), some things go well for turrets. As a whole you can say this is for sure not Caldari-Online or Missiles-Online, but much more Winmatar-Online or Projectiles-Online. I object to the basic assumption of the OP, and to many others here. I pointed out why I think people feel like that and I feel many pilots see those changes with the same concerns like I do. Just because they actually play the game and not EFT.

best regards


I add this same answer to your post aswell. And its not me who is trying to "balance" = make things similar. But since CCP is going to balance i was just stating that cane need to be nerfed more in order to balance it with drake.


"But thats the whole point of these nerfs. To balance them.. And it would balance them if cane would have to fit something like processor overcloking unit to be able to fit so many gyros and TE's"

the cane does more DPS at < 9 km and > 25 km and the drake does more DPS between 9 and 25
the cane has neuts (being taken away) and is faster, the drake has more (2x) EHP . . . how is this not fair?

why does the cane need to have less CPU? should the drake really have 3x the EHP because thats what would happen to the comparison.

The cane gets to fit more gyros/TEs the drake gets to fit more ewar/TCs i dont see the problem


fact still remains that cane is op compared to drake. And drake has one less rig slot because it needs acr to fit sr guns.

Also your talking about 25k ham range. Is that with those crappy javelins or is that EFT warrioring because my ham drake has 18k range in game.
Bouh Revetoile
In Wreck we thrust
#3372 - 2012-09-28 10:39:49 UTC
Noemi Nagano wrote:

Why did I write every working system? Well, becaue basically thats it - HML is the only really working system for missile PvP above frig size. And for Amarr and Matarr all systems except medium long range work, now which do you like better? Having 1 out of 4 options, or 3 out of 4? With plenty of ships to fit them on, or with just 1 working missile-platform *at all*?

HML, the only working system, and yet, they are OP in regards with other LR medium weapon. So we fix HML to make them in line with other medium LR weapons, and we fix the other missiles systems.

What is wrong with other missiles systems ? Damage application (in fact, versatility most of the time) and damage projection (in fact, they project very well, just less than OP HML).

Problem is that we cannot make large missiles to kill everything, or they will be OP ; so a direct fix of damage application would make them to versatile and powerful. Tracking enhancers is then the obvious solution : easy to implement and that solve the problem. Using a module mean that missiles boat will have to trade something for more versatility in damage application. Win-win.

About HAM, their damage can look rather weak, but they are exactly like rockets in this matter : its only an impression because they have no tracking and always hit, and they hit farther than anything but pulse lasers, though pulse lasers don't have their damage at range. Damage application may be a bit problematic, but these changes will fix that, and then they will be almighty.
Jorma Morkkis
State War Academy
Caldari State
#3373 - 2012-09-28 10:42:47 UTC  |  Edited by: Jorma Morkkis
HELLBOUNDMAN wrote:
Now, when it comes to overheating the tanks.

This is almost meaningless because both ships can overheat their tank.

However, you can't overheat rigs, shield power relays/fux coils, or shield extenders. Only resistance modules.

However, the Hurricane using an active repper/booster will be able to get more tank boost through overheating than a drake will get.


You can't overheat EANMs.
You can't overheat ANPs.
You can overheat active armor hardeners (you know, those with boost to one resist only)

And seriously, active tanked PVP Cane? You need two medium armor repairers to match repping power of one medium shield booster. Just a little fun fact for you.

Armor repairers eat cap like nothing so you need to fit a cap booster = -1 mid slot.
Noemi Nagano
Perkone
Caldari State
#3374 - 2012-09-28 10:54:32 UTC  |  Edited by: Noemi Nagano
Bouh Revetoile wrote:


HML, the only working system, and yet, they are OP in regards with other LR medium weapon. So we fix HML to make them in line with other medium LR weapons, and we fix the other missiles systems.


HML are not OP per se. They work well on 1 tech 1 hull (Drake) and dont completely suck on one more (Caracal, although thats debatable). They are weaker than lr med turrets on ranges below around 35 km, and weaker than them above their max range (which is 75km locking for Drake, or 79km for all l5 without rigs or the like if you can spare a medslot for a Sebo). They are stronger in that window of 35-79km, which is, admitted a nice frame. I dont object to change LR turrets to close that window a bit more to maybe 55-79km where HML would be better and 35-55km would be where they work about the same.

Bouh Revetoile wrote:

What is wrong with other missiles systems ? Damage application (in fact, versatility most of the time) and damage projection (in fact, they project very well, just less than OP HML).


Those other systems work so very well and are just not OP, yeah ... which you can see in how much they are used in PvP - Cruise Missiles? HML only seem OP because they are the only missiles which work. They wouldnt seem OP at all if other missiles would work too (esp. Torps and CMs, but also HAMs) and that window of opportunity in LR med size battle would be smaller. In fact, the only thing which they are really overused for is Null sec Drake Blobs, and Raven/CM would kill Drake/HML there, if only Raven/CM was working as intended. And still Raven/CM wouldnt most probably be OP then, just because BS-size is much easier to counter with other BS than tons of BC. And its more expensive, and you need more SP. So Drake blobs as they are now would be easy to counter with tech 1, BS would fight BS, and in smaller scale BC everything is fine already now (except maybe too much Winmatar over all)

Hopefully you understand now ..
Jorma Morkkis
State War Academy
Caldari State
#3375 - 2012-09-28 11:03:14 UTC
Noemi Nagano wrote:
They are weaker than lr med turrets on ranges below around 35 km


Except that you can't really hit anything below 30km. Even with heavies you can at least hit your target.
Lallante
Blue Republic
RvB - BLUE Republic
#3376 - 2012-09-28 11:07:25 UTC  |  Edited by: Lallante
Noemi has lost the argument about 15 times now but just keeps repeating his uninformed opinions over and over.

People have shown, using the actual statistics and figures and fittings, that HMLs are out of line both in range and DPS and OP. The people who argue against this aren't using numbers, or even statistics, but just making bald statements of opinion which, surprise surprise, defend their own use of HMLs.

Thats game over.
Hannott Thanos
Squadron 15
#3377 - 2012-09-28 11:20:25 UTC
Q: Are HM's overpowered?

A from everyone only using HML's: No.
A from everyone else: Yes.

Why are we even discussing this still...

while (CurrentSelectedTarget.Status == ShipStatus.Alive) {

     _myShip.FireAllGuns(CurrentSelectedTarget);

}

Morrigan LeSante
Perkone
Caldari State
#3378 - 2012-09-28 11:33:13 UTC
Hannott Thanos wrote:
Why are we even discussing this still...


Because of the potential impact to other caldari hulls.

See, the thing is, people assure you that ... say the caracal is perfectly viable and a great little hull. Odd then....that you hardly ever see them abusing this OP weapon system...

I also don't see Rooks tearing the place up with said system either. Before anyone says HAMs, if HML are OP...why not use them?

Just a couple of examples, but lets try to avoid any nasty side effects/mitigate them as much as possible.



There's also the whole TD affecting missiles thing, the stock retort of "lol fit a TE/TC then" assumes available mid slots. I'm pretty sure no-one runs with spare slots Blink. This will result in sacrifice and yes, before you bother LOLDRAKETANK....what about every other ship?

This translates into a real decrease to missile boat effectiveness be it direct DPS or their survivability - and aside from the two known problem hulls, I don't see missile boats tearing up the cosmos.
Noemi Nagano
Perkone
Caldari State
#3379 - 2012-09-28 11:49:01 UTC
Lallante wrote:
Noemi has lost the argument about 15 times now but just keeps repeating his uninformed opinions over and over.


This is as wrong as it can be, and you know it is. :-)

Lallante wrote:

People have shown, using the actual statistics and figures and fittings, that HMLs are out of line both in range and DPS and OP. The people who argue against this aren't using numbers, or even statistics, but just making bald statements of opinion which, surprise surprise, defend their own use of HMLs.

Thats game over.


I show you *ingame* how HML are working well, but are not OP in everything else than nullsec Drake blobs. Fix those, and there are no issues left which cant be solved by a slight buff in usable range for LR medium turrets, something which I *never* objected against! You can do statistics and numbers like you want, but you cant cheat the game. Its a matter of fact people are happy to use other stuff than HML in most of PvP in Eve, and those absurd numbers of Drakes and HML are just a niche thing which CCP in fact invented with the change to doomsdays.

So please stict with the facts of this game, and everything can still be going well for you :)
Noemi Nagano
Perkone
Caldari State
#3380 - 2012-09-28 11:51:53 UTC
Morrigan LeSante wrote:


This translates into a real decrease to missile boat effectiveness be it direct DPS or their survivability - and aside from the two known problem hulls, I don't see missile boats tearing up the cosmos.


And even those 2 so called problem hulls dont tear up the Cosmos, but just work in a specific environment .. apart from that, Tengus are not more an issue than Machariels are, both have a price tag which makes them unlikely to flood fleets. What you said is true though, missile boats suck in PvP with those 2 exceptions (and SBs, ok), and this should be solved *first*. Thanks.