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

First post First post First post
Author
Athena Themis
Viziam
Amarr Empire
#321 - 2012-09-18 17:19:57 UTC
ITT: Tracking disruptor... the new god module.

"oh you trained caldari? hahahaah."
Ashera Yune
Doomheim
#322 - 2012-09-18 17:20:33 UTC
Dhaaran wrote:
love the changes, tengu & drake had their years of dominance, now its time to spin the wheel once more


You forget the other ships that use Heavy Missiles, those are going to be hit hard as well. They never had any dominance either.

CCP is applying a terrible blanket nerf.

"Yesterday we obeyed kings and bent our necks before emperors. But today we kneel only to truth."

 Kahlil Gibran

baltec1
Bat Country
Pandemic Horde
#323 - 2012-09-18 17:20:34 UTC
Oraac Ensor wrote:
Ashera Yune wrote:
What I disagree is having a one TD mod affect all.

TD will become a module that you can guarantee that everyone and their mother will fit.

This is also my view. Guns and missiles should have separate countering modules.


What you mean just like ECM and disruptors?

Hans Jagerblitzen
Ice Fire Warriors
#324 - 2012-09-18 17:23:30 UTC  |  Edited by: Hans Jagerblitzen
War Kitten wrote:
If you're going to compare long range guns and HMLs, use the long range tech II ammo in the HML too.

Then do your graphs again with CN scourge vs. CN antimatter and Navy MF.

At least talk apples to apples. Then you can at least make useful comparisons.



You're suggesting that the shorter range, higher DPS, faction HML ammo should be able to be projected consistently farther than the falloff of most the other long-range turret platforms?

I completely understand comparing apples to apples - but the problem is that a shorter range, high DPS ammo is outclassing falloff ranges on long-range turret platforms. The purpose of the graph wasn't to make a direct comparison, is was to highlight this specific imbalance.

CPM0 Chairman / CSM7 Vice Secretary

Ashera Yune
Doomheim
#325 - 2012-09-18 17:24:43 UTC
baltec1 wrote:
Oraac Ensor wrote:
Ashera Yune wrote:
What I disagree is having a one TD mod affect all.

TD will become a module that you can guarantee that everyone and their mother will fit.

This is also my view. Guns and missiles should have separate countering modules.


What you mean just like ECM and disruptors?



The problem is you have a one module fits all situation.

Multispec ECM is weak on nonbonused ships, a real Bonused ECM ship will have a variety of ECM jammers.

Disruptors are good at holding things at range but doesn't prevent a faster ship from burning off. A scramble has short range but turns off mwd.

TD is a module that encompasses all in one pack, all you have to do is change the script and behold, you have the GOD module that affects all dps ships.

"Yesterday we obeyed kings and bent our necks before emperors. But today we kneel only to truth."

 Kahlil Gibran

Malcanis
Vanishing Point.
The Initiative.
#326 - 2012-09-18 17:25:51 UTC
Hans Jagerblitzen wrote:
War Kitten wrote:
If you're going to compare long range guns and HMLs, use the long range tech II ammo in the HML too.

Then do your graphs again with CN scourge vs. CN antimatter and Navy MF.

At least talk apples to apples. Then you can at least make useful comparisons.



You're suggesting that the shorter range, higher DPS, faction HML ammo should be able to be projected consistently farther than the falloff of most the other long-range turret platforms?


Are you suggesting that missiles should be instant damage?

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Ashera Yune
Doomheim
#327 - 2012-09-18 17:26:22 UTC
Hans Jagerblitzen wrote:
War Kitten wrote:
If you're going to compare long range guns and HMLs, use the long range tech II ammo in the HML too.

Then do your graphs again with CN scourge vs. CN antimatter and Navy MF.

At least talk apples to apples. Then you can at least make useful comparisons.



You're suggesting that the shorter range, higher DPS, faction HML ammo should be able to be projected consistently farther than the falloff of most the other long-range turret platforms?


Its fair, considering that at shorter range LR turrets will outdamage Heavy missiles with faction high damage ammo.

"Yesterday we obeyed kings and bent our necks before emperors. But today we kneel only to truth."

 Kahlil Gibran

Desert Ice78
Gryphons of the Western Wind
#328 - 2012-09-18 17:26:57 UTC  |  Edited by: Desert Ice78
CCP Fozzie wrote:

Heavy Missiles
-Base flight time reduced by 30%
-Base velocity increased by 6.66%
-In total, base range reduced by ~25%
-Damage decreased by 20% (rounded to closest digit)
-Affects all variant Heavy missiles, including FOF.


Grideris wrote:
Mother of god.

Not empty quoting.

WTF!!!!!!!!

I am a pod pilot: http://dl.eve-files.com/media/corp/DesertIce/POD.jpg

CCP Zulu: Came expecting a discussion about computer monitors, left confused.

Ensign X
#329 - 2012-09-18 17:29:19 UTC  |  Edited by: ISD Suvetar
Ashera Yune wrote:
Dhaaran wrote:
love the changes, tengu & drake had their years of dominance, now its time to spin the wheel once more


You forget the other ships that use Heavy Missiles, those are going to be hit hard as well. They never had any dominance either.

CCP is applying a terrible blanket nerf.


Essentially, this. The Nighthawk is already one of the worst and least used Command Ships. This will gut it. The Cerberus is already one of the worst and least used HACs. This will gut it. Not to mention the world of hurt this heavy-handed nerf will have on the Onyx, Rook, Navy Caracal and any other ship that dared use HMLs.

We get it, the Drake and the Tengu are too strong (they aren't, really, but we get that you think they are). It makes no sense to nerf this way. What you did to the Hurricane was a far better solution to that problem. Why not just nerf the CPU on the Drake so it can't fit a full rack of HMLs and such a huge buffer? Why not just nerf the subsystem bonus on the Tengu?

Edit: Please present your suggestions in a constructive manner that doesn't involve personal attacks - ISD Suvetar.
Oxandrolone
Center for Advanced Studies
Gallente Federation
#330 - 2012-09-18 17:32:15 UTC
This is a bit ridiculous, heavy missiles were the only missiles that were viable for PvP now there are no missies except torps on bombers.

This nerf is too extreme it should be small changes, like a 5-10% nerf and then see how it is, then nerf more if there still considered OP.

What is the justification for nerfing heavies anyway? Is it because they are too strong in PvE? If people were worried about drake blobs its just gonna be some other kind of blob in nullsec. heavy missiles were a way that alowed smaller groups to take on larger groups through kiting, skill etc rather than just F1 the primary in alphabetical order, all this encourages is a different kind of blob.

And in wormholes the effects are even worse, currently its armor T3's and guardians everyware, there were a few viable shield ships that relied on heavy missiles, shield ships basically just got deleted from wormholes.
Tomcio FromFarAway
Singularity's Edge
#331 - 2012-09-18 17:33:33 UTC
I don't normally use missile boats because I don't like them so I'm probably wrong on this but I just checked my old T2 nano drake and it gets 400dps with 7 launchers and 2 BCUs using LR scourge.
I switched my blaster ferox to use 6x 250mm rails with two MFSs and it gets 300 dps with javelin.
For faction ammo I get 350 on drake ( CN scourge ) and 295 on that Ferox ( CN AM ).
Even when I added third MSF it is still has less dps than Drake.

All gunnery/missile support skills at level 4.

Hans Jagerblitzen
Ice Fire Warriors
#332 - 2012-09-18 17:33:43 UTC
Malcanis wrote:
Hans Jagerblitzen wrote:
War Kitten wrote:
If you're going to compare long range guns and HMLs, use the long range tech II ammo in the HML too.

Then do your graphs again with CN scourge vs. CN antimatter and Navy MF.

At least talk apples to apples. Then you can at least make useful comparisons.



You're suggesting that the shorter range, higher DPS, faction HML ammo should be able to be projected consistently farther than the falloff of most the other long-range turret platforms?


Are you suggesting that missiles should be instant damage?


No, not really. I'm just pointing out the many advantages missiles have had to offset the fact that they are not instant damage. I would certainly agree that there's a lot of variables in motion here to be considered.

CPM0 Chairman / CSM7 Vice Secretary

Aaron Greil
Royal Amarr Institute
Amarr Empire
#333 - 2012-09-18 17:34:10 UTC
People seem to be forgetting the impact of the tracking enhancer buff. It makes missiles as a weapon family much more viable. Why are you complaining about the HML nerf if your HAMs can reach necessary ranges with better damage?

It means making torps viable, a mod that both increases their range, and effectiveness against smaller targets. Rockets, HAMS, and torps all become super awesome. I am very excited to see torp ships on the field, stealth bombers, the caldari BS lineup, and the typhoon are going to be mean.

My suggestion, (someone commented this earlier) is make a separate mid and lowslot module for missiles instead of just adding more effects to the TE and TC. Missile users shouldn't have to train high end gun skills to use a TC, it should be a missile skill and a mod solely for missiles. It will help retain the diversity and flavor of eve.
Roime
Mea Culpa.
Shadow Cartel
#334 - 2012-09-18 17:34:56 UTC
ITT people who don't realize that HMLs are still the best medium sized long range weapons.

.

Luc Chastot
#335 - 2012-09-18 17:38:28 UTC
Changes are terribad.




















I fly Drake.

Make it idiot-proof and someone will make a better idiot.

Aglais
Ice-Storm
#336 - 2012-09-18 17:38:32 UTC
When you said, "bringing heavy missiles in line with other long range cruiser weapons" did you have beam lasers in mind?

Because you've turned Heavy Missiles into the new Railguns. Bottom of the barrel here, we're going to. Now if HMLs only lost maybe 5% of their damage, but kept their -25% current range like you propose, that'd probably be ok. But this change is reducing a fifth of their current damage output from them. That's kind of significant. Unless you're going to boost their RoF to try and compensate slightly (for maybe a net 5 or 10 percent loss in damage output), which I don't think is going to happen.

It doesn't seem like you guys are very good at balancing things. If something is too effective you don't take your tools to it and chisel away, reshaping the role and powers of a ship, which is generally a rational approach.

You take a sledgehammer, and you smash out the metaphorical legs of the construction, and leave the wreck of what could've still been something decent to rot.

That's Caldari medium missile platforms right now. I'm fully aware that you can still boost the range back to how it was before. But this is at the cost of now utterly **** poor DPS compared to other long range weapon systems. The problem with the Drake wasn't sheer damagedealing potential. It was damage projection. Which isn't something you fix by making the damage that they project nearly irrelevant compared to other weapon systems. So now the Drake is going to have average at best defensive capabilities, but utterly awful offense.

So with this horribad blanket nerf you've thrown over Caldari, you've axed the Caracal's ability to strike at things it's own size or larger (somehow I don't think it's going to be that great with HAMs), the entire Caldari HAC lineup is overwhelmingly useless for a multitude of reasons, the Nighthawk? Oh well.

Why not just remove Caldari from the game? It's not like they're going to have much of a presence after all is said and done anyways. Unless you guys somehow manage to make the Moa and Ferox truly awe inspiring in a balanced fashion.
Dr Sheng-Ji Yang
Doomheim
#337 - 2012-09-18 17:38:49 UTC
Short question:
Nerf on Heavy missiles doesn´t affect heavy assault missiles. Right?
Ensign X
#338 - 2012-09-18 17:39:09 UTC
Roime wrote:
ITT people who don't realize that HMLs are still the best medium sized long range weapons.



With the plethora of evidence you've submitted to support this claim, I don't know how we could ever have doubted this. Thank you, Roime, for helping us all see the clear light of day. Roll
rofflesausage
State War Academy
Caldari State
#339 - 2012-09-18 17:39:49 UTC  |  Edited by: rofflesausage
CCP Fozzie wrote:


Heavy Missiles
-Base flight time reduced by 30%
-Base velocity increased by 6.66%
-In total, base range reduced by ~25%
-Damage decreased by 20% (rounded to closest digit)
-Affects all variant Heavy missiles, including FOF.


Hi CCP Fozzie.

This is awful. Missiles are already underused in PvP, being pretty much banned in some fleets I've been in.

Their travel time, reload time, being reduced by smartbombs (a genuine problem when in capital warfare), and having vastly reduced damage by anything moving are serious problems.

Their biggest advantage is their range - which often means being out of tackle range and offering alpha support, thus being later into the battle anyway when in small cloaky fleets.

I simply can not see why you think they are over powered. It feels like someone has taken a look at a DPS spreadsheet and ignored everything else about them. This isn't far off 2 BCUs worth of damage.

Please take a look at the ships that use Heavy Missiles and check out their actual use in PvP - it's small compared to other damage systems. Caldari HACs are massively underused, The Nighthawk is barely used, and I've seen many Onxy just fit as many bubbles as they can with scripts because they are so bad.

I would urge you to look at what players are actually doing, and not what a spreadsheet is saying.

edit - you might want to also factor in that rails are still poor, meaning Caldari are really getting hit hard here.

Regards
MeBiatch
GRR GOONS
#340 - 2012-09-18 17:40:19 UTC
Malcanis wrote:

Are you suggesting that missiles should be instant damage?


no but they should still be the highest dps... but not by that much...

20% might be to harsh... perhaps 15% would be better...

but look at advantages for missiles

damage selection...

no decrease of damage over range

sure it has delayed damage but thats ok....

its just td's are now kind of OP and should have thier base bonus reduced...

i would reduce base bonus on TD to 15% for falloff optimal range and tracking...

but inkind i would increase the bonus on amarr special ships to 10% to compensate...

that way TD will be good but only on amarr special EW ships...

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.