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

First post First post First post
Author
sYnc Vir
Wolfsbrigade
Ghost Legion.
#3601 - 2012-09-30 06:08:49 UTC
HELLBOUNDMAN wrote:
Ya know, one thing that hasn't been factored into this nerf is all the rebalancing going on.

They're introducing more powerful combat cruisers, ewar cruisers, etc etc... This is also the same with frigs.

These rebalances, especially to ewar, could be enough to break the current status que of the drake and tengu.

So, if we push for this nerf now, it could lead to inadequacy in hmls, and how long will this go on until it is rebalanced again.

This, and the changes to TDs are a good reason to hold off and get some feedback before the nerf to hmls goes through..


No its not,

Changing it now and getting people to use other ships before they see stupid they looked in there overreaction and switch back to there Drake and Tengu is a good thing. The people overreacting are clear so stupid by the time they figure it out, the Drake will of course feel new and fresh to their dumbass mind.

Everything CCP has said since fan fest has been about cycles. Option 1 leads to option 2 that leads to options 3 that leads to option 1. The TD and TC/TE changes mean a bunch if not all pvp'ers will have a TD on there ship. Meaning most people are gonna have to at some point fit TCs more. The at some point TD become less powerful.... Please you should get the point by now.

They are doing that with modules, so what makes you think they aren't balancing the ships out so if 1 is popular people start flying 2, until people in 1 start flying 3 at which point people in 2 start... and so on.

Sure they are those options now, but since when was more options bad?

Don't ask about Italics, just tilt your head.

picattacip Vherocip
OKCorp
#3602 - 2012-09-30 06:44:40 UTC
Just spent the last 3 months training to fly a Tengu with T2 missiles for exploration. I guess I'm just ... unlucky.
Eckyy
United Caldari Navy
United Caldari Space Command.
#3603 - 2012-09-30 06:52:02 UTC
picattacip Vherocip wrote:
Just spent the last 3 months training to fly a Tengu with T2 missiles for exploration. I guess I'm just ... unlucky.


Not unlucky, smart. It was an excellent choice to train, too excellent.

The HAM Tengu is still going to be great.
Onictus
Federal Navy Academy
Gallente Federation
#3604 - 2012-09-30 07:05:17 UTC
picattacip Vherocip wrote:
Just spent the last 3 months training to fly a Tengu with T2 missiles for exploration. I guess I'm just ... unlucky.



Plus even with the nerf, Tengu will be fine for exploration, if you were doing null sites you need more then a solo tengu anyway.....specially if you have the nullifier on it still.

Cloaky Tengus aren't that great at DPS or tank, but they are good enough for low sec sites.
Noemi Nagano
Perkone
Caldari State
#3605 - 2012-09-30 07:59:48 UTC
About the Mare vs. Golem comparison, a few thoughts of mine, sticking to PvE:

1) Mare can insta Alpha small stuff which a Golem never can (below BC-size it can never Alpha anything, and it will never insta-hit either).

2) Long ranges favor guns a lot, esp. vs slow moving missile systems - it simply makes salvo-counting a pain, when you fight on high ranges km with Torps.

3) Torps dont work with EFT-ranges (like no missile does). It would only be fair if ingame the "real" theoretical max would be shown and not the wrong flighttime*velocity-calculation, so one could at least know for sure how far out a *not moving* target can be and still be in range.

4) Tank is not an issue.

5) The Mare is a Pirate BS, its ok when it performs a bit better than a Marauder (per CCP Definition). The Mare is so strong because it can fit oversized Lasers without issues (Tachyons), and has ship boni which ad perfectly to this system, by overcoming its weak tracking.

6) The Mare can perform on par with a Machariel in EM/Therm missions. The Paladin is not so far behind those 2 though, in EM/Therm. The Vargur overall performs similar to the Machariel, being a fair bit slower though. Still 1/4th to 1/3rd faster than a Golem ....

7) Damage-application is ok in a Golem, due to its inherent boni and ability to fit TPs, although it has to be checked if they will really be better than TCs then. And it requires a LOT of work.

8) For maximum effect the rigs on the Golem have to be mixed, one flight time and one velocity.

9) Ammo-cost is a non-issue for Laserships, unlike for the Golem with Torps ...

Bottom line: atm the Tengu is considered to be worse in PvE than the Vargur (and Paladin in EM-missions), and the only missions where it really shines are kinetic-resist weak enemies anyway, means in all others its even more behind. Still its better than the current Golem or CNR. So if its getting a nerf, pls bring the others in line with Winmatar.
Onictus
Federal Navy Academy
Gallente Federation
#3606 - 2012-09-30 08:13:19 UTC  |  Edited by: Onictus
Noemi Nagano wrote:

9) Ammo-cost is a non-issue for Laserships, unlike for the Golem with Torps ...

Bottom line: atm the Tengu is considered to be worse in PvE than the Vargur (and Paladin in EM-missions), and the only missions where it really shines are kinetic-resist weak enemies anyway, means in all others its even more behind. Still its better than the current Golem or CNR. So if its getting a nerf, pls bring the others in line with Winmatar.



Unless you are sniping triggers and boning out, Tengu is worse then most battleships in missions. Because by the time you get a tengu to BS DPS levels, you have spent double the price of a T2 fit battleship that will go just as fast.
Eckyy
United Caldari Navy
United Caldari Space Command.
#3607 - 2012-09-30 08:13:55 UTC  |  Edited by: Eckyy
Noemi Nagano wrote:
About the Mare vs. Golem comparison, a few thoughts of mine, sticking to PvE:

1) Mare can insta Alpha small stuff which a Golem never can (below BC-size it can never Alpha anything, and it will never insta-hit either).

2) Long ranges favor guns a lot, esp. vs slow moving missile systems - it simply makes salvo-counting a pain, when you fight on high ranges km with Torps.

3) Torps dont work with EFT-ranges (like no missile does). It would only be fair if ingame the "real" theoretical max would be shown and not the wrong flighttime*velocity-calculation, so one could at least know for sure how far out a *not moving* target can be and still be in range.

4) Tank is not an issue.

5) The Mare is a Pirate BS, its ok when it performs a bit better than a Marauder (per CCP Definition). The Mare is so strong because it can fit oversized Lasers without issues (Tachyons), and has ship boni which ad perfectly to this system, by overcoming its weak tracking.

6) The Mare can perform on par with a Machariel in EM/Therm missions. The Paladin is not so far behind those 2 though, in EM/Therm. The Vargur overall performs similar to the Machariel, being a fair bit slower though. Still 1/4th to 1/3rd faster than a Golem ....

7) Damage-application is ok in a Golem, due to its inherent boni and ability to fit TPs, although it has to be checked if they will really be better than TCs then. And it requires a LOT of work.

8) For maximum effect the rigs on the Golem have to be mixed, one flight time and one velocity.

9) Ammo-cost is a non-issue for Laserships, unlike for the Golem with Torps ...

Bottom line: atm the Tengu is considered to be worse in PvE than the Vargur (and Paladin in EM-missions), and the only missions where it really shines are kinetic-resist weak enemies anyway, means in all others its even more behind. Still its better than the current Golem or CNR. So if its getting a nerf, pls bring the others in line with Winmatar.


-> 3. CCP is changing missile acceleration so EFT range values more closely resemble real range values.

-> 6. The Golem may be slower than the Nightmare in EM/Thermal missions, but it has damage type flexibility. Damage type selection is not to be sneered at, it can be very significant unless you never shoot stuff outside of your empire borders and turn down missions with any other type of NPC. Ever tried using a Paladin or Nightmare in Minmatar space? Even if the Golem doesn't specifically run your missions faster than a Nightmare in its turf, the Golem is certainly more flexible.

-> 8. I did that on purpose - the TE in the lows will be providing a flight time bonus so 2x velocity > 1x flight time 1x velocity - which provides the additional bonus of reaching targets faster.

-> 9. Granted, and it's not a small item either, but the Vargur and Machariel both have to deal with burning through super expensive ammo too.

The Golem isn't as far behind as everyone says and it's going to get better. Tracking Enhancers + removal of ship penalties on Javelins will improve it. I'm not convinced it needs anything further. The Golem will be getting a significant range bonus and a moderate damage application buff.

People complaining that when the Tengu is nerfed they'll have nothing are full of hot air.

As for bringing it up to the level of the Vargur/Mach, that's ridiculous. How about bringing those ships down to the level of the Paladin, Kronos and Golem? You're not entitled to have far and away the best missioning ship in every class just because you trained Caldari.
Onictus
Federal Navy Academy
Gallente Federation
#3608 - 2012-09-30 08:20:18 UTC
Eckyy wrote:


-> 9. Granted, and it's not a small item either, but the Vargur and Machariel both have to deal with burning through super expensive ammo too.




With a mach you may be carrying barrage, you rarely load it up though. For example an Angel Blockade you'll burn around 4000-5000 rounds, with barrage you just blew 5 mil in ammo, I don't know many people that do that.

Its MUCH cheaper to just use plain tech 1 ammo and burn at 750 between spawns.

Vagur only has four guns, so its a LOT easier on ammo, the mach you can dump a full cargohold in three missions if you get rats that like to sit out at 40km.
Jorma Morkkis
State War Academy
Caldari State
#3609 - 2012-09-30 08:24:39 UTC  |  Edited by: Jorma Morkkis
Noemi Nagano wrote:
Mare can insta Alpha small stuff which a Golem never can (below BC-size it can never Alpha anything, and it will never insta-hit either).


If you have all Tachs in one group you're doing it wrong.

You run 4 Tachs in 2 groups:
- to minimize overkilling
- for cap management reasons

You run 8 Tachs (Abaddon and Oracle) in 4 groups for same reasons.

Noemi Nagano wrote:
The Mare is so strong because it can fit oversized Lasers without issues (Tachyons)


It only has 4 turret hardpoints. Btw, 8 Tachs fits easily to Oracle. 4 Tachs fits to Paladin with ACR rig and AWU5.

Try to fit Tachs to Armageddon or Apoc... Even Abaddon has serious grid problems with Tachs.

Eckyy wrote:
As for bringing it up to the level of the Vargur/Mach, that's ridiculous. How about bringing those ships down to the level of the Paladin, Kronos and Golem? You're not entitled to have far and away the best missioning ship in every class just because you trained Caldari.


They need to bring Vargur down to level of other marauders and I think they already have it on their list.
Mach like other pirate BSs should be a bit better than let's say marauders and clear improvement over T1. I'd say bring Mack down to level of other pirate BSs and it will be okay for all.
Aldos Rin
Caldari Provisions
Caldari State
#3610 - 2012-09-30 09:17:16 UTC
Well someone needs to tell all the Cane pilots to get a drake because of the awesome HML advantage. Good thing no one knew about it in alliance tourney or it woulda been all Drakes and been boring.
But since CCP seems intent on turning HMLs into big dumb slow bullets - just like turrets - can they be renamed "Caldari BIg Dumb Bullets" too.
Of course I can drop a BCS or 2, another 40ish % damage to make em hit good.
ANy how about adding explosion diameter and velo to the normal bullets except of course kinetic -but that would be unbalanced so Kin too.
Are PvP Tengus REALLY all that good - without the 100mn?

So if you want to 'balance" the times HMLs work very well on Drakes and Tengus - can you also balance for the many times they don't.
Thx AR
Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#3611 - 2012-09-30 09:40:56 UTC
Noemi Nagano wrote:
Bottom line: atm the Tengu is considered to be worse in PvE than the Vargur (and Paladin in EM-missions), and the only missions where it really shines are kinetic-resist weak enemies anyway, means in all others its even more behind. Still its better than the current Golem or CNR. So if its getting a nerf, pls bring the others in line with Winmatar.


Please post mission completion times in various factions' space to support this assertion.
Daichi Yamato
Jabbersnarks and Wonderglass
#3612 - 2012-09-30 09:58:45 UTC
HELLBOUNDMAN wrote:

Edit... Oh, and it has half the sensor strength....

Honestly, those two issues are what hold Marauders back from being the kings of pve, which is what I feel they should be.

I've suggested npc ewar immunity for Marauders to give them this, but who knows....


wait what!?

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Hannott Thanos
Squadron 15
#3613 - 2012-09-30 10:08:07 UTC
By the way. I assume Tracking Links will also affect missiles? So basically, If you bring a friend or an alt, you don't have to sacrifice anything on your Drake, it's simply a pure buff

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

     _myShip.FireAllGuns(CurrentSelectedTarget);

}

Noemi Nagano
Perkone
Caldari State
#3614 - 2012-09-30 10:31:05 UTC  |  Edited by: Noemi Nagano
Eckyy wrote:


-> 3. CCP is changing missile acceleration so EFT range values more closely resemble real range values.

-> 6. The Golem may be slower than the Nightmare in EM/Thermal missions, but it has damage type flexibility. Damage type selection is not to be sneered at, it can be very significant unless you never shoot stuff outside of your empire borders and turn down missions with any other type of NPC. Ever tried using a Paladin or Nightmare in Minmatar space? Even if the Golem doesn't specifically run your missions faster than a Nightmare in its turf, the Golem is certainly more flexible.

-> 8. I did that on purpose - the TE in the lows will be providing a flight time bonus so 2x velocity > 1x flight time 1x velocity - which provides the additional bonus of reaching targets faster.

-> 9. Granted, and it's not a small item either, but the Vargur and Machariel both have to deal with burning through super expensive ammo too.

The Golem isn't as far behind as everyone says and it's going to get better. Tracking Enhancers + removal of ship penalties on Javelins will improve it. I'm not convinced it needs anything further. The Golem will be getting a significant range bonus and a moderate damage application buff.

People complaining that when the Tengu is nerfed they'll have nothing are full of hot air.

As for bringing it up to the level of the Vargur/Mach, that's ridiculous. How about bringing those ships down to the level of the Paladin, Kronos and Golem? You're not entitled to have far and away the best missioning ship in every class just because you trained Caldari.


3) still it would be nice if just *ingame* when you look at your loaded ammo there would be a *correct* value. Like with Turrets, and for them it gets even a correction for the TDs you face at that moment ..

6) Yes, I see that. Although Projectiles have that to a lesser degree too, which is why they are so OP atm.

8) But you do know people who have that ship will have to rerig, because they already plugged those mentioned t2s in to make it work at least a little bit?

9) Agreed.

If you think its ridiculous to demand a balance of Golem and Vargur, then I dont agree. Why is that so? If the Vargur is too OP (which I would agree at, but thats not the Vargur itself but totally out of line large ACs) and the Mach too, then either bring the others up there or nerf the 2 OP ships down.

I think your last statement is even more ridicuous - we dont have the far and away best mission ships in every class. For l3s other BCs work just as well as a Drake does, the only thing the Drake is better at is doing l4s. And we dont have the best l4 runners either. We have one very good platform (wich will be nerfed a LOT), and CNR/Golem/NH which are a fair bit behind (and NH gets nerfed too, until it gets buffed maybe in 2016).

Its statements like that last one which invalidate every reasonable bit you might say.

Apart from that: crosstraining is harder for missile-users than its for turret users in 3 alternate routes, and equal just in one (turret user going to missiles). Keep that in mind.
Noemi Nagano
Perkone
Caldari State
#3615 - 2012-09-30 10:41:42 UTC  |  Edited by: Noemi Nagano
Gypsio III wrote:
Noemi Nagano wrote:
Bottom line: atm the Tengu is considered to be worse in PvE than the Vargur (and Paladin in EM-missions), and the only missions where it really shines are kinetic-resist weak enemies anyway, means in all others its even more behind. Still its better than the current Golem or CNR. So if its getting a nerf, pls bring the others in line with Winmatar.


Please post mission completion times in various factions' space to support this assertion.


Its been done plenty of times, and common sense tells the same. I wont do your work, and your tendency to not answer most of my questions at all is not helping to motivate me more either.

Machariel > all, everywhere except in some Blood/Sansha missions, where Mare is on par.

Vargur close behind Mach. Paladin close behind Mare in Blood/Sansha.

Tengu fair bit behind those in all, a little less behind in Kinetic-Weak missions (Gurista, Serpentis, EoM), the more flight time and range included the better for the Tengu.

CNR/Golem behind Tengu.

1k DPS Dominix (350mm t2 rails + Garde II fitted) - nice DPS but weak in tank.

About the Kronos I have no solid info.

If anyone here disagrees, just go to the ships&modules or your local forums (I am using eve germany) for more info. You will find this is matter of fact.

(btw, if you assume you want to fly your l4s for a good LP-shop corp, which is a smart assumption, you will not end up in Caldari-space, just for the records ;) )
Noemi Nagano
Perkone
Caldari State
#3616 - 2012-09-30 10:57:10 UTC
Hannott Thanos wrote:
By the way. I assume Tracking Links will also affect missiles? So basically, If you bring a friend or an alt, you don't have to sacrifice anything on your Drake, it's simply a pure buff


Read OP for an answer on this - they plan to not let them work the same like they do for turrets, i.e. reduced effects. So much about "bring them more in-line" ....
Crazy Nymphora
Perkone
Caldari State
#3617 - 2012-09-30 11:27:12 UTC  |  Edited by: Crazy Nymphora
20% damage and 25% range, isn't it too much? I think many of us use Heavy Missile for snipping, the damage nerf is reasonable (if not saying it's also a bit too much) but the range nerf would very much change the use of Heavy Missiles. This change is just for the sake of balancing, not to force people to change their play style, right?
Bouh Revetoile
In Wreck we thrust
#3618 - 2012-09-30 12:12:06 UTC
Crazy Nymphora wrote:
20% damage and 25% range, isn't it too much? I think many of us use Heavy Missile for snipping, the damage nerf is reasonable (if not saying it's also a bit too much) but the range nerf would very much change the use of Heavy Missiles. This change is just for the sake of balancing, not to force people to change their play style, right?

You are looking for TE I think.
Ivian Khorn
PROSPERO Corporation
#3619 - 2012-09-30 12:13:03 UTC
I said again. With this "rebalance" (actually - cutting of from payable form) CCP need to cut other weapons.
You say they OP? - take down just ONE - range or wolley damage. And no more then 10-15%
All ships has nearly same damage. altitude is 5-10%, and has big difference of speed. Caldary ships one of slowest ships.
Make their speed like Minmatar, but and with this you no feel difference. Minmatar is 80% of PvP fleets. Change THIS and don`t nerf PvE - it don`t make rule at war in nullsec.
Onictus
Federal Navy Academy
Gallente Federation
#3620 - 2012-09-30 12:50:16 UTC
Crazy Nymphora wrote:
20% damage and 25% range, isn't it too much? I think many of us use Heavy Missile for snipping, the damage nerf is reasonable (if not saying it's also a bit too much) but the range nerf would very much change the use of Heavy Missiles. This change is just for the sake of balancing, not to force people to change their play style, right?



Which is why I had to post a 100km range drake before anyone would believe it would shoot that far.