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

First post First post First post
Author
Milton Middleson
Rifterlings
#381 - 2012-09-18 18:16:39 UTC
Rita May wrote:
about that range nerv...
nobody wrote something about the one small little problem all missle based weapons share:
there is NO falloff, if your target is just one little millimeter out of range you're doing how much dmg?
Right: Zero.


Isn't it terrible not having your damage degrade over range? Missiles would be so much better if they lost damage as they traveled.
Lord Ryan
True Xero
#382 - 2012-09-18 18:18:02 UTC
DeBingJos wrote:
-Damage decreased by 20% (rounded to closest digit)

Just noticed this! Holy crap CCP, 20% nerf to damage and 25% nerf to range?!



What?What?What?


Takes forever to train a skill, and only seconds for CCP to make it useless.

Dosn't it take like a month to get heavy missile 5? Isn't that a 25% damage increase. +100mil ISK for %5 implant.

All that time and ISK to seethe benefit reduced by 66%.

Are missiles that OP? I guess that's why all PVP is done in caldari ships.

I mean really what's the benefit of training anything? In all likelihood the object is going to get nerfed before you finish the traing.

Oh wait, never mind I see will act in a way that is more intuitive to newer players.

Sounds like another FU to bittervets crying about every "miner" change!


Serious I need some assurance on what wont be nerfed. I don't see a reason to waist all this time traing skills that you are going to make useless at a later date.

Do not assume anything above this line was typed by me. Nerf the Truth, it's inconvenient.

Sarah Schneider
Native Freshfood
Minmatar Republic
#383 - 2012-09-18 18:20:46 UTC
Roime wrote:
Ensign X wrote:
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


Open EFT or pyfa, test it out for yourself.

HMLs currently not only have almost 30% higher base damage, they also hit at 100% damage every time against BCs and larger, moving or not.

Also, chance to hit. Did you know that in addition to transversal, sig, falloff and vulnerability to TDs, turrets are rolled against a random number on every hit? Turrets can miss, how cool is that!

Now missiles have equal range and damage, but they still hit every single time.

So ITT "boohoo, my medium-sized LR weapon system is not completely and utterly insanely OP anymore"


You're forgetting something :

  • HML in a drake (for example) deal more damage than others because it is a ship with kinetic damage bonus, if you use different ammo types, then this "advantage" doesn't apply. Yes, drakes can switch ammo types, yes drakes should just use scourges, but the point where 'missiles can easily switch damage types' becomes moot if we're talking about damage/dps.
  • While turrets can miss, they do full damage when the target is not moving, or webbed below the tracking speed of the turret, without any penalties, at all. Missiles, whether the target is moving or sitting there like a duck, still get that penalty damage from signature radius.
  • You can slingshot and play around with traversal, regardless of the target's speed, if they fall below your tracking speed, the target is dead. With missiles, if they go fast enough, even with 0 angular and right in your face, you, will, miss.
  • You can firewall missiles, hence reduce incoming damage or even eliminate them completely on a perfect scenario. You cannot do the same with guns.
  • You need to wait until the missiles reach their target, if they initiated warp before then, it's gone. This also made missiles less useful than guns on some scenarios like vanguard blitzing for example.

"I'd rather have other players get shot by other players than not interacting with others" -CCP Soundwave

The Bazzalisk
One Risky Click
Snuffed Out
#384 - 2012-09-18 18:21:25 UTC
Care to explain why Heavy Missiles are being nerfed so catastrophically and why the Hurricane as 'an arty ship' is being nerfed despite it never being used as an arty ship?

'Hey, artilleries are too hard to fit. Let's reduce the PG requirement for them and reduce the Hurricane PG requirement so that they're still hard to fit.'

No one will still fit medium artilleries, you know, because a) they'll still be hard to fit and b) they'll still suck major league balls.

Bravo CCP
Davon Mandra'thin
Das Collective
#385 - 2012-09-18 18:22:03 UTC
A 20% nerf to heavy missile damage is pretty heavy handed. I would have thought the range nerf would be enough to be honest. I wouldn't be suprised if you ended up completely destroying heavy missiles' usefullness.
Evelgrivion
State War Academy
Caldari State
#386 - 2012-09-18 18:22:43 UTC  |  Edited by: Evelgrivion
My initial gut reaction to the HML nerf is that it seems a bit heavy handed.

Before I jump to conclusions on that one though, I have to ask; what's the baseline weapons system performance benchmark you're going for with cruiser sized weapon systems? Depending on the mixture of range, flexibility, tracking, ease of fitting, and other factors offered by the weapon, changes in aspects like damage output should inevitably follow.

What is the desired performance level of these changes, and how is this intended to affect other missile ships, especially the Raven?
Laura Dexx
Blue Canary
Watch This
#387 - 2012-09-18 18:23:59 UTC
HMLs still have the highest sustained damage, second highest range and second highest volley of all the systems. Sure, missiles take a while to reach a target, but when they do, they are more consistent in applying the damage to targets of equal or higher size, as it should be for all weapon systems.

You look at the massive nerf percentages, but you fail to perceive how strong they were compared to other weapon systems. Stop whining, you really have no basis to stand on.
Roime
Mea Culpa.
Shadow Cartel
#388 - 2012-09-18 18:24:28 UTC
Alara IonStorm wrote:
Hans Jagerblitzen wrote:

Yes, exactly. Many thanks for providing this. As you can see in the graph, heavy missiles pretty much dominate this range class of weapons, with the only weapons system providing any advantage at all being railguns on a Ferox - and at a huge DPS hit to achieve this.

If you run the same graph after the changes Fozzie is proposing, you will see that there are now actual advantages to using other weapons besides HML at these ranges.

Which other Medium Range Weapons Systems do you think will replace them.

I will give you a hint, it starts with none and ends with none. Not gonna see anymore LOL Medium Beams or LOL Medium Rails, maybe a few 720mm Whelp Boats but only if they have the vaunted double DPS Bonus.

So how does nerfing the good weapons system so none of them are good help EVE Hans. Why can we not see buffs to medium weapons and bonuses so Ferox's, Harbingers and Canes are seen as much as Drakes and keep the Drake as a viable fleet option instead of this Death to Drakes out of spite thing and every other Cruiser that uses Heavy Missiles along with it.


This is the only valid concern in this thread so far.

So what's the problem of other medium weapons, tracking, low dps or both?

(aka why HMs we're OP Blink)

Or could it be that they only sucked in comparison to HMLs?

.

Wolfgang Eisenstern
In My Sight
#389 - 2012-09-18 18:24:43 UTC
I just have to wonder why CCP opts to solve a problem by severely reducing missile effectiveness?

A more constructive way would be to fix the counter-stuff that don't work or perhaps add other stuff to have this counter effect.

1. Defender missiles. Boost these instead. Anti-missile-missiles that should be more effective.
2. Tracking disruptors working on missiles is good.
3. Make short range turrets to have anti-missile capabilities. To get short-range Anti-Missile-gatlings or something to select a missile defense program for them.
4. Scripts to load affecting probability of hitting missiles and drones.
5. Other forms of defense systems. An EVE version of todays technologies with Chaffs, Flares etc would be a definate choice.
6. Add a new class of defense drones specialized in anti-missile combat.
7. Add a swarm battery of micro-missiles that have same sort of ammo-loading that cap-chargers etc, with a pretty fast cycle time, that will engage all missiles within a certain range (if they have time to track them for enough time). This will enable anti-missile defense ships for fleet battles.

This is just suggestions I come up with in a short time... and all I read suggested is "NERF, NERF, NERF!!!"... Not that constructive... I hope CCP reads this and thinks - 'Aahhh... maybe we should approach this the same way as mining'... that is to make other stuff better to balance. I just think adding new equipment would be better. Makes for more research, more production and more ISK - which we all want.
Aglais
Ice-Storm
#390 - 2012-09-18 18:25:12 UTC
Evelgrivion wrote:
My initial gut reaction to the HML nerf is that it seems a bit heavy handed.

Before I jump to conclusions on that one though, I have to ask; what's the baseline weapons system performance benchmark you're going for with cruiser sized weapon systems?


I personally think they had railguns in mind for the new HML stats. Find the problem.

Hint, it's railguns.
Iam Widdershins
Project Nemesis
#391 - 2012-09-18 18:26:11 UTC
My main concern with these changes is that you are fully removing a SIXTH of the Hurricane's powergrid, all in one fell swoop. This affects far more than simply artillery Hurricanes; virtually every kind of Hurricane fit today is adversely affected by these changes. Is this intended?

I might also make note that Rapid Light launchers with Fury will do 96% the DPS of Heavy launchers with faction after these changes, albeit with half the range. Are you sure you aren't nerfing HML DPS a little too much?

Lobbying for your right to delete your signature

Haquer
Vorkuta Inc
#392 - 2012-09-18 18:29:52 UTC
rofflesausage wrote:
Missiles are already underused in PvP, being pretty much banned in some fleets I've been in.



Let's pull up the top 20 page on eve-kill dot net

Rank Weapons Kills
1 Heavy Missile Launcher II 78177
2 425mm AutoCannon II 20772
3 Heavy Pulse Laser II 15799


Yeah, you're pretty much full of ****. Heavy missiles are OP and should be nerfed.
Liang Nuren
No Salvation
Divine Damnation
#393 - 2012-09-18 18:32:33 UTC
These changes make both TEs and TDs both must-have modules for every ship. They need a nerf.

-Liang

I'm an idiot, don't mind me.

Reppyk
The Black Shell
#394 - 2012-09-18 18:32:58 UTC
I support the OP.

Most of it seem good (but I'm a bit unsure about the T2 missiles).

I AM SPACE CAPTAIN REPPYK. BEWARE.

Proud co-admin of frugu.net, a French fansite about EVE !

The Bazzalisk
One Risky Click
Snuffed Out
#395 - 2012-09-18 18:33:29 UTC
I also can't understand this obsession with swinging the nerfhammer around like some bloodthirsty viking. Why not retrieve the significantly underused buffhammer from its dusty shelf instead?
Liang Nuren
No Salvation
Divine Damnation
#396 - 2012-09-18 18:35:39 UTC
Has anyone done a range calculation for Jav HAM Drake with 2-3 TEs? Seems like it should be far enough that there's no really good reasons to roll HML anymore. This is good and bad, I think.

-Liang

I'm an idiot, don't mind me.

Liang Nuren
No Salvation
Divine Damnation
#397 - 2012-09-18 18:36:18 UTC
The Bazzalisk wrote:
I also can't understand this obsession with swinging the nerfhammer around like some bloodthirsty viking. Why not retrieve the significantly underused buffhammer from its dusty shelf instead?


... We have a dozen threads in this forum that's showcasing the use of the buffhammer. It boggles my mind that you don't notice unless it's affecting whatever ship you're flying today.

-Liang

I'm an idiot, don't mind me.

Aglais
Ice-Storm
#398 - 2012-09-18 18:37:33 UTC
Haquer wrote:



Let's pull up the top 20 page on eve-kill dot net

Rank Weapons Kills
1 Heavy Missile Launcher II 78177
2 425mm AutoCannon II 20772
3 Heavy Pulse Laser II 15799


Yeah, you're pretty much full of ****. Heavy missiles are OP and should be nerfed.


You can correlate that with the Drake being the top ship. HMLs on most other ships are meh. Hell, this is also almost all kinetic damage! If you change to something else, it's much less. I can guarantee you that maybe 75000 of those HML II kills were using kinetic missiles grunted out of a drake. The problem is the combination of traits the Drake has/had that make it viable. Nobody screams bloody murder if you put HMLs on a Rook, or a Lachesis. Also what about the Minmatar missile boats that are going to be negatively impacted by this, such as the new Bellicose this winter? Well, it's probably going to become Caracal II and the bane of frigates and destroyers everywhere. Making the Caracal useless.

Watch how this all changes after winter. Caldari and Gallente are going to be having a tea party together, down at the "least used ships" rung of the ladder.
rofflesausage
State War Academy
Caldari State
#399 - 2012-09-18 18:38:03 UTC
Fras Siabi wrote:
rofflesausage wrote:


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


What?


You could do what I just did - check your own TEST killboard on both losses and kills and see how many ships use missiles in general.

Hint: It's not a lot. If you exclude Drakes and Tengus, missile use looks even more pitiful.

Finding a PvP ship that uses cruise missiles is difficult, heavys are propped in position by Drakes and Tengus, lights are only suited to a handful of ships and torps are not often used outside of Stealth Bombers.

I'll say it again: Missiles are already underused in PvP. Take away the Drake and the Tengu and the numbers start to look awful. Your own killboard shows this.
progodlegend
Amok.
Goonswarm Federation
#400 - 2012-09-18 18:39:19 UTC  |  Edited by: progodlegend
Finally Drakes and Heavy missiles are getting the nerf they deserve. Heavy missiles are way too OP, and this has been long overdue.

If you don't go through with the heavy missile nerf, it will just prove what everyone already suspects, that goons hold a significant influence over CCP and adjust the game as they see fit.

Quote:
Tracking/Range Mods and Ewar
-Modify tracking enhancers and tracking computers to affect:
Max flight time (with optimal range script)
Explosion radius and explosion velocity (with tracking speed script)


Your range will be fine.