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

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Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#4081 - 2012-10-02 22:37:52 UTC
serras bang wrote:
for all of those that are saying switch to hams here something to consider it said all missle so hams will also be affected and seing hams dont actualy benifit from skill for drcressed explosive radius they aint gonna be able to hit the side of a barn


You might want to check that one Einstein.
serras bang
Caldari Provisions
Caldari State
#4082 - 2012-10-02 22:41:55 UTC  |  Edited by: serras bang
Gypsio III wrote:
serras bang wrote:
for all of those that are saying switch to hams here something to consider it said all missle so hams will also be affected and seing hams dont actualy benifit from skill for drcressed explosive radius they aint gonna be able to hit the side of a barn


You might want to check that one Einstein.


defenenately says for hams also

-Rage: Increase damage bonus to +35%, Unify flight time to match T1, unify velocity penalty (-16.7%), unify penalty to explosion velocity (-14%), increase penalty to explosion radius (+72%)

or are high dmg hams not classed as rage no more ?
Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#4083 - 2012-10-02 22:45:27 UTC
Quote:
and seing hams dont actualy benifit from skill for drcressed explosive radius


Actually I meant this bit, HAMs will benefit from GMP in future. It's a big change tbh.
serras bang
Caldari Provisions
Caldari State
#4084 - 2012-10-02 22:50:54 UTC
Gypsio III wrote:
Quote:
and seing hams dont actualy benifit from skill for drcressed explosive radius


Actually I meant this bit, HAMs will benefit from GMP in future. It's a big change tbh.



in that case are there exp radius getting boosted to match hmls or is hmls going to there base before this multiplication ?
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#4085 - 2012-10-02 22:52:19 UTC
serras bang wrote:
Gypsio III wrote:
serras bang wrote:
for all of those that are saying switch to hams here something to consider it said all missle so hams will also be affected and seing hams dont actualy benifit from skill for drcressed explosive radius they aint gonna be able to hit the side of a barn


You might want to check that one Einstein.


defenenately says for hams also

-Rage: Increase damage bonus to +35%, Unify flight time to match T1, unify velocity penalty (-16.7%), unify penalty to explosion velocity (-14%), increase penalty to explosion radius (+72%)

or are high dmg hams not classed as rage no more ?

What part under the all missiles section bodes poorly for HAM's? They get closer to theoretical range now. As far as T2, T1 or faction should still give quite good performance now that GMP as well as explosion radius implants and rigs will affect them.
serras bang
Caldari Provisions
Caldari State
#4086 - 2012-10-02 22:58:08 UTC
Tyberius Franklin wrote:
serras bang wrote:
Gypsio III wrote:
serras bang wrote:
for all of those that are saying switch to hams here something to consider it said all missle so hams will also be affected and seing hams dont actualy benifit from skill for drcressed explosive radius they aint gonna be able to hit the side of a barn


You might want to check that one Einstein.


defenenately says for hams also

-Rage: Increase damage bonus to +35%, Unify flight time to match T1, unify velocity penalty (-16.7%), unify penalty to explosion velocity (-14%), increase penalty to explosion radius (+72%)

or are high dmg hams not classed as rage no more ?

What part under the all missiles section bodes poorly for HAM's? They get closer to theoretical range now. As far as T2, T1 or faction should still give quite good performance now that GMP as well as explosion radius implants and rigs will affect them.


t2 furry will not be over t1 by the time you factor in explosive radius or not much past and tech 1 ammo has always had problems with breaking tanks
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#4087 - 2012-10-02 23:04:01 UTC  |  Edited by: Tyberius Franklin
serras bang wrote:

t2 furry will not be over t1 by the time you factor in explosive radius or not much past and tech 1 ammo has always had problems with breaking tanks

I was able to break tanks using T1 HML ammo. Using T1 HAM's with explosion radius skill bonuses, unless I'm missing some info, should potentially be better than post nerf T1 HML ammo. That being the case, in a range bonused ship like the tengu I'm not seeing a reason to not go with HAM's.
OlRotGut
#4088 - 2012-10-02 23:30:55 UTC
Tyberius Franklin wrote:
serras bang wrote:

t2 furry will not be over t1 by the time you factor in explosive radius or not much past and tech 1 ammo has always had problems with breaking tanks

I was able to break tanks using T1 HML ammo. Using T1 HAM's with explosion radius skill bonuses, unless I'm missing some info, should be potentially be better than post nerf T1 HML ammo. That being the case, in a range bonused ship like the tengu I'm not seeing a reason to not go with HAM's.


Agreed; Hams with a painter are going to be awesome. Now if they add in that mod change for the tracking computer stuff they could even be 'awesomer'
Ellente Fervens
Caldari Provisions
Caldari State
#4089 - 2012-10-02 23:57:11 UTC
So for every weapon system, except long range missiles, T2 ammo offers you a choice of short range high damage v's long range medium/low damage.
Under this proposal though, long range missiles T2 ammo gets the choice of normal damage (potentially higher effective damage against small/fast targets) low range v's low range higher potential damage against big/slow targets and worse against normal/small/fast.

Bloody terrible choice. Faction ammo becomes the best ammo in all situations. Keeps range, boosts damage against all targets. Where is the choice?
Eckyy
United Caldari Navy
United Caldari Space Command.
#4090 - 2012-10-03 00:02:04 UTC  |  Edited by: Eckyy
Ellente Fervens wrote:
So for every weapon system, except long range missiles, T2 ammo offers you a choice of short range high damage v's long range medium/low damage.
Under this proposal though, long range missiles T2 ammo gets the choice of normal damage (potentially higher effective damage against small/fast targets) low range v's low range higher potential damage against big/slow targets and worse against normal/small/fast.

Bloody terrible choice. Faction ammo becomes the best ammo in all situations. Keeps range, boosts damage against all targets. Where is the choice?


Wrong.

With long-range guns, you start off with close range ammo which is best able to hit small targets (relative to other ammo types) at close range - the longer range ammos generally suck for most uses and are not used. T2 ammo gives you a choice between more damage close range with tracking penalty (ie only works against larger targets) or the ability to do decent damage at long range.


Heavy missiles start off able to do decent damage at long range. That is to say, heavy missile T1 ammo = gun T2 long range ammo. T2 missiles offer the ability to do higher damage at close range to larger targets ( = gun T2 close range ammo), and the ability to hit smaller targets better at close range ( = gun T1 ammo).

The analogy isn't perfect but it's close enough.

Additionally, missiles can select their damage type at any of these ranges. Minmatar do not have an "EMP Hail" or a "Phased Plasma barrage/tremor" - they're locked into explosive/kinetic.
serras bang
Caldari Provisions
Caldari State
#4091 - 2012-10-03 00:11:35 UTC
Ellente Fervens wrote:
So for every weapon system, except long range missiles, T2 ammo offers you a choice of short range high damage v's long range medium/low damage.
Under this proposal though, long range missiles T2 ammo gets the choice of normal damage (potentially higher effective damage against small/fast targets) low range v's low range higher potential damage against big/slow targets and worse against normal/small/fast.

Bloody terrible choice. Faction ammo becomes the best ammo in all situations. Keeps range, boosts damage against all targets. Where is the choice?


problem with that is the tech 2 ammo is bloddy expensive going through 30 mill some days (yeah extream end) and both t2 ammo is about the same but guess what so is faction ammo up there in the pricing theres going to be hugh probs if these things happen seriously stop doing everything for pvp. your gonna end up killing mission or force people into specific ships for pvp prolly not that of caldari witch will make noone want to fly caldari and thus destroy the race if these changes go through you may as well remove all missle all caldari ship and the race all together.
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#4092 - 2012-10-03 00:13:09 UTC  |  Edited by: Tyberius Franklin
serras bang wrote:
Ellente Fervens wrote:
So for every weapon system, except long range missiles, T2 ammo offers you a choice of short range high damage v's long range medium/low damage.
Under this proposal though, long range missiles T2 ammo gets the choice of normal damage (potentially higher effective damage against small/fast targets) low range v's low range higher potential damage against big/slow targets and worse against normal/small/fast.

Bloody terrible choice. Faction ammo becomes the best ammo in all situations. Keeps range, boosts damage against all targets. Where is the choice?


problem with that is the tech 2 ammo is bloddy expensive going through 30 mill some days (yeah extream end) and both t2 ammo is about the same but guess what so is faction ammo up there in the pricing theres going to be hugh probs if these things happen seriously stop doing everything for pvp. your gonna end up killing mission or force people into specific ships for pvp prolly not that of caldari witch will make noone want to fly caldari and thus destroy the race if these changes go through you may as well remove all missle all caldari ship and the race all together.

Or just use HAM's when appropriate for the reasons detailed several times. As far as faction/T2 ammo cost is increased for turret boats as well. If this is an issue of cost than perhaps it's time to reevaluate your PvP habits or isk making ability.
Eckyy
United Caldari Navy
United Caldari Space Command.
#4093 - 2012-10-03 00:13:13 UTC
serras bang wrote:
Ellente Fervens wrote:
So for every weapon system, except long range missiles, T2 ammo offers you a choice of short range high damage v's long range medium/low damage.
Under this proposal though, long range missiles T2 ammo gets the choice of normal damage (potentially higher effective damage against small/fast targets) low range v's low range higher potential damage against big/slow targets and worse against normal/small/fast.

Bloody terrible choice. Faction ammo becomes the best ammo in all situations. Keeps range, boosts damage against all targets. Where is the choice?


problem with that is the tech 2 ammo is bloddy expensive going through 30 mill some days (yeah extream end) and both t2 ammo is about the same but guess what so is faction ammo up there in the pricing theres going to be hugh probs if these things happen seriously stop doing everything for pvp. your gonna end up killing mission or force people into specific ships for pvp prolly not that of caldari witch will make noone want to fly caldari and thus destroy the race if these changes go through you may as well remove all missle all caldari ship and the race all together.


Or not.

I suggest you read a little bit of this thread before you make conclusions.
Varesk
Aliastra
Gallente Federation
#4094 - 2012-10-03 00:14:07 UTC  |  Edited by: Varesk
CCP Fozzie wrote:


Changes are underlined in the OP, and are:
We're dropping the Tracking mod and disruptor changes to missiles from this release. We're adjusting the heavy missile change to only have a 10% damage nerf but also include a 12% explosion radius nerf. The velocity of heavy missiles is also being increased by a larger amount, with flight time adjusting to keep the overall range change the same while ensuring higher applied damage in the real world and less wasted volleys. As well we are looking at making the Guided Missile Precision skill affect everything and dropping HAM PG requirements by 10% (Still a little bit higher than heavy missiles but closer).




EWAR effects were slated for this past summers release and never happened.
Stated would be in winter release, isnt going to happen.

EWAR on missiles will happen (soon)



just like adjustments to

1) sov mechanics
2) drones
3) black ops
4) tech nerf
serras bang
Caldari Provisions
Caldari State
#4095 - 2012-10-03 00:16:37 UTC
Eckyy wrote:
serras bang wrote:
Ellente Fervens wrote:
So for every weapon system, except long range missiles, T2 ammo offers you a choice of short range high damage v's long range medium/low damage.
Under this proposal though, long range missiles T2 ammo gets the choice of normal damage (potentially higher effective damage against small/fast targets) low range v's low range higher potential damage against big/slow targets and worse against normal/small/fast.

Bloody terrible choice. Faction ammo becomes the best ammo in all situations. Keeps range, boosts damage against all targets. Where is the choice?


problem with that is the tech 2 ammo is bloddy expensive going through 30 mill some days (yeah extream end) and both t2 ammo is about the same but guess what so is faction ammo up there in the pricing theres going to be hugh probs if these things happen seriously stop doing everything for pvp. your gonna end up killing mission or force people into specific ships for pvp prolly not that of caldari witch will make noone want to fly caldari and thus destroy the race if these changes go through you may as well remove all missle all caldari ship and the race all together.


Or not.

I suggest you read a little bit of this thread before you make conclusions.


exactly whats that ment to mean i have been flying caldari for years and put years of work into there ships and missles i think i know what im talking about here.
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#4096 - 2012-10-03 00:21:50 UTC
serras bang wrote:

exactly whats that ment to mean i have been flying caldari for years and put years of work into there ships and missles i think i know what im talking about here.

And yet you aren't showing the slightest willingness to put that knowledge to good use in PvP or PvE with the new strategies being opened up with this change or subsequent (and hopefully soon coming) changes in modules as well. As a missile user I'm seeing more viable options in PvE at least. Would have been better still were the TC/TE/TD changes coming. I can't speak to well to PvP as I'm terrible and avoid it for the most part, but the implications for usefulness of short range missiles is great IMHO.
serras bang
Caldari Provisions
Caldari State
#4097 - 2012-10-03 00:44:29 UTC  |  Edited by: serras bang
i put everything to pve when was the last time you had space in your med slotts to fit a tp ? or sensor boosters ect ?

while still maintining a decent tank and decent dps ?

not to mention the fact that a lot of ship will also now need a ab fit to middle to get within range of some ships to apply dps witch once again lowers tank capabilities as a fellow cal pilot on the pve side you know how fast we die when we dont have shields.

you will also know the burdens and lack of dps from tech 1 equipment thus you probably use tech 2 ok precision ammo gets a boost its needed for a while now and no penalties great. but furrys will even after 2 rigs and skills still not have a explosive radius enough to lay full dmg on criusers or bs or what have you as ythere recieving a nerf of 72% on the explosive radius and dont delude yourself of the 35% base dmg increase as if it would increase dmg applied to the target.

simply because the more raw dmg you have the more you start to lose because more raw dmg you lose more due to factor of explosive radius and sig radius and you now also lose more due to resists.

so now were left with t1 dmg through out as even furys wont apply that much more dmg and will be harder to do so.

if you want to continue this descusion then please do but please for the love of god present something to mitigate any one of these arguments.

it just another stealth cover from ccp to add bonuses to the ships so we think were getting buffed but in actual fact we gain nothing and possibly lose cause lets face it except from the fact that something like the caracl now puts out more dmg with more dmg types it capabilities havnt really increased from what it originaly can do due to the nerfs.
Doddy
Excidium.
#4098 - 2012-10-03 00:57:03 UTC
Eckyy wrote:
Ellente Fervens wrote:
So for every weapon system, except long range missiles, T2 ammo offers you a choice of short range high damage v's long range medium/low damage.
Under this proposal though, long range missiles T2 ammo gets the choice of normal damage (potentially higher effective damage against small/fast targets) low range v's low range higher potential damage against big/slow targets and worse against normal/small/fast.

Bloody terrible choice. Faction ammo becomes the best ammo in all situations. Keeps range, boosts damage against all targets. Where is the choice?


Wrong.

With long-range guns, you start off with close range ammo which is best able to hit small targets (relative to other ammo types) at close range - the longer range ammos generally suck for most uses and are not used. T2 ammo gives you a choice between more damage close range with tracking penalty (ie only works against larger targets) or the ability to do decent damage at long range.
.


The close range t2 ammo for long range guns greatly boosts tracking actually. It is short range guns that have the high damage/poor tracking close range ammo.
Hellz Hitman
No-Mercy
Shadow Ultimatum
#4099 - 2012-10-03 01:38:00 UTC
Alright I've read through the changes and it seems like as far as PVE is concerned, Fury missiles are now worthless. Most bs's operate at a 30-50 km orbit if I did the math on the changes I will have 32 km range with Fury missiles. Far from being well enough to PVE with. However, currently, Missiles are the most effective PVE weapon, really one of the only viable PVE weapons systems besides drones. Post nerf it feels that not only is the Cerb/Nighthawk/Caracal going to be near worthless, but that PVE in general is going to become a great bit more difficult.

What I'm worried about is the fact that currently there are very few effective caldari ships for PVE and PVP, however, this will achieve bringing the few good Caldari ships down to the rest of the pack. Can someone check my math or explain how this is all going to work out? I can fly all races, so over all it won't effect me too much, but alot of my newer guys require a weapons system that is going to be effective against the rats so they dont have to dedicate most of their eve career to high sec. These changes feel as if they effectively toss Noobs out of Null as they wont be able to rat and make isk effectively without always having someone there to shepard them

TL/DR I feel the Fury changes are excessive and will swiftly make them an unusable weapons system with a very limited amount of uses. I would support the fury range being decreased but the numbers are far too low to be equivalent. Missiles are a very different weapon system. I've been hit by medium blasters out past 50km, Never been hit from HAM's that far out. People need to remember that You don't get lucky with Missiles, either they hit or they dont.
serras bang
Caldari Provisions
Caldari State
#4100 - 2012-10-03 02:27:43 UTC  |  Edited by: serras bang
Hellz Hitman wrote:
Alright I've read through the changes and it seems like as far as PVE is concerned, Fury missiles are now worthless. Most bs's operate at a 30-50 km orbit if I did the math on the changes I will have 32 km range with Fury missiles. Far from being well enough to PVE with. However, currently, Missiles are the most effective PVE weapon, really one of the only viable PVE weapons systems besides drones. Post nerf it feels that not only is the Cerb/Nighthawk/Caracal going to be near worthless, but that PVE in general is going to become a great bit more difficult.

What I'm worried about is the fact that currently there are very few effective caldari ships for PVE and PVP, however, this will achieve bringing the few good Caldari ships down to the rest of the pack. Can someone check my math or explain how this is all going to work out? I can fly all races, so over all it won't effect me too much, but alot of my newer guys require a weapons system that is going to be effective against the rats so they dont have to dedicate most of their eve career to high sec. These changes feel as if they effectively toss Noobs out of Null as they wont be able to rat and make isk effectively without always having someone there to shepard them

TL/DR I feel the Fury changes are excessive and will swiftly make them an unusable weapons system with a very limited amount of uses. I would support the fury range being decreased but the numbers are far too low to be equivalent. Missiles are a very different weapon system. I've been hit by medium blasters out past 50km, Never been hit from HAM's that far out. People need to remember that You don't get lucky with Missiles, either they hit or they dont.


and thats only range have you crunched your own figure for dmg application were appropriot ? such as criuser for hmls and frigs for lights ect i also expect these changes to affect rockets also.

however base distance i dont doubt your numbers are correct they seem to be in the ball park anyway if there even at that as 25% range reduction on t1's then a further 50% for furrys