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

First post First post First post
Author
Reticle
Sight Picture
#421 - 2012-09-18 18:54:27 UTC
One mission tengu for sale

One tengu pilot for sale
Il Feytid
State War Academy
Caldari State
#422 - 2012-09-18 18:55:01 UTC
CCP Fozzie is now my most favorite dev. Big smile
Lelob
Republic Military School
Minmatar Republic
#423 - 2012-09-18 18:55:16 UTC
It also occured to me:

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)
-Make TDs affect Missiles
Tracking speed disruption script lowers explosion velocity and increases explosion radius
Optimal range disruption script lowers flight time

What about tracking links?
Inggroth
Harbingers of Reset
#424 - 2012-09-18 18:55:21 UTC  |  Edited by: Inggroth
Do a 1000dps 50k range HAM Tengu then
Problem solved
ISK to Inggroth
Iam Widdershins
Project Nemesis
#425 - 2012-09-18 18:55:47 UTC
Aside from the Hurricane changes, I just think that nerfing Heavy Missiles THREE DIFFERENT WAYS (25% range, 20% DPS, and TD susceptibility) is too, too much.

Remember when they nerfed Incursions 2 different ways and everything went to ****? I think this could be a repeat of that. Consider taking it a little slower please, CCP.

Lobbying for your right to delete your signature

Daneel Trevize
Give my 11percent back
#426 - 2012-09-18 18:57:45 UTC
Lord Ryan wrote:
Daneel Trevize wrote:
Lord Ryan wrote:
Laura Dexx wrote:
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.



Sounds like a case of make it suck as bad as everything else. 425's will still work good but You'll have to fit them to BS if you want any tank at all.
Wait, what? Battleship-sized weapons will have to be fitted to battleships to have a decent tank against comparable weapons?!

Roll



The other 425's. The ones that are relevant to this thread.
I assumed you hadn't gone full ****** so to suggest putting unbonused medium weapons on a battleship. My bad.
Jenn aSide
Soul Machines
The Initiative.
#427 - 2012-09-18 18:59:06 UTC
Inggroth wrote:
Do a 1000dps 50k range HAM Tengu then
Problem solved
ISK to Inggroth



People will, along with TCs/TEs on Caldari/Guristas Cruise Missle Battleships, people will adapt. That's not the point, you don't over-nerf one thing (heavy missles) when another thing (Drakes and Tengus) are the problem, you just end up screwing other ships.

Now, if they want to talk about buffs to caracals, Cerbs (damn it, i want to fly my Cerb again) and nighthawks, nerf HMLs away.
Aglais
Ice-Storm
#428 - 2012-09-18 18:59:39 UTC
LtCol Laurentius wrote:


Actually, when you look at effective (as opposed to theoretical) DPS against 200 m/sec moving targets of equal (cruiser) size, the numbers still come out with an advantage to HMLs even after the nerf, and thats before any damage reduction as a result of transversal is factored in. I'd say that HMLs still will deliver twice the effective DPS as a 250mm rail/spike combo for example.


"If you'll see here, the effective damage that missiles will output compared to railguns is approximately double."
>Missiles will output compared to railguns
>compared to railguns
>railguns

Don't compare things to railguns. Everything will be better than railguns. This is objective fact.
Bloodpetal
Tir Capital Management Group
#429 - 2012-09-18 19:00:04 UTC  |  Edited by: Bloodpetal
Light Missiles


I like.


Heavy Missiles
-In total, base range reduced by ~25%
-Damage decreased by 20% (rounded to closest digit)


I like this, especially when combined with tracking enhancers below.


Tech Two Missiles
-Remove ship penalties from tech two missiles (ship velocity and signature radius)



I always hated and thought the penalties were beyond stupid. It's not actually the penalty ITSELF that was a problem it was that it was STACKING PENALTIES OVER AND OVER AND OVER for each launcher. THAT was stupid stupid stupid.

Either way, just get rid of them and adjust accordingly as you have done so. Much approved, thank you.



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)
-Make TDs affect Missiles
Tracking speed disruption script lowers explosion velocity and increases explosion radius
Optimal range disruption script lowers flight time[/quote]


I like this a lot, very cool. I think this is a great balance to the above changes and will force missile users to think a bit more about their setups! I dig it.

Where I am.

Meytal
Doomheim
#430 - 2012-09-18 19:00:16 UTC
Honestly, I liked seeing Tengus because usually for those of us in W-space, they meant an easy kill. Once in a while you'd have a 100mn Tengu that was flown competently, but even that was rewarding to catch and pop. But in general, unless it was hero tackle or armour-ECM Tengus or you were in a Pulsar, you wouldn't see them in w-space PvP. Drakes in w-space are amusing :)

Since the main complaint seems to center around full damage projection at max range, which no other weapon type can do -- at least once the bug with Magnetars was eliminated -- why not address that directly instead of stomp these ships into the ground? Missiles were already lower DPS than other weapons; bringing the damage projection in line is all that's needed now.

I've already heard one great example of how to make this happen. Document/declare that part of the long-range missile's damage potential is relative to the remaining fuel it carries with it, so beyond a certain range the damage decreases to some minimum value. This could be compared to "falloff" damage. I'm sure there are other very sensible and logical ways to explain this.

Even with the proposed changes, you will still have issues with Drake blobs in large groups. Maybe you'll need some more Drakes, and maybe you'll need to move in a little closer, but it's still full damage projection at max range, which was the main concern. Cheap, disposable ships that you can fit your noobs into. You don't need to train them how to fly effectively in PvP. You just teach them how to push a button at the right time, and to keep pushing that button until they're destroyed.

A "falloff" type damage reduction combined with tracking nerf is sufficient. Without that, nothing you do will be sufficient, and only puts the problem off for another day. In the meanwhile, you have the potential to render a few ships nearly useless in their other roles.

Laura Dexx
Blue Canary
Watch This
#431 - 2012-09-18 19:00:59 UTC  |  Edited by: Laura Dexx
They haven't even gotten to T2/T3 cruisers and Command Ships yet. Hold your ******* horses, these dev blogs are far from over.

Quote:
Missiles were already lower DPS than other weapons; bringing the damage projection in line is all that's needed now.


A little bit of a correction: HMLs, even with the damage nerf, will still be the highest sustained damage platform of all the cruiser sized long range weapons. So stop spouting nonsense.
Sheynan
Lighting the blight
#432 - 2012-09-18 19:01:52 UTC
The HML nerf was necessary to properly balance all those ships. After it is done, I'm sure we'll see buffs to the other HML ships like the cerberus, navy caracal, nighthawk and Gila. So this is not really an argument against this change.


And btw every ship is affected by target painters or ECM. But we don't fit target painters and ECM to all our ships, do we ?
Aaron Greil
Royal Amarr Institute
Amarr Empire
#433 - 2012-09-18 19:01:53 UTC
D3vastator wrote:
I've played off & on since 2004 & am up to just over 24m Skill Points. Here's a chart that shows what this change does to almost 15% of my skill points.

As you can see, I've trained specifically to sling Heavy Missiles from a Tengu so that I can run level 4 missions. This really really screws over players like me who couldn't give two craps about what goes on out in drama-sec. If you want to nerf the Drakespam, nerf Drakes...not an entire weapon system. EVE is already at a point, PvE-wise, where my buddy's Ishkur already outdoes my Tengu in both tank & gank for L4 missions. This change will just make PvE even more lopsided away from Caldari.



Please post the fits where an ishkur out dps and out tanks a tengu.

Then we'll laugh at how failfit your tengu must be to be outclassed by an assault frig.

Level 4s are meant to require battleships. Tengus were never supposed to replace BSs. Fly a CNR like everyone else. This is as much a buff to torps as it is a nerf to HMLs. Now torp navy scorps will rock.
Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#434 - 2012-09-18 19:02:35 UTC
Ok this is all very nice..

Now can you buff rails?

BYDI recruitment closed-ish

Kiru SnaKe
Perkone
Caldari State
#435 - 2012-09-18 19:03:08 UTC
Dear CCP,

If HML's are to be nerfed at that level of sh*t please at least reimburse my skill points...
Daneel Trevize
Give my 11percent back
#436 - 2012-09-18 19:03:19 UTC  |  Edited by: Daneel Trevize
D3vastator wrote:
I've played off & on since 2004 & am up to just over 24m Skill Points. Here's a chart that shows what this change does to almost 15% of my skill points.

As you can see, I've trained specifically to sling Heavy Missiles from a Tengu so that I can run level 4 missions. This really really screws over players like me who couldn't give two craps about what goes on out in drama-sec. If you want to nerf the Drakespam, nerf Drakes...not an entire weapon system. EVE is already at a point, PvE-wise, where my buddy's Ishkur already outdoes my Tengu in both tank & gank for L4 missions. This change will just make PvE even more lopsided away from Caldari.
Assuming you meant Ishtar, you're saying a HAC, dedicated DPS boat that takes longer to train to max skills, does better what is a mostly dps-based activity than a supposedly jack-of-all-trades, master-of-none tech3?

\o/ Balance, we have it people!!!

If you meant Ishkur... how's he tanking? And getting around the grid to apply that dps reliably?

Also no one cares about your ability to just run lvl4s like they're their own little bubble universe, instead we care only how quickly you can produce isk, LP and ingame items from them to manage inflation throughout the whole economy & game. If you ran lvl4s in twice the time but everything dropped to half the price while we got more balanced weapond & ships, so be it.
OlRotGut
#437 - 2012-09-18 19:03:50 UTC
Well, we'll just blob in another ship that isn't nerfed until they decide to nerf that ship.
I mean really, the only real nerf to Goons is to nerf the fleet size limiter. lol.


The missile changes I can't really speculate on without seeing the DPS graphs of other systems in comparison first. At first read it appears to be too heavy handed, but I'd like to see the graphs.
Liang Nuren
No Salvation
Divine Damnation
#438 - 2012-09-18 19:04:03 UTC
The Bazzalisk wrote:
Liang Nuren wrote:
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

Yes, buffing the T1 frigates so a majority become redundant and useless and the T1 cruisers in a way which doesn't actually solve the problem of why they're never used. Meanwhile, the staples of my ship hangar - Drake, Hurricane and Tengu - get their skulls cracked by the nerfhammer.


Those ships are getting their skulls cracked by the nerfhammer in order to make room for other ships to be flown. It really is necessary, and your response is a perfect example of how individual players never have a game's long term interests at heart. They only have their own short term interests in mind, even if it kills the game in the process.

-Liang

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

Thalen Draganos
State War Academy
Caldari State
#439 - 2012-09-18 19:04:15 UTC
It's true that Transversal angles have no bearing on missiles but that is a part of the nature of a missile. It's basically a rocket powered bomb. Make more sense now?
On the other side of the coin, if you speed up you escape more and more of the damage that a missile can do the faster you go. That's something that EFT may not be able to tell you. It's certainly something that only PVP and PVE experience can tell you if you pay attention.
As an example:
A missile boat sitting still in an anomaly will get the full damage of the NPC missiles but if you orbit something and kick in an after burner you will be able to tank it better because you are avoiding some of the damage due to the rate of explosion velocity. That's probably why that whole part of a missiles stat is in there.
Instead of nerfing the range or damage output, how about the explosion velocity some how. It would be a lot better I think than making the whole line of heavy missile using missile boats suffer.
Laura Dexx
Blue Canary
Watch This
#440 - 2012-09-18 19:04:26 UTC
Kiru SnaKe wrote:
Dear CCP,

If HML's are to be nerfed at that level of sh*t please at least reimburse my skill points...


You had your flavor of the month, get on with the next.