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

First post First post First post
Author
Jorma Morkkis
State War Academy
Caldari State
#5061 - 2012-10-22 09:25:37 UTC  |  Edited by: Jorma Morkkis
Noemi Nagano wrote:
Right now in med/large hulls Caldari missile PvP has this one option


- Caracal
https://www.youtube.com/watch?v=2F6_q6XROTY
- Blackbird
What's more annoying than getting killed by missile spammer? You get killed by jamming missile spammer.
- Raven
- Scorpion NI
- Drake
- Tengu

And if you just could realize that Caldari isn't "missile race":
- Vulture
- Ferox
- Rokh
- Tengu (yes, it has hybrid subsystem too Shocked)

And to your "HAM only work against BSs and capitals!".
Train your missile support skills. Even I can hit cruisers and BCs fine with my HAM Sacrilege (yeah, like there's a working HML version Lol) and I only have missile support skills at level 2-3.
Noemi Nagano
Perkone
Caldari State
#5062 - 2012-10-22 09:55:15 UTC
Jorma Morkkis wrote:
Noemi Nagano wrote:
Right now in med/large hulls Caldari missile PvP has this one option


- Caracal
https://www.youtube.com/watch?v=2F6_q6XROTY
- Blackbird
What's more annoying than getting killed by missile spammer? You get killed by jamming missile spammer.
- Raven
- Scorpion NI
- Drake
- Tengu

And if you just could realize that Caldari isn't "missile race":
- Vulture
- Ferox
- Rokh
- Tengu (yes, it has hybrid subsystem too Shocked)

And to your "HAM only work against BSs and capitals!".
Train your missile support skills. Even I can hit cruisers and BCs fine with my HAM Sacrilege (yeah, like there's a working HML version Lol) and I only have missile support skills at level 2-3.


Caracal is right now outclassed by its peers. We will see how it will do after the patch. I doubt it will rock. Blackbird is nice for ECM. For sure not for DPS. Raven sucks in PvP. Completely. If you deny that then you really have less clue than i thought. Scorp NI is basically same as Raven in DPS, with worse range (no ship bonus!) and much better resists. And a huge price tag. I dont see them rolling in Eve tbh.

For the railboats I didnt object. But matter of fact is many Caldari dont have gunnery skills, since the options they had (hybrids) used to suck for a long time and got buffed not so long ago. If a Caldari will go gunnery, then he is smart and just goes Winmatar anyway. You forgot the Naga, which is far more important than the Ferox btw.

HAMs on a Sacrilege might work. Although you will not know this, since you dont PvP at all, right? :)

So, my statement remains: Drake/HML is the thing which works, and Tengu/HML is the option for rich people. Thats it for med/large missile PvP with Caldari, *the* missile race in Eve .. nice? I think not. But after the patch it will seem like glorious times ...

PS: If you would have quoted more than one sentence, most of this would have been covered already in my OP. But your ability to read and understand may be as small as your ability to quote .. and to PvP. Best regards.
Bouh Revetoile
In Wreck we thrust
#5063 - 2012-10-22 10:02:50 UTC
Noemi Nagano wrote:
And the others have better working close range options. Lets look at this again:

This is plain wrong : learn about tracking, as it have been said countless of times. Before 25km, the paper dpsof turrets is only paper dps, and you almost never apply it fully. Missiles dps at close range is WAY MORE reliable.

Quote:

PS:

Again, if I were a dev I would do something completely different:

- change Fury to short range is ok. Nerfing its softstats is not. Reducing its damage also is just ridiculous.

- change t1/faction range to medium is ok. Nerfing the damage is not needed IMO.

- introduce t2 long range with lower DPS to match the DPS of turret ships on sniping ranges at around ~70km for example. Or make it 75/80km, whatever feels best for balance. Before that mark turrets would have the edge, after that mark the missiles would be a bit better (til they run out). Flight time should be short, and velocity should be very high, so sniping actually makes sense.

Feel free to comment on that one, feel free to tell me what are your concerns with this idea.

[/quote]
IMO, nerfing damage is needed both for long and short range. And if you leave fury missiles alone, they will be too powerful compared to turrets. As for their soft stats, fury are not meant to hit smaller target but larger ones. For cruisers, faction HM work fine at short range, and for smaller targets, you have buffed precision missiles.

And for long range, max range of medium railguns is around 80-85km + about 25km falloff with no range bonus, and that's a sniper fit : with *no* tank. If missiles hit up to these distances, their dps is still too high. Medium turret dps at these range is less than 250.

With 3 rigs, you can upgrade the range of heavy missiles by almost 50%, that mean the new HM, in sniping mode, will reach 75km : it's their current range. Their speed already have been buffed, and with rigs, you can reach even more (8500m/s with 2 missile velocity rigs, on unbonused hull, same as today's bonused hull). I think it's enough.

With a long range ammo, you just delete the range of missiles drawbacks, because they would outrange every turrets of their class.

Quote:

All other fittings were nothing new to me, although none of them was really good. I think there are better options for "real" Eve PvP. But for sure wont post them as long as there is no need :)

You mean high sec pvp ? :o

Smacktalking is funny in fact.
Noemi Nagano
Perkone
Caldari State
#5064 - 2012-10-22 10:08:01 UTC
Bouh Revetoile wrote:


You mean high sec pvp ? :o

Smacktalking is funny in fact.


Smacktalk is all you got, little gallentean boy :) So stick with it, you are far better there than in explaining things about missiles. Has been pointed out before for example how new precisions will fail .. but you decide to live in your little gallentean world, and I understand very well you dont like missiles there :)
Bouh Revetoile
In Wreck we thrust
#5065 - 2012-10-22 10:14:53 UTC
Noemi Nagano wrote:
For the railboats I didnt object. But matter of fact is many Caldari dont have gunnery skills, since the options they had (hybrids) used to suck for a long time and got buffed not so long ago. If a Caldari will go gunnery, then he is smart and just goes Winmatar anyway. You forgot the Naga, which is far more important than the Ferox btw.

Blasters Merlin and Ferox always used to have some use (robustness + damage application), but as you said, hybrid skilled caldari are something very rare.

Anyway, for frigates and cruisers, it was not only missile caldari who were screwed until recently : there was the rifter and one cruiser for each race. Caldari had the blackbird at this time...
Bouh Revetoile
In Wreck we thrust
#5066 - 2012-10-22 10:16:58 UTC  |  Edited by: Bouh Revetoile
Noemi Nagano wrote:
Smacktalk is all you got, little gallentean boy :) So stick with it, you are far better there than in explaining things about missiles. Has been pointed out before for example how new precisions will fail .. but you decide to live in your little gallentean world, and I understand very well you dont like missiles there :)

Poor you ! Interceptors will be able to tackle your drake ? I'm very sad about this...

Well, no, I'm not. That's what you don't seem to understand : IMO, no ship should be immune to smaller targets without specificaly fitting for it.

PS : I'm very interested to know why the Raven will still suck after the buff to torp, if you don't mind making a good action and enlighting the poor soul I am.
Jorma Morkkis
State War Academy
Caldari State
#5067 - 2012-10-22 10:36:21 UTC  |  Edited by: Jorma Morkkis
Noemi Nagano wrote:
For the railboats I didnt object. But matter of fact is many Caldari dont have gunnery skills, since the options they had (hybrids) used to suck for a long time and got buffed not so long ago. If a Caldari will go gunnery, then he is smart and just goes Winmatar anyway. You forgot the Naga, which is far more important than the Ferox btw.


Tengu has one of the best gunnery subsystems. Why you or other Pro Caldari pilots don't use it? Well, because you can do everything better with HML.

About HAMs "not working on Caldari hulls":
Compare Sacrilege's and Tengu's bonuses. Do you really think Sacrilege is better? Lol.
In case you don't get it: 10% per level to missile velocity.
+ a bit faster ROF.
Morrigan LeSante
Perkone
Caldari State
#5068 - 2012-10-22 12:43:22 UTC  |  Edited by: Morrigan LeSante
Can't believe this thread is still alive Shocked

Jorma Morkkis wrote:
Tengu has one of the best gunnery subsystems. Why you or other Pro Caldari pilots don't use it? Well, because you can do everything better with HML.


I rather suspect the answer to this has it's roots in the fact hybrids were utterly godawful for years.

I remember back in my rookie days on the newbie help channel being advised to stay well clear of them as they were so bad (was sound advice at the time) and the only way to go as a new caldari pilot was missiles (unless one had a penchant for regular pod viewing).


You have that status quo for years and the only advice going down the line is use missiles, sure eventually people will cross train but I'm in no way surprised about the crop of (H?)ML indoctrinated pilots coming through the ranks.

Sure, there are a bunch of technical (and valid) reasons why missiles are a good move but really the biggest catalyst for pushing most pilots in that direction was almost certainly down to hybrids being utterly awful. And that started probably before the tengu even was born.

That situation has changed, but it'll take a long time for that to filter down. Plus it does take a good while to train gunnery up if you've not really used it before which as mentioned, a load of caldari pilots will not have.
Daichi Yamato
Jabbersnarks and Wonderglass
#5069 - 2012-10-22 13:01:55 UTC  |  Edited by: Daichi Yamato
Opertone wrote:
I don't like when Caldari get their Nerf...

i am Caldari :/


On a side note - RAGE torpedoes require 2-3 target painters on a golem to make the most out of them. They help compensate for the extremely low explosion velocity of all torps. Even a Hulk can speed tank them :P


another troll? hmm :S

torps do almost full damage to battleship and BC rats with a single painter on or if they are burning their prop's. they will do significantly less damage to cruisers and smaller. working as intended, use drones.

hulks cannot speed tank torps. if u've been shooting hulks with ur torps and do poor damage this is more than likely due to the small sig of hulks. even if the hulk has a T2 10mn AB that it cant even fit along side strip miners, it cannot get fast enough to significantly reduce incoming damage from rage torps (i guess if it overheated it would).

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

Jorma Morkkis
State War Academy
Caldari State
#5070 - 2012-10-22 13:06:12 UTC
Morrigan LeSante wrote:
I rather suspect the answer to this has it's roots in the fact hybrids were utterly godawful for years.

I remember back in my rookie days on the newbie help channel being advised to stay well clear of them as they were so bad (was sound advice at the time) and the only way to go as a new caldari pilot was missiles (unless one had a penchant for regular pod viewing).


You have that status quo for years and the only advice going down the line is use missiles, sure eventually people will cross train but I'm in no way surprised about the crop of (H?)ML indoctrinated pilots coming through the ranks.

Sure, there are a bunch of technical (and valid) reasons why missiles are a good move but really the biggest catalyst for pushing most pilots in that direction was almost certainly down to hybrids being utterly awful. And that started probably before the tengu even was born.


When I started nobody forced me to fly Caldari. Actually I picked even worse race to start with. After 18 months of intense training of core and support skills I can finally say "I can do some damage!".

Morrigan LeSante wrote:
That situation has changed, but it'll take a long time for that to filter down. Plus it does take a good while to train gunnery up if you've not really used it before which as mentioned, a load of caldari pilots will not have.


Hybrids were buffed almost year ago. And it doesn't take that long to train at least medium hybrids to T2. Training time for large is probably the problem for new players and missile users (high multiplier) and the fact that you just can't skip small guns in your training if you want to focus on medium/large guns.
Onictus
Federal Navy Academy
Gallente Federation
#5071 - 2012-10-22 13:13:58 UTC
Jorma Morkkis wrote:


Hybrids were buffed almost year ago. And it doesn't take that long to train at least medium hybrids to T2. Training time for large is probably the problem for new players and missile users (high multiplier) and the fact that you just can't skip small guns in your training if you want to focus on medium/large guns.



Blasters are in a far better place. I've still yet to mount a T2 250mm on anything. Ever.
Morrigan LeSante
Perkone
Caldari State
#5072 - 2012-10-22 13:59:46 UTC
Jorma Morkkis wrote:
Morrigan LeSante wrote:
I rather suspect the answer to this has it's roots in the fact hybrids were utterly godawful for years.

I remember back in my rookie days on the newbie help channel being advised to stay well clear of them as they were so bad (was sound advice at the time) and the only way to go as a new caldari pilot was missiles (unless one had a penchant for regular pod viewing).


You have that status quo for years and the only advice going down the line is use missiles, sure eventually people will cross train but I'm in no way surprised about the crop of (H?)ML indoctrinated pilots coming through the ranks.

Sure, there are a bunch of technical (and valid) reasons why missiles are a good move but really the biggest catalyst for pushing most pilots in that direction was almost certainly down to hybrids being utterly awful. And that started probably before the tengu even was born.


When I started nobody forced me to fly Caldari. Actually I picked even worse race to start with. After 18 months of intense training of core and support skills I can finally say "I can do some damage!".

Morrigan LeSante wrote:
That situation has changed, but it'll take a long time for that to filter down. Plus it does take a good while to train gunnery up if you've not really used it before which as mentioned, a load of caldari pilots will not have.


Hybrids were buffed almost year ago. And it doesn't take that long to train at least medium hybrids to T2. Training time for large is probably the problem for new players and missile users (high multiplier) and the fact that you just can't skip small guns in your training if you want to focus on medium/large guns.



I know, but you need to remember that despite what people say, missiles aren't fundamentally broken (from a PvE standpoint). Unless you're maxed on missile skills/fancy a variety of hulls there's really no reason pressure to train guns if you came up as a missile user, even after the buff.

Gunnery is WAY more reliant on its support skills than missiles are, that is to say you can get by (comparatively speaking) a lot better using missiles at low support skills compared to guns. There's also the fact that the gunnery pre-reqs DEMAND support skills at a decent level, missiles dont.

Anyway, that's certainly why I started life as a missile user, the power of HML was literally never factor, it was the suckage of hybrids. Even now, my HML skill level is 3 and so is my BC level. I started life as a new character to EVE and went down the 'safe' route of missions to build a buffer before developing elsewhere Smile
Sigras
Conglomo
#5073 - 2012-10-22 16:51:57 UTC
I'm Down wrote:
Quote:

I think the problem is that you're using your experience when saying that turrets apply more damage, and thats totally understandable, but not at all how you should go about balancing things.

everything has to be balanced around the best players. Sure against 90% of players, turrets will do more damage than missiles because they *herp* *derp* set approach and press F1, but you dont balance around all of the morons, you have to balance around the best.

I guarantee you'd be far better off in a drake than you would in a harbinger if the frigate tackling you were piloted by garmon

Its just like starcraft, right now im gold league, and I think storm is totally imba, its impossible to dodge and kills me every time, but they dont balance around people like me, they have to balance for the best people in the world, or the super GSL code S players would completely break the game.

Its the same here; they could balance around you fighting me, but if they did that, someone like garmon could use greater piloting skill to be completely unbeatable.



There you are comparing a drake to a harb.... the problem ship arises again.... it's proof positive that the problem is 2 ships, not the weapon system. If you try making the same comparison with a cerb and a zealot, or a caracal and an omen, you fall flat both times.

Saying that the weapon system itself needs to be nerfed to **** so that you can go back and rebalance the ships a 2nd time after you tear it to pieces is just silly.... and it's only 2 ships.

How about instead, you tear those two ships apart, leave the rest balanced as is, and fix the problems on those 2 ships.... drake: resist/fittings and Tengu: ROF bonus and slot layouts.

Did you even read the post before responding? seriously, read my post, then read your post again.

My post is not comparing the two ships at all, its talking about their relative damage when shooting at people with different piloting skills.

People have been saying that missiles do less DPS against smaller targets than turrets, because turrets can hit for full damage if the target is coming straight at them. My point is that only happens when the pilot youre fighting is terrible, and a good pilot will avoid WAY more turret damage than missile damage, so in that scenario its always better to be in a missile ship.

Yes it is comparing the two weapon systems not the two ships.
Harvey James
The Sengoku Legacy
#5074 - 2012-10-22 17:28:54 UTC  |  Edited by: Harvey James
@ CCP Fozzie have you thought about changing any of the 3 missile skills that have a 10% bonus to them?
missile velocity, missile bombardment and target navigation prediction.
All 3 will affect the TE's/ TC's to varying degrees.

Both of the range bonus skills add 50% to missile range effectively doubling there range when added together when turret skills only add 25% for falloff and optimal so already a 50% extra then turret skills do before you take into consideration that most guns use only one fully like autocannons and lasers use falloff or optimal range so in effect missiles add 75% more range than the turret skills do how is this balanced?

so pros and cons to changing them are:
pros:
balances the skills in line with the rest of them
will effectively reduce the range of missiles by 50%,allowing you to use TE's and TC's to add range without making missiles OP.

cons:
will have to rebalance long range missiles a bit say add 10-15% back to missile velocity.
same with adding some exp velocity.

But overall short range missiles are overanged atm and the exp radius is also too low which need rebalancing irrelevant of the skills mentioned.
This approach will give you flexibility with TE's/ TC's which i imagine you are holding back because they might make missiles OP without further missile changes.
Also rebalancing the skills in line with the turret skills which is only fair.

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

Bodega Cat
Expedition Spartica
#5075 - 2012-10-22 18:54:26 UTC  |  Edited by: Bodega Cat
If they kept the HAM changes, and made it so you could swap ammo nearly instant, i'd be happy.

Then you can actually exploit the damage holes tactfully in a fight for range, and resist holes of various ships etc.

As it is now, a swap after you change targets nullifys the added DPS you are trying to gain in most situations entirely. Make it instant, and now you are adding great value to HAM's, and actually appreciating players who learn how to leverage this mechanic most effectively above those who just derp derp.

I'm with everyone else in the sense that i'd stomach this nerf a whole lot better if we were inching out just a little more viability out of HAM's.

Then again, flat damage boost works for me as well.

I'll take your word for it that fixes to Cereb and Nighthawk are coming... As it doesn't even need to be mentioned these ships are going to be buried even deeper into obscurity until then.
Lili Lu
#5076 - 2012-10-22 19:02:29 UTC
Bouh Revetoile wrote:
Noemi Nagano wrote:
Smacktalk is all you got, little gallentean boy :) So stick with it, you are far better there than in explaining things about missiles. Has been pointed out before for example how new precisions will fail .. but you decide to live in your little gallentean world, and I understand very well you dont like missiles there :)

Poor you ! Interceptors will be able to tackle your drake ? I'm very sad about this...

Well, no, I'm not. That's what you don't seem to understand : IMO, no ship should be immune to smaller targets without specificaly fitting for it.


And, I'm not convinced that Noemi really knows anything or has any experience with turrets and projectiles. He just says he is ROU, but has still not posted here with ROU saying "I'm Noemi." So really Noemi, you can't criticize Bouh in that way until you prove that you actually have expereince with projectiles.

Meanwhile, I've got all sizes of tech II lasers and projectiles, and tech II missiles of every size and kind, on Lili. And I have another character with tech II hybrids of all sizes and shapes. I got it all man. I been everywhere man I been everywhere.LolBear
Lili Lu
#5077 - 2012-10-22 19:21:10 UTC  |  Edited by: Lili Lu
Harvey James wrote:
@ CCP Fozzie have you thought about changing any of the 3 missile skills that have a 10% bonus to them?
missile velocity, missile bombardment and target navigation prediction.
All 3 will affect the TE's/ TC's to varying degrees.

Both of the range bonus skills add 50% to missile range effectively doubling there range when added together when turret skills only add 25% for falloff and optimal so already a 50% extra then turret skills do before you take into consideration that most guns use only one fully like autocannons and lasers use falloff or optimal range so in effect missiles add 75% more range than the turret skills do how is this balanced?

so pros and cons to changing them are:
pros:
balances the skills in line with the rest of them
will effectively reduce the range of missiles by 50%,allowing you to use TE's and TC's to add range without making missiles OP.

cons:
will have to rebalance long range missiles a bit say add 10-15% back to missile velocity.
same with adding some exp velocity.

But overall short range missiles are overanged atm and the exp radius is also too low which need rebalancing irrelevant of the skills mentioned.
This approach will give you flexibility with TE's/ TC's which i imagine you are holding back because they might make missiles OP without further missile changes.
Also rebalancing the skills in line with the turret skills which is only fair.


QFT. Yeah, I've never understood CCP's predilection to give Caldari ships bigger bonuses than other ships get. I'm referring specifically to 10% per level bonuses on range whether guns or missiles. That is huge. At level 5 it means 50% more range. Meanwhile other races get 5% damage or rof or if they're lucky 7.5% range bonuses. What's with that? And as you point out it gets compounded even further for missiles because the two range skills there are 10% skills and the corresponding two gun range skills are 5%.

Effectively with the right ship the missile user is gathering 150% of range bonus from hull and skills and the turret user only 87.5% at most. And that is with missiles that, until these adjustments go through, have more "optimal" (if you will) already. Tech II long range ammo will effectively only get you to HM range even after the change. But the available skill and hull differential will still be 150% vs at most 87.5%.

Something there has to change. Maybe that can be done with giving differential boosts to TC/TE effects on missiles. Currently the TE gun 15% optimal plus 30% falloff could be converted to a flat 10 or 15% missile flight time or speed only. i.e. The turret user will retain more gain from the tracking mods to balance against the missile users better hull and skill bonuses. Either way CCP has to be careful that all these changes don't just preserve a very significantly larger range advantage with missiles.

Also, while addressing TC and TE CCP should reexamine the 30% falloff bonus. Medium beams are stuck with the same optimal as Medium arty. But the arty gets a double sized falloff and then gets an even further lopsided gain when adding a 30% falloff to it's much larger base falloff. Either give beams some more base optimal, or cut tracking mod falloff gain from 30% to 25% (vs. optimal 15%), or actually, do both. It will also be a little snip off the extreme falloff ranges with ACs, and the boats that use that very extended falloff and to which the Drake addicts deflect their nerf calls to, the Vargur and Mach.
Lili Lu
#5078 - 2012-10-22 19:34:16 UTC  |  Edited by: Lili Lu
Daichi Yamato wrote:
Opertone wrote:
I don't like when Caldari get their Nerf...

i am Caldari :/


another troll? hmm :S


Either that or another example of the very odd and extreme rl rp type that for some reason gravitate into caldari characters. Hell, even the amarr rp types don't refer to themselves in a thread and post on ships stats saying "I am an Amarrian" and want to keep slaves, etc. What? They save that **** for the Intergalactic Summit subforum.

No. You are not a ******* mythical future corporate neo-fascist space ship pilot.Ugh You are a frigin human being and this is a game.P

Train a second race of ships ffs. Noone's going to invalidate your parking privileges in the Caldari empire just because you trained something else. Everyone should train a second race anyway, for options, better knowledge of the game, and hopefully then better informed posting here. Straight
Noemi Nagano
Perkone
Caldari State
#5079 - 2012-10-22 19:46:42 UTC
I have pointed out before how in damage skills its the opposite - for RoF and damage the turret supports both have 1% per level more, giving 5% more damage and 5% better RoF at all l5 compared to missile brothers. Does it matter? Not really, apart from turrets will rely more on those skills than missiles in getting maximum damage. For range its the other way round. Missile range needs full skills, else it sucks.

Ofc if you reduce the skill effects you will need to get base range up, if you just bring the skills in line, balance would be broken.



Harvey James wrote:
@ CCP Fozzie have you thought about changing any of the 3 missile skills that have a 10% bonus to them?
missile velocity, missile bombardment and target navigation prediction.
All 3 will affect the TE's/ TC's to varying degrees.

Both of the range bonus skills add 50% to missile range effectively doubling there range when added together when turret skills only add 25% for falloff and optimal so already a 50% extra then turret skills do before you take into consideration that most guns use only one fully like autocannons and lasers use falloff or optimal range so in effect missiles add 75% more range than the turret skills do how is this balanced?

so pros and cons to changing them are:
pros:
balances the skills in line with the rest of them
will effectively reduce the range of missiles by 50%,allowing you to use TE's and TC's to add range without making missiles OP.

cons:
will have to rebalance long range missiles a bit say add 10-15% back to missile velocity.
same with adding some exp velocity.

But overall short range missiles are overanged atm and the exp radius is also too low which need rebalancing irrelevant of the skills mentioned.
This approach will give you flexibility with TE's/ TC's which i imagine you are holding back because they might make missiles OP without further missile changes.
Also rebalancing the skills in line with the turret skills which is only fair.

Noemi Nagano
Perkone
Caldari State
#5080 - 2012-10-22 20:19:51 UTC
Lili Lu wrote:


QFT. Yeah, I've never understood CCP's predilection to give Caldari ships bigger bonuses than other ships get. I'm referring specifically to 10% per level bonuses on range whether guns or missiles. That is huge. At level 5 it means 50% more range. Meanwhile other races get 5% damage or rof or if they're lucky 7.5% range bonuses. What's with that? And as you point out it gets compounded even further for missiles because the two range skills there are 10% skills and the corresponding two gun range skills are 5%.

Effectively with the right ship the missile user is gathering 150% of range bonus from hull and skills and the turret user only 87.5% at most. And that is with missiles that, until these adjustments go through, have more "optimal" (if you will) already. Tech II long range ammo will effectively only get you to HM range even after the change. But the available skill and hull differential will still be 150% vs at most 87.5%.

Something there has to change. Maybe that can be done with giving differential boosts to TC/TE effects on missiles. Currently the TE gun 15% optimal plus 30% falloff could be converted to a flat 10 or 15% missile flight time or speed only. i.e. The turret user will retain more gain from the tracking mods to balance against the missile users better hull and skill bonuses. Either way CCP has to be careful that all these changes don't just preserve a very significantly larger range advantage with missiles.

Also, while addressing TC and TE CCP should reexamine the 30% falloff bonus. Medium beams are stuck with the same optimal as Medium arty. But the arty gets a double sized falloff and then gets an even further lopsided gain when adding a 30% falloff to it's much larger base falloff. Either give beams some more base optimal, or cut tracking mod falloff gain from 30% to 25% (vs. optimal 15%), or actually, do both. It will also be a little snip off the extreme falloff ranges with ACs, and the boats that use that very extended falloff and to which the Drake addicts deflect their nerf calls to, the Vargur and Mach.


The point is, you have to compare stuff at all l5, not at all l0. Thats where it matters. I agree with you though it should all be brought in line (same with the damage/rof supports where turrets have the higher value) and balanced around the skills then. It would be easier to understand and fair on every skill level - unlike now, where turrets have a damage problem with lower skills and missiles a range problem.

This will however NOT lead to less range for missiles, in fact base ranges would have to be buffed because else missiles would be just short range, and that would be the long range ones ;)

About the TEs I agree too, 30% falloff boost was too much. This is a good example for how something can get really messed up with attributes, when one system is so much out of line.