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

First post First post First post
Author
OT Smithers
A Farewell To Kings...
Dock Workers
#5141 - 2012-10-23 18:20:46 UTC
Jorma Morkkis wrote:
OT Smithers wrote:
How many Gallente ships have ZERO turret hardpoints -- relying upon Drones for 100% of their offense?

What percentage of ships, all races, field at least some drones?

The Minmatar signature weapons is Projectiles
The Amarr Signature weapon is Lasers
The Caldari Signature weapon is Missiles
The Gallente signature weapon is Hybrids

Obviously there is some small amount of cross over, and every race fields some secondary weapons -- including some hulls devoted exclusively to these secondary weapons. But just as every race has a signature EWAR, they all have a signature weapon.


Because Amarr "signature weapon" is lasers then Arbitrator is laser ship? With those two turret hardpoints. Lol
At level 5 Arbi does more damage with drones than those "signature weapons".

And to be honest, you're not going to be great Minmatar pilot if you only train projectiles...


RTB....

why?
Bouh Revetoile
In Wreck we thrust
#5142 - 2012-10-23 19:20:51 UTC
Noemi, making something the best somewhere is NOT balance, in fact, it's UNblance. You don't want balancing, you want UNblancing.

Balancing is making everything relevant, everything have it's role somewhere. What you are requesting is deleting all medium size long range turret to have you caldari missiles to eclipse everything else somewhere.

HML will always be the best at long range compared to it's size guns.

As for the signature weapon, this whole idea is silly. Hybrids are as much important to caldari as missiles ; exactly like hybrids are as much important to gallente than drones. Caldari signature is long range combat and heavy shield, not missiles.
Noemi Nagano
Perkone
Caldari State
#5143 - 2012-10-23 21:41:35 UTC  |  Edited by: Noemi Nagano
Bouh Revetoile wrote:
Noemi, making something the best somewhere is NOT balance, in fact, it's UNblance. You don't want balancing, you want UNblancing.

Balancing is making everything relevant, everything have it's role somewhere. What you are requesting is deleting all medium size long range turret to have you caldari missiles to eclipse everything else somewhere.

HML will always be the best at long range compared to it's size guns.

As for the signature weapon, this whole idea is silly. Hybrids are as much important to caldari as missiles ; exactly like hybrids are as much important to gallente than drones. Caldari signature is long range combat and heavy shield, not missiles.


You really dont read what I say. You just pick a part and fail to understand even that.

I said

1) EITHER do it like it is now: each weapon system category (med LR, med SR, large LR, large SR) has systems which work well, and others which dont. Missiles win in just ONE of these 4 categories. And in no other. Guns win in the other three.

2) OR do it balanced: neither guns nor missiles win in any of those categories, guns and missile work with same efficiency in combat, so taking one or the other is just a matter of personal taste. This is not how it is right now.

If you want to change 1) so missiles are no longer on top in one category, but guns are on top in all, then this can not be called balance. I agree 1) is not perfect. But 1) without a missile system being in front in one of those 4 is worse. Esp. since I dont see 2) coming anytime soon.

And no, its not silly to say missiles are Caldaris signature weapon. It has been explained to you again and again why so many Caldari pilots feel like that. Its again *you* who doesnt get the point.
Bouh Revetoile
In Wreck we thrust
#5144 - 2012-10-23 22:53:16 UTC
Noemi Nagano wrote:
And no, its not silly to say missiles are Caldaris signature weapon. It has been explained to you again and again why so many Caldari pilots feel like that. Its again *you* who doesnt get the point.

We should look at what it should be, not improve the bad who is because of evolution. Caldari pilot can think whatever they want, if they think caldari signature weapon is missiles, they think are wrong, that's as simple as that.

And no, whatever the state of things, we shouldn't aim at making things OP in some area and other one OP in another area. That's only the wrong way of doing things, and absolutely not balancing. Only your point 2 is relevant, 1 is senseless.

You refuse to see the buff to all other missiles, you only say "no, they won't be enough" without any reason or argument other than "CCP is bad, so let's do something even worse than what we have now".
Daichi Yamato
Jabbersnarks and Wonderglass
#5145 - 2012-10-24 00:34:04 UTC
Noemi Nagano wrote:


I am talking about either actual stuff happening in Eve (which makes sense) or just numbers. If you take just numbers, then no, this Drake doesnt look hot to me. For sure no contender for No.1 in close combat. And for the "real" thing it looks even worse.

Thanks for you effort though.


uve said before that drakes always do poorly in close range fights, but the last one i 1v1'd did pretty well on me (into structure) despite a thermal hole i already knew about.

HAM drakes do pretty well when they arent piloted and fit terribly. a couple of notes on stereo typical drake piloting:

- The reluctance of a lot of drake pilots to use anything but kinetic damage hampers their ability to take on shield tankers and many T2 ships.
- Scrams will often allow HAM drakes to kite better than disruptors, but u dnt see many of them used.
- The presence of EM hardeners and screen reinforcers leaves drake pilots more vulnerable to everything but lasers.

On the other hand, ive seen good pilots who are better prepared come out on top with a drake as many times as ppl in canes, the other to be nerfed BC

HAM drakes are good at what they do, and as far as i've seen, competitive before this buff. i'm suggesting that, if u've experienced HAM drakes constantly failing up close, it might just be down to pilot error.

if i was to go further and suggest that hardcore drake pilots have a reputation for being the most un-creative, un-resourceful, predictable and generally poorest pvp players in the game, would i be wrong?

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

Tanaka Sekigahara
United Space Marine Corp
#5146 - 2012-10-24 01:02:23 UTC
did i read that right that all TII damage missiles are getting a 50% range nerf, including rockets, cruise, torp , lights and HAMs? ALL TII high damage missiles have had their ranges HALVED?????WTF??
Lili Lu
#5147 - 2012-10-24 04:43:22 UTC
Tanaka Sekigahara wrote:
did i read that right that all TII damage missiles are getting a 50% range nerf, including rockets, cruise, torp , lights and HAMs? ALL TII high damage missiles have had their ranges HALVED?????WTF??


_____________________
Tech Two Missiles
-Remove ship penalties from tech two missiles (ship velocity and signature radius)
-Precision: Increase bonuses to explosion velocity to +20%, increase damage to match T1 missiles
-Fury: Increase damage bonus to +35%, reduce flight time to 50% of T1, unify penalties to explosion radius (+72%) and velocity (-16%) across the sizes
-Javelin: Just remove ship penalties
-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%)
_____________________

If you equate Rage and Fury then yes. Roll

You see it's Fury that are 50% of tech I, so actually a little less than 50% range nerf. The idea being like high damage tech II turret ammo which is always very range limited. Rage is going to have same range as tech I torps etc.

If you can't relax your reflexive rage to read the op calmly and rationally, then why post? Straight Reread it. Think about it. Then if you are still mad, at least you won't be sputtering mad, misreading, and misposting.
OT Smithers
A Farewell To Kings...
Dock Workers
#5148 - 2012-10-24 06:10:20 UTC
Tanaka Sekigahara wrote:
did i read that right that all TII damage missiles are getting a 50% range nerf, including rockets, cruise, torp , lights and HAMs? ALL TII high damage missiles have had their ranges HALVED?????WTF??


T2 Fury Heavy Missiles are seeing their base damage reduced from 192 to 182; their maximum range reduced from 33km to 14km; their explosion velocity nerfed from 97 to 68; and their explosion radius increased from 215m to 241m (note: lower is better, so this too is a nerf).

T2 Heavy Precision Missiles are recieving a damage buff from 130 to 135; their base range reduced from 18.5km to 14km; their explosion velocity increased to 97; and their explosion radius increased from 112 to 125 (lower is better). Basically, the new improved Precision will hit small fast targets about as well as T1 faction HMs do today, except with maximum skills they will only reach out to about 20km against a stationary target -- so if you are pointed at 24km you aren't hitting it with Precision missiles.

The same sorts of changes apply to the other T2 missiles as well. Rage HAMs, for example, are seeing a slight reduction in range, and a solid nerf to explosion velocity (10% worse) and radius (20% worse).

The good news with all these T2 missiles is that with the ship penalities removed you can now fire them without crippling your own ship, the bad news is that you probably won't want to fire them anyway.
Noemi Nagano
Perkone
Caldari State
#5149 - 2012-10-24 07:08:04 UTC  |  Edited by: Noemi Nagano
OT Smithers wrote:


The good news with all these T2 missiles is that with the ship penalities removed you can now fire them without crippling your own ship, the bad news is that you probably won't want to fire them anyway.


Exactly what I said before ...

And @Bouh: so you think 1) is bad and 2) is what we need, but fail to see 2) will not be there? Will you call it better balance if no missile system is on top or on par with top after the patch and all 4 categories medium & large long & short are won by turretships?

And about that "ignore history" thing. Fine, but then balance this out like OT Smithers suggested, in redesigning the missile skill tree. Make those supports the same, so cross training is easier (also for the turret users who want to go missile! ;) ) and change the skills like for turrets, small, med and large basic skills, and specs needed for going up.

Btw, why do people not just crosstrain to the Drake and flood Eve with it? Its so fast to skill missiles, remember?

Apart from that, I think Launchers magazines are not big enough. Should be adressed too.
Noemi Nagano
Perkone
Caldari State
#5150 - 2012-10-24 07:16:50 UTC
Daichi Yamato wrote:


uve said before that drakes always do poorly in close range fights, but the last one i 1v1'd did pretty well on me (into structure) despite a thermal hole i already knew about.


Do you feel like HAM Drakes are right now on top of close range? I dont. And thats not because Caldari dont like to do close combat per se. I feel its a ship thing.

Daichi Yamato wrote:

HAM drakes do pretty well when they arent piloted and fit terribly. a couple of notes on stereo typical drake piloting:

- The reluctance of a lot of drake pilots to use anything but kinetic damage hampers their ability to take on shield tankers and many T2 ships.


Well, I always took other ammo with me in my Drakes, like I do with any ship. But you cripple your DPS by 25% if you dont use Kin, and often enough this is more than shooting the weakest resistance will give you *more*. Ofc, everyone who fights Gallente t2 with Scourge should get his bottom smacked hard.


Daichi Yamato wrote:

- Scrams will often allow HAM drakes to kite better than disruptors, but u dnt see many of them used.
- The presence of EM hardeners and screen reinforcers leaves drake pilots more vulnerable to everything but lasers.


And RF EMP. But yeah, having better omni resist is the goal which one should have. Never used something else than a set of 3 extender rigs personally, and tried to adapt to the expected situation with the fitting.


Daichi Yamato wrote:


if i was to go further and suggest that hardcore drake pilots have a reputation for being the most un-creative, un-resourceful, predictable and generally poorest pvp players in the game, would i be wrong?


There may be many poor Caldari PvP players. I met a few of them, one was losing a Drake to my Moa for example ... I am not sure if the absolute numbers indicate something wrong there though. Of those *interested* in PvP there shouldnt be a real difference to other races. And about the un-creative thing: the Drake has not that many options with fitting. You can do many things on paper, but in "real" Eve its a bit of a one-trick pony. Has been said again and again and no one really objected when it was this "the Drake sucks at PvP" a few years ago in ships&modules ... the ship didnt change. It never sucked at PvP IMO, but it can hardly surprise anyone. If you meet a Drake you know what you can expect. If the pilot does something completely different in his fittings it will most probably not work as soon as the enemy finds out.
Jorma Morkkis
State War Academy
Caldari State
#5151 - 2012-10-24 07:46:42 UTC
Noemi Nagano wrote:
If you meet a Drake you know what you can expect.


I will lose my ship if I don't warp away.

Curse vs. Drake is one sided fight.
Morrigan LeSante
Perkone
Caldari State
#5152 - 2012-10-24 08:10:02 UTC  |  Edited by: Morrigan LeSante
MIrple wrote:
The numbers I posted were without drones.

Also please post a fit in a battle cruiser that can do 462 dps with guns only at ~24k range and not in fall off.


You can, with suitable wrangling, get a BC hull which does 409dps at 19+25 and can reach as far out as 233dps at 137+25.

Depending on ammo you can get a range in between those, including 403dps at 38+25.

It's not exactly the numbers you wanted but it's close and it's not at a hard range cap at 24 either. A decent trade, on pixels at least. Almost the damage of the high damage short range missile with the option to reduce damage as you increase range all the way out to 5x the range of the missile system.


EFT warrioring though, I offer no guarantees as to it's real world efficiency. Remarkable the numbers you can actually get if you're devious Blink


Edit: As I post this it makes me think the REAL way to balance missiles properly is a variety of ammunition types varying in power/range. Being locked into a single type (damage excepted) dictated by hardpoint is causing issues imo.
Noemi Nagano
Perkone
Caldari State
#5153 - 2012-10-24 08:42:54 UTC
Morrigan LeSante wrote:



Edit: As I post this it makes me think the REAL way to balance missiles properly is a variety of ammunition types varying in power/range. Being locked into a single type (damage excepted) dictated by hardpoint is causing issues imo.


Yeah, I said that too before. Introduce low dps high range fast velocity sniper ammo, to be balanced on long ranges and cut ranges of higher damage ammo. Or even introduce more different ranges/different damage. Guess what they said? They didnt like that idea. Its simple, there are people here who just hate missiles with passion, and dont want to see on par or even on top in comparisons. They want missiles to be inferior to turrets. So they will object to any reasonable change idea and tell again and again just how OP missiles are.

What they want? They want missiles to get nerfed into something like a noob weapon, which works ok, but will never be on par with the best. So a real pro wont use it and use pro turrets instead. Thats the attitude, and we cant change those people. But we can point out their intentions :)

Best regards.

PS: To all those who say Drake/HML is OP, Tengu/HML is OP - adapt and use one! You yourself said how fast t2 HML can be trained up - go and adapt! Or die in fire :) Funny thing is, Drake/HML are so OP for such a long time (they have not been changed for quite a while), still its not Drake online. You had so much time to adapt, really ..
Noemi Nagano
Perkone
Caldari State
#5154 - 2012-10-24 08:44:00 UTC
Jorma Morkkis wrote:
Noemi Nagano wrote:
If you meet a Drake you know what you can expect.


I will lose my ship if I don't warp away.

Curse vs. Drake is one sided fight.


The Curse is most probably not a good hard counter to a Drake then. Use your EFT Curse (the guy with no combat record, remember?) on some other ships.
Morrigan LeSante
Perkone
Caldari State
#5155 - 2012-10-24 08:57:18 UTC
Noemi Nagano wrote:
Its simple, there are people here who just hate missiles with passion, and dont want to see on par or even on top in comparisons. They want missiles to be inferior to turrets. So they will object to any reasonable change idea and tell again and again just how OP missiles are.


I don't think the devs think like that and in any case, (heavy) missiles might well be OP in the real world. As a non HML user barring the odd dabble at skill level 3, I don't feel qualified to say one way or the other.
Jorma Morkkis
State War Academy
Caldari State
#5156 - 2012-10-24 09:05:27 UTC
Noemi Nagano wrote:
The Curse is most probably not a good hard counter to a Drake then. Use your EFT Curse (the guy with no combat record, remember?) on some other ships.


Why should missiles be superior?
Noemi Nagano
Perkone
Caldari State
#5157 - 2012-10-24 10:08:33 UTC
Jorma Morkkis wrote:
Noemi Nagano wrote:
The Curse is most probably not a good hard counter to a Drake then. Use your EFT Curse (the guy with no combat record, remember?) on some other ships.


Why should missiles be superior?


Why should they be inferior? :) they are atm inferior in some aspects and superior in others. You simply fail to point out how they will be balanced if they get nerfed in the aspects in which they are superior *without* buffing them in those other things so they will not be inferior there anymore.

either make missiles on par with all other stuff (=perfect balance), or make them better in some things and worse in others, so the result is also an overall balance.

Will you deny the fact that when comparing large and medium long and short range systems only one of those 4 is atm rocked by missiles?

CM <<<< LRLT
Torps << SRLT
HAM < or << SRMT
HML > or >>> LRMT

if afterwards all are equal to turrets, fine. If afterwards one area is missile won, and the other are turret, also ok for me. I feel like both wont happen though.

Besides, Jorma, without a combat record I somehow fail to see why I should answer to your ever same questions again and again ..
Jorma Morkkis
State War Academy
Caldari State
#5158 - 2012-10-24 10:27:53 UTC  |  Edited by: Jorma Morkkis
Missiles are better in everything /= overall balance

Caracal can do almost 300 dps at 200 km and you don't see where problem is...

Oh, and about combat record... You haven't posted with your "pvp main" yet.
Bouh Revetoile
In Wreck we thrust
#5159 - 2012-10-24 10:28:04 UTC
Noemi Nagano wrote:
OT Smithers wrote:


The good news with all these T2 missiles is that with the ship penalities removed you can now fire them without crippling your own ship, the bad news is that you probably won't want to fire them anyway.


Exactly what I said before ...

And @Bouh: so you think 1) is bad and 2) is what we need, but fail to see 2) will not be there? Will you call it better balance if no missile system is on top or on par with top after the patch and all 4 categories medium & large long & short are won by turretships?

And about that "ignore history" thing. Fine, but then balance this out like OT Smithers suggested, in redesigning the missile skill tree. Make those supports the same, so cross training is easier (also for the turret users who want to go missile! ;) ) and change the skills like for turrets, small, med and large basic skills, and specs needed for going up.

Btw, why do people not just crosstrain to the Drake and flood Eve with it? Its so fast to skill missiles, remember?

Apart from that, I think Launchers magazines are not big enough. Should be adressed too.

You are asking for missiles to become turrets. This is stupid.

BTW, Caldari are ALREADY on TOP for long range damage dealing, either with HML on medium hull or with everything they have on large hull. They also have the BEST ewar AND shields.

You are not asking any balance, you are asking missiles to become turrets or caldari to be OP. Use turrets if you want turrets, and if you cannot appreciate missiles advantages, don't use them.

Drones don't share the skill tree with turrets, and that never was a problem. Gallente pilots always had and still *have to* skill for BOTH drones AND hybrids to use their ships. Infact, Caldari may be the ONLY race who can use effectively half it's ships with only one weapon system (amarr drone bays make them less good than caldari for this).

You categories won is nonsense. Missiles and caldari do have their strength. And ignoring small size is pretty convenient to you too. Ignoring *any*thing which don't go for your "don't nerf HML even if they are OP" sillyness.

Start by defining inferior vs superior. Cruise Missiles DO are superior to turrets at long range.

You know, there will ALWAYS be something on top of something. Caldari are on top of LONG RANGE combat and on top of shield tank and EWAR.

Skill for hybrids, and let these missiles be balanced. Missiles are NOT turrets, they will NEVER EVER be exactly like turrets, that would be the death of this game.

Now Noemi, if you don't mind bringing some real arguments, instead elephants being superior to hippopotamus, that would elevate the debate. As I already asked, start by defining "superior".
Noemi Nagano
Perkone
Caldari State
#5160 - 2012-10-24 10:41:10 UTC
Jorma Morkkis wrote:
Missiles are better in everything /= overall balance

Caracal can do almost 300 dps at 200 km and you don't see where problem is...

Oh, and about combat record... You haven't posted with your "pvp main" yet.


You havent even bothered to post one of your combat alts. So I again fail to see why I should bother with this complaint.

But this "missiles are better in everything" stuff is just ridiculous bullshit. Thanks for again proving you are a troll, and nothing but a troll.