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

First post First post First post
Author
Bouh Revetoile
In Wreck we thrust
#5181 - 2012-10-24 11:34:42 UTC
Jorma Morkkis wrote:
Morrigan LeSante wrote:
Who is wrong?


Do you really think that 2x BCS is better than 3x BCS? Those numbers are without rigs.

134 km with CN Scourge.

[Drake, Draek]

Internal Force Field Array I
Ballistic Control System II
Ballistic Control System II
Ballistic Control System II

Experimental 10MN Microwarpdrive I
Large Shield Extender II
Adaptive Invulnerability Field II
EM Ward Field II
J5 Prototype Warp Disruptor I
Phased Weapon Navigation Array Generation Extron

Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile
Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile
Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile
Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile
Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile
Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile
Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile
[Empty High slot]

Medium Rocket Fuel Cache Partition II
Medium Hydraulic Bay Thrusters II
Medium Hydraulic Bay Thrusters I

To be honest, you are missing the sensor booster for this range, though you can easily drop a hardener ; tank is hardly needed at these ranges, as is the warp disruptor BTW.

PS : though yes, 3BCS fit is hardly a fail fit IMO.
Jorma Morkkis
State War Academy
Caldari State
#5182 - 2012-10-24 11:36:35 UTC
Bouh Revetoile wrote:
To be honest, you are missing the sensor booster for this range, though you can easily drop a hardener ; tank is hardly needed at these ranges, as is the warp disruptor BTW.


Fixed already.
Morrigan LeSante
Perkone
Caldari State
#5183 - 2012-10-24 11:43:01 UTC  |  Edited by: Morrigan LeSante
What kind of DPS and is that post changes? It doesnt look like it with the range changes to HML though I may be wrong.

I suspect as the range closes, the ferox DPS (on EFT) will rise above the drakes. Which is what I'm saying about the ammo, its creating situations too strong at higher distances and falls away at the closer range options. Note not against "close range" systems, but "long ragne " systems excercising short range options.

I don't know if this is even a real issue, but a huge deal is made of the reach of HML and its damage but not so much about it not improving at shorter ranges either. The LR should probably lose some bite and if there was a short range variant not at the hardpoint level things would be easier to fine-tune.
Bouh Revetoile
In Wreck we thrust
#5184 - 2012-10-24 11:47:40 UTC  |  Edited by: Bouh Revetoile
Morrigan LeSante wrote:
What kind of DPS and is that post changes? It doesnt look like it with the range changes to HML though I may be wrong.

I suspect as the range closes, the ferox DPS (on EFT) will rise above the drakes. Which is what I'm saying about the ammo, its too strong at higher distances and falls away at the closer range options.

I don't know if this is even a real issue, but a huge deal is made of the reach of HML and its damage but not so much about it not improving at shorter ranges either. The LR should probably lose some bite and if there was a short range variant not at the hardpoint level things would be easier to fine-tune.

10% damage mean around 10% dps ==> lose 46 dps mean this drake will do more than 400dps from 0 to 80 km post nerf. Missiles will also go faster than 9000m/s, faster than current Tengu/Cerberus.

PS : they could lose another 10% dps, and still outdps any counterpart by more than 30% at long range.
But I'm not against missiles being that better than turrets at long range, though that should have a price : the dps at short range.
PS2 : ie, that haven't a price currently.
Jorma Morkkis
State War Academy
Caldari State
#5185 - 2012-10-24 11:53:07 UTC
Morrigan LeSante wrote:
What kind of DPS and is that post changes? It doesnt look like it with the range changes to HML though I may be wrong.


414 and with stats on live server. Without drones and implants.

Morrigan LeSante wrote:
I suspect as the range closes, the ferox DPS (on EFT) will rise above the drakes. Which is what I'm saying about the ammo, its too strong at higher distances and falls away at the closer range options.


4x MagStab 250mm Ferox does 368 dps at 21,1 km with Javelin. Ever tried 250s at that range?
Bouh Revetoile
In Wreck we thrust
#5186 - 2012-10-24 11:54:38 UTC
And there is no point in making missiles the same as turrets.
Morrigan LeSante
Perkone
Caldari State
#5187 - 2012-10-24 11:58:04 UTC  |  Edited by: Morrigan LeSante
Bouh Revetoile wrote:
Morrigan LeSante wrote:
What kind of DPS and is that post changes? It doesnt look like it with the range changes to HML though I may be wrong.

I suspect as the range closes, the ferox DPS (on EFT) will rise above the drakes. Which is what I'm saying about the ammo, its too strong at higher distances and falls away at the closer range options.

I don't know if this is even a real issue, but a huge deal is made of the reach of HML and its damage but not so much about it not improving at shorter ranges either. The LR should probably lose some bite and if there was a short range variant not at the hardpoint level things would be easier to fine-tune.

10% damage mean around 10% dps ==> lose 46 dps mean this drake will do more than 400dps from 0 to 80 km post nerf. Missiles will also go faster than 9000m/s, faster than current Tengu/Cerberus.


Kicking 10% off I get it closer to 372, unless heat/implants are involved? From EFT all level V

Anyhow, I still believe the real challenge to balance one way or the other is that flat damage profile. Creates skew at either end of the spectrum that is hard to adjust for. Something that good that far out shouldn't be as effective point blank, equally it could stand to have scarier options at short ranges.

As much as it may be said adding different ammo types to assist in ML balance may be seen as homogenisation, I think it allows much greater flexibility to tweak the systems. There's no reason adding these needs to erode the key differences between missiles and turrets. Still always hits, still can't crit, still has a flat range/DPS profile just more of them, allowing for fine grained tuning at a given engagement range.
Bouh Revetoile
In Wreck we thrust
#5188 - 2012-10-24 12:06:55 UTC
Fury Heavy Missiles.
Morrigan LeSante
Perkone
Caldari State
#5189 - 2012-10-24 12:15:35 UTC
Bouh Revetoile wrote:
Fury Heavy Missiles.


Still too broad a pattern I think and those have other oddities like basically being designed to be shooting at bigger, slower targets.

If you don't like the idea I'm hardly offended, but these debates will rage until the end of time as long as a system has uniform damage application from 0 to 3 figure ranges. You cannot tune that without screwing it up somewhere in the range/DPS profile.


Fake Edit: Something else I spotted in Mirples post is the HAMs have better exp velo and exp radius than HML now. Which is....weird. Cool, but weird. Is that accurate and a factor of GMP affecting those and the HML increased?
Bouh Revetoile
In Wreck we thrust
#5190 - 2012-10-24 12:38:40 UTC
The high dps profile for long range turrets at short range is an illusion. Even with short range ammo, only larger targets suffer this dps.
Morrigan LeSante
Perkone
Caldari State
#5191 - 2012-10-24 13:01:28 UTC
On paper or not, I'm still of the mind the crux of the difficulty in balancing missiles is their range/DPS profile. It is simply too broad to allow proper fine tuning when coupled with the hardpoint situation.

It's not dissimilar to being unable to balance HML hulls whilst the HML are a bit 'out there'. The ammo options for these systems we currently have is a significant contributor to those systems being 'out there'.
Pinky Denmark
The Cursed Navy
#5192 - 2012-10-24 13:02:59 UTC
Missile Arming Time? Nahh...
The ability to hit equally at short or long range for missiles is a unique ability of missiles balanced out with damage applied in an inferior way compared to guns. You can do things with guns that are impossible with missiles and you can do things with missiles that are impossible with guns.

Pinky
Morrigan LeSante
Perkone
Caldari State
#5193 - 2012-10-24 13:13:58 UTC
Pinky Denmark wrote:
Missile Arming Time? Nahh...
The ability to hit equally at short or long range for missiles is a unique ability of missiles balanced out with damage applied in an inferior way compared to guns. You can do things with guns that are impossible with missiles and you can do things with missiles that are impossible with guns.

Pinky


Agreed. By all accounts though, people will be unhappy as long as these situations exist and can be exploited by pilots Twisted
Jorma Morkkis
State War Academy
Caldari State
#5194 - 2012-10-24 13:23:03 UTC  |  Edited by: Jorma Morkkis
Morrigan LeSante wrote:
If you don't like the idea I'm hardly offended, but these debates will rage until the end of time as long as a system has uniform damage application from 0 to 3 figure ranges.


So now medium long range turrets are too good?

I can't believe I just did that. Mentioned "medium long range turrets" and "too good" in same line.
Morrigan LeSante
Perkone
Caldari State
#5195 - 2012-10-24 13:36:19 UTC  |  Edited by: Morrigan LeSante
Jorma Morkkis wrote:
Morrigan LeSante wrote:
If you don't like the idea I'm hardly offended, but these debates will rage until the end of time as long as a system has uniform damage application from 0 to 3 figure ranges.


So now medium long range turrets are too good?

I can't believe I just did that. Mentioned "medium long range turrets" and "too good" in same line.


I'm unclear as to how or where I inferred that...

I said: "as long as a system has uniform damage application from 0 to 3 figure ranges" these debates will continue. i.e. so long as a missile system is as effective at 0,10,50,100,150 km ranges, you're GOING to have anomalous damage at one or more of those ranges compared to anything else. The only way to address that is: ammo.

Edit: Or don't address it and we accept it and cease the debate :)
Bouh Revetoile
In Wreck we thrust
#5196 - 2012-10-24 14:35:59 UTC
Morrigan LeSante wrote:
I'm unclear as to how or where I inferred that...

I said: "as long as a system has uniform damage application from 0 to 3 figure ranges" these debates will continue. i.e. so long as a missile system is as effective at 0,10,50,100,150 km ranges, you're GOING to have anomalous damage at one or more of those ranges compared to anything else. The only way to address that is: ammo.

Edit: Or don't address it and we accept it and cease the debate :)

There is nothing to adress here : missiles work the reverse of turrets : their dps is comparatively low at short range, but high at long range. This is by design. People complaining about this just don't have any clue about how things work. The only possible debate is on the proportion of these differences. And if you finally cannot agree on these proportions, you can tweak damage application and missile flight time to compensate.

That's the way CCP took : first, they reduce damage by 20%, and after, they reduce them by only 10%, but reduce damage application with it.

You cannot balance to make people happy, because people tend to want their system to be better, always. This is actually quite obvious in these forums with gallente blaster user wanting more range, amar wanting less cap consumption, minmatar wanting more dps and caldari wanting missiles to alpha frigates (all these are only examples, we don't care about what they want in fact). The best deal is when everyone feel screwed equaly.
Lili Lu
#5197 - 2012-10-24 15:19:28 UTC  |  Edited by: Lili Lu
Noemi Nagano wrote:
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.


A troll poster is not someone who's posts you don't like, who disagrees with you, or uses sarcasm in disagreeing with you. FFS stop abusing that name. Look it up.

As for combat alts. FFS also, both of you post with characters that have a pvp presence. Especially you Noemi. I still am skeptical that that character you linked and asserted was yours is yours. His only post ever (in a recruitment thread) does not sound at all like you. Until you post on him and say "I am Noemi" all your statements betray you as someone with no experience of using turrets and no experience with pvp. Hell I could link anyone and say that's me. Ugh

OT Smithers wrote:
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.


OT, actually a 10% damage reduction would be 192 to 173, and yes the harsher damage application stats and range (not surea bout your numbers, tbh) would mimic the bad tracking and range of Tech II long range turret high damage ammo.

Again not sure about your numbers with precision. I believe the damage buff was 5% and not as you state only 5 points. Also, you are focusing exclusively on base stats and not adding in skills. So those precisions with max range skills will have a full 100% range on top of that base range. I don't think even with someone with only a couple levels of MP or MB trained that they'll be stuck not reaching long-point range. Regardless, there is still the TC/TE effects coming, at whatever values the devs put on those effects.

I may be misreading the changes, but it appears to me that painter support will become quite desirable for missile users. This is a buff to a class of ships and an ewar that has been underappreciated and underused. Once the TC/TE/TD changes occur both the painter and TD boats will get more importance. Again, both ewars need more relevance. I'm almost certain they will have to nerf the base effects on those two mods and increase the specialized ship bonuses, like was done for ecm and ecm boats.

This development would be in keeping with CCP's long standing assertion that eve is not meant to be a solo game.

edit - ok OT. I guess you are meaning only Heavy precisions between the damage normalization to tech I and the overall base 10% base damage nerf (again without running all the math). However, precision lights it appears are getting a definite damage buff. But I don't see a range nerf in the op for precision, only for fury. The velocity and flight time on precision not being normalized to tech I heavys and then cut in half as with fury.
Lallante
Blue Republic
RvB - BLUE Republic
#5198 - 2012-10-24 15:29:31 UTC
I dont know why anyone bothers to read Noemi's posts anymore - the Devs dont. He is a troll.
Lili Lu
#5199 - 2012-10-24 15:43:46 UTC  |  Edited by: Lili Lu
Lallante wrote:
I dont know why anyone bothers to read Noemi's posts anymore - the Devs dont. He is a troll.


No he is not a troll. A troll is someone that hides their identity and posts a facetious argument that he does not really believe in in order to make the postion he is pretending to promote look as ridiculous as it's detractors believe or to simply induce overly serious responses from detractors.

Noemi may be hiding his identity. But, he very much believes this is all a terrible nerf of the only weapon system I'm convinced he has ever used, missiles. Thus, he is not a troll, and likewise anyone that has disagreed with him itt is not a troll either.

Troll is a much overused label in these forums. Just because someone disagrees and might use sarcasm in their posts does not a troll make. If Noemi were a troll, he would be the best or worst troll ever depending on how you look at it. I don't see trolls devoting soooooooo much time and energy to their troll posts. And usually the temptation to over exageration surfaces. P Noemi may be wrong, but I cannot say he has over-exagerated to the extent of a troll and betrayed a hidden disbelief in his statements.

Trolling is mostly done for the laugh factor when one decides eventually to disclose their actual disbeleif in their promoted position after the co-promoters have stupidly adopted some of the flawed arguments the troll posted, or the detractors have expended much rage and effort in debunking the flawed arguments.Lol That is the true reward from being a troll poster. To get people you disagree with to adopt the flawed arguments of you concealed poster, so that you can destroy them later, or to just enjoy the over-serious reaction of the people opposed to the troll. A troll that never surfaces or succeeds in neither of those quests is probably a failure as a troll.

Noemi could say in his next post. Ok you are right, I was just being a troll. And I would have to say bravo for extending this thread to over 250 pages. But the comedy factor would be missing in that his arguments are not over the top, however much I disagree with him, and the timing would be very off, for any comedic value at this point.
Noemi Nagano
Perkone
Caldari State
#5200 - 2012-10-24 17:35:01 UTC  |  Edited by: Noemi Nagano
I agree, I am not a troll.

Lili, OT Smithers was right with the 5 points, and not 5%, at least thats what Fozzies spreadsheet says.

I called Bouh a troll because he brought up Cruise Missiles AGAIN, and I am sorry, but I cant assume someone is not either mentally challenged or a troll when he speaks of CM and PvP in the same context without telling how much they suck. I admit that was maybe a bit harsh.

Morrigan Le Sante said the same thing like I did - balance can only be there with new ammo types. If you want to keep the old ammo model for missiles you will always end up with the same old thing: either turret guys feel f*cked up coz missiles outdps them by such a big margin on long ranges or missile guys feel f*cked up coz their missiles do so small DPS on short (and not really hot DPS on long range then either). I dont know why no one supports Morrigan and me in this idea for more justice on all ranges.

If you dont like this idea then why dont you adapt and crosstrain? :) Is it a valid idea to crosstrain only from Caldari to other races and not vice versa? :)

Edit: ah and yes, the range of precision will be reduced to the same like fury - 13.975 k base. Explo velo will be increased, but so will the explo radius ... so just 5 points more base damage, the soft stat nerfs and buff will mostly negate each other and far less range. I dont like this product :)