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

First post First post First post
Author
Lili Lu
#5201 - 2012-10-24 17:48:41 UTC  |  Edited by: Lili Lu
Noemi Nagano wrote:
Lili, OT Smithers was right with the 5 points, and not 5%, at least thats what Fozzies spreadsheet says.


Yeah, I edited my post. I don't think there's any range nerf on percisions though.

Noemi Nagano wrote:
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.


Cruise are not as bad as many think (afterall if they had 7 or 8 launchers on the two ships that use them they'd be borderline op Blink Poeple don't buy navy ravens still for nothing). It's just that HMs were almost as good so why not use them at a lesser cost and with more mobility. And the two fleet BSs that are bonused for cruises tank differently, so noone would make a fleet out of them. As with Drakes, a fleet of all missile boats don't care about travel time for the most part.

Noemi Nagano wrote:
Is it a valid idea to crosstrain only from Caldari to other races and not vice versa? :)


No. And many of us have cross-trained to Caldari. I have two other characters that trained Caldari as primary race or early on as crosstrain precisely for the ease of pve. And one went on to use it for pvp as well. In fact, I have Lili finishing off Caldari Cruiser 5 atm so she can fly all races of command ships (having trained every available leadership skill it just makes sense). When you get over 100 mil sp and haven't trained any capital but one race of carrier (I have no desire for dread or supercap) it's hard to avoid getting access to every race of subcap ships.Lol

edit - From the op,

"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"

I see no reduction, nerf, in precision range, only a buff on "explosion velocity" not missile velocity. And there is no tieing of precision range to that of tech I missiles as for fury. I'm pretty sure Fozzie said he updated the op to incorporate the changes from his followup posts.
Noemi Nagano
Perkone
Caldari State
#5202 - 2012-10-24 17:58:52 UTC  |  Edited by: Noemi Nagano
Lili Lu wrote:
Noemi Nagano wrote:
Lili, OT Smithers was right with the 5 points, and not 5%, at least thats what Fozzies spreadsheet says.


Yeah, I edited my post. I don't think there's any range nerf on percisions though.


Sorry to say so, but there you are wrong. Just take a look at that spreadsheet linked on page one, you will see the
comparison.

https://docs.google.com/spreadsheet/ccc?key=0AtfS55wysRHHdGQzQjBoeVRSUFRQVjF3QV84S1d2SFE#gid=0

Lili Lu wrote:

Cruise are not as bad as many think (afterall if they had 7 or 8 launchers on the two ships that use them they'd be borderline op Blink Poeple don't buy navy ravens still for nothing). It's just that HMs were almost as good so why not use them at a lesser cost and with more mobility. And the two fleet BSs that are bonused for cruises tank differently, so noone would make a fleet out of them. As with Drakes, a fleet of all missile boats don't care about travel time for the most part..


All my opinion, ofc: for PvE they are ok. For PvP they are not atm. I still hope they will have a value sometime.

Lili Lu wrote:

No. And many of us have cross-trained to Caldari. I have two other characters that trained Caldari as primary race or early on as crosstrain precisely for the ease of pve. And one went on to use it for pvp as well. In fact, I have Lili finishing off Caldari Cruiser 5 atm so she can fly all races of command ships (having trained every available leadership skill it just makes sense). When you get over 100 mil sp and haven't trained any capital but one race of carrier (I have no desire for dread or supercap) it's hard to avoid getting access to every race of subcap ships.Lol


I agree with you here, have also the skills in ships which I dont use too much (Gallente in this char ;) ), simply because there is not so much left to do. When you said you crosstrained for Caldari for PvE one could get the impression though you dont like Caldaris PvP ability too much ;)


Lili Lu wrote:

edit - From the op,

"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"

I see no reduction in precision range, only "explosion velocity" not missile velocity. And there is no tieing of precision range to that of tech I missiles as for fury.


I dont want to get into whats standing there or not. I am referring to the linked spreadsheet (which was posted by Fozzie). Many things dont really get clear with the text of the OP, for example the part with Furies damage bonus buff was something many people completely misunderstood :) so I just stick with that spreadsheet, the numbers seem to be a bit easier to compare :)
Cazador 64
Deep Core Mining Inc.
Caldari State
#5203 - 2012-10-24 18:08:40 UTC
so our trade offs have always been short range we are bad long range we are a little better. with this nerf why would we want to use missiles over almost any other system? I want to ask a Dev have you considered if this nerf will force us Missle pilots into an other weapons system to be able to stay competitive? And if we are forced into other weapons systems have you asked your selves if this is to much of a nerf. When something becomes so weak it's not worth using them the nerf went to far. Have you ever tried to get a Missle boat into a "shiny" incursion fleet? It really doesn't happen.

It's funny because all this talk about Missle being this supposed leader in range dps yet a Mach or nightmare will get chosen over a Missle sniper almost always. How do you intend to balance this to make the Missle pilot more desirerable in incursion fleets? Sorry for the rest of you but this is a legit concern this game isn't all about PVP some people play for other reasons. The buff to the other Missles doesn't off set the nerf to HML and how this will effect the tengu In these fleets. The tengu was about the only desirerable ship but gets beat out by the Loki for rolls like drone bunnies.
And at that you had to fit a multi billion isk Tengu to compete.

you guys really need to think how you are going to fix this the buff to the other Missle like I said is simply to small to offset the HML nerf. We also got to look at the mission runners and the people who rat or do plexing.
Also the drake as long been the goto ship for new players to get into missions and in some cases I would argue keep these players in the game by letting them be able to take part in the game.

If your simple going to reply saying pve concerns deserves no consideration I really do not want to hear it.
I want to know if there is any plans to help off set what I have said might be to much of a nerf.
Lili Lu
#5204 - 2012-10-24 18:13:29 UTC
Well, the spreadsheet could be in error, or the op not clear on the matter. I guess that is worth an answer from Fozzie.

Regardless, that is a spreadsheet of base stats. With two potential 50% skills affecting range, that means that range should be doubled for max skills, which would put it at 27,950m. When the TC/TE affect gets introduced there will be a benefit and it could very well make it worth using them. And of course there are rigs already, which will make them worth more in the consideration v tanking rigs.

These changes aren't happening in a vacuum. I have always thought the tanking abilities were the real problem with Drakes. These new forced fittings tradeoffs against tanking mods and rigs may ironically end up salvaging the resist bonus on the Drake. Fozzie already hinted that may be the case. We don't yet have any direct post on BC changes and probably won't til some time in the Spring of '13 I would guess.

I would be satisfied if these missile and mod changes force the fittings choices that end the op tanking of Drakes. Resist bonuses have a place. Amarr uses them too. But Amarr has always faced forced fitting choices since their weapons are so grid thristy or their cpu is so limited, and the damage mods directly conflict with the armor tanking mods. That this may finally happen with Caldari shield tanks is only appropriate in balancing.
MIrple
Black Sheep Down
Tactical Narcotics Team
#5205 - 2012-10-24 18:35:47 UTC  |  Edited by: MIrple
Question? Could we have the skills on the NH band-aid changed for the patch.

Battlecruiser Skill Bonus: 5% bonus to assault missile launcher, heavy assault missile launcher and heavy missile launcher rate of fire and 5% bonus to all shield resistances per level

Command Ships Skill Bonus: 5% bonus to missile Kinetic damage and 5% bonus to heavy missile explosion velocity per level

Role Bonus: 99% reduction in Warfare Link module CPU need

Changed to

Battlecruiser Skill Bonus: 5% bonus to assault missile launcher, heavy assault missile launcher and heavy missile launcher rate of fire and 5% bonus to all shield resistances per level

Command Ships Skill Bonus: 5% bonus to missile Kinetic damage and 5% bonus to heavy missile, heavy assault missile, and standard missile explosion velocity per level

Role Bonus: 99% reduction in Warfare Link module CPU need

2nd Option

Battlecruiser Skill Bonus: 5% bonus to assault missile launcher, heavy assault missile launcher and heavy missile launcher rate of fire and 5% bonus to all shield resistances per level

Command Ships Skill Bonus: 5% bonus to missile Kinetic damage and 10% bonus to assault missile launcher, heavy assault missile launcher and heavy missile launcher missile velocity velocity per level

Role Bonus: 99% reduction in Warfare Link module CPU need


This would be a temp fix until it can be looked at properly.

Edit: I changed the 5% to 10% on the velocity it will give it a bit more range 30k maxed skills for T1 missiles 25k for rage and 45k for Javs.
Bouh Revetoile
In Wreck we thrust
#5206 - 2012-10-24 19:19:18 UTC
Cazador 64 wrote:
so our trade offs have always been short range we are bad long range we are a little better. with this nerf why would we want to use missiles over almost any other system? I want to ask a Dev have you considered if this nerf will force us Missle pilots into an other weapons system to be able to stay competitive? And if we are forced into other weapons systems have you asked your selves if this is to much of a nerf. When something becomes so weak it's not worth using them the nerf went to far. Have you ever tried to get a Missle boat into a "shiny" incursion fleet? It really doesn't happen.

It's funny because all this talk about Missle being this supposed leader in range dps yet a Mach or nightmare will get chosen over a Missle sniper almost always. How do you intend to balance this to make the Missle pilot more desirerable in incursion fleets? Sorry for the rest of you but this is a legit concern this game isn't all about PVP some people play for other reasons. The buff to the other Missles doesn't off set the nerf to HML and how this will effect the tengu In these fleets. The tengu was about the only desirerable ship but gets beat out by the Loki for rolls like drone bunnies.
And at that you had to fit a multi billion isk Tengu to compete.

you guys really need to think how you are going to fix this the buff to the other Missle like I said is simply to small to offset the HML nerf. We also got to look at the mission runners and the people who rat or do plexing.
Also the drake as long been the goto ship for new players to get into missions and in some cases I would argue keep these players in the game by letting them be able to take part in the game.

If your simple going to reply saying pve concerns deserves no consideration I really do not want to hear it.
I want to know if there is any plans to help off set what I have said might be to much of a nerf.

HML will always be the best at long range. They only wont be better than cruise missiles.

And you don't balance weapons against pve, you balance the NPC against the different weapons. That have the advantage of not screwing pvp.

About the ammo for missiles with different range and damages, that is a bad idea because that would make missiles bad turrets. There is already a short range high damage ammo, and if anything about short damage of HML have to be done, it's the place to do it. You cannot make missiles as powerful as they are at long range (and even as they will be) and allow them to be as strong as they currently are at short range (almost as powerful than turret ). That would also remove the point of HAM.
CCP Fozzie
C C P
C C P Alliance
#5207 - 2012-10-24 19:59:27 UTC
Want to try the most recent version of these changes out for yourself and see how it affects your play? Log onto Duality starting this Friday where all these changes will be live alongside a bunch of other Retribution content to test. I'll be online as much as possible to chat with you all about all these changes and we will be hoping for a new round of feedback from people who have tried the changes out!

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

Daichi Yamato
Jabbersnarks and Wonderglass
#5208 - 2012-10-24 20:20:24 UTC
Morrigan LeSante wrote:
Bouh Revetoile wrote:
For HML, turrets cannot project damage so much farther than HML, and if you start using rigs, HML have far superior range.


Eh? After the changes they VERY much can. And they can do horrible (pixel) DPS at short range too with a simple ammo swap..


i seriously doubt this. HML's still do more dps out to longer ranges and turrets struggle to track other medium ships closer than 20km, even with fast tracking ammo. ur targets would need to be mindlessly pressing 'approach' and burning with mwd's.

ill accept the HML nerf is too big if more caldari pilots use medium rails than HML's after this goes live.


Morrigan LeSante wrote:


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


i think u mean implied

Cazador 64 wrote:


It's funny because all this talk about Missle being this supposed leader in range dps yet a Mach or nightmare will get chosen over a Missle sniper almost always.


over what? a CNR? i should think so!
there is no missile pirate faction ship with which to compare to the mach or nightmare.
incursions are filled with low sig ships that can at least be vindi webbed for turrets. the nature of incursions are kinda prejudiced against missiles, so there is that.
but, as someone else has mentioned, weapon balance should not be centered around pve.

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

Morrigan LeSante
Perkone
Caldari State
#5209 - 2012-10-24 20:31:18 UTC
Bouh Revetoile wrote:
About the ammo for missiles with different range and damages, that is a bad idea because that would make missiles bad turrets.


No...it won't....at all.

Still not affected by tracking, selectable damage, equally effective at 0-max range...it has no reason to make them "bad turrets".

Just a tool to allow more fine tuning from devs.

Something pushing 350-400 dps from 0-xxxkm is NEVER going to sit well with all pilots and affords devs little ability to tune it other than with a broad brush approach which isn't ideal.
Morrigan LeSante
Perkone
Caldari State
#5210 - 2012-10-24 20:45:30 UTC
Daichi Yamato wrote:
Morrigan LeSante wrote:
Bouh Revetoile wrote:
For HML, turrets cannot project damage so much farther than HML, and if you start using rigs, HML have far superior range.


Eh? After the changes they VERY much can. And they can do horrible (pixel) DPS at short range too with a simple ammo swap..


i seriously doubt this. HML's still do more dps out to longer ranges and turrets struggle to track other medium ships closer than 20km, even with fast tracking ammo. ur targets would need to be mindlessly pressing 'approach' and burning with mwd's.


As I said, post change, this isn't the case, hybrids can reach *much* further, if one is so inclined to EFT one up.

I doubt there will be much reduction of HML use, the dynamic has not changed enough and snipers are still all but worthless. There's just no percentage in being able to hit much passed HML range compared to the sacrifices.
Onictus
Federal Navy Academy
Gallente Federation
#5211 - 2012-10-24 21:14:28 UTC
Morrigan LeSante wrote:
Daichi Yamato wrote:
Morrigan LeSante wrote:
Bouh Revetoile wrote:
For HML, turrets cannot project damage so much farther than HML, and if you start using rigs, HML have far superior range.


Eh? After the changes they VERY much can. And they can do horrible (pixel) DPS at short range too with a simple ammo swap..


i seriously doubt this. HML's still do more dps out to longer ranges and turrets struggle to track other medium ships closer than 20km, even with fast tracking ammo. ur targets would need to be mindlessly pressing 'approach' and burning with mwd's.


As I said, post change, this isn't the case, hybrids can reach *much* further, if one is so inclined to EFT one up.

I doubt there will be much reduction of HML use, the dynamic has not changed enough and snipers are still all but worthless. There's just no percentage in being able to hit much passed HML range compared to the sacrifices.



Medium Hybrids?

Maybe onFerox/Eagle, they STILL won't do the damage that a x2 BCS Drake will at that range, and EFT away.
Noemi Nagano
Perkone
Caldari State
#5212 - 2012-10-24 21:24:21 UTC
Morrigan LeSante wrote:
Bouh Revetoile wrote:
About the ammo for missiles with different range and damages, that is a bad idea because that would make missiles bad turrets.


No...it won't....at all.

Still not affected by tracking, selectable damage, equally effective at 0-max range...it has no reason to make them "bad turrets".

Just a tool to allow more fine tuning from devs.

Something pushing 350-400 dps from 0-xxxkm is NEVER going to sit well with all pilots and affords devs little ability to tune it other than with a broad brush approach which isn't ideal.


You do it well Morrigan, but some turret fetish guys here will not listen, whatever you tell them :) I agree with you, the problem lies within the different characteristics. But hard to tell those people who never used medium or large missiles in their entire Eve career ...
Cazador 64
Deep Core Mining Inc.
Caldari State
#5213 - 2012-10-24 21:42:28 UTC  |  Edited by: Cazador 64
Daichi Yamato wrote:

over what? a CNR? i should think so!
there is no missile pirate faction ship with which to compare to the mach or nightmare.
incursions are filled with low sig ships that can at least be vindi webbed for turrets. the nature of incursions are kinda prejudiced against missiles, so there is that.
but, as someone else has mentioned, weapon balance should not be centered around pve.


Ok are you suggesting that people who do not PVP and focus their play around PVE and pay the same amount per month for their accounts have no rights to balanced game play?
As I stated the Tengu would be the only ship that had any shot In hell for getting into the "shiny" fleets.
Now with the proposed changes there will be no reason what so ever to not go with the other T3 ships and the instant damage will be more desirerable.

Do I have the option of cross training ? Sure I do but then I might as well start all over from the beginning as all my millions of Missle skills and month of training and paying money out of my pocket to keep my accounts active to be able to train these skills are now wasted. Is CCP willing to refund my sp so that I can continue to be competitive without spends months on end retraining?

So if we hold the don't balance around pve as a truth and hold the fact that CCP will not be offering a refund to us missile pilots.
Do we not deserve the right to ask what CCP intends to do about this clearly imbalance in the game for Pilots like my self?
My best option for income is incursions am I to resort back to LVL 4s? I would rather quit the game if CCP is unwilling to recognize that fact that this change will hurt a certain demographic of game players and yet they still push the patch through with no compensation. We see no changes to the tengu to help balances this, more power grid/CPU could help off set the changes. But we see nothing and like I have stated before when you nerf something to the point that it breaks the game for any demogrhic of players the the nerf is simply to much and should not be implemented....

If someone is willing to throw some numbers out at me to prove me wrong here I will gladly retract my state to but as it is this is the way I see it and I know I am not the only one ask any Tengu pilot I happen to have two of them.
An other balance would be to increase the rate of which missiles travel by allot and even a rof buff

I did ask for no responded along the lines of this is all about PVP so keep This out of it please PVP doesn't concern me I pay the same per month as you do and I have a right to fair and balanced game play just as much as you do.
Noemi Nagano
Perkone
Caldari State
#5214 - 2012-10-24 21:49:19 UTC  |  Edited by: Noemi Nagano
Cazador 64 wrote:

<- some angry stuff ->


I hope you dont get me wrong, I understand your anger. And especially the part with the missile support skills, which are simply useless if one feels like crosstraining into one of the 3 turret systems, where we do find atm the best performance overall, but esp. also in highend PvE.

But Eve is not meant to be balanced around PvE. It would just not work, if they did. They could maybe change some of the PvE content so its closer to PvP, but still it would be hard to balance the game for both PvE and PvP. And one has to admit Caldari have an easier way from start in PvE. Which does not mean they are best, they are just best with low SP. But with a full trained char a Machariel or Vargur or the like is so much better than anything Caldari have, so I really feel with all those who think thats wrong.

Still we have to face it, CCP wont change anything just because of PvE.

Best regards.
Cazador 64
Deep Core Mining Inc.
Caldari State
#5215 - 2012-10-24 22:03:47 UTC
Noemi Nagano wrote:
Cazador 64 wrote:

<- some angry stuff ->


I hope you dont get me wrong, I understand your anger. And especially the part with the missile support skills, which are simply useless if one feels like crosstraining into one of the 3 turret systems, where we do find atm the best performance overall, but esp. also in highend PvE.

But Eve is not meant to be balanced around PvE. It would just not work, if they did. They could maybe change some of the PvE content so its closer to PvP, but still it would be hard to balance the game for both PvE and PvP. And one has to admit Caldari have an easier way from start in PvE. Which does not mean they are best, they are just best with low SP. But with a full trained char a Machariel or Vargur or the like is so much better than anything Caldari have, so I really feel with all those who think thats wrong.

Still we have to face it, CCP wont change anything just because of PvE.

Best regards.

Wasn't CCP flaunting how much incursions are like PVP?. This still doesn't answer any questions it's basically.
"your style of game play doesn't matter so your points are null and void"
That's basically what I get from your response yet you do not refute any of my claims.
Does CCP owe nothing to their PVE player base? I do not get any kind of discount per month my monthly subs I pay the same as you.

In your point of view CCP should ignore their high sec pve player base? if this is the case I might as well stop paying on all my accounts right now. Something needs to be put into place to off set this.
OT Smithers
A Farewell To Kings...
Dock Workers
#5216 - 2012-10-24 22:10:35 UTC
Lili Lu wrote:


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 just posted the numbers from the PDF file. And you are correct, I am posting the base numbers. Earlier in the thread I posted some numbers at level five -- based on my own math -- but I am too lazy to bother with that now. If I recall, based on my math, level 5 will give you a 6900m/sec missile velocity. With a 3.5 second flight time you are looking at a maximum missile travel distance of 24km. However, you cannot ignore acceleration (currently unknown) and target movement. This later varies, obviously, but this is more significant than you might think -- against a fast mover, the missile will immediately assume a pursuit course, and while it is always attempting to "cut the corner," over the course of it's 3.5 second flight time a fast target will have potentially travelled as much as 20km (at 5700m/sec). Obviously, due to cutting the corner, the missile will not travel that same added distance, but you can certainly see the effective range reduction.

It is certainly a safe bet to assume that you will NOT hit an orbitting fast target at long point range. You will, however, hit anything at any velocity within scramble range, as even the fastest ships cannot hold that speed and that orbot. Further, remember that the new and "improved" precision missiles are heavily nerfed, and no more capable of hitting small and fast targets than current T1 Heavies are today. So... within scram range your precisions will hit them, but they won't hurt them. Whether people will bother with them remains to be seen, but I suspect not. The engagement parameters are too limited.


Quote:
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.


Respectfully, painters are already incredibly powerful. Most people in eve don't understand how their guns and weapons work, let alone the impact painters have on every aspect of weapon performance. So much so, that CCP could probably double their effect and most folks still wouldn't use them.


Quote:
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.


Exactly. Light Missiles are going to be nice after these changes. I think. Bit on the low side for DPS, maybe, but they are an odd weapon -- falling somewhere in between traditional medium and light weapons on the traditional scale. This obviously makes them tricky to balance.

In any case, these changes are coming. People will adapt as they always do. Tactics will change. Drakes will remain situationally useful, and the Caldari missile pilots will have to get by with that. They still wont have a working HAC, Command Ship, or Missile BS, and perhaps they never will, but that's just the way it goes.
Bouh Revetoile
In Wreck we thrust
#5217 - 2012-10-24 22:11:19 UTC
Morrigan LeSante wrote:
As I said, post change, this isn't the case, hybrids can reach *much* further, if one is so inclined to EFT one up.

I doubt there will be much reduction of HML use, the dynamic has not changed enough and snipers are still all but worthless. There's just no percentage in being able to hit much passed HML range compared to the sacrifices.

Post change, with rigs, drake (sans velocity bonus) will reach about 80km.

I tryed to fit a Brutix for sniping, and I very hardly reach 90+27km for 240dps. Though, there is *no* tank.
Ferox could certainly reach farther, but dps would be even less.
I didn't tryed harbinger, though beam are supposed to be worse than railguns at these ranges.

It's not *that* much IMO.

As for the missile balance never siting well for pilots, I think we don't care if they are balanced properly, ie they have their role in the grand scheme of things.

And why does missiles should do damage at close range comparable to turrets ? They compensate their lack of close range dps by damage application at this close range, and they have their long range niche anyway.
Daichi Yamato
Jabbersnarks and Wonderglass
#5218 - 2012-10-24 22:19:03 UTC
Cazador 64 wrote:


Ok are you suggesting that people who do not PVP and focus their play around PVE and pay the same amount per month for their accounts have no rights to balanced game play?


no, it would be more obvious, easier and more fair to change the incursion rats...lol

Cazador 64 wrote:

Do I have the option of cross training ? Sure I do but then I might as well start all over from the beginning as all my millions of Missle skills and month of training and paying money out of my pocket to keep my accounts active to be able to train these skills are now wasted. Is CCP willing to refund my sp so that I can continue to be competitive without spends months on end retraining?


u can still use missiles after the patch. maybe if u didnt put every sp u had into missiles and branched out a bit u wouldnt be so hurt by this nerf. it wont take long at all to skill into T2 medium rails and ur tengu has subsystems that support rail fits. all is not lost. but lets face it, the reason ppl are so attached to missiles is because they thought they could get a weapons system that did everything with a minimal sp investment and they know rails are no where near as good.

Cazador 64 wrote:

So if we hold the don't balance around pve as a truth and hold the fact that CCP will not be offering a refund to us missile pilots.
Do we not deserve the right to ask what CCP intends to do about this clearly imbalance in the game for Pilots like my self?
My best option for income is incursions am I to resort back to LVL 4s? I would rather quit the game if CCP is unwilling to recognize that fact that this change will hurt a certain demographic of game players and yet they still push the patch through with no compensation. We see no changes to the tengu to help balances this, more power grid/CPU could help off set the changes. But we see nothing and like I have stated before when you nerf something to the point that it breaks the game for any demogrhic of players the the nerf is simply to much and should not be implemented....


this isnt an imbalancing, its actually the balancing. tengu's with powercore multipliers have plenty of grid to fit rails. the fact that they can still use 100mn AB's whilst still using rails shows they could probably lose some grid.
If HML's are on par with other weapon systems then rail tengu's will become the fashion after this nerf. it doesnt take long to skill to T2 rails.

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

Bouh Revetoile
In Wreck we thrust
#5219 - 2012-10-24 22:29:37 UTC  |  Edited by: Bouh Revetoile
OT Smithers wrote:
In any case, these changes are coming. People will adapt as they always do. Tactics will change. Drakes will remain situationally useful, and the Caldari missile pilots will have to get by with that. They still wont have a working HAC, Command Ship, or Missile BS, and perhaps they never will, but that's just the way it goes.

T1 cruisers are gonna eclipse some HAC for some times anyway, though I'd like to know what are the problems of the raven if it's not damage application ?

For the SP whines : missiles SP won't be wasted. Oh, and I just remembered that there is some (huge) nullsec alliances who ask their members to skill for the drake. That's for the question of people crosstraining to caldari. And HML will definitely still work in pvp.
OlRotGut
#5220 - 2012-10-24 22:49:33 UTC
CCP Fozzie wrote:
Want to try the most recent version of these changes out for yourself and see how it affects your play? Log onto Duality starting this Friday where all these changes will be live alongside a bunch of other Retribution content to test. I'll be online as much as possible to chat with you all about all these changes and we will be hoping for a new round of feedback from people who have tried the changes out!



Is version 2.0 the final changes , or rather, "most recent version"?

The only reason I ask, was that there was more discussion post Version 2.0. So I wasn't sure what if anything got changed after that.