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

First post First post First post
Author
Nalha Saldana
Aliastra
Gallente Federation
#1221 - 2012-09-19 12:02:09 UTC
Recoil IV wrote:
Daneel Trevize wrote:
Hmm, doesn't this missile/TE change mean TEs really need considering for a nerf/reduction of the last buff they got?



-Damage decreased by 20% (rounded to closest digit)

^_^ means heavy missiles will have even less damage.lets compare this

right now a drake has about 450 dps`ish with fury and 5 t2 drones
compared to a hurricane that has well over 800 dps with t2 drones :D

gg ccp


800? are you looking at a 4 gyro Hail ammo cane with 1,9km range that they can apply it in?
Zhephell
Viziam
Amarr Empire
#1222 - 2012-09-19 12:02:44 UTC
CCP Fozzie many changes you have done are nice changes, like new cruisers or some frigates, but I don't like some of those new changes that affect missiles.

I think that a nerf in the heavy missiles range is a good decision, like to nerf a little the hurricane fitting, because it was easier to fit and better in ehp that a harbi, i don't know if the pw nerf is more than it should, because i can't see it in the eft or the pyfa now.

But , the reason why I post that is because i don't like the dps change of the Heavy missiles, and that the Tracking Disruptor can now affect missiles like they can be used against turrets.

First i think a 20% nerf in the dps is a lot, if you think that Heavy Missiles are to powerfull and people must use more HAM nerf as much HM dps a 10% but not more, a 20% is a lot of change, i think it ll be better to nerf a 5 or 10% HM dps and put a 5% bonus to HAM, but don't do a 20% dps nerf, that's annoying.

I like your idea to improve the range, and the explosion radius and the explosion velocity with modules like you can do with turrets using the tracking comuter, or the tracking enhancer, but that need a new module, not the same that use turrets.

And i think the same to use "tracking disruptor" change the tracking disruptor to a "weapon disruptor", and put 2 modules to choose "Missile disruptor" and "tracking disruptor" if you think that missiles should be able to be disrupted, and then like using ECM for Radar, Ladar, Gravimetric, and Magnetometric playes sould chouse what kind of weapons they need to disrupt, and the second thing ccp must do is to nerf TD and some EW, an example is that something like a Tracking Computer must defend better your ship agains a TD, or all the EW must have a chance to affect the enemy like the ECM

Summarizing, if something like tracking comuters and TD should be use in, or agains missile ships please develop new modules to improve your weapons, or to use like a TD, but don't join all in the same package, CCP must do it well, and not an abotched job.
Naara Elein
Aliastra
Gallente Federation
#1223 - 2012-09-19 12:03:09 UTC
Recoil IV wrote:
Naara Elein wrote:
Recoil IV wrote:
Daneel Trevize wrote:
Hmm, doesn't this missile/TE change mean TEs really need considering for a nerf/reduction of the last buff they got?



-Damage decreased by 20% (rounded to closest digit)

^_^ means heavy missiles will have even less damage.lets compare this

right now a drake has about 450 dps`ish with fury and 5 t2 drones
compared to a hurricane that has well over 800 dps with t2 drones :D

gg ccp


The Drake has long range weapons.

The Cane has short range weapons.

Fair comparison? Put HAM's on the drake or Arty on the cane, then can compare.


yet.cane has more speed,agility,more depensive capability against frigates and other small ships.drake does not.


You are still comparing apples and oranges.

Blasters have more dps than beam lasers, that is also unfair. Right?
Doddy
Excidium.
#1224 - 2012-09-19 12:04:01 UTC
To be honest i have no problem with a mod having an effect like they want tds to have on missiles. The real issue is having it effect turrets and missiles with a single mod, bit fail have a 1 mod owns ewar after all the nerfing that has gone into ecm.

Make a guidance scrambler mod that has the same effect you are wanting the tds to have and then give the amarr ships an additional bonus for it OR give it to the minmatar as their ewar type and turn target painters into what you currently want tracking computers to be (buffing missile effect but only for the owning ship).
Rataxas Immortal
True RoHiKaNs
#1225 - 2012-09-19 12:04:33 UTC
Seems like Caldari pilots will need to learn to fly :D
Merkal Aubauch
V0LTA
OnlyFleets.
#1226 - 2012-09-19 12:05:37 UTC
Recoil IV wrote:
Daneel Trevize wrote:
Hmm, doesn't this missile/TE change mean TEs really need considering for a nerf/reduction of the last buff they got?



-Damage decreased by 20% (rounded to closest digit)

^_^ means heavy missiles will have even less damage.lets compare this

right now a drake has about 450 dps`ish with fury and 5 t2 drones
compared to a hurricane that has well over 800 dps with t2 drones :D

gg ccp



ham drake up to 599dps vs AC cane 633 up to around 700

hml drake around 495 dps vs ARTY cane around 361 dps
sYnc Vir
Wolfsbrigade
Ghost Legion.
#1227 - 2012-09-19 12:06:33 UTC
BTW, they didn't nerf the Missile range. If you wanna hit out to 70+ in your Drake, Fit a TC II and add the Range script. Thats Plus 30% range right there. Thats 5% MORE then they took off the base range.

They didn't nerf the range. Just moved longer range to a fitting option. Add two and well, Drakes can't target that far so don't worry about it.

Don't ask about Italics, just tilt your head.

Kitty Bear
Deep Core Mining Inc.
Caldari State
#1228 - 2012-09-19 12:07:09 UTC
Laura Dexx wrote:

You can't have your cake and eat it. There will ALWAYS be trade-offs, now missile boats will have to deal with having to make a choice, too.

EDIT: I just read the drone DPS bit. Aside from the fact that you can't even control drones past 59 kilometers, they won't even be applying any sensible amount of damage since they'd be spending 90% of their uptime trying to reach a target instead.


The cerberus has a max effective weapon range of 170ish km
The cerberus has a max targeting range of 100ish km

As a Long Range sniper, if CANNOT apply webifier affects, or warp disruption affects
To get its maximum range it requires either a local Sensor Booster sacrificing a tanking/AB slot, or a remote boost sacrificing another dps ship in fleet


re:Drone Control Range
Base range -- +20km
Scout Drone Op -- +25km
ECM drone op -- +21km

Drone Link II -- +24km each (normaly 1, occasionally 2)
66km without links
90km with 1 link
114km with 2 links

as targets are usually grouped in clumps, applying that dps isnt really much of an issue after the initial travel delay.


infact drones have a lot in common with missiles
Travel time to target
Can be shot at en route
Can be smart bombed


So yeah ok, go ahead and nerf my 400dps Cerberus to oblivion.
Dont come crying to me, when your 800dps Ishtar is crippled back into the stoneage.
Beachura
Doomheim
#1229 - 2012-09-19 12:07:45 UTC  |  Edited by: Beachura
Laura Dexx wrote:
Signal11th wrote:
feihcsiM wrote:
Seranova Farreach wrote:
Beachura wrote:
Unfortunately I fear that the nighthawk has been caught up in this and will suffer horribly because of this.


s
some eft warriors already crunshed numbers its normal dps of like 450 to 550 will drop off to like low 300s.


How does this compare with Rail Astarte, Arty Sleipnir, Beam Absolution?



It seem you can get 700dps from an Arty Sleipnir using T2 Arty, a tad more than the nighthawks 300 it looks like. (obviously you have to factor in drone dps as well).


Range? Hit quality? Why are you ignoring the other two command ships? Is it because you've got nothing sensible to say? Long range damage platforms are supposed to be weak, in favor of a larger range to produce the damage in. Artilleries have a longer range, but a lot of it is fall-off, which means the quality and accuracy of the damage will quickly drop to a point where you'll be wishing you'd brought heavy missiles instead.

You can't have your cake and eat it. There will ALWAYS be trade-offs, now missile boats will have to deal with having to make a choice, too.

EDIT: I just read the drone DPS bit. Aside from the fact that you can't even control drones past 59 kilometers, they won't even be applying any sensible amount of damage since they'd be spending 90% of their uptime trying to reach a target instead.


Aside from the fact insulting others in a thread gets you nowhere, a command ship is a long term skill plan that costs a considerable volume of cash. A drake can be trained in a few weeks, such can the tengu although it's price is also high. A command ship is a ship that with support skills is commonly only flown well by characters with 30 million + skillpoints and consists of years of prior training to get close to maximizing it's ability.

Heavy missiles worked because they dealt less damage than their turret counter parts, the range reduction is somewhat justified as it brings the missile into line and reduces the considered overpowered nature of the drake. I support the reduction of the drake and tengu, but the damage reduction severely damages other class of ship which were not on any imaginable level overpowered to begin with such as the command ship and hac.

Heavy missiles now do much reduced damage per second when it was already low to begin with (understandably low to keep balance). Heavy missiles are also affected by smartbombs, bombs, tracking disruption and defender missiles (ignoring neuting and ECM which affect everything arguably)

Heavy missiles also have a time to target whereas turrets hit instantly.

I do not believe it is justified to spend 400 million isk and spend two years training a ship class which is classed as a 'field' ship, a frontline command ship with a weapon system which can be disrupted by all means barring neutralizing at a mediocre 50 something kilometers dealing 300 damage per second. I do not care for a second that command ships have an extremely good tank, it is something I expect for that price and kind of commitment.
Anah Karah
Frozen LLC
No Visual.
#1230 - 2012-09-19 12:07:58 UTC  |  Edited by: Anah Karah
To get a word in before another 10 pages of s***posting, I like the idea of some of these changes but not all.

I love the idea of Tracking disruptors affecting missiles, despite people complaining that the word 'tracking' is somehow breaking immersion, but that's an easy fix. This will bring on a whole new realm of solo PVP iterating on the Ancillary shield boosters etc which has been needed for too long. This may cause the module to be too widely used as 'the new ECM' but i'd be willing to make the mistake and see what happens.

The double Nerf to Heavy missiles seems harsh to me at current stats especially as mentioned to such ships as the Caracal and Cerberus who sorely need love to become useful with current game mechanics.
The Tengu needs a Nerf and maybe the drake needs to become less versatile but overall i've seen too many goon Drakes die in a fire over the last few months to think them overpowered. These latter two ships seem to be the root of this problem despite me being a drake lover from birth.
It is all too easy to mitigate missile damage with speed, sig radius and/or smartbombs unlike turrets which have no hard fleet wide counter assuming good planning and tactics, and it has taken many years of patches for these few Caldari ships to finally become common in pvp.

Lastly i think this Minmatar artillery buff is good at heart but flawed in essence.
Minmatar weaponry maybe less effective on paper than other similar sized variants but in practice alpha beats dps at range and having cap-less guns is a massive advantage and similar to missiles being able to pick 3/4 pure damage types.
Making these even easier to fit seems to me like a fatal mistake.

The Hurricane falls in the same category as the Drake and Tengu in that it is too versatile, and also in the same light too good at a certain particular role ie solo Autocannons with neuts etc.
Honestly i still believe this is a fault of minmatar weaponry over the ship itself being too good but lets see what happens during testing.

-Anah-
John Ratcliffe
Tradors'R'us
IChooseYou Alliance
#1231 - 2012-09-19 12:08:30 UTC
Mr John Smith wrote:
but seriously, the range nerf to HML's was warranted, they are a cruiser based weapon after all and the range on some missile boats is pretty ridiculous, but 20% damage?


They are a BC based weapon surely? Light Missiles are a Cruiser based platform.

Plus ça change, plus c'est la même chose

Michael Harari
Genos Occidere
HYDRA RELOADED
#1232 - 2012-09-19 12:09:55 UTC
A drake with perfect HML skills can now be tanked by a single rep myrm until the myrm runs out of cap boosters.
Signal11th
#1233 - 2012-09-19 12:12:25 UTC
Laura Dexx wrote:
Signal11th wrote:
feihcsiM wrote:
Seranova Farreach wrote:
Beachura wrote:
Unfortunately I fear that the nighthawk has been caught up in this and will suffer horribly because of this.


s
some eft warriors already crunshed numbers its normal dps of like 450 to 550 will drop off to like low 300s.


How does this compare with Rail Astarte, Arty Sleipnir, Beam Absolution?



It seem you can get 700dps from an Arty Sleipnir using T2 Arty, a tad more than the nighthawks 300 it looks like. (obviously you have to factor in drone dps as well).


Range? Hit quality? Why are you ignoring the other two command ships? Is it because you've got nothing sensible to say? Long range damage platforms are supposed to be weak, in favor of a larger range to produce the damage in. Artilleries have a longer range, but a lot of it is fall-off, which means the quality and accuracy of the damage will quickly drop to a point where you'll be wishing you'd brought heavy missiles instead.

You can't have your cake and eat it. There will ALWAYS be trade-offs, now missile boats will have to deal with having to make a choice, too.

EDIT: I just read the drone DPS bit. Aside from the fact that you can't even control drones past 59 kilometers, they won't even be applying any sensible amount of damage since they'd be spending 90% of their uptime trying to reach a target instead.



Ahh you again. Good Afternoon.

God Said "Come Forth and receive eternal life!" I came fifth and won a toaster!

Inggroth
Harbingers of Reset
#1234 - 2012-09-19 12:12:42 UTC
Michael Harari wrote:
A drake with perfect HML skills can now be tanked by a single rep myrm until the myrm runs out of cap boosters.

Which is exactly as it should be.
Beam Harbinger, Rail Brutix and Artycane arent exactly dps monsters too.

And HAM Drake will be even better post HM nerf.
Michael Harari
Genos Occidere
HYDRA RELOADED
#1235 - 2012-09-19 12:14:46 UTC
Inggroth wrote:
Michael Harari wrote:
A drake with perfect HML skills can now be tanked by a single rep myrm until the myrm runs out of cap boosters.

Which is exactly as it should be.
Beam Harbinger, Rail Brutix and Artycane arent exactly dps monsters too.

And HAM Drake will be even better post HM nerf.


A myrm cant tank an artycane on a single rep. Artycanes outdamage drakes as they are now AND are faster AND have a larger drone bay AND still have small neuts.
Lev Arturis
The Scope
Gallente Federation
#1236 - 2012-09-19 12:14:54 UTC
Michael Harari wrote:
A drake with perfect HML skills can now be tanked by a single rep myrm until the myrm runs out of cap boosters.



A Rail Brutix/Beam Harbinger with perfect gunnery skills can still be tanked by a single rep myrm until the myrm runs out of cap boosters.


Fit Heavy Assault Missiles. But wait....you need to get closer to your victims.
Inggroth
Harbingers of Reset
#1237 - 2012-09-19 12:17:28 UTC  |  Edited by: Inggroth
Michael Harari wrote:

A myrm cant tank an artycane on a single rep. Artycanes outdamage drakes as they are now AND are faster AND have a larger drone bay AND still have small neuts.

Artycanes also have zero tank. And more limited range.
Its called balance.
Haquer
Vorkuta Inc
#1238 - 2012-09-19 12:20:08 UTC
Michael Harari wrote:
Inggroth wrote:
Michael Harari wrote:
A drake with perfect HML skills can now be tanked by a single rep myrm until the myrm runs out of cap boosters.

Which is exactly as it should be.
Beam Harbinger, Rail Brutix and Artycane arent exactly dps monsters too.

And HAM Drake will be even better post HM nerf.


A myrm cant tank an artycane on a single rep. Artycanes outdamage drakes as they are now AND are faster AND have a larger drone bay AND still have small neuts.


Heavy Missiles are not a close range, high DPS platform.

They are just like artillery/rails/beams in that they are high alpha low DPS.
Michael Harari
Genos Occidere
HYDRA RELOADED
#1239 - 2012-09-19 12:20:15 UTC
Lev Arturis wrote:
Michael Harari wrote:
A drake with perfect HML skills can now be tanked by a single rep myrm until the myrm runs out of cap boosters.



A Rail Brutix/Beam Harbinger with perfect gunnery skills can still be tanked by a single rep myrm until the myrm runs out of cap boosters.


Er....no it cant?
Laura Dexx
Now Look What You've Made Me Do
#1240 - 2012-09-19 12:21:14 UTC
Inggroth wrote:
Michael Harari wrote:

A myrm cant tank an artycane on a single rep. Artycanes outdamage drakes as they are now AND are faster AND have a larger drone bay AND still have small neuts.

Artycanes also have zero tank.
Its called balance.


What do you mean I have to make choices? I can't have tank, range, sustained damage and alpha damage in one ship anymore? Cry