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HEAVY MISSILES NERFED, switch to assault heavy missiles?

Author
Noemi Nagano
Perkone
Caldari State
#101 - 2012-09-26 10:45:13 UTC
Malcanis wrote:
Noemi Nagano wrote:

HMLs are the only missiles which are of use in Caldari combat ships above frig size right now, except Torps in a SB. Thats why nerfing them before buffing other stuff sucks. And they are only really competitive in just 2 ships!


But missiles are getting buffed at the same time. The ship penalties are being removed (Sig for Fury, Speed for Precision). All missiles will get a very considerable buff from the TE/TC change. ACs are only good because of tracking enhancers. When HAMs and Torps get velocity and explosion velocity bonuses from TEs & TCs, they'll be hugely improved.

Oh and Cruise might well become viable again. Dual-TC Ravens could be very interesting indeed. Lots of alpha (well, volley) and 63% better explosion velocity along with the removal of the ship penalties for T2 missiles... yeah that will change a lot of calculations.


You're making the classic EVE forum mistake of only looking at one aspect of a proposed change and ignoring all the others. Personally, I agree that a -20% DPS nerf for HMLs is too much. What I am saying is that missile weapons as a whole will be significantly improved. I hope that CCP dial back that -20% to no more than 10% or 12.5%, but even if they don't, then recovering HAMs, Torps and Cruise as viable PvP (and greatly improved PvE) weapons will be worth it.


Oh, I dont think I make that mistake, maybe you read some of my other postings too ;) but back to your point - yes AC benefit a lot of TE, but thats mainly because of falloff and their great base tracking. And the choice to deal 3 different kinds of damage as main damage type with high DPS ammo ... and not using cap. ;) *If* a Raven will be a viable PvP choice again I will not complain, but still I dont see why HMLs have to be nerfed first place before fixing other stuff ...
Vokradacka
Hedion University
Amarr Empire
#102 - 2012-09-26 13:27:45 UTC
This change ill be bad for pvp missile ships (HAM\Torps are still not ussable + big nerf for HML+ TDs)

BUT grat for PvE missile ships , TE\TC ill make torps great again . + now i can easily fit 50km HAM tengu with 1000+ dps and very good sigV\R . We must wait for numbers at TC\TEs ....
Liang Nuren
No Salvation
Divine Damnation
#103 - 2012-09-26 18:14:56 UTC
Vokradacka wrote:
This change ill be bad for pvp missile ships (HAM\Torps are still not ussable + big nerf for HML+ TDs)

BUT grat for PvE missile ships , TE\TC ill make torps great again . + now i can easily fit 50km HAM tengu with 1000+ dps and very good sigV\R . We must wait for numbers at TC\TEs ....


Hahahhaha, no, it will be fantastic for PVP missile ships. :)

-Liang

I'm an idiot, don't mind me.

Kaikka Carel
Ziea
#104 - 2012-09-26 18:30:38 UTC
Peter Raptor wrote:
Ok, so are people gonna switch to assault missiles for their cruiser and battle cruisers?


To deal 70% of HAM's dps potential?
Hagika
Standard Corp 123
#105 - 2012-09-27 00:47:56 UTC
Shereza wrote:
"CCP Fozzie" wrote:
Heavy Missiles
-Base flight time reduced by 30%
-Base velocity increased by 6.66%
-In total, base range reduced by ~25%
-Damage decreased by 20% (rounded to closest digit)
-Affects all variant Heavy missiles, including FOF.

Tracking/Range Mods and Ewar
-These changes apply equally to guided and unguided missiles
-Modify tracking enhancers and tracking computers to affect:
Max flight time (with optimal range script)
Explosion radius and explosion velocity (with tracking speed script)


Heavy missiles go faster, hit harder, T2 ammo ship penalties are getting removed, and all at the cost of a 30% reduction in flight time combined with tracking computers/enhancers becoming rDPS->eDPS conversion modules just as they are for guns.

Did I miss the nerf or are people just focusing on the range of heavy missiles going from around 80km to 60km to the exclusion of all else?

Edit: Please note that the "hit harder" was incorrect as I read "increase" and not "decrease" damage. However with the changes to tracking computers/enhancers whether or not they do the same effective DPS as they do now will be up for debate.




-Damage decreased by 20% (rounded to closest digit)
-Affects all variant Heavy missiles, including FOF.

Your lack of ready comprehension, makes baby jesus cry.
Hagika
Standard Corp 123
#106 - 2012-09-27 00:56:12 UTC
Hannott Thanos wrote:
Smabs wrote:
Quote:
As opposed to which other ships in EvE? Ohyou.jpg


With the Hurricane and harbinger there's no real problem with fitting 2 TE, 2 damage mods, a damage control and either a fitting mod or a nano.

Yes? And where is the tank then? Harb has to use lowslots for tracking/dps/tank. Drake has enough mids for prop, tackle and a massive tank, and all lows are free for dps mods etc.



Ever fly a HAM drake? You are required to have a web,scram and prop mod and and ship with a smaller sig radius, such as all armor ships and a cane especially already will laugh at your applied damage?

So now a drake has to catch those ships.. well ! Since a drake is snail slow.. its not catching anything fast.. Whats amazing is how a shield ship can be so slow yet not have armor...
Hagika
Standard Corp 123
#107 - 2012-09-27 00:57:23 UTC
Onictus wrote:
John Ratcliffe wrote:
Smabs wrote:
I'd go as far as to say that drakes will become obsolete in small gangs if the current nerf goes through. There would be no real reason to fly them since tier 3 battlecruisers would be far superior in the damage at mid range role - due to their higher dps at all ranges, speed and ability to kill things quickly.


It's not all about PVP. Drakes will be rubbish in PVE as well, which makes Baby Jesus QQ IRL Sad


So Caldari pilots have to train battleships like everyone else to PvE.

Sorry for your loss I guess.


Raven? in fleet pvp... let me know when you see it...
Hagika
Standard Corp 123
#108 - 2012-09-27 00:59:21 UTC
Onictus wrote:
Yeah, range comes down a tad BUT the T2 ammo is getting fixed, so no more faction only, drake has to trade damage for range for tank like everything else.....moreso now that it has YEs and TCs to consider.

That medium neut is 200 grid, cane loses 225 grid, I have to look, but I'm pretty sure it'll be 425 and no neuts, or neuts and 220s.


Considering with minnie guns and 220's are just slightly and its slightly less dps and range than 425's thats not even worth noting the difference.
Hagika
Standard Corp 123
#109 - 2012-09-27 01:00:51 UTC
Hannott Thanos wrote:
It's more lake (-)15-20% range because of the revamp of the missile acceleration, so it's not that big of a deal.
And it is still looooong range. If you want more damage, fit HAMs and a Tracking Computer, and ur good to go.



You must not use HAMS...Because everyone who does is currently posting on just how crappy they are in general..
Hagika
Standard Corp 123
#110 - 2012-09-27 01:03:30 UTC
Onictus wrote:
Muad 'dib wrote:
the HML nerfed is far too much imo, granted the tengu and HML ships arnt my everyday choice, but with 20% less dps i might just not use them again at all.



HML's were simply brought into line with the other medium long range weapons. It simply no longer does BS damage at BS ranges.



BS damage at BS range? What fairytale are you from?
Hagika
Standard Corp 123
#111 - 2012-09-27 01:04:23 UTC
Veshta Yoshida wrote:
Problem with current HM's is that they can do the same damage as close range guns even though they are technically the LR option, suggested changes sorts that nicely.

Tengu will nerfed regardless, too good at too many things at once. HAM Drake (aka. PvP Drake) gets a massive boost as does proposed Caracal.

Plus you get a lot more control over the performance of the missiles by way of TC/TE, you'll no longer have a maximum range dictated solely by skills .. in exchange your missiles become vulnerable to eWar.

In Short: Changes are geared towards the PvP side of things as it should be, PvE has and will always find the new black (remember cruise ravens .. how hard would you have laughed back then if someone told you people would seriously mission in HM BCs/Cruisers?)


Ever try and fit HAMS on a caracal? you cant.....
Hagika
Standard Corp 123
#112 - 2012-09-27 01:07:59 UTC
Liang Nuren wrote:
Smabs wrote:
I don't think HAM's will be all that useful even with the buff.

You're still talking about ~30km range on a drake with 2 TEs. Because of the way missiles work that will effectively be 25km or so. Javelins will go to 45 or so, but with similar DPS to current HML drakes. In other words a HAM drake will do okay to good damage to 25km, and mediocre damage to 45 after a reload.

Essentially drakes and tengus will be removed from small gangs as a kiting option. I'd expect to see most smallish gangs switching to tier 3 battlecruisers or arty hurricanes. Since you don't need t2 guns for canes or tornados, and since drakes will present much less of a threat to cynabals and vagas, we'll probably be back to minmatar online.


What an ignorant and arrogant opinion. A few comments:
- Pulse lasers have one of the highest optimals in the game for close range weapons. You can generally expect that unbonused HPL will not hit to 30km even with Scorch. It is and always has been one of the strongest kiting weapons in the game due to fantastic damage projection. Why do you feel that 45km HAMs is too short range to kite with? That's outside of even Loki boosted point range.
- There's no reason you won't be able to use HML to kite.
- You need T2 for HML far less than you need it for Artillery/Beams/Rails. The inability to use T2 LR ammo is crippling on those platforms, but not for HML.
- Minmatar are getting raped by these balancing changes. When was the last time you saw a Rifter and thought "Oh look, a good frigate!". Even the Slasher is generally bad when compared to the other options out there.

-Liang



Pot,Kettle,Black?

Ever use hams? If the enemy is moving, you are doing such reduced dps, its almost so ridiculous to believe.
In order to even really hit with hams, you need to have the target scrammed and web.. after 10km, they are no longer even viable..
Especially against a kiting BC.. Hams do reduced damage even on a cruiser standing still, and its a cruiser weapon !
Hagika
Standard Corp 123
#113 - 2012-09-27 01:10:01 UTC
Smabs wrote:
Quote:
What an ignorant and arrogant opinion. A few comments:
- Pulse lasers have one of the highest optimals in the game for close range weapons. You can generally expect that unbonused HPL will not hit to 30km even with Scorch. It is and always has been one of the strongest kiting weapons in the game due to fantastic damage projection. Why do you feel that 45km HAMs is too short range to kite with? That's outside of even Loki boosted point range.
- There's no reason you won't be able to use HML to kite.
- You need T2 for HML far less than you need it for Artillery/Beams/Rails. The inability to use T2 LR ammo is crippling on those platforms, but not for HML.
- Minmatar are getting raped by these balancing changes. When was the last time you saw a Rifter and thought "Oh look, a good frigate!". Even the Slasher is generally bad when compared to the other options out there.


You're comparing things as if only medium guns exist in a vacuum. You could use HML or HAMS to kite but there will be lots of better options.

What will happen is that people will use short range guns on tier 3 battlecruisers, since they offer better damage projection and tracking on a more agile ship. Arty will still have the high alpha so packs of hurricanes could definitely work.

Nobody will use medium beams or rails. I mean seriously, who is going to think a beam harbinger with 270 dps, awful tracking and 600 volley is actually worth using.

And yeah, minmatar frigates are pretty poor these days.


Minnie frigates poor? yeah... ok......
Hagika
Standard Corp 123
#114 - 2012-09-27 01:12:01 UTC
Major Killz wrote:
There's nothing wrong with heavy assault missiles and I've used them personally versus after burning frigates, with a stasis webifier applied (they hurt). Seriously though. When it comes to applying damage on everything cruiser and above, you're doing full damage with heavy assault missiles. The purposed changes won't effect this if anything heavy assault missiles will become better.


However, tracking disruptors effecting missiles is a bad idea.


Unlike many in 0.0; low security space and faction warfare produce SUPERIOR frigate pilots. Faction warfare has become alot more difficult than I remember. Mainly because of wide spread proliferation of frigates using tracking disruptors (alot more compotent pilots to, but it could just be the gallente). Anyway. I've literary near stopped flying cruisers and battlecruisers altogether because every other frigate has a f*cking tracking disruptor.


These missile ships are an effective counter to that proliferation: Drake, Caracal Navy Issue, Osprey Navy Issue and the Caracal. "drone boats" are also effective, but yeah... I have come to realize how lame Tracking disruption is and I must say it's almost as lame as ECM.


Missiles shouldn't be effected by tracking disruptors and it would also compound the divergence of ECM and tracking disruption from the other forms of electronic warfare. I rather limit the application of electronic warfare modules like ECM, remote sensor Dampners and tracking disruptors. That way of thinking may hurt those modules effectiveness but, I believe it would increase the fun factor and limit the amount of complaining in this game. Leads to a happier player base which is good for CCP's wallet. basically don't give players more reasons to complain...


I went after a rifter with hams and a web and it took quite awhile for him to die..if he had a TD on him with new changes, he could perma kite .
Hagika
Standard Corp 123
#115 - 2012-09-27 01:15:52 UTC
Denuo Secus wrote:
Iyacia Cyric'ai wrote:
The issue is that HAMs are getting nerfed too because of the proposed changes to Tracking Disruptors. A ship traveling 1100ms or so away from a HAM ship will already cut the effective range of HAMs by half. Turret ships deal with this kiting tactic by switching to Scorch/Barrage/Null. HAMs don't have this option. With TDs cutting HAM range further, HAMs will be rendered completely useless.


They have: Javelins. Since the ship penalty will be removed from them I'd say they are quite interesting now.



Yeah, javs are crap damage hitting anything cruiser size and down, with a TD after change, they will be even more useless..

I swear, so man people say hams will be great.. Yet they suck now so much people dont use them in general, so what makes you honestly think they are going to improve with a heavy missile nerf?

Just because you nerf another weapon, does not mean the inferior one gets any better..

Of course this is coming from gun people, and as long as they can demonize another weapon system to keep ccp of their systems, they will run it to the ground.
Hagika
Standard Corp 123
#116 - 2012-09-27 01:16:52 UTC
Liang Nuren wrote:
Iyacia Cyric'ai wrote:
The issue is that HAMs are getting nerfed too because of the proposed changes to Tracking Disruptors. A ship traveling 1100ms or so away from a HAM ship will already cut the effective range of HAMs by half. Turret ships deal with this kiting tactic by switching to Scorch/Barrage/Null. HAMs don't have this option. With TDs cutting HAM range further, HAMs will be rendered completely useless.


People said the same thing about Autocannons and Vagabonds. Turns out they were 100% right... Ohwai-----

It'll be just as true with missiles.

-Liang



sure ya will buddy... sure ya will
Hagika
Standard Corp 123
#117 - 2012-09-27 01:17:58 UTC
Liang Nuren wrote:
Smabs wrote:
Quote:
What an ignorant and arrogant opinion. A few comments:
- Pulse lasers have one of the highest optimals in the game for close range weapons. You can generally expect that unbonused HPL will not hit to 30km even with Scorch. It is and always has been one of the strongest kiting weapons in the game due to fantastic damage projection. Why do you feel that 45km HAMs is too short range to kite with? That's outside of even Loki boosted point range.
- There's no reason you won't be able to use HML to kite.
- You need T2 for HML far less than you need it for Artillery/Beams/Rails. The inability to use T2 LR ammo is crippling on those platforms, but not for HML.
- Minmatar are getting raped by these balancing changes. When was the last time you saw a Rifter and thought "Oh look, a good frigate!". Even the Slasher is generally bad when compared to the other options out there.


You're comparing things as if only medium guns exist in a vacuum. You could use HML or HAMS to kite but there will be lots of better options.

What will happen is that people will use short range guns on tier 3 battlecruisers, since they offer better damage projection and tracking on a more agile ship. Arty will still have the high alpha so packs of hurricanes could definitely work.

Nobody will use medium beams or rails. I mean seriously, who is going to think a beam harbinger with 270 dps, awful tracking and 600 volley is actually worth using.

And yeah, minmatar frigates are pretty poor these days.


I'll be really surprised if HAMs don't become one of the premier weapon platforms post HML nerf.

-Liang


Yes because if the alternative was nerfed to the ground, why would you stay with it.. People choose the lesser of 2 evils..
Hagika
Standard Corp 123
#118 - 2012-09-27 01:21:40 UTC
Lili Lu wrote:
Major Killz wrote:
However, tracking disruptors effecting missiles is a bad idea.

Unlike many in 0.0; low security space and faction warfare produce SUPERIOR frigate pilots. Faction warfare has become alot more difficult than I remember. Mainly because of wide spread proliferation of frigates using tracking disruptors (alot more compotent pilots to, but it could just be the gallente). Anyway. I've literary near stopped flying cruisers and battlecruisers altogether because every other frigate has a f*cking tracking disruptor.

These missile ships are an effective counter to that proliferation: Drake, Caracal Navy Issue, Osprey Navy Issue and the Caracal. "drone boats" are also effective, but yeah... I have come to realize how lame Tracking disruption is and I must say it's almost as lame as ECM.

Missiles shouldn't be effected by tracking disruptors and it would also compound the divergence of ECM and tracking disruption from the other forms of electronic warfare. I rather limit the application of electronic warfare modules like ECM, remote sensor Dampners and tracking disruptors. That way of thinking may hurt those modules effectiveness but, I believe it would increase the fun factor and limit the amount of complaining in this game. Leads to a happier player base which is good for CCP's wallet. basically don't give players more reasons to complain...

The only thing I read from your post is a good argument for nerfing the base strength of TDs and that they should affect missiles in roder to level the playing field.

As for TDs why should they continue to be weak in that they can't to squat to missile boats? ECM can affect any ship and it's weapon system (even drones if they weren't released in time). Damps can affect any ship. Painters can affect any ship. The relative value of these ewars is of course not balanced since ecm is so much better since preventing a lock is better than reducing a lock range or slowing it down, or increasing the sig on a ship. So here we have Caldari, Gallente, and Minmatar ewar all universally effective (of course the worth of that effect will depend on the situation). But Amarr ewar is absolutely worthless on a whole segment of ships as things are atm. That is not balance in any sense of the word.

Yes, TDs are overused and op in small ship fw fighting. Plenty of mid-slot blessed Caldari ships abusing that mechanic to neuter turret ships. Just don't turn those ******* back on me is not a good reason to oppose CCPs coming change. If they now worry the abusers so much they'd all better get on board with asking for the base module strength for turrets and missiles to be less than it presently is for turrets.

Then when the specialized ships get a bigger ship bonus to compensate it will make them as desireable as griffins and blackbirds etc. This should be done for damps and TPs as well. And it will be a buff to the ships specialized for them. This ironically will be to the benefit of ecm boats. They might not always be the automatic primaries anymore.P

As for heavy missiles, they will be fine. Even with a nerf (at whatever level it ends up being, as percentages could change) they will be far from useless. But they will no longer be a weapon for all seasons. And on the flip side other underperforming and less utilized missile types may be getting slight buffs which will result in making them worth using.

All this is good for the game. Drakes and Tengus Online had to end sometime. If I was vindictive I'd love them to be as worthless and little used as Harbingers etc. have been and that that would last for the next 4 years. But that would not be good for the game.




*As for heavy missiles, they will be fine. Even with a nerf (at whatever level it ends up being, as percentages could change) they will be far from useless. But they will no longer be a weapon for all seasons. And on the flip side other underperforming and less utilized missile types may be getting slight buffs which will result in making them worth using. *

Really where is this at? standard missiles? weee.. There is no proposed changes to hams and assault missile launchers are just faster firing standard launchers and already do low low dps.
Lili Lu
#119 - 2012-09-27 03:52:08 UTC  |  Edited by: Lili Lu
Hagika wrote:
Really where is this at? standard missiles? weee.. There is no proposed changes to hams and assault missile launchers are just faster firing standard launchers and already do low low dps.

Apparently you only want to read what makes you mad enough to spam post this thread.Roll But here you go, what you asked for,

CCP Fozzie wrote:
All Missiles
Increase missile acceleration so that real range is much closer to the client assumed range of flighttime*speed against a stationary target. This means a slight range buff for all missiles, and missiles will act in a way that is more intuitive to newer players.

Light Missiles
-Explosion radius reduced from 50 to 40
-Damage increased by 10% (rounded to closest digit)
-Affects all variant light missiles, including FOF.

Tech Two Missiles
-At the moment Fury missiles at Light and Heavy sizes have a faster explosion velocity than precision missiles, we'll be fixing this defect as part of the changes.
-Remove ship penalties from tech two missiles (ship velocity and signature radius)
Precision: Improve bonuses to explosion velocity and explosion radius, increase damage to match T1 missiles, reduce flight time slightly
Fury: Increase damage, increase the severity of penalties to explosion radius and velocity
Javelin: Just remove ship penalties
Rage: Reduce range, increase damage slightly

So you see there are some buffs in the mix. But go ahead and focus only on what makes you mad. Plenty of butthurt posters like you in all these threads that can't see past their addictions to HML Drakes and Tengus.

Btw I have 22 missile skills trained to 11.6 mil sp (gunnery 28 for 14.2 mil). Recognize that the arguments against which you rail are not "Of course . . . coming from gun people, and as long as they can demonize another weapon system to keep ccp of their systems." I've got experience with pretty much every weapon system except x-large guns/missiles and fighter bombers between Lili and my other characters. I would bet Liang could post similar evidence of plenty of sp in both missiles and guns.

So, in fact, doesn't it sound a whole lot more like a load of whining is coming from people that just trained HML and have no experience with gunnery other than what they perceive from eft.Blink
Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#120 - 2012-09-27 08:33:34 UTC
Hagika, you're really bad at Eve.