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Torps and Cruise Missiles... do they need a boost?

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Author
Noisrevbus
#121 - 2013-03-28 14:09:18 UTC  |  Edited by: Noisrevbus
Bouh Revetoile wrote:
Noisrevbus wrote:
"Missiles do more damage than X" - their applied damage is below 100% if you don't web or paint the target.
That is wrong ! As I said, a double 1600mm plate + triple armor rig Megathron will take full damage from navy torpedoes, MWD or not. Indeed, an AB will reduce these damage, but when was the last time you saw an AB BS ? AB are used specifically to counter large weapons, and that would work against large missiles, but these large missiles are not used in the first place, so using AB is a bit useless in this purpose.

As for HML, that's indeed not wrong anymore because of the speed buff cruisers received and the nerf HM received. Explosion radius of HM was largely bellow cruiser signature radius which compensated the cruiser speed vs explosion velocity even with MWD. The only counter to HML was AB. And As I said, even an Ares, one of the fastest ship with a bonus to MWD signature (basically, you cannot better tank heavy missiles), was NOT able to mitigate Tengu damage to the point a light missiles ship wouldn't have killed it a lot faster .


Actually a Torpedo does about 100% of it's damage to a 2x 1600mm II / 3x Trimark Mega that sits still.

It should do roughly 90% damage to said Mega when it moves, 66% damage if the Mega overheats the MWD, 50% if there is a Loki booster (66% again if the Loki booster only runs "Rapid deployment"). It does 40% damage if the Mega dualprops an AB, 30% if it overheats or run the AB with a Loki booster. Then there's implants and pills, but there are some corresponding implants and pills for missiles accuracy (note: some, the amount favours tanking, so it's eligable to raise the point at least) so let's not get into that.

You will likely get similar accuracy figures if you sit still in your turret ship and shoot at someone moving around.

Though it's nice to see that you backpedal on the AB now, saying "it's the only counter" since initially you wouldn't even admit that as a counter P.

One of the first things i pointed out a couple of threads ago was that one of the "drawbacks" of missiles is that an AB is more of a direct counter to missiles than it is to turrets. You seem to agree with me about that now, which means this whole discussion about damage figures is pretty moot, since i just wanted you to concede that missiles had a different balance than turrets so you can't compare them straight off or apply turret-logic to missiles (or argue the unfairness of there being no TD, TC or TE in the system). I'm quite happy with the concession that the AB is the balancing factor, nevermind MWD, links and heat: that's of secondary importance anyway.

All i ever wanted to open up your eyes to is that an AB (links, heat etc.) will reduce corresponding missile damage by alot, whereas running an AB against a corresponding turret ship with an MWD the "speed" in the sig-speed relative can (should) be void and the 400sig guns will still apply most of it's damage to the 400sig ship even if it runs an AB, overheats it and is boosted by maxed "Rapid deployment" links, leaving that to reduce virtually nothing at all unless the attacking ship screws up his own accuracy. Overall, using an AB against an equal-size turret ship is generally regarded as a poor tactic, whereas against a missile it is almost always a good tactic.

Once you concede that, we are good. At the same time, you should also be able to identify that drawback in the missile system then and see why it never was overpowered in the first place, people were just bad at countering it in general Blink.

As for the comment about "how many ships warps out of missile damage?" the answer there too is: there used to be alot. There were even strategies developed for it. Ever heard of "rolling safes"? You would have small gangs run (some still probably do) an Interceptor or Covops or something burning off-grid as a warp-out point for friendly ships disengaging. If i ran a sniping concept today i would still probably use an alt for something like that (especially a CovOps because then you can use that as a prober too). They are not uncatchable but they are unlikely to be lost even if you just leave them floating, due to probe-warp delays and the necessity to have a faster ship catching them.
Reppyk
The Black Shell
#122 - 2013-03-28 14:31:58 UTC
Bouh Revetoile wrote:
PS : and I forgot about the damage delay drawback. It is, indeed, a drawback, but how many people warped out to not be volleyed by Drakes or Tengu before them being nerfed ? Drake's HM were not even slower than cruise missiles. I never heard of any problem of damage delay when facing Drake or Tengu fleet, which make me suppose damage delay is not a significant problem in large missiles use.
Firewalls are.
My solo phoon will destroy most of the torps coming at it (even its own torps !) with a single cycle of its smartbombs.

I AM SPACE CAPTAIN REPPYK. BEWARE.

Proud co-admin of frugu.net, a French fansite about EVE !

Mike Whiite
Deep Core Mining Inc.
Caldari State
#123 - 2013-03-28 15:24:39 UTC
Bouh Revetoile wrote:
@Mike Whiite : my apologies, I may have been a bit harsh. Though, there is no difference in the idea level between your suggestion and precision missiles : both ideas looked at reducing damages/range and improving explosion velocity/radius. Precision missiles just do that : allowing you to better hit smaller target at the expense of lower damage output. As you said, you can't make them too good, or they wouldn't be a point for smaller missiles, and IMO a smaller target should still retain an advantage, because there is plenty of deadly things for them (neutralizers, drones, web, TP). Maybe precision missiles need adjustments, but that wouldn't be different from what you are suggesting. And the case with short missiles not having precision ammo is because of their damage output in one hand, and because of the reverse paradigm between turrets and missiles regarding damage application (though only T2 ammo now support this paradigm).

PS : and I forgot about the damage delay drawback. It is, indeed, a drawback, but how many people warped out to not be volleyed by Drakes or Tengu before them being nerfed ? Drake's HM were not even slower than cruise missiles. I never heard of any problem of damage delay when facing Drake or Tengu fleet, which make me suppose damage delay is not a significant problem in large missiles use.



apologies accepted.

I see that I could have been a bit clearer in my initial explanation.

I'm aware of T2 variants of missiles and yes the base line lies there, but I also mentioned there could be a variable in launchers and or t1 missiles as well, I don't think that changes that much to the diference in missiles and turrets, not more than the heavy missiles nerf already did.

I think the link to Drake (and in a lesser way Tengu) fleets is intresting, but heavy missiles where faster than cruise (top 20 ships seems to indicate there are less of those fleets now ) it take's a while before cruise missiles do signifantly more dps than heavy's there is a short period early in a combat the Heavy missile dps used to be higher than cruise DPS.

then there is the fact that drake blobs where used to engage much larger ships, in which case the slow drake is relative fast.

also cruise do double the damage in close to 3 times the radius.

so the damage is spread disproportional, all in favour of the medium missile.



Kampffalke
Republic Military School
Minmatar Republic
#124 - 2013-03-28 16:51:03 UTC
Hell... i read 5 sides...

if you want a CM/Torp with more Damage and better Damage projection, then i want the following for Turrets:

Self seeking Ammo
Various Damage Types for EVERY Turret (Laser Turrets with Kinetic Damage... Hell)
No more Falloff... full Damage until the last little bit of Distance
No more Energy comsume for Turrets (yeah... Proj-T's... i know)
No more Tracking issues for Turrets

did i miss anything?....






Who find the irony?
There's no rest for the godless and the righteous need none.
Goldensaver
Maraque Enterprises
Just let it happen
#125 - 2013-03-28 17:42:33 UTC
Kampffalke wrote:
Hell... i read 5 sides...

if you want a CM/Torp with more Damage and better Damage projection, then i want the following for Turrets:

Self seeking Ammo
Various Damage Types for EVERY Turret (Laser Turrets with Kinetic Damage... Hell)
No more Falloff... full Damage until the last little bit of Distance
No more Energy comsume for Turrets (yeah... Proj-T's... i know)
No more Tracking issues for Turrets

did i miss anything?....






Who find the irony?

They aren't asking them to break Torps/Cruise missiles. They're asking them to make cruise missiles useful. When was the last time you saw a Raven/CNR fleet doctrine that involved cruise missiles and sitting back at 200km blapping **** after 20 seconds of flight time?

Now when was the last time you saw a large turret ship doctrine? Oh right, Foxcats, Hellcats, Sniper T3 fleets, Rokhs, and more.

Yeah, you don't see them because cruise missiles suck. They're ****. Nobody uses them outside of missions, and that's just because Torps have low range. So yeah, cruise missiles. Buff them.
Kampffalke
Republic Military School
Minmatar Republic
#126 - 2013-03-28 19:29:10 UTC
In that Case your People dont have any fantasy.

Beside of that:

Missiles cant hit instant. if you want something that hit instant use turrets. Their Nature arent really usefull for PvP. Even if you buff their Damage they wont be used...

But think about this: Take 5% of your Fleet with Missile-Boats, load up self tageting CM and let them Spam Missiles. You would be surprised how much warp out as soon they hit by a missile.

But just my 2 cent
There's no rest for the godless and the righteous need none.
Bouh Revetoile
In Wreck we thrust
#127 - 2013-03-28 22:43:41 UTC  |  Edited by: Bouh Revetoile
Goldensaver wrote:
They aren't asking them to break Torps/Cruise missiles. They're asking them to make cruise missiles useful. When was the last time you saw a Raven/CNR fleet doctrine that involved cruise missiles and sitting back at 200km blapping **** after 20 seconds of flight time?

Now when was the last time you saw a large turret ship doctrine? Oh right, Foxcats, Hellcats, Sniper T3 fleets, Rokhs, and more.

Yeah, you don't see them because cruise missiles suck. They're ****. Nobody uses them outside of missions, and that's just because Torps have low range. So yeah, cruise missiles. Buff them.

There's not any evidence of large missiles being bad here.

As for warp off and firewall, why didn't they obsoleted Drake and Tengu fleets ?

@Noisrevbus : I *never* said the AB didn't countered missiles. I'm not saying large missiles are too good, nor am I saying they are bad. I'm asking why people think they are bad, because I don't see how they could be bad considering the numbers.

To this question, the most answered argument is flight time and low dps.

Dps is not low though, compared to any long range ship, dps is rather good (cruise missiles), or very good (torpedoes).

As for the delayed damage, I never heard about Tengu or Drake fleet being countered because of warpoff. Why if this is a so crippling drawback of missiles ?

And for the firewall, did it really countered Tengu fleet on a regular basis ? Because I tend to see it as a gimmick more than a reliable and easy counter...

PS : Heavy missiles received a buff to their flying speed ; before, Raven's cruise missiles were as fast as Tengu's heavy missiles (heavy and cruise had the same base speed).
Tsobai Hashimoto
State War Academy
Caldari State
#128 - 2013-03-29 02:24:32 UTC
Bouh Revetoile wrote:
Top 20 need a lot more studies than this to become an argument.

Besides, I wasn't specificaly answering to you ; a lot of people in this thread complain about cruise not doing enough damage and about torp to be too short range. Yet, cruise Raven is already the T1 BS with the best dps above 80km, and Torp Raven is close from the best T1 close range dps, and its range is not less than insane for such dps. These are facts, numbers, you can check them.

Hence, problem of large missiles is not their dps of their range.

And that's what I criticize a lot : nobody here seem to have any clue about what they are talking about !

Considering the facts I already exposed, large missiles problem is deeper than only some obvious stats you can see in the weapon. And as long as the origin of the problem is not found, nothing will solve it and the best you may achieve is making large missiles OP.

Also, note that there is only two T1 missile BS, and one of them have split weapon system. Hence, large missiles problems are somwhat closely linked to the hull using them.

I already talked about some of what I think may be the problems of large missiles and the Raven :
- the Tengu is better.
- the Raven don't have high resists.
- large missiles can't blap frigates.

The first two reasons may explain why nobody use them in large fleet : the metagame currently favor high resist profile. The tier system may be reason BTW, because there is nothing but tier 3 ships in fleet doctrines. The last reason may explain why nobody like them for smaller scale stuff : their poor damage application to smaller classes make them requiring support to cover these cases.

No one ever said anything about these hypothesis, so, IMO, they may be correct. And no there is no easy fix for these problems : people will complain about large missiles not able to blap frigates until they do blap frigates, but large missiles blaping frigates would be OP. And the Raven will never have high resists, nor it will be faster and with a lower signature than a Tengu, so it will always be subpar to the Tengu, because todays engagement range is not far longer than the operative range of a Tengu ; though the last nerf to HML may bring a brighter future to cruise missiles. As for torpedoes, they will always require a lot of utility to hit smaller targets, because they would be OP otherwise ; and the Raven will always be a shield ship, because it's a caldari ship, and shield will never be able to have a lot of utility, because both use mid slots.

Other than that, Raven and Large missiles seem fine to me. If any, the Typhoon can prove that torpedoes are fine. Large missiles are only a fleet weapon.

PS : I don't know about pve, and I don't really care, because something will always be better than another thing at grinding isks to the level carebears do it.



the reason resists are used in null fleets is from logi suport. raw ehp is good for small gangs. resist ehp is for logi reps

lets say the attackers do 100damage per hit and my one logi reps for 100
if you have 50% resists you take 50 dmg for every 100. my logi reps 100hp. or equal to two hits


if you have 90% resists you take 10 dmg. logi reps for 100 or equal to 10 hits


so if you have say half the hp but double the resits your better off with logi suport as high resists is a logi rep force multiplier
Gypsio III
State War Academy
Caldari State
#129 - 2013-03-29 11:49:36 UTC
Bouh Revetoile wrote:


@Noisrevbus : I *never* said the AB didn't countered missiles. I'm not saying large missiles are too good, nor am I saying they are bad. I'm asking why people think they are bad, because I don't see how they could be bad considering the numbers.

To this question, the most answered argument is flight time and low dps.

Dps is not low though, compared to any long range ship, dps is rather good (cruise missiles), or very good (torpedoes).

As for the delayed damage, I never heard about Tengu or Drake fleet being countered because of warpoff. Why if this is a so crippling drawback of missiles?


It kinda looks like you're being intentionally obtuse here. But anyway...

Cruise DPS is poor at the ranges that matter and it can't really be argued otherwise. Fury DPS can only be fully applied to t3 BS; CN cruise can fully hit almost all BS and fat Drakes,but is lower at 518 DPS. 518 DPS is deeply unimpressive at normal engagement ranges. A Naga can deal 700 DPS at 100 km, a Scorch Abaddon can deal 730 DPS at 60 km, a Rokh can deal 609 DPS at 60 km or 507 DPS at 95 km. So the Raven has basically no DPS advantage at any range that actually matters.

The delayed damage matters more because of logi warning and less because of warp-off. The Raven itself is flimsy relative to Rokhs and Abaddons. While any one of these factors could be overcome with significant advantages elsewhere, the sad fact is that the Raven suffers from deficiencies in all of them.

Basically, stop looking at the raw cruise numbers. Instead, try to envisage a situation where you'd use a cruise Raven gang. Then consider the alternatives.

MeBiatch
GRR GOONS
#130 - 2013-03-29 13:19:11 UTC
Gypsio III wrote:
Bouh Revetoile wrote:


@Noisrevbus : I *never* said the AB didn't countered missiles. I'm not saying large missiles are too good, nor am I saying they are bad. I'm asking why people think they are bad, because I don't see how they could be bad considering the numbers.

To this question, the most answered argument is flight time and low dps.

Dps is not low though, compared to any long range ship, dps is rather good (cruise missiles), or very good (torpedoes).

As for the delayed damage, I never heard about Tengu or Drake fleet being countered because of warpoff. Why if this is a so crippling drawback of missiles?


It kinda looks like you're being intentionally obtuse here. But anyway...

Cruise DPS is poor at the ranges that matter and it can't really be argued otherwise. Fury DPS can only be fully applied to t3 BS; CN cruise can fully hit almost all BS and fat Drakes,but is lower at 518 DPS. 518 DPS is deeply unimpressive at normal engagement ranges. A Naga can deal 700 DPS at 100 km, a Scorch Abaddon can deal 730 DPS at 60 km, a Rokh can deal 609 DPS at 60 km or 507 DPS at 95 km. So the Raven has basically no DPS advantage at any range that actually matters.

The delayed damage matters more because of logi warning and less because of warp-off. The Raven itself is flimsy relative to Rokhs and Abaddons. While any one of these factors could be overcome with significant advantages elsewhere, the sad fact is that the Raven suffers from deficiencies in all of them.


Basically, stop looking at the raw cruise numbers. Instead, try to envisage a situation where you'd use a cruise Raven gang. Then consider the alternatives.



Well said good sir.

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

Sal Landry
School of Applied Knowledge
Caldari State
#131 - 2013-03-29 17:27:53 UTC
Kampffalke wrote:
In that Case your People dont have any fantasy.

Beside of that:

Missiles cant hit instant. if you want something that hit instant use turrets. Their Nature arent really usefull for PvP. Even if you buff their Damage they wont be used...

But think about this: Take 5% of your Fleet with Missile-Boats, load up self tageting CM and let them Spam Missiles. You would be surprised how much warp out as soon they hit by a missile.

But just my 2 cent


Except that's not true. Drakes and tengus proved that if you have a good missile system (heavies) paired with good hulls then you could get good results with missile fleets. You can't say the same for large because their are serious issues with both cruise missiles themselves and the hulls that use them. The Raven will be rebalanced in Odysseye along with the rest of the t1 battleships, which just leaves the weapon system for balancing.

Eve is primarily balanced around pvp, not pve, so saying a weapon system isn't useful for pvp means by definition that it should be rebalanced.