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When do we see Torpedo changes?

First post
Author
Alvatore DiMarco
Capricious Endeavours Ltd
#41 - 2013-06-16 09:40:31 UTC  |  Edited by: Alvatore DiMarco
Omnathious Deninard wrote:
Torpedoes are closer to artillery than blasters.


Blasters have higher DPS than artillery. Torps also fire much faster, making them a DPS weapon vs Cruises as the Alpha.

Unless we're saying that missiles as a whole should be balanced as Alpha weapons and have no DPS-focused option.
Omnathious Deninard
University of Caille
Gallente Federation
#42 - 2013-06-16 09:45:51 UTC  |  Edited by: Omnathious Deninard
I guess I have always seen torpedoes as high alpha weapons.
But in that example given only 2 BCUs were used which made me wonder what was put in the other 3 low slots.

If you don't follow the rules, neither will I.

Bakuhz
Banana-Republic.
Shadow Cartel
#43 - 2013-06-16 10:11:24 UTC  |  Edited by: Bakuhz
Funky Lazers wrote:
Bakuhz wrote:

is good as it is that is monstrous damage and pretty much in line with short range guns and ammo.


I just opened EFT and compared Torp Raven's damage to Blaster Megathron's with the same amount +damage mods.

Mega: 965
Raven: 875

Almost 100 DPS difference. Tell me, where did you see "monstrous" damage?!


i took the liberty to take up fits and make a average pvp version of each ship.

the mega comes out at 1034 dps with void L optimal little over 6km aswell the falloff
it has a double rate of fire and qutie some tracking. but very short.

raven torp range 29.1 km.
remember the torps are slow and have to find a way to the taget wich should be moving so flight time is extended and hiting an actual target hitting a target at 20 km for example will take the torp about 24 km to fly to reach it's target.
were with it will push out an easy 1245 dps.

to take the liberty again to use exact same amount of damage mods i removed one ballistic control system and left a low slot open for your liking wich in turn still pushes 1147 dps at 29.1 km range.

the raven has more tank ressitance and attack range and more dps even though missiles are more alpha weapons
and pretty much in range with all weapons optimals
the one gimped out in this is the Blaster.

all in all torpedoes are fine as they are.
aswell all other large weapon systems are with one system really the only one gimped out is the railgun
it lacks tracking, rate of fire and damage.if something needs love it is the rail guns.
and them actually more on the caldari ship's bonuses only as otherwise it will be broken and OP for gallente again and we have another balance issue.

i recommend ccp to think about a diffrent secondairy weapon system for caldari than keep sharing hybrids
like lasers work well on caldari ships they even have less trouble with capacitor then amarr to be exact on this;

but to get back to the Torp's they are good as they are.

https://zkillboard.com/character/584042527/

Kethry Avenger
Ministry of War
Amarr Empire
#44 - 2013-06-16 12:54:54 UTC
CCP Fozzie wrote:
Torps are closer to proper balance than Hams and Rockets are.

We'll continue evaluating and tweaking all weapon systems as we go, but Torps are in very good shape right now overall.


Your first sentence is quite ambiguous...

I would like to see a touch more range on Torps. 10-25% but other wise think they are pretty good. With the same reduction on stealth bombers.

And a nice Khanid BS.
Ager Agemo
Rainbow Ponies Incorporated
#45 - 2013-06-16 15:08:27 UTC
that would be true if torps didn't have the same range HAM does... just fix that small detail and I will be happy!
marVLs
#46 - 2013-06-16 16:18:28 UTC  |  Edited by: marVLs
Wt...? HAMs are good as they are, don't destroy the only one good Caldari weapon system ffs X but torps lack about 50% of range, and some expl radius (give it -10%)

So torps are good? So why no one use them, now even on PVE? Cruise Golem is even better...

They require too much mods to apply damage, they have too small range, the have dalayed damage, too little missiles in launcher and only Rage have (on paper) good damage for short range BS weapon system
I Accidentally YourShip
Republic University
Minmatar Republic
#47 - 2013-06-16 17:09:53 UTC  |  Edited by: I Accidentally YourShip
Raven (not even CNR) can do 1182 dps at 25.3km with rage, I don't see what the problem is? That seems like good range for the dps your turrets are putting out. Fitting the raven 2 TPs and a web to improve torp damage is the same slot application as using three tracking enhancers or computers (not bonus wise, just slot wise), and with this fit the raven can hit itself perfectly all the way out to max range with rages. It does better than a 4 magstab 3 TE megathron using void before 6km and after 10km.

Yes, torps are much less effective in a typical fleet composition against smaller targets because webs percentage reduction on speed will ruin even the fastest ships, but the percentage increase on target painters doesn't work the same way. The weapon system stats don't need to be changed, the way the weapon system applies its damage and the support modules that work with it need changed.

Edit: It is a little silly that missiles will still do **** all to a target that is not moving, they should be applying damage just like a turret does to be honest.
Leskit
Pure Victory
#48 - 2013-06-16 17:11:18 UTC
Quote:
CCP Fozzie wrote:
Torps are closer to proper balance than Hams and Rockets are.

We'll continue evaluating and tweaking all weapon systems as we go, but Torps are in very good shape right now overall.


I hope that doesn't mean hams are in for a nerf! They're one of the two reasons Legions are usable imo, the other being the cloaky+neut fit.
I just want to see a TE and/or TC like module for missiles. A module that increases explosion velocity plus increases flight time and/or velocity.
marVLs
#49 - 2013-06-16 17:26:55 UTC
I Accidentally YourShip wrote:
Raven (not even CNR) can do 1182 dps at 25.3km with rage, I don't see what the problem is? That seems like good range for the dps your turrets are putting out. Fitting the raven 2 TPs and a web to improve torp damage is the same slot application as using three tracking enhancers or computers (not bonus wise, just slot wise), and with this fit the raven can hit itself perfectly all the way out to max range with rages. It does better than a 4 magstab 3 TE megathron using void before 6km and after 10km.


Those 25km are in real only 22km and even less with fast moving target, second thing is very weak tank for BS with all that ewar, third raven got big range bonus, fourth peoples using things reflect it state, so with torps everything is obvious because no one using them.

Imagine Raven with 37km range on those torps and requiring only one TP and web for BC, and nothing for BS, now i see players using them.

Now they suck, everything comes to comparing them to other BS weapons systems, Blasters, AC, Pulses etc. even Large Rails are used now
John Ratcliffe
Tradors'R'us
IChooseYou Alliance
#50 - 2013-06-17 11:11:21 UTC
CCP Fozzie wrote:
Torps are closer to proper balance than Hams and Rockets are.

We'll continue evaluating and tweaking all weapon systems as we go, but Torps are in very good shape right now overall.


They really aren't. The range is shocking and the velocity is a joke. The explosive radius and velocity also needs a major boost. Open your eyes please - some people like to use them and have them be effective...

Plus ça change, plus c'est la même chose

SMT008
Deep Core Mining Inc.
Caldari State
#51 - 2013-06-17 11:17:11 UTC
CCP Fozzie wrote:
Torps are closer to proper balance than Hams and Rockets are.

We'll continue evaluating and tweaking all weapon systems as we go, but Torps are in very good shape right now overall.


No, not at all.

Run statistics on which ships currently use Torpedoes. I'm 95% sure you'll see that bombers count for more than 3/4 of those ships.

No one uses Torps on Ravens because Cruises are so much more flexible now (And previously, no one used Ravens at all).

No one uses Torps on Typhoons because 20km range is pathetic if you add the damage application issue (Ok, it's a bit better now that the Typhoon got rebalanced).

No one uses T2 torps because T2 launchers require SO MUCH CPU (Ok maybe on some specifically fit Ravens, MAYBE). Everyone uses Arbalest, just check it up.

Torps don't have a range upgrade over HAMs. That is flawed design. Plain and simple. Did I mention Torps volume ? 20 Torps per mag while even Neutron Blasters have 4 times as much ?

Seriously, something is wrong with Torps.
Scuzzy Logic
Space Spuds
#52 - 2013-06-17 12:23:00 UTC
Arthur Aihaken wrote:
Slightly increase the rate of fire, drastically increase the speed (double) and halve the current range.


Shhh! No productive comments!

Thing is, torps were balanced from SBs. Battleships have been CCP's woobie for a while now.
Honestly, though, I want to go back to the cruise missile stealthbomber days...
Ager Agemo
Rainbow Ponies Incorporated
#53 - 2013-06-17 13:21:17 UTC
*Expletive* stop using Paper DPS Torps could have 2000dps and they would still be useless, a single afterburner on ANY ship will reduce torps damage by 80% if not more, you need to target paint a LOT! and by a lot I mean a seriously LOT! to get any damage applied.


the only choice being to dual web and target paint your target, but then your tank its so gimped you will die anyway from your enemy DPS, if torps were balanced as ppl say, there would be way more battleships with torps flying around.


I concede cruise missiles currently are pretty, tho could still be made to fly faster, but torps despite being awesome in paper are no good when put into practice.
Moonaura
The Dead Rabbit Society
#54 - 2013-06-17 16:24:57 UTC  |  Edited by: Moonaura
Posted before about the Torps but it seems to be of little interest to the balancing team.

The short and curlies of it is this. If you can use another weapon other than Torpedos, then - you'll use something else. And to me, that says it all.

The quotes on here about hitting high DPS numbers are, well interesting, because the number you read in EFT or in game, is not the actual DPS you'll hit a target at. And here is the rub. Currently only faction torpedos will hit okay, and its they still hit poorly against speed fits, or low signature targets. Even against stationary battleship sized targets, they will not do full damage. It gets very painful against smaller than battleship sized targets.

Gunnery at this point, just owns Torpedos. The benefits of missiles in smaller ships, don't really scale well to battleships because they are too slow and large, and torpedos are still slow to hit the target, rather than instant.

The upshot is (no pun intended), gunnery is way more flexible. You can switch scripts out to extend range, or improve tracking if close in. That right there is an immediate bonus missiles don't have. If a target burns out of range of Torpedos, you have to reload for 10 seconds then fire the reduced damage T2 Javelins. So, you're looking at 20-30 seconds by the time damage is re-applied to a target, while they could still be shooting you, or do a 5 second reload and instant fire again to re-apply damage.

These things matter, whether it is solo, or where fleets logistics are involved.

I've heard the arguments about webbing, target painting, etc, but those are all relative, in that, if you added these effects to gunnery - gunnery would still be stronger than Torpedos. You could argue that many weapon platforms work 'fine' when all these are applied, thats just the mechanics of the game. But at a base level, Torpedos just have to many draw backs to be considered a wise choice, when their are either Cruise Missiles, or Guns instead.

Just do a google search for EVE T2 Torpedos and throw in 'Range' and 'Damage' into the mix, and you'll find a series of complaints about Torpedos going way, way back. It is sort of a broken record at this point.

My request: Increase range by 15% on all variants. Reduce explosion radius and velocity penalties by 10-15%, and reduce the se penalties on T2 Rages so they are not utterly utterly pointless on anything but POS bashing. I'd also be fine with a damage nerf if the stupid things actually hit stuff better.

If the balancing team introduced these changes, and then saw that everyone was flying Torpedo Typhoons, then I guess they could be nerfed, but I doubt either of these things will happen.

"The game is mostly played by men - 97%. But 40% of them play as women... so thats fine."  - CCP t0rfifrans 

Morrigan LeSante
Perkone
Caldari State
#55 - 2013-06-17 17:54:48 UTC
I remain unconvinced that there is any point in the severe torp trade offs that make them worth using over (the new) cruise missiles.

If torps are 'working as intended', then cruise are stupidly over buffed. Either cruise are balanced, or torps are - pick one and only one.
Funky Lazers
Funk Freakers
#56 - 2013-06-17 23:27:05 UTC
The current thing with torps is before the patch if I had to choose between Torps and Cruises I'd take ACs/Blasters/Pulses.
Those 2 things were so horrible you never considered using any of them.

After the patch there is only one choice - Cruses.
Right now I even see killmails of Typhoons and Ravens.
The saddest part is none of those ships use Torps, I checked like 15 killmails.

Is it so hard to believe no one uses them on non-SB ships?

Whatever.

Alvatore DiMarco
Capricious Endeavours Ltd
#57 - 2013-06-17 23:47:28 UTC  |  Edited by: Alvatore DiMarco
Personally, I would love to hear Fozzie's vision - in some detail - regarding how rockets should stack up against light missiles, HAMs vs Assaults and Torps vs Cruises. If Torps really do fail to put their full DPS on a battleship-sized target without the use of painters, that means rockets shouldn't be putting their full damage on frigates without painters and that just returns rockets to the Bad Old Days.

I suppose it would be okay to hear about how unguided missiles are "supposed' to balance against short-range turrets, just for completeness.
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