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[Odyssey 1.1] Medium Rail, Beam and Artillery rebalance

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Mournful Conciousness
Federal Navy Academy
Gallente Federation
#421 - 2013-08-21 13:15:51 UTC
Heavy missiles do hit moving targets pretty well. Of course they hit well tackled targets much harder.

Very long range weapons like HMLs (on the cerb or DNI) give rise to new tactical capabilities like area denial for instance.

It you've got 4 or 5 HML fitted ships sitting 100km off some strategic point lobbing an unending annoying barrage of missiles in while evading any attempt to fire back, that is a very useful weapon.

It prevents your enemy from sitting still and getting himself organised.

If he's in a bubble at that time he's got some difficult choices to make. If he's tackled by something strong that he can't kill quickly and those missiles keep coming in, he's dead. No question.

All weapons systems are not equal. They all have strengths and limitations. We either accept this or demand a game with only one weapons system.

I prefer the diversity. I don't really care if one is generally better than the rest, as long as there is a role for all of them. I believe there is.

Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".

elitatwo
Zansha Expansion
#422 - 2013-08-21 18:45:55 UTC
Lucine Delacourt wrote:


With two 3% implants, 3 CN BCU's and no missile rigs you can get a HML Tengu doing 650+ DPS @ 72km. That's pretty good for medium weapons imo.



Edit: That's not to say they are super duper on other hulls but between the Cerb and Tengu they can project a lot of DPS further than medium turrets.


I am very sorry to do this but I have to correct a misunderstanding here and all the people that have the false impression that a missile launcher is a dps cannon, it is not.

A missile launcher can be viewed as a granade launcher, which throws granades or a ball of damage if you will.

The thing is, a Tengu or any other missile boat throws a ball of x amout of hp damage (volley damage) at your target every amount of launcher cycle time seconds or so and the further your target is away from you the lower your magical "dps" is going to decrease.

Unless you sit ontop of your target at 0km the "dps" of missile launchers is irrelevant, the volley damage is not.
Let's say missile launchers that are not sitting at 0 are always shooting in "falloff".

As far as I know a hml Tengu can fire heavy missiles every 4.4 seconds or so but those missiles have to reach the target first.
So that 4.4 seconds a volley is launched will still do the same damage at any range until max but the flight time gives your target time to tank, get away or make other choices.

EFT and the like do not show this and they assume your range to target is 0 and not moving.

"DPS" only works for turrets that have a cycle time below 4 seconds.

Just don't cling too strong at some "dps" values on fitting tools, usually those are much lower in space than on paper.

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Phaade
LowKey Ops
Shadow Cartel
#423 - 2013-08-21 19:18:04 UTC
Mournful Conciousness wrote:
Heavy missiles do hit moving targets pretty well. Of course they hit well tackled targets much harder.

Very long range weapons like HMLs (on the cerb or DNI) give rise to new tactical capabilities like area denial for instance.

It you've got 4 or 5 HML fitted ships sitting 100km off some strategic point lobbing an unending annoying barrage of missiles in while evading any attempt to fire back, that is a very useful weapon.

It prevents your enemy from sitting still and getting himself organised.

If he's in a bubble at that time he's got some difficult choices to make. If he's tackled by something strong that he can't kill quickly and those missiles keep coming in, he's dead. No question.

All weapons systems are not equal. They all have strengths and limitations. We either accept this or demand a game with only one weapons system.

I prefer the diversity. I don't really care if one is generally better than the rest, as long as there is a role for all of them. I believe there is.



True to an extent, but I'd take Eagles over HML Cerberus' all day. Missile flight time at 100km+ is quite long.
Chris Winter
Bene Gesserit ChapterHouse
The Curatores Veritatis Auxiliary
#424 - 2013-08-21 20:20:51 UTC
elitatwo wrote:
Lucine Delacourt wrote:


With two 3% implants, 3 CN BCU's and no missile rigs you can get a HML Tengu doing 650+ DPS @ 72km. That's pretty good for medium weapons imo.



Edit: That's not to say they are super duper on other hulls but between the Cerb and Tengu they can project a lot of DPS further than medium turrets.


I am very sorry to do this but I have to correct a misunderstanding here and all the people that have the false impression that a missile launcher is a dps cannon, it is not.

A missile launcher can be viewed as a granade launcher, which throws granades or a ball of damage if you will.

The thing is, a Tengu or any other missile boat throws a ball of x amout of hp damage (volley damage) at your target every amount of launcher cycle time seconds or so and the further your target is away from you the lower your magical "dps" is going to decrease.

Unless you sit ontop of your target at 0km the "dps" of missile launchers is irrelevant, the volley damage is not.
Let's say missile launchers that are not sitting at 0 are always shooting in "falloff".

As far as I know a hml Tengu can fire heavy missiles every 4.4 seconds or so but those missiles have to reach the target first.
So that 4.4 seconds a volley is launched will still do the same damage at any range until max but the flight time gives your target time to tank, get away or make other choices.

EFT and the like do not show this and they assume your range to target is 0 and not moving.

"DPS" only works for turrets that have a cycle time below 4 seconds.

Just don't cling too strong at some "dps" values on fitting tools, usually those are much lower in space than on paper.

Flight time only matters when switching targets (or if your target leaves).

Your dps has a delayed start, but as long as you stay on the same target after that, you're getting the advertised DPS.
Lucine Delacourt
The Covenant of Blood
#425 - 2013-08-23 19:44:39 UTC
Glad that we all now understand how DPS works. As for the complaints about damage application on HML's; if you aren't solo this is not an issue. The ability to have a single heavy tackler as the only target in range while Cerbs and Tengus hurl missiles from relative safety is pretty sweet for small gang activity. You have to get creative to apply HML damage the same way you need to apply long range turret damage before a target gets it's transversal up. This seems pretty balanced to me.
Egravant Alduin
Ascendance Rising
Ascendance..
#426 - 2013-08-24 21:08:24 UTC
Akimo Heth wrote:
Malcanis wrote:
Akimo Heth wrote:
CCP Rise or Malcanis,

What's the reasoning in not changing Heavy Missiles along with everything else? Weren't they originally nerfed because they didn't line up with the other long range weapon types and now they're being left behind in changes?


Ironic, isn't it?


It does have a bit of symmetry, but it wasn't HML users fault they were OP before the nerf, so please don't punish them now by leaving them behind in the buffs making them underpowered relatively. Let's fix them now so we're not revisiting this topic a month from now.


Is there somewhere we can see the buff for heavy missiles?Good changes overall.

Feel the wrath of the GECKO!

Tarmaniel
State War Academy
Caldari State
#427 - 2013-08-25 07:30:13 UTC
Lucine Delacourt wrote:
Glad that we all now understand how DPS works. As for the complaints about damage application on HML's; if you aren't solo this is not an issue. The ability to have a single heavy tackler as the only target in range while Cerbs and Tengus hurl missiles from relative safety is pretty sweet for small gang activity. You have to get creative to apply HML damage the same way you need to apply long range turret damage before a target gets it's transversal up. This seems pretty balanced to me.


The issue is that RLMs outdamage HMLs even on tackled targets, let alone untackled ones, especially when skirmish links come into play. 6 RLMs with scourge fury lights on the new Cerberus does 458 DPS. 6 HMLs with CN Scourge on the same ship is 486 DPS. Those have an explosion radius of 105m with perfect skills, the RLMs do more DPS even if you're shooting at unlinked faction cruisers webbed to zero.

Also, remember that minimizing your signature radius requires no SP. Maximizing missile damage takes a lot of SP. Due to how missile damage works, an HML user not having Guided Missile Precision V is a huge loss in damage. If you're using RLMs, those IV skills don't really matter.

HMLs are pure and absolute **** and should never be used.
Mournful Conciousness
Federal Navy Academy
Gallente Federation
#428 - 2013-08-25 08:23:47 UTC
what is the maximum range of the rlm solution compared to the hm one?

Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".

Tarmaniel
State War Academy
Caldari State
#429 - 2013-08-25 10:56:03 UTC  |  Edited by: Tarmaniel
Mournful Conciousness wrote:
what is the maximum range of the rlm solution compared to the hm one?


They have half the range, but even if you use CN Scourge lights for 100km range, that's still 386 DPS, and will outdamage the HMLs on basically any faction cruiser with skirmish links, even if they're stationary. Of course, if they're not tackled, the HMLs don't do anything, they can't even hit untackled ABing battleships for full dps.
Mournful Conciousness
Federal Navy Academy
Gallente Federation
#430 - 2013-08-25 11:01:49 UTC
In this case I agree - rapid light missile launchers are too OP. They need to be nerfed.

Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".

Alex Tutuola
Deep Core Mining Inc.
Caldari State
#431 - 2013-08-25 11:07:14 UTC
Mournful Conciousness wrote:
In this case I agree - rapid light missile launchers are too OP. They need to be nerfed.



Alternatively, consider that the "dual" or "quad" style turret weapons may be underpowered. Tiericide seems to be a thing even among weapons now, so perhaps make the dual and quad weapons fire at frigate size. They already have worse tracking than their light variants in addition to the signature size. I think it would be neat to see a strong reason for taking the light weaponry of a class, as there currently exists in missiles.

That said, HMLs need to get some damage back. Damage shouldn't be quite that close to the low end of the class. :/
Mournful Conciousness
Federal Navy Academy
Gallente Federation
#432 - 2013-08-25 11:15:02 UTC
HMs do similar damage to rails, beams, artillery and at similar ranges. However they also have the advantage that they will hit at point blank range.

gunships must fit tracking enhancers in order to apply full damage, and HM ships must fit target painters. There is no problem here. It's just that previously HMs were OP when compared to other forms of long range weaponry.

RLMs are far too powerful because fitting them means that your ship is completely immune to being tackled by a tackling frigate, negating an entire ship class.

You are effectively bringing frigate-sized weapons to bear on a frigate, except that you have twice as many, yours hit twice as hard and you have 10 times the hitpoints that he does.

Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".

Mournful Conciousness
Federal Navy Academy
Gallente Federation
#433 - 2013-08-25 12:56:37 UTC
Yes I see. I guess with hm you're trading the ability to hit fast targets for the ability to hit at any range. prior to the nerf, hm was OP. maybe it could use a little tweak. maybe.

I also agree that skirmish links can create some pretty ridiculous scenarios, such as cruisers with frigate-sized sig radii.

Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".

Lephia DeGrande
Luxembourg Space Union
#434 - 2013-08-25 14:35:06 UTC  |  Edited by: Lephia DeGrande
Yeah the Sig reducing Warefare link with Halo Implants and Drugs are really Crazy, this need some balancing.

With an Minmatar Titan you can lower Signatur of BS to nearly Cruiser thats just insane.
Meyr
Di-Tron Heavy Industries
OnlyFleets.
#435 - 2013-08-25 21:33:38 UTC
Listening to a friend who ran Lvl 4's in a Tengu complain that he can now 'only' hit at 75 KM or so now, yeah, I'd say that HML's needed a bit of a nerf. The buffs to Medium Turrets should make them a viable option for both PVE & PVP, something that has been badly needed, especially for hybrids (a mission-fit rail Thorax has long been a joke, even with perfect skills in Gunnery).

Now, if you'd only do something about Blasters...
Mournful Conciousness
Federal Navy Academy
Gallente Federation
#436 - 2013-08-25 21:41:47 UTC
Blasters are fine! My preferred gunnery system.

Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".

Cade Windstalker
#437 - 2013-08-27 01:17:34 UTC
Lephia DeGrande wrote:
Yeah the Sig reducing Warefare link with Halo Implants and Drugs are really Crazy, this need some balancing.

With an Minmatar Titan you can lower Signatur of BS to nearly Cruiser thats just insane.


It's worth noting that the Sig bonus from a Titan specifically does not stack with the sig bonus from Skirmish Links, these bonuses overlap.

At the very least the Rapid Deployment Link is getting a small nerf which helps things a little for everyone.

Tarmaniel wrote:
Mournful Conciousness wrote:
HMs do similar damage to rails, beams, artillery and at similar ranges. However they also have the advantage that they will hit at point blank range.

gunships must fit tracking enhancers in order to apply full damage, and HM ships must fit target painters. There is no problem here. It's just that previously HMs were OP when compared to other forms of long range weaponry.

RLMs are far too powerful because fitting them means that your ship is completely immune to being tackled by a tackling frigate, negating an entire ship class.

You are effectively bringing frigate-sized weapons to bear on a frigate, except that you have twice as many, yours hit twice as hard and you have 10 times the hitpoints that he does.



Well, there's the small problem that tracking enhancers work at sniping ranges and target painters don't.


Actually with maxed skills Target Painters have optimal at 45km and falloff at 90 which puts them right at the edge of what is generally considered PvP sniper ranges. Plus Target Painters stack on a single target where as every ship has to bring their own tracking computer. If you mix a few TP bonused ships like Lokis or Huginns into your fleet, even a small fleet with only 1-2 of these, then you can drastically increase the effectiveness of your weapons and, depending on relevant skill bonuses, completely negate the effect of Skirmish Links on an opponent. Obviously this doesn't work so well solo but in a true 1v1 your opponent won't have link bonuses and you can still bring webs and target painters if they do.


---

Regarding Rapid Light Missiles: I think the question of whether "Dual" guns are working effectively is a better question than if RLMs are OP, especially given that drone-focused ships can give tackle frigates a similarly hard time, as can many projectile ships if the pilot knows what he's doing.

It's also worth noting that most solo-frigates simply won't mess with a missile ship where as in a fleet their response to a RLM cruiser or Battlecruiser is going to be to send in Heavy Tackle where the RLMs are going to be less DPS than HAMs or Heavies would have been, thus putting the person at a disadvantage against that ship class.
Tarmaniel
State War Academy
Caldari State
#438 - 2013-08-27 11:29:28 UTC  |  Edited by: Tarmaniel
Cade Windstalker wrote:
It's also worth noting that most solo-frigates simply won't mess with a missile ship where as in a fleet their response to a RLM cruiser or Battlecruiser is going to be to send in Heavy Tackle where the RLMs are going to be less DPS than HAMs or Heavies would have been, thus putting the person at a disadvantage against that ship class.


RLMs do more DPS to MWDing battlecruisers than HAMs do if they have links, let alone heavies.

I don't think you quite understand how bad heavies are. There are battleships that take more damage from RLMs than HMLs if skirmish linked, even with no prop mod running.
elitatwo
Zansha Expansion
#439 - 2013-08-27 12:15:51 UTC
Tarmaniel wrote:
Cade Windstalker wrote:
It's also worth noting that most solo-frigates simply won't mess with a missile ship where as in a fleet their response to a RLM cruiser or Battlecruiser is going to be to send in Heavy Tackle where the RLMs are going to be less DPS than HAMs or Heavies would have been, thus putting the person at a disadvantage against that ship class.


RLMs do more DPS to MWDing battlecruisers than HAMs do if they have links, let alone heavies.

I don't think you quite understand how bad heavies are. There are battleships that take more damage from RLMs than HMLs if skirmish linked, even with no prop mod running.


I hear ya,
also I know that physics and EVE don't really mix that well together.

If we would go down that road, there wouldn't be any reason to use any other wepaon system at hybrid turrets for any kinds of combat in EVE.

Why?

Well, an antimatter - matter reaction would simply put just vaporize anything it would come in contact with, period.

But antimatter shells of all sizes would be the end of every fight, for both sides.

Nothing that mankind has or will come up with in any future time could ever help you or protect anyone from that, period.

Pulsars have such a strong gravitational pull that they will just crush any material known to man on an atomic level - clone activated..

Magnetars have such strong magnetic fields that they will rip electrons out of atoms - the end.

A star that goes supernova will create so much radiation that you will be killed in your pod even if you were 100 lightyears away from that star - the end.

Anyhow,
that worst thing that has ever come to EVE was the day somebody had that idea of missile tracking about six years ago.

Many missiles have a guidance system that need a target lock, so they don't miss and the payload makes sure, they get the job done.
Well 30.000 year from now mankind is becoming so stupid that they cannot invent a proper guidance system anymore and Titans can "speedtank" citadel torpedos, by accelaration - good times.

Yet another thing that bothers me is that someone didn't read about the Caldari and the Gallente wars properly and got their weapon systems confused.
What happens is that we get Gallente kiting with railguns and Caldari turrets boats need to fit blasters to at least hit something before they perish.

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Lephia DeGrande
Luxembourg Space Union
#440 - 2013-08-27 12:22:25 UTC  |  Edited by: Lephia DeGrande
Torpedos are unguided so atleast that would make sense.

Oh and by the way, there are Several Minerals in Eve that mankind dont even know so why its not simply possible that they can stand Antimatter and such things?

Just some thoughts.