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The Missile Problem

Author
Mike Whiite
Deep Core Mining Inc.
Caldari State
#21 - 2013-12-03 14:17:34 UTC
Vizvig wrote:
http://eve-kill.net/?a=top20

3 Tengu 5,256
7 Manticore 3,086
6 Prototype 'Arbalest' Torpedo Launcher 1,770

No skill?


Considering there are 2086 kills by capsules on that list I think it's safe to say the ship list isn't a good list to see if a weapon system is working corectly, unless harsh language in the chat box is considered a valid weapon system as well.

btw the hound is there as well at number 10.

The weapon list is a bit better,

6 Prototype 'Arbalest' Torpedo Launcher 1,770


incombination with the Manticore and Hound tells that there is nothing wrong with the Stealth bomber.


[Sarcasm]so if all missiles systems get 175% damage, 100% range 50% explosion velocity a covert ops cloak without targeting delay, the missile problem si solved [Sarcasm off]

The Tengu is also a good ship, but that doesn't change missiles are flawed.

The Tengu gets a range, rof and a damage bonus.


it it tells exacly that there is a need or 3 direct weapon bonuses or a missiles ship to be in the top 20.

that points out the problem or me.

the Caracal is out after the RLIML change, no longer being able to compete.

an other thing that comes to mind when looking at the ships still in tn the list is the high survivability.







Arthur Aihaken
CODE.d
#22 - 2013-12-03 14:24:18 UTC  |  Edited by: Arthur Aihaken
Vizvig wrote:
http://eve-kill.net/?a=top20

3 Tengu 5,256
7 Manticore 3,086
6 Prototype 'Arbalest' Torpedo Launcher 1,770

No skill?

I'd wager a vast majority of those involve fleet actions, since Manticores aren't really known for their effectiveness with torpedoes in solo or small-gang PvP. But let's look at the Top 20 stats you've conveniently ignored:

• 5/20 are missile-based ships; of those, one is the new interceptor (#5) and the three are stealth bombers: Manticore (#7), Hound (#10) and Purifier (#19)
• 2/20 are missile-based weapons; torpedoes (#6) and light missiles (#20)

Since Tengus (#3) are almost entirely ineffective with light missile launchers, these are almost certainly the result of Manticores with Arbalest torpedo launchers and Crows with Light Missile II launchers. I also believe a lot of fleet doctrines use rail Tengus, which interestingly enough also pops up in the list: 250mm Railgun II (3) and 150mm Railgun II (#14).

The actual weapon kills speak for themselves: 200mm Autocannon II (#1) - 2505, 250mm Railgun II (#3) - 2283, Arbalest Torpedo Launcher (#6) - 1781, Light Missile Launcher II (#20) - 663.

There are no Caldari destroyers, cruisers, battlecruisers or battleships in this list - nor are there any medium or heavy primary weapon systems (rapid light launchers, heavy assault launchers, heavy launchers, rapid heavy launchers or cruise launchers).

I am currently away, traveling through time and will be returning last week.

Niena Nuamzzar
Royal Amarr Institute
Amarr Empire
#23 - 2013-12-03 14:24:48 UTC  |  Edited by: Niena Nuamzzar
Radhe Amatin wrote:
HML needs their raw damage buffed...since they got nerfed to hell and other medium guns got a huge buff.

And of course more hulls with damage application bonuses, all other empires have ships that have tracking bonuses except for caldari that gets none besides the navy ships.

They need to fix heavy missiles first and then use their stats as a baseline for other missiles.
Dr Sraggles
The Covenant of Blood
#24 - 2013-12-03 16:56:22 UTC  |  Edited by: Dr Sraggles
Vizvig wrote:
http://eve-kill.net/?a=top20

3 Tengu 5,256
7 Manticore 3,086
6 Prototype 'Arbalest' Torpedo Launcher 1,770

No skill?



You need a lesson in interpreting numbers when you post them out of context and the fine post above by Arthur does a good job pointing out in a thread about MISSILES that the only MISSILES on the list are Light Missile II which are a FRIG WEAPON (and at the bottom of the list) and a meta 4 Torps launcher which is hardly a surprise given how effective a wing of 50 Stealth Bombers (that every race can fly) is in a major fleet battle and point out how hard it is to fit T2 launchers on a SB.

What you actually demonstrated is how pathetically bad RLML, HAMs, HMLS and Cruise Missiles are despite your intention TO DO THE EXACT OPPOSITE.


1. Fleet Rail Tengus? Who knew? Because they sure aren't using any missiles or their launcher would be on the module Rank Weapons list.

But hey, thanks for pointing out the only Caldari ship that is worth a **** is an 800mill isk Strategic Cruiser that is only good in a fleet and can't kill a damn thing with missiles.

2. Manticore? Best FLEET Stealth Bomber. Who knew?

3. Meta 4 Torp Launcher? Best fitting for any SB from any race. Who Knew?



ps. Dominix: 15,249 Kills, three times the next closest ship. Because "launch drones" and "attack targeted" from a stationary brick is the height of skilled game play.

pps. Why on earth did I ever put 7mill SP into missiles when I should have been training Sentries all along?
Niena Nuamzzar
Royal Amarr Institute
Amarr Empire
#25 - 2013-12-03 19:28:20 UTC  |  Edited by: Niena Nuamzzar
Dr Sraggles wrote:

Dominix: 15,249 Kills, three times the next closest ship. Because "launch drones" and "attack targeted" from a stationary brick is the height of skilled game play.

This^^^. That ugly looking green thing capable of carrying numerous webbing drones, mwd, multiple webs and heavy neuts should be banned forever! It's totally unacceptable that a cheap flying brick is able to threaten and completely overpower my ten times more expensive 100mn Tengu. OP!! OP!!! OP!!!! Nerf it to the ground please..
Twisted
Turk MacRumien
The Scope
Gallente Federation
#26 - 2013-12-03 19:35:22 UTC
As far as I'm concerned, missiles suck cause they're being compared to instant damage turrets. They need their flight speed boosted IMO, as well as maybe some base damage to compensate for the lead time. I'd say they'll keep getting worse, but heck, they're basically already a niche weapon as it is, used only in PVE and a select (very) small number of ships as a primary means of damage.
Zircon Dasher
#27 - 2013-12-03 19:36:41 UTC
I sure do wish the QENs were still around.

Nerfing High-sec is never the answer. It is the question. The answer is 'YES'.

Zvaarian the Red
Evil Leprechaun Brigade
#28 - 2013-12-03 19:48:27 UTC
Turk MacRumien wrote:
As far as I'm concerned, missiles suck cause they're being compared to instant damage turrets. They need their flight speed boosted IMO, as well as maybe some base damage to compensate for the lead time. I'd say they'll keep getting worse, but heck, they're basically already a niche weapon as it is, used only in PVE and a select (very) small number of ships as a primary means of damage.


There's a lot more to it than flight speed.
jiujitsutou
The Scope
Gallente Federation
#29 - 2013-12-04 10:35:27 UTC
Turk MacRumien wrote:
As far as I'm concerned, missiles suck cause they're being compared to instant damage turrets. They need their flight speed boosted IMO, as well as maybe some base damage to compensate for the lead time. I'd say they'll keep getting worse, but heck, they're basically already a niche weapon as it is, used only in PVE and a select (very) small number of ships as a primary means of damage.


actually ccp took flightime and gave flightspeed to most missles (all?) not too long ago
and to be honest its not that bad anymore (and remember delayed damage can be used to confuse the enemys logistic , but it will suck if you try to use missles as turret alternative .. missles are missles , drones are drones , guns are guns they all have their up and down sides)
I can agree to some degree that heavy missles need to be brought back into balance (maybe decreas explosion sig ,increase explosion velocity ,keep damage) but hms shouldnt be the starting point , as the other missle systems have been edited allready (and not to the worse) . If there is one missle system that is awfull its citadell missles.
Also i donot think that the current kb stats do mean alot , there are cruisemissle typhoon and raven fleets in use as well as hm cerbs (DD,PL,INIT) . And there have been Ham tengus (Goons) too . Yes ,they might not lead the charts but they are there and they are beeing used in big fights .

I would like to see the following changes to missles : add "tracking mods" / make them vulnerable to tds , edit the citadel missles to become a decent weapon system , maybe improve autotarget missles (maybe even add new "beeper" and "seeker" missles ? (missles equivalent of drone asignment))
Arthur Aihaken
CODE.d
#30 - 2013-12-04 11:59:08 UTC
I like the fact that missiles are different. Can't we just stop trying to make every ship and weapon system the same? Games like Starcraft can balance three different races with unique weapons custom-tailored for each, so it's not unachievable.

I am currently away, traveling through time and will be returning last week.

Scuzzy Logic
Space Spuds
#31 - 2013-12-04 16:48:19 UTC
The problem here is that Heavies and HAMs were specifically nerfed to counter a broken hull: The Drake.

Drake's been nerfed, CCP. And Navy drake is so expensive you're not likely going to see blobs of it being used nearly as much as the old drake.

So yeah, return heavies to what they were, buff HAMs a wee bit (explosion speed needs help) and we're in business. Torps can't be touched due to SB issues, Cruise were finally buffed, and lights and rockets are finally worth half a damn.

Also fix the ugly turrets on the Malediction, please?
Arthur Aihaken
CODE.d
#32 - 2013-12-04 16:53:23 UTC
Scuzzy Logic wrote:
The problem here is that Heavies and HAMs were specifically nerfed to counter a broken hull: The Drake.

Drake's been nerfed, CCP. And Navy drake is so expensive you're not likely going to see blobs of it being used nearly as much as the old drake.

So yeah, return heavies to what they were, buff HAMs a wee bit (explosion speed needs help) and we're in business. Torps can't be touched due to SB issues, Cruise were finally buffed, and lights and rockets are finally worth half a damn.

Also fix the ugly turrets on the Malediction, please?

Actually, as far as I can tell HAMs were left untouched. The original thread and documents only references changes to heavy missiles and light missiles.

I am currently away, traveling through time and will be returning last week.

Skwiche
Caldari Provisions
Caldari State
#33 - 2013-12-05 02:12:25 UTC
It's probably been said hundreds of times the thing I think missiles lack is explosion velocity bonus the explosion radius of missiles in my eyes appears to be relatively well balanced I just seem to lose too much damage when ships start to speed off.

Saberlily Whyteshadow
Perkone
Caldari State
#34 - 2013-12-05 02:36:08 UTC
What really needs to happen to the missile formula is factoring in the Radial Velocity between the missile and its target. The closer to 0 the radial velocity is, the less damage.. The higher the negative radial velocity, the more damage.. and if its a positive value.. well your missile just lost the race.

This will also put piloting skills back in the game for missile systems.
Ransu Asanari
Perkone
Caldari State
#35 - 2013-12-05 03:39:08 UTC
I started a thread in Jita Park Speakers corner to outline some of the problems with the Missiles weapon system as it stands. Please talk to your CSM representative about bringing up a discussion on a full Missiles rework to make the system viable. It needs more than just a quick balancing pass, and that's all I see happening at the moment.

Here's the link, which goes into a lot more detail.

https://forums.eveonline.com/default.aspx?g=posts&t=294382&find=unread

Some of the points have been made, but the main ones I see are:

Arrow The current SP imbalance, now even more evident since Gunnery has had the skill requirements decoupled, means you are spending almost 2 SP in missiles compared to 1 SP in Gunnery for a weapon system which has support skills that only affect one, instead of three.

Arrow The lack of a proper progression for missile ships. You basically have to train all races to be able to use missile ships effectively. For example, if you start as a Minmatar player, and you pick up the Breacher, Bellicose, Cyclone.. where do you go for Interceptors, Assault Frigates, HACS, Recon Ships, etc? The only T2 Minmatar ships which use missiles are the Hound and the Claymore. Every race has a stealth bomber, and Command Ships aren't commonly used.

Arrow Fixing the damage application formula to be more balanced for signature tanking and speed tanking is another big one. Because you currently need webs and/or target painters to properly apply damage to opponents of the same ship size, and missile ships are most commonly shield tanked, you have to sacrifice tank for damage application.

Arrow The ability to decouple reload time from changing missile damage types is something that was brought up in the RLML/RHML thread. The ability to reload the existing number of missiles for a different damage type, or explosion radius (Precision/Fury) could be shorter than reloading the launchers completely. Considering Energy Turrets can change out their crystals with zero reload time, this isn't unreasonable, and would play into the strengths of the weapon system.

Arrow The need for scriptable modules to allow missile users to customize the range, explosion velocity/radius, rate of fire, etc. Only having the Ballistic Control System doesn't allow a lot of flexibility outside of rigs, which are static and frequently those slots are needed for other things.

Arrow Remove the damage type specific bonuses for more of the hulls. Having one bonus means typically it isn't worth spending 10 seconds to change out the damage to exploit a potential hole in resistances, compared to losing the bonus from the hull.

Arrow Revert the RHML/RLML to the earlier version without the swarm launcher, or find a better alternative than a 40 second reload. My main problem with the RHML/RLML was that any addition to the weapon system should play into it's strengths - selectable damage, consistent damage application. The 40 second reload took away one of the main advantages of being able to choose the damage or missile type (Precision/Fury) to hit the opponents for the best damage application. Having a scriptable weapon/module or rig to trade off magazine size versus reload time would have been one way to give more choice to missile users, without restricting new modules to very niche uses.
Cardano Firesnake
Fire Bullet Inc
#36 - 2013-12-05 03:56:56 UTC
The missile game mechanics is not so bad.
I think the problem is in the missiles stats

Posted - 2010.07.01 11:24:00 - [4] Erase learning skills, remap all SP. That's all.

Zan Shiro
Doomheim
#37 - 2013-12-05 04:30:20 UTC
Saberlily Whyteshadow wrote:
What really needs to happen to the missile formula is factoring in the Radial Velocity between the missile and its target. The closer to 0 the radial velocity is, the less damage.. The higher the negative radial velocity, the more damage.. and if its a positive value.. well your missile just lost the race.

This will also put piloting skills back in the game for missile systems.



This idea has some merit.

Why are guns "better"? Well we can argue they have the downside of tracking (or not tracking for misses as the case may be).

If ccp's holdup is the "always" hit of missiles it could be a viable change to get them better. If a lazy drake pilot who likes to land, press f1 and make stuff go boom (maybe pretend to care enough to orbit) their missiles suck more. If they adapt and go jsut a bit beyond this it works out for them.

Even has a working model in game. Even if jumped in a cane by a smaller ship (to include same class but lower sig radius) I will care enough to try and fly it well to at least attempt to work better traversal gaming to get more shots on target.

Hate to oversimplify flying a drake but since it currently does not factor in angles in anyway it can literally be autoorbit, pop drones, press f1 and go get a drink from the fridge and see what you got when you come back. Sig radius of the usual passive/buffer fit is not faking out gun tracking short of caps and higher or maybe a low skill/ crapfit bs. And your missiles always hit...actually moving around a bit is purely optional unless going against another missile boat.
Zvaarian the Red
Evil Leprechaun Brigade
#38 - 2013-12-05 22:21:58 UTC
Cardano Firesnake wrote:
The missile game mechanics is not so bad.
I think the problem is in the missiles stats


More to the point, CCP almost certainly isn't going to redesign the missile mechanics, so the stats are all we have to work with.
kurage87
EVE University
Ivy League
#39 - 2013-12-05 22:53:46 UTC
Vizvig wrote:
http://eve-kill.net/?a=top20

3 Tengu 5,256
7 Manticore 3,086
6 Prototype 'Arbalest' Torpedo Launcher 1,770

No skill?

The extent to which your post, or more precisely your link, was counter productive to the point you were trying to make is amazing.
Seranova Farreach
Biomass Negative
#40 - 2013-12-06 02:10:28 UTC
Zvaarian the Red wrote:
Arthur Aihaken wrote:
Zvaarian the Red wrote:
And light missiles. Such a wealth of choices...

How many Hawks or Coraxs have you seen running light missile launchers? Lol


I don't measure quality by use. That's CCP's schtick. Light missile launchers are quite good at their intended purpose.



the "quality" is actually very much in its use and popularity. look at the old drake fleets they were effective and nominal priced and people whined about them! all the whineing seems to be people on the receving end of a popular and well used ship.

remember years ago? spider domi camps? unbeatable drameils? the Sabre superiority for solo? minmatar ships and projectiles? we do need balance but not nerfs to the point where caldari pilots dont bother with missles any more.

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