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In-Depth Missile Comparison & Issues

Author
Experiment 32423
Doomheim
#1 - 2014-08-06 16:31:19 UTC  |  Edited by: Experiment 32423
So, it's been a while since the missile changes and I decided to post some analysis on the matter. Below you can see a comparison between the common medium-sized missiles used in PVP.

Missile Comparison

Now, what does this show us? First of all, we already know RLM platforms are very powerful and drastically overshadow the alternatives in most cases and secondly, Heavy Missiles do not apply enough damage even when rigors are used. Heavy Assault is in a good place in terms of range, application and raw damage.

This issue is primarily caused by nowadays' speed-meta rather than the actual HM nerf as well as T2 missiles being awful in general, across the board. When you can't apply even 50% of your damage against a medium sized target with an active MWD, with a weapon platform designed for medium-sized targets, something is not right.

What are some possible solutions here?

I think that a reduction in damage and reload time is appropriate for Rapid Lights, while keeping the sustained damage about the same which will slightly decrease the overall burst but offer more sustained use in fleets especially. No one enjoys a reload timer that lasts an eternity which simply comes down to poor design, rather than a fun mechanic.

Heavy Assault is, in my opinion, well-balanced within its intended purpose against medium-large targets.

My proposed change to Heavy Missiles is a possible reduction in range (if there has to be a trade-off), and increase in damage application. Speed is simply too much of an influence by today's standards and unfortunately hurts the performance of Heavy Missiles too much in PvP. It is simply not acceptable to fit for full damage projection and still not coming close to other platforms that can do without.


Thank you for taking the time to read and please share your thoughts.


Edit: Credit and thanks to Zavand Crendraven for providing the correct damage formula & Deerin for providing an updated and larger comparison.
Odithia
Ministry of War
Amarr Empire
#2 - 2014-08-06 16:46:29 UTC
Interesting numbers.

What is it you call T2 missile ? the Fury/Rage kind ?
What is the RR in HM+RR ? Rigor Catalyst Rig ?

You should Include precision light missiles for consistancy.
Maybe AB frig/cruiser as well.
SFM Hobb3s
Perkone
Caldari State
#3 - 2014-08-06 16:48:45 UTC
I do hope heavies get some love. When the mordus ships and their missile bonuses came out I got my hopes up.
Experiment 32423
Doomheim
#4 - 2014-08-06 17:09:34 UTC  |  Edited by: Experiment 32423
Odithia wrote:
Interesting numbers.

What is it you call T2 missile ? the Fury/Rage kind ?
What is the RR in HM+RR ? Rigor Catalyst Rig ?

You should Include precision light missiles for consistancy.
Maybe AB frig/cruiser as well.


T2 is always the highest DPS variant, so yes, Fury/Rage. RR is double rigor fit as that is the 'minimum' to make HMs apply any kind of damage at all.

I have more numbers, including afterburners and such, but to be honest, it's not even worth looking at. MWD is the optimal scenario as it usually represents the highest application and if damage is lacking in that department, the problem only increases with ABs, adding further cause for concern.

As for Precision Light, not really worth discussing either since all RLMs have incredible applied damage and perform their intended role correctly. If people want to see the different values as a guideline, I will probably upload them in the future.
Bullet Therapist
FT Cold Corporation
#5 - 2014-08-06 17:23:46 UTC
I've posted about this a few times in my own threads and other people's. There's a range of issues with launchers right now, which I'm not going to get into, but CCP has responded to one of my threads stating that they're looking at missiles. Hopefully it's on the list somewhere.
Experiment 32423
Doomheim
#6 - 2014-08-06 17:53:06 UTC
Bullet Therapist wrote:
I've posted about this a few times in my own threads and other people's. There's a range of issues with launchers right now, which I'm not going to get into, but CCP has responded to one of my threads stating that they're looking at missiles. Hopefully it's on the list somewhere.


That's good to know, however I would like CCP to see the actual numbers that represent the current PVP environment. All in all, I think the biggest problem is caused by the actual missile damage formula - making the numbers acceptable in PVP would possibly buff missiles in PVE beyond intentions.

Overall the goal should be reducing the impact that speed has on missiles, while reducing the impact of signature radius, in an effort to bring all the values closer together and compensating for the increase in speed seen in PVP recently while leaving PVE unaffected.
Bullet Therapist
FT Cold Corporation
#7 - 2014-08-06 18:40:23 UTC
Experiment 32423 wrote:
Bullet Therapist wrote:
I've posted about this a few times in my own threads and other people's. There's a range of issues with launchers right now, which I'm not going to get into, but CCP has responded to one of my threads stating that they're looking at missiles. Hopefully it's on the list somewhere.


That's good to know, however I would like CCP to see the actual numbers that represent the current PVP environment. All in all, I think the biggest problem is caused by the actual missile damage formula - making the numbers acceptable in PVP would possibly buff missiles in PVE beyond intentions.

Overall the goal should be reducing the impact that speed has on missiles, while reducing the impact of signature radius, in an effort to bring all the values closer together and compensating for the increase in speed seen in PVP recently while leaving PVE unaffected.


If you'd like a sort of unempirical method of looking at launcher usage in PVP check out the kill-boards. Most of them let you sort by ship type. It's not very sound method of gathering data but it can suffice to give you an idea of the launcher outlook in the current meta-game.

I'm not sure that PVE considerations should enter into ship balancing. No tweaking of current launchers or new modules are going to let ravens blap sleeper drones with torpedoes anyway, so I'm not particularly worried about it. Balancing the game around PVE activities could lead to a lot of unintended consequences.
Experiment 32423
Doomheim
#8 - 2014-08-06 18:51:48 UTC  |  Edited by: Experiment 32423
Bullet Therapist wrote:
Experiment 32423 wrote:
Bullet Therapist wrote:
I've posted about this a few times in my own threads and other people's. There's a range of issues with launchers right now, which I'm not going to get into, but CCP has responded to one of my threads stating that they're looking at missiles. Hopefully it's on the list somewhere.


That's good to know, however I would like CCP to see the actual numbers that represent the current PVP environment. All in all, I think the biggest problem is caused by the actual missile damage formula - making the numbers acceptable in PVP would possibly buff missiles in PVE beyond intentions.

Overall the goal should be reducing the impact that speed has on missiles, while reducing the impact of signature radius, in an effort to bring all the values closer together and compensating for the increase in speed seen in PVP recently while leaving PVE unaffected.


If you'd like a sort of unempirical method of looking at launcher usage in PVP check out the kill-boards. Most of them let you sort by ship type. It's not very sound method of gathering data but it can suffice to give you an idea of the launcher outlook in the current meta-game.

I'm not sure that PVE considerations should enter into ship balancing. No tweaking of current launchers or new modules are going to let ravens blap sleeper drones with torpedoes anyway, so I'm not particularly worried about it. Balancing the game around PVE activities could lead to a lot of unintended consequences.


I've done that, but to be fair it really isn't an accurate representation because there are so many different factors to consider, such as bad orbits, webs and support skills that heavily skew any data so the best you can really do is to use the actual formula and compare the values against each other, which clearly shows the bad state some launchers are in.

PVE shouldn't be the center of all balance, I agree, but if fixing the problems I mentioned implies missiles will be the only efficient way to handle PVE, it wouldn't be fair towards other groups of people so I think striking a balance between the two would be the best solution, which should be achievable when you look at how the formula works.
Milton Middleson
Rifterlings
#9 - 2014-08-06 19:04:24 UTC
The problem with increasing missile application to fast moving targets is that there is essentially no alternative to mitigate incoming damage. You can't get "under" missiles like you can with turrets, nor can you spiral in to cut down on the amount of real dps*. Torps do a lot of damage. If applying that to a frigate or cruiser were straightforward, they'd be incredibly powerful and versatile weapons. The same can be said (to a lesser extent) for HAMs. It doesn't even need to be full application to seriously hurt below-class targets. 25-30% application is bad news for frigates under HAM fire, and even 10-15% is going to wear you down fairly quickly if you aren't active tanked.

Heavy missiles could use probably some work, yes, but certainly not to their pre-nerf days. I think a lot of the seeming weakness of HMLs in particular is a combination of a moderate overnerf in combination with a lot of speed-creep in their likely targets (see snakes/links).


*It's easy to forget that turrets aren't usually doing their paper dps either, due to tracking or range/falloff issues.
Experiment 32423
Doomheim
#10 - 2014-08-06 19:33:33 UTC
Milton Middleson wrote:
The problem with increasing missile application to fast moving targets is that there is essentially no alternative to mitigate incoming damage. You can't get "under" missiles like you can with turrets, nor can you spiral in to cut down on the amount of real dps*. Torps do a lot of damage. If applying that to a frigate or cruiser were straightforward, they'd be incredibly powerful and versatile weapons. The same can be said (to a lesser extent) for HAMs. It doesn't even need to be full application to seriously hurt below-class targets. 25-30% application is bad news for frigates under HAM fire, and even 10-15% is going to wear you down fairly quickly if you aren't active tanked.

Heavy missiles could use probably some work, yes, but certainly not to their pre-nerf days. I think a lot of the seeming weakness of HMLs in particular is a combination of a moderate overnerf in combination with a lot of speed-creep in their likely targets (see snakes/links).


*It's easy to forget that turrets aren't usually doing their paper dps either, due to tracking or range/falloff issues.


HMLs do less than 10% of their damage against under-sized targets, that's usually between 40-60 DPS. 35-40% of their damage against cruisers under normal circumstances, which is simply broken. As a comparison, HAMs have significantly better damage application than HMs despite their 50% increase in damage. Instead of using HMs with rigors, you are better off using HAMs with thrusters if range is what you are looking for.

I don't really want to get into comparing turret and missile mechanics in this thread, as they serve different purposes and have nothing to do with some launchers being in a terrible state.
afkalt
Republic Military School
Minmatar Republic
#11 - 2014-08-06 19:40:54 UTC  |  Edited by: afkalt
Milton Middleson wrote:
The problem with increasing missile application to fast moving targets is that there is essentially no alternative to mitigate incoming damage. You can't get "under" missiles like you can with turrets, nor can you spiral in to cut down on the amount of real dps*. Torps do a lot of damage. If applying that to a frigate or cruiser were straightforward, they'd be incredibly powerful and versatile weapons. The same can be said (to a lesser extent) for HAMs. It doesn't even need to be full application to seriously hurt below-class targets. 25-30% application is bad news for frigates under HAM fire, and even 10-15% is going to wear you down fairly quickly if you aren't active tanked.

Heavy missiles could use probably some work, yes, but certainly not to their pre-nerf days. I think a lot of the seeming weakness of HMLs in particular is a combination of a moderate overnerf in combination with a lot of speed-creep in their likely targets (see snakes/links).


*It's easy to forget that turrets aren't usually doing their paper dps either, due to tracking or range/falloff issues.



Turrets are not, but they're murdering missiles in what I'd term "normal engagement ranges".

Example:

[Caracal, HML]
Ballistic Control System II
Ballistic Control System II
Reactor Control Unit II
Damage Control II

Experimental 10MN Microwarpdrive I
Large F-S9 Regolith Shield Induction
Large F-S9 Regolith Shield Induction
Adaptive Invulnerability Field II
Faint Warp Disruptor I

Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile
Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile
Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile
Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile
Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile

Medium Bay Loading Accelerator I
Medium Polycarbon Engine Housing I
Medium Polycarbon Engine Housing I

Warrior II x2

PAPER DPS: 300

Just spotted I had a rogue RCU in there, should have been overdrive but I'm not changing it now


[Thorax, Thorax Rails]
Damage Control II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Nanofiber Internal Structure II
Tracking Enhancer II

Experimental 10MN Microwarpdrive I
Large F-S9 Regolith Shield Induction
Faint Warp Disruptor I
Adaptive Invulnerability Field II

200mm Railgun II, Caldari Navy Antimatter Charge M
200mm Railgun II, Caldari Navy Antimatter Charge M
200mm Railgun II, Caldari Navy Antimatter Charge M
200mm Railgun II, Caldari Navy Antimatter Charge M
200mm Railgun II, Caldari Navy Antimatter Charge M

Medium Core Defense Field Extender I
Medium Core Defense Field Extender I
Medium Core Defense Field Extender I

Warrior II x5

PAPER DPS: 488/284 [Am/Tu]

Here is the thorax shooting the caracal:

http://i.imgur.com/c5PfO5m.png


And here is the caracal shooting the thorax:

http://i.imgur.com/Im9yibr.png

Combined chart for visible break points:

http://i.imgur.com/WcVXXiJ.png


So whilst, yes the HML has a greater range, at a useful engagement range i.e. point range, the rails absolutely smoke it, even at extremely high transversal.

You can see yourself it's not even close. Not remotely. And that's HML vs a MWD cruiser. Sure, you may point out that it is antimatter and short range, so lets slap some tunsten in there and see what happens:

http://i.imgur.com/aQEb8s3.png


It's really pretty damning.
Experiment 32423
Doomheim
#12 - 2014-08-06 19:52:06 UTC
Thanks for posting that, good insight.

I like how the rails do close to 40% more damage under the worst transversal conditions.
Altirius Saldiaro
Doomheim
#13 - 2014-08-06 23:13:21 UTC
Range on hmls is already low enough. They need a bit more damage though. I make due with them if I have to, but they're my least favorite missile to use now.
Hakan MacTrew
Konrakas Forged
Solyaris Chtonium
#14 - 2014-08-07 09:12:46 UTC
If this is supposed to be an "In-Depth" comparison then you are missing a lot of cruicial information:

1 - you aren't comparing missiles, you are comparing launchers - big difference.

2 - where is the DPS and applied DPS comparison? Percentage of damage applied is completely relative. With no actual reference to compare it's all but pointless.

3 - you should not be applying rigs and modules if you re trying to establish a comparison because you should use baselines. If you are going to apply mods and rigs they should be applied in a seperate line of data.

4 - You have missed out:
T1, Navy, Rage and Javelin Rockets
T1 and Precision Light MIssiles
T1 Heavy Missiles
T1 Haeavy Assault Missiles
T1, Navy, Fury and Precision Cruise Missiles

5 - You have only provided a VERY limited number of target variables. You missed out:
A Frigate with no prop mod, an after burner, No prop + Web'ed, Afterburner + Web'ed, MWD + Web'ed
A Cruiser with no prop mod, an after burner, No prop + Web'ed, Afterburner + Web'ed, MWD + Web'ed
A BS with no prop mod, an after burner, a MWD, No prop + Web'ed, Afterburner + Web'ed, MWD + Web'ed

6 - Comparison to tracking/DPS application with similar sized guns would be handy, but isn't important in this instance.
Experiment 32423
Doomheim
#15 - 2014-08-07 12:48:24 UTC
Hakan MacTrew wrote:
If this is supposed to be an "In-Depth" comparison then you are missing a lot of cruicial information:

1 - you aren't comparing missiles, you are comparing launchers - big difference.

2 - where is the DPS and applied DPS comparison? Percentage of damage applied is completely relative. With no actual reference to compare it's all but pointless.

3 - you should not be applying rigs and modules if you re trying to establish a comparison because you should use baselines. If you are going to apply mods and rigs they should be applied in a seperate line of data.

4 - You have missed out:
T1, Navy, Rage and Javelin Rockets
T1 and Precision Light MIssiles
T1 Heavy Missiles
T1 Haeavy Assault Missiles
T1, Navy, Fury and Precision Cruise Missiles

5 - You have only provided a VERY limited number of target variables. You missed out:
A Frigate with no prop mod, an after burner, No prop + Web'ed, Afterburner + Web'ed, MWD + Web'ed
A Cruiser with no prop mod, an after burner, No prop + Web'ed, Afterburner + Web'ed, MWD + Web'ed
A BS with no prop mod, an after burner, a MWD, No prop + Web'ed, Afterburner + Web'ed, MWD + Web'ed

6 - Comparison to tracking/DPS application with similar sized guns would be handy, but isn't important in this instance.


1: I am comparing the most-used missiles of certain launchers to prove that, Heavy Missiles in particular, have a severe shortcoming when it comes to applied damage.

2: Anyone participating in this discussion should already be well aware of the damage difference between the listed missiles and launchers, including CCP. Otherwise finding that basic information is easy enough on your own and shouldn't add any clutter to these numbers to keep it simple. HAMs do roughly 50% more damage, yet also apply more damage than HMs.

3: Rigs and modules are not added; an additional section with rigs is displayed to emphasize the problem at hand, which is that even with rigs, HMs still do not apply nearly enough damage.

4: T1 ammo is generally garbage and faction ammo is widely regarded as the best balance between raw damage and applied damage, as my numbers show. If faction ammo fails to apply damage, do you really think T1 will do any better? Rockets, LMs and CMs have no place in this discussion as they perform their intended role at an acceptable level.

5: Again, these values have no place in this thread as they do not reflect the problem at hand. If a missile fails to apply damage against an MWD, how do you think it will fare against an AB target? Just about every weapon in the game will apply close to full damage against its intended target-size if the target is webbed, including missiles. Battleships and above are in the league of Cruise Missiles and Torpedoes, and are greatly unaffected by the current speed-meta so damage application is not a problem, meaning that in a discussion about small to medium-sized damage application, they are completely irrelevant and would only take the focus of important issues away.

6: A couple of posts above yours shows a very good comparison between a HM Caracal and a rail Thorax, I suggest you take a look.
Edwin McAlister
Empire Hooligans
#16 - 2014-08-07 13:09:18 UTC
over on Mittani's website, didnt he have posted up some were an extensive set of spread sheets and numbers reguarding missiles about the time that rapid heavy missile launchers went live?
afkalt
Republic Military School
Minmatar Republic
#17 - 2014-08-07 13:36:53 UTC
Edwin McAlister wrote:
over on Mittani's website, didnt he have posted up some were an extensive set of spread sheets and numbers reguarding missiles about the time that rapid heavy missile launchers went live?


Those were before they were rehashed into the spam>relooooooooooooooooooooooooooooooooad variants.
Deerin
East Trading Co Ltd
#18 - 2014-08-07 13:49:17 UTC
I believe you are using wrong speed for cruiser comparison 2500 is quite fast for a normal t1 cruiser Try 1.7-1.8k average.

Good sheet.
Experiment 32423
Doomheim
#19 - 2014-08-07 14:15:23 UTC
Deerin wrote:
I believe you are using wrong speed for cruiser comparison 2500 is quite fast for a normal t1 cruiser Try 1.7-1.8k average.

Good sheet.


I chose 2500 as a reference point between T1 and the faster cruisers that exceed 3000 without heat, but you make a good point and it's worth taking a look at a more accurate comparison between the two:


http://i.imgur.com/sMmnD4k.jpg

The above numbers compare missile damage taken by a Moa on the left, and a Cynabal on the right. No links/boosters/overheating. We can see that HAMs still apply significantly more damage than HMs with T2/faction missiles, resulting in approximately double the actual DPS.

Another interesting note is that CN HAMs have better damage application than Precision HM, which is rather illogical.
afkalt
Republic Military School
Minmatar Republic
#20 - 2014-08-07 14:18:53 UTC
Deerin wrote:
I believe you are using wrong speed for cruiser comparison 2500 is quite fast for a normal t1 cruiser Try 1.7-1.8k average.

Good sheet.


My speeds were only 2080
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