These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

Missile Balance

Author
Harvey James
The Sengoku Legacy
#21 - 2015-03-09 15:32:09 UTC  |  Edited by: Harvey James
only nerfs needed are too HAM and rocket range as they are effectively a size higher on range than they should be and cruises.
HAMs - same range
Torps - same range
cruises - still too long range at over 140km's

in exchange we should get those mods we were promised too allow greater options for buffing range and tracking.

also some slight buffs here and there for some of them, rockets and HAM's could use more damage

LM's and rockets could use an exp rad nerf especially if you add the tracking mods.

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

Nina Pappotte
Platypus billed Ducks
#22 - 2015-03-09 17:10:17 UTC  |  Edited by: Nina Pappotte
I just noticed I forgot to disable the drones on my example fit. The 25% did sound suspicious, but I didn't figure out why, I just compared apples to oranges.

I can see that the flight time on the Cruise is long, but part of what I said earlier would already make them faster. I guess a little extra couldn't hurt. I looked at Zkillboard and it seems Barghests are split between Cruise and Rapid Heavy.

If we keep the drf as it is my point about the skills being overpowered stands. At the very least the skills should be nerfed and the base stats bonused to balance it out.
Duchess Starbuckington
Doomheim
#23 - 2015-03-09 17:49:54 UTC  |  Edited by: Duchess Starbuckington
Harvey James wrote:
only nerfs needed are too HAM and rocket range as they are effectively a size higher on range than they should be and cruises.
HAMs - same range
Torps - same range
cruises - still too long range at over 140km's


Those figures are actually deceptive. Rockets and HAMs suffer from greater damage reduction, and so actually lose a lot of their effectiveness outside of scram/web range. Yes they can hit that far, but it's like a weird missile version of falloff, where they suffer reduced dps when used at those ranges.

Also cruises pay for their range with flight time, which is a big problem.

Quote:
in exchange we should get those mods we were promised too allow greater options for buffing range and tracking.

If this happened, missile range at least would need to be reduced somewhat. And/or TDs would need to work on missiles.

Quote:
also some slight buffs here and there for some of them, rockets and HAMs could use more damage

Rockets are fine. Buff their DPS and they become seriously OP, same with HAMs actually.
See what you've missed is that while their DPS is lower than comperable systems, if you use them properly (IE tackle your target) you will apply almost all (or just all) your paper DPS. Turrets don't. Don't just look at raw DPS figures when yelling for nerfs/buffs, actually take a few minutes to consider the realistic scenarios.

Quote:
LM's and rockets could use an exp rad nerf especially if you add the tracking mods.

Err, what? Weren't you just saying rockets needed buffing?
And frigates are one slot-deprived ship size that does not need to be dependent on tracking mods to do anything. Please name me one frigate that needs TEs or TCs to actually do DPS.

Frigate sized missiles are the ones that don't need to be touched. Cruiser and up (and especially battleship) need work.
Frostys Virpio
State War Academy
Caldari State
#24 - 2015-03-09 18:27:44 UTC
Why does short range large missile have worse application than long range large missile when every other weapon feature better application on the short range/high DPS version?
Bullet Therapist
FT Cold Corporation
#25 - 2015-03-09 19:12:52 UTC
Frostys Virpio wrote:
Why does short range large missile have worse application than long range large missile when every other weapon feature better application on the short range/high DPS version?


The last time I brought that up in a thread the dev's comment was something along the lines of working as intended.
Duchess Starbuckington
Doomheim
#26 - 2015-03-09 19:29:45 UTC  |  Edited by: Duchess Starbuckington
Frostys Virpio wrote:
Why does short range large missile have worse application than long range large missile when every other weapon feature better application on the short range/high DPS version?


Because they need it. Missiles have fewer options for boosting tracking than guns (positioning doesn't matter, target painters are limited in effectiveness and range, webs are limited in range except on specialised ships, etc. etc.)

I was about to say it's not rocket science but... oh yeah...
Stitch Kaneland
The Tuskers
The Tuskers Co.
#27 - 2015-03-09 19:49:50 UTC
Duchess Starbuckington wrote:


Please name me one frigate that needs TEs or TCs to actually do DPS.
.


While i agree with everything youve said so far, there are a couple frigs that NEED 1-2 TE to apply decent damage in their operating range. Namely the slicer and arty wolf.

It is a minority, but still exists.
Terra Chrall
Doomheim
#28 - 2015-03-09 19:57:58 UTC  |  Edited by: Terra Chrall
Nina Pappotte wrote:

If we keep the drf as it is my point about the skills being overpowered stands. At the very least the skills should be nerfed and the base stats bonused to balance it out.

I don't understand why you think a skill needs nerfed on a weapon system that is lackluster. Just because the skills don't match turret skill progressions does not mean that they are broken.

Missiles are a different weapon system, they behave very differently. The skills and how they scale are built around their own uniqueness and there is no need to compare them directly to turret skills.

What needs compared is the effectiveness of missiles to turrets. And as you can see from the feedback so far in this thread, missile users could use more of a buff than a nerf.

If you want to overhaul the system to buff some areas and nerf others in order to fix a broken system that is fine. But make sure it is a broken system to warrant design time for an overhaul not just because it is better at 1 thing vs another system. Not all weapons need to have the same benefits. Variety and being different are good. The weapon system could use a balance pass I agree, but I think existing numbers could easily be tweaked without adding/removing or drastically changing one the skills.

As a missile user, I also think that application modules are sorely needed. Right now there is no way to improve damage application of a larger missile to a smaller target other than skill points. While turret and drone systems do have tracking enhancers. This means that lower skilled pilots can use equipment to offset lack of trained skills, while a missile pilot can only wait to train up their skills. This alone could really bring heavy missiles into a much less niche fitting.

Edit: I know TP and Web are useful, but you have to wait on cycle times or have multiple modules just to switch between targets. And as mentioned web range is ver limited for the average missle boat. Missiles are already the delayed damage system, waiting to get a TP moved to a target can be aggravating and I would prefer the option for a module that enhanced the weapon system outright.
Stitch Kaneland
The Tuskers
The Tuskers Co.
#29 - 2015-03-09 20:06:08 UTC
Terra Chrall wrote:
Nina Pappotte wrote:

If we keep the drf as it is my point about the skills being overpowered stands. At the very least the skills should be nerfed and the base stats bonused to balance it out.

I don't understand why you think a skill needs nerfed on a weapon system that is lackluster. Just because the skills don't match turret skill progressions does not mean that they are broken.

Missiles are a different weapon system, they behave very differently. The skills and how they scale are built around their own uniqueness and there is no need to compare them directly to turret skills.

What needs compared is the effectiveness of missiles to turrets. And as you can see from the feedback so far in this thread, missile users could use more of a buff than a nerf.

If you want to overhaul the system to buff some areas and nerf others in order to fix a broken system that is fine. But make sure it is a broken system to warrant design time for an overhaul not just because it is better at 1 thing vs another system. Not all weapons need to have the same benefits. Variety and being different are good. The weapon system could use a balance pass I agree, but I think existing numbers could easily be tweaked without adding/removing or drastically changing one the skills.

As a missile user, I also think that application modules are sorely needed. Right now there is no way to improve damage application of a larger missile to a smaller target other than skill points. While turret and drone systems do have tracking enhancers. This means that lower skilled pilots can use equipment to offset lack of trained skills, while a missile pilot can only wait to train up their skills. This alone could really bring heavy missiles into a much less niche fitting.


There are mods that improve missile performance against smaller hulls. The problem is they use mids or rigs. Being that most missile ships are shield fit, this generally doesnt jive well.

You have webs, target painters, rigor/flare rigs and the always useful crash booster. Now, what i think you meant is there is no low slot mod that helps missiles. This is what is sorely needed. But then EWAR that affects the modified attributes need to exist.
Arthur Aihaken
CODE.d
#30 - 2015-03-09 23:36:43 UTC  |  Edited by: Arthur Aihaken
Stitch Kaneland wrote:
There are mods that improve missile performance against smaller hulls. The problem is they use mids or rigs. Being that most missile ships are shield fit, this generally doesnt jive well.

No, there are rigs (rigors, flares) that improve missile performance against smaller hulls. There are modules (stasis webs, target painters) that improve damage application for all ships and weapon types. There is no missile-specific module that improves missile velocity, explosion radius or explosion velocity.

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

CW Itovuo
The Executioners
Capital Punishment.
#31 - 2015-03-10 03:48:08 UTC  |  Edited by: CW Itovuo
Terra Chrall wrote:



As a missile user, I also think that application modules are sorely needed. Right now there is no way to improve damage application of a larger missile to a smaller target other than skill points. While turret and drone systems do have tracking enhancers. This means that lower skilled pilots can use equipment to offset lack of trained skills, while a missile pilot can only wait to train up their skills. This alone could really bring heavy missiles into a much less niche fitting.

Edit: I know TP and Web are useful, but you have to wait on cycle times or have multiple modules just to switch between targets. And as mentioned web range is ver limited for the average missle boat. Missiles are already the delayed damage system, waiting to get a TP moved to a target can be aggravating and I would prefer the option for a module that enhanced the weapon system outright.



Target Painters and webs have pretty fast cycle times, not sure how they can be considered aggravating.



In 2012, CCP "balanced" the missile category out of the meta. CCP went too far and adjusted too many variables (range, DPS, Exp Radius, Exp Velocity). Later balances added to the problem as ships became faster and marginally smaller.

Creating additional modules to counter those changes will only cause more problems. CCP needs to adjust the missile ammo attributes, or revisit the missile damage application formula.
Arthur Aihaken
CODE.d
#32 - 2015-03-10 04:02:16 UTC
CW Itovuo wrote:
Creating additional modules to counter those changes will only cause more problems. CCP needs to adjust the missile ammo attributes, or revisit the missile damage application formula.

Many of us have been requesting this for the last few years. I'm not necessarily holding my breath at this point...

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

Frostys Virpio
State War Academy
Caldari State
#33 - 2015-03-10 04:07:30 UTC
Duchess Starbuckington wrote:
Frostys Virpio wrote:
Why does short range large missile have worse application than long range large missile when every other weapon feature better application on the short range/high DPS version?


Because they need it. Missiles have fewer options for boosting tracking than guns (positioning doesn't matter, target painters are limited in effectiveness and range, webs are limited in range except on specialised ships, etc. etc.)

I was about to say it's not rocket science but... oh yeah...


Torp need worse application because there isn't many option to help application?

WTF are you having before posting?
Duchess Starbuckington
Doomheim
#34 - 2015-03-10 08:39:50 UTC
Quote:
Torp need worse application because there isn't many option to help application?


No, long range missiles need better damage application, because they don't have as many mechanisms as turrets to mitigate that problem. I didn't say anything about torps, please get a clue.
JoeSomebody
Hungry Moonz Klan
#35 - 2015-03-11 22:06:21 UTC
I don't know what are you guys talking about missiles being in need of a buff... Caracal is probably the most common PVP t1 cruiser out there for a reason. Missiles are really hot in PVP right now, and that has much to do with their range. HAMs, heavy and light missiles deliver somewhat less damage, but far too easily. Too much range. Rapid launchers are a problem on their own.
I feel missiles could use flight time or flight speed decrease, but I might be wrong about specifics.
Harvey James
The Sengoku Legacy
#36 - 2015-03-11 23:32:59 UTC
JoeSomebody wrote:
I don't know what are you guys talking about missiles being in need of a buff... Caracal is probably the most common PVP t1 cruiser out there for a reason. Missiles are really hot in PVP right now, and that has much to do with their range. HAMs, heavy and light missiles deliver somewhat less damage, but far too easily. Too much range. Rapid launchers are a problem on their own.
I feel missiles could use flight time or flight speed decrease, but I might be wrong about specifics.


ranges are a bit strong on most missile types really, e.g. HAM's and torps having the same range
light missiles apply too well too smaller sig ships

10% bonuses too missile range is more powerful than similar bonuses on turret ships. e.g. 10% falloff or 10% optimal onyl buffs 50% of there range profile where as the missile bonus applies too the whole range profile.

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

unidenify
Deaf Armada
#37 - 2015-03-12 00:45:12 UTC  |  Edited by: unidenify
Duchess Starbuckington wrote:
Quote:
Torp need worse application because there isn't many option to help application?


No, long range missiles need better damage application, because they don't have as many mechanisms as turrets to mitigate that problem. I didn't say anything about torps, please get a clue.


issue is Torp(short range weapon) have worse damage application than Cruise(long range weapon)

HAM have better damage application than Heavy,
Rocket have better damage application than Light.
However it is opposite case for Torp vs Cruise
Arthur Aihaken
CODE.d
#38 - 2015-03-12 02:16:08 UTC
unidenify wrote:
issue is Torp(short range weapon) have worse damage application than Cruise(long range weapon)

The problem is that torpedoes are closely tied into Stealth Bombers, so any change you make to torpedo damage application has the potential to create an imbalance. But I agree - there's almost no reason to use torpedoes for the small gain in raw damage since cruise missiles have better damage application and can cover all ranges.

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

Duchess Starbuckington
Doomheim
#39 - 2015-03-12 08:25:51 UTC
JoeSomebody wrote:
I don't know what are you guys talking about missiles being in need of a buff... Caracal is probably the most common PVP t1 cruiser out there for a reason. Missiles are really hot in PVP right now, and that has much to do with their range. HAMs, heavy and light missiles deliver somewhat less damage, but far too easily. Too much range. Rapid launchers are a problem on their own.
I feel missiles could use flight time or flight speed decrease, but I might be wrong about specifics.


The Caracal is common as hell right now because rapid lights are just that good and synergise very well with the hull. To hold that up as the reason all missiles are "really hot in PVP right now" is idiotic. Frigate missiles are in a good place (though lights are arguably a tad OP) but others are pretty meh.

Heavy missiles are a joke on anything and HAMs are mediocre on the Caracal. Battleship missiles are even more of a schizophrenically-designed mess.

So yeah, when all missiles are wildly different in capabilities, holding up the rapid-light Caracal as the reason missiles are all fine is pretty stupid.
Arthur Aihaken
CODE.d
#40 - 2015-03-12 11:13:26 UTC
Duchess Starbuckington wrote:
Heavy missiles are a joke on anything and HAMs are mediocre on the Caracal. Battleship missiles are even more of a schizophrenically-designed mess.

Well, outside of PvE anyway...

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