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The Rocket rebalance thread

Author
elitatwo
Zansha Expansion
#21 - 2015-05-18 11:42:19 UTC
James Baboli wrote:
...I'm not sure how to weave these facts together to get a "good" answer. I'm in favor of a slight increase in speed, say on the order of taking the base velocity to 3.2 so the t1 and faction top out @ ~4km/s with all 5s but no hull bonus or implants/links/etc. This takes their range with all 5s to about 12km, which puts them in opposition to pulses as a mid-range weapon system, trading capless weapon for a bit of applied DPS.


Pheew, I thought I only would hear screams of op zomg-halp-all-men-must-die-powercreep responses and I am glad to wrong. With that out of the way, I can live with that.

To everyone in doubt,
I didn't want to give our rockets too much range and overheated tech2 scram range should be fine with javelin rockets a tad more with still less damage but even they have to go there first.

So to put this out of the way, even with a 50% damage increase javelin rockets will not become uber-scorch or some other magical nonsense.
I will be happy with a +25% damage increase and the numbers should speak for themselves.

About the name change, I thought if rockets would sound dangerous one could see the progression from small or light assault missiles to heavy assault missiles to the torpedo (the god-like super-missile of mass- errm battleship destruction).

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Lugh Crow-Slave
#22 - 2015-05-18 12:53:04 UTC
elitatwo wrote:
Lugh Crow-Slave wrote:
so you want to unbalance what is probably the most balanced if not the only balanced missile system?

the reason it is normally better to fit light missiles is because light missiles either need a range Nerf or an application nerf

not because rockets need a buff


Okay, so you see them as balanced and light missiles not so much. You know that I value your opinion and I am a little sad that the only missile boat I can see rockets work is not a Caldari one.



that is because of the damn damage type lock otherwise there would be plenty
elitatwo
Zansha Expansion
#23 - 2015-05-18 13:22:53 UTC
Lugh Crow-Slave wrote:
elitatwo wrote:
Lugh Crow-Slave wrote:
so you want to unbalance what is probably the most balanced if not the only balanced missile system?

the reason it is normally better to fit light missiles is because light missiles either need a range Nerf or an application nerf

not because rockets need a buff


Okay, so you see them as balanced and light missiles not so much. You know that I value your opinion and I am a little sad that the only missile boat I can see rockets work is not a Caldari one.



that is because of the damn damage type lock otherwise there would be plenty


Hey it's fine, you know I value your input too. In fact there are not many folks from whom I don't value their input.

Brawling isn't very popular these days which is something I reckon. It is an observation that rocket 'need' all kinds of bonusses to make them work but that should not be of the weapon itself, shouldn't it?

The Vengeance is a fine rocket boat and the Kestrel okay-ish as far as I have heard (thank you Suitiona!) yet the Vengeance is not one of my favorite birds, even though I like her very much.

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

James Baboli
Warp to Pharmacy
#24 - 2015-05-18 14:04:51 UTC
elitatwo wrote:
James Baboli wrote:
...I'm not sure how to weave these facts together to get a "good" answer. I'm in favor of a slight increase in speed, say on the order of taking the base velocity to 3.2 so the t1 and faction top out @ ~4km/s with all 5s but no hull bonus or implants/links/etc. This takes their range with all 5s to about 12km, which puts them in opposition to pulses as a mid-range weapon system, trading capless weapon for a bit of applied DPS.


Pheew, I thought I only would hear screams of op zomg-halp-all-men-must-die-powercreep responses and I am glad to wrong. With that out of the way, I can live with that.

To everyone in doubt,
I didn't want to give our rockets too much range and overheated tech2 scram range should be fine with javelin rockets a tad more with still less damage but even they have to go there first.

So to put this out of the way, even with a 50% damage increase javelin rockets will not become uber-scorch or some other magical nonsense.
I will be happy with a +25% damage increase and the numbers should speak for themselves.

About the name change, I thought if rockets would sound dangerous one could see the progression from small or light assault missiles to heavy assault missiles to the torpedo (the god-like super-missile of mass- errm battleship destruction).


They already have OH'd t2 scram range with javelin and perfect skills. 15km for javelins vs 11km for a OH t2 scram..

As for a 25% damage increase, 18.5DPS with javelin or 27.9 DPS with rage per launcher seems a bit high. Both of those numbers are higher than any weapon with optimal + falloff of their range, except Small focused pulse laser IIs with scorch loaded.

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Making battleships worth the warp

Arla Sarain
#25 - 2015-05-18 14:19:57 UTC  |  Edited by: Arla Sarain
Put a rig or two and you get 11km+ with navy rockets, which is what you should be using anyway, if you don't plan to use double webs.


If the intention is to BALANCE rockets, no buffs should be considered in any unbiased discussion.
Rockets need a range nerf. Chasing advantages of other weapon choices is not a justification for a buff.
Rockets have unparalleled application. Its only fair if the pilot had to make more moment-to-moment combat decisions beyond pressing keep at range.

Especially considering missile range is increased when the target burns at you. Rather than any buffs to rockets, there should be more strategies that bait the enemy into burning towards you.

P.S. About the only issue with missiles is the relentless amount of skills they require. Newbies get something like sub 40 DPS with missiles.
Suitonia
Order of the Red Kestrel
#26 - 2015-05-18 19:56:27 UTC
Rocket Launchers have a significantly faster rate of fire than Light Missile Launchers, you need to take that into account when you are comparing missile base damages, yes light missiles have 3x the volley damage of rockets, but they fire more than 3x faster (4 base duration on RLII vs 12.8 base duration on LMLII), please do not buff rockets they are in a good place as they are now.

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