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[Aegis] Missile balance package

First post First post First post
Author
Arthur Aihaken
CODE.d
#561 - 2015-07-02 01:49:23 UTC
2 years, and once again - nothing's changed.

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

Jeremiah Saken
The Fall of Leviathan
#562 - 2015-07-02 06:25:35 UTC
Caleb Seremshur wrote:
Personally I think the new modules are great and they're more effective than painters against frigates and destroyers. I've been experimenting quite a bit with heavies since the changes launched on sisi and I will say that I approve.

Painters are weak modules for fighting frigs. 30% out of almost nothing won't help anyway. So what was the field test? You killed them with 5 volleys instead of 6 now?

Arla Sarain wrote:
I think proper balancing of missiles cannot avoid doing a full analytical breakdown. Following the dumbfire "Ishtar treatment" where you do small changes every update won't cut it.


The reality is that missiles have few real-time, reactive counters. That is burning away from the missiles and exploit their malleable effective range. That and ABs were the only real counters to missiles.

Missiles in general are not weak - the apply damage always and at ranges reaching as far as railguns. You definitely cannot apply previous turret principles to balance missiles.

Hence as the above post states, these upgrades are just a knee jerk reaction to the cries of "turrets have these modules - missiles should too" which is not a wise action.

Fully agree. New modules takes tank slots? Why not give them range bonus like I would do with turrets...when the most usefull are webs and scrams when using missiles.

If current missiles formula is bad, change it Rise. Don't bring more values to the equation you can't solve. If missiles will become 4th turret system I don't care. If I can choose from 4 same weapon systems (but different damage) it is meaningful choice.

"I am tormented with an everlasting itch for things remote. I love to sail forbidden seas..." - Herman Melville

Caleb Seremshur
Commando Guri
Guristas Pirates
#563 - 2015-07-02 11:34:39 UTC
You could always ask for something more modest like changing the DRF of some missile types to be less penalising especially against their own weight class of target?
afkalt
Republic Military School
Minmatar Republic
#564 - 2015-07-02 11:45:37 UTC  |  Edited by: afkalt
I think it would be more reasonable to not NERF the existing modules because of these new ones.

"Hey guys, new mods, they'll really help the application problem."
>>Fantastic, nice one...a few reservations on specific hulls but looking good. Good job guys!
"LOL J/K. We're nerfing the mods before live and nerfing the rigs you currently have. Because :turrets: LOOOOOOOL"

Thanks. Thanks a lot.
gascanu
Bearing Srl.
#565 - 2015-07-02 12:55:49 UTC
afkalt wrote:
I think it would be more reasonable to not NERF the existing modules because of these new ones.

"Hey guys, new mods, they'll really help the application problem."
>>Fantastic, nice one...a few reservations on specific hulls but looking good. Good job guys!
"LOL J/K. We're nerfing the mods before live and nerfing the rigs you currently have. Because :turrets: LOOOOOOOL"

Thanks. Thanks a lot.


hehe, to be honest, i have no hopes they give 2 cents on what players say;
i'll just get my popcorn and wait for the rage thread when this nerf hit tranq Lol
Caleb Seremshur
Commando Guri
Guristas Pirates
#566 - 2015-07-02 14:14:19 UTC  |  Edited by: Caleb Seremshur
afkalt wrote:
I think it would be more reasonable to not NERF the existing modules because of these new ones.

"Hey guys, new mods, they'll really help the application problem."
>>Fantastic, nice one...a few reservations on specific hulls but looking good. Good job guys!
"LOL J/K. We're nerfing the mods before live and nerfing the rigs you currently have. Because :turrets: LOOOOOOOL"

Thanks. Thanks a lot.


I've been very vocal about missiles needing a buff for a long long time. I think this is an improvement overall and a stacking penalty on rigs only mission runners fit is hardly a thing to write home about.

Unless you have some real life - actually used - examples to support what you're saying? Or as the famous saying goes "do you have a single piece of evidence to back that up?"

I just don't buy it. Unless you're fitting a t2 flare to every ship you fly in pvp I just don't see the issue.

And those rigs share stacking penalties with tracking computer for turrets too unless I am completely mistaken
Saberlily Whyteshadow
Perkone
Caldari State
#567 - 2015-07-02 14:31:18 UTC
Just double the missile velocity and remove the flight time for both modules, this makes missiles so much more enjoyable to use Twisted
elitatwo
Zansha Expansion
#568 - 2015-07-02 14:34:12 UTC
Saberlily Whyteshadow wrote:
Just double the missile velocity and remove the flight time for both modules, this makes missiles so much more enjoyable to use Twisted


...but seeing your impending doom is part of the thrill. The missile speed and flight times are fine, leave them as is except for torpedos.

I want my torpedo Raven back, the 90km range one.

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

afkalt
Republic Military School
Minmatar Republic
#569 - 2015-07-02 14:37:28 UTC
I use 2+ application rigs in PvP all the time.

I have several cerberus laying about with RLML and dual rigor II because they are hilarious to kill interceptors with. Cerbs have the range and tank to get away with it pretty well and it really makes a big, big difference. By the time the first missile hits, another two vollies are in flight and unless he was aligned, they're basically dead. No-one ever expects that amount of damage to come down to a fast target like an inty and with the small gap between rounds landing, it's usually all too late.


Yup, turrets stack, they also do NOT have the application problems missiles have. They are also completely different and that is where these mods went off the rails the minute someone said "BUT MAH TURRETS!!!".



Put it this way - did anyone, ANYONE ever complain that these rigs should have a stacking penalty? Were they overpowered and needed brought into line? Hell no. Not ever.


Just because a questionable system (RHML) on a couple of hulls can make this work is not a good reason to be nerfing everything and everyone who used the rigs. Nor is using "but turrets!!!!" as a reason for changing numbers.

What is a good reason for this would be evidence, some math about things applying too well. A demonstration that a typical hull will be too strong and not using the odd outlier.

There's none of that, there is simply "have some stacking penalties, the turret users got percentile envy, so tough *******. #DealWithIt".

Disappointing doesn't even cover it.
Caleb Seremshur
Commando Guri
Guristas Pirates
#570 - 2015-07-02 14:42:57 UTC  |  Edited by: Caleb Seremshur
The midslot pulls double duty as a 18% flare and as a budget tp... while I'd like the cerb to drop a low and gain a mid that doesn't seem likely to happen. Stacking penalties only mean like 4% of the modifier for the second module ergo your 20% rigor drops to 17.9% or so. Not a very big deal.
afkalt
Republic Military School
Minmatar Republic
#571 - 2015-07-02 14:49:28 UTC
Yet remains an overall nerf which was not remotely needed. No-one ever accused missiles of applying too well with rigs.

And why did we get the nerf? Because :turrets: (that's a **** reason and you know it.) and "feedback" - which I sure as hell can't find and it wasn't this thread. The fact the things need gunnery skills was brought up ages ago but they've only just noticed it in the test server thread (of one page...)

Again, can we expect the missile skills to start to match gunnery ones? They're overshadowed at every turn....of course not.
Frostys Virpio
State War Academy
Caldari State
#572 - 2015-07-02 15:02:26 UTC
afkalt wrote:
Yet remains an overall nerf which was not remotely needed. No-one ever accused missiles of applying too well with rigs.

And why did we get the nerf? Because :turrets: (that's a **** reason and you know it.) and "feedback" - which I sure as hell can't find and it wasn't this thread. The fact the things need gunnery skills was brought up ages ago but they've only just noticed it in the test server thread (of one page...)

Again, can we expect the missile skills to start to match gunnery ones? They're overshadowed at every turn....of course not.


What gunnery skill did they put as requirement beside the obvious weapon upgrade which is in gunnery just because it has to be somewhere and nobody want to have to train a clone of it just for missiles.
Frostys Virpio
State War Academy
Caldari State
#573 - 2015-07-02 15:03:45 UTC
Caleb Seremshur wrote:
The midslot pulls double duty as a 18% flare and as a budget tp... while I'd like the cerb to drop a low and gain a mid that doesn't seem likely to happen. Stacking penalties only mean like 4% of the modifier for the second module ergo your 20% rigor drops to 17.9% or so. Not a very big deal.


If it's not a very big deal, why can't it stays as it was before? It's not a big deal anyway right?
SFM Hobb3s
Perkone
Caldari State
#574 - 2015-07-02 15:11:27 UTC
Looks like for any serious fleet doctrine missiles will remain crap.
Sure, you can recover a miniscule amount of damage application with the new modules, provided you further sacrifice your other critical fittings such as tank.

And hopefully we will have anti-missile specific ECM modules to finally put the last nail in this weapon systems coffin.
Frostys Virpio
State War Academy
Caldari State
#575 - 2015-07-02 15:56:34 UTC
SFM Hobb3s wrote:
Looks like for any serious fleet doctrine missiles will remain crap.
Sure, you can recover a miniscule amount of damage application with the new modules, provided you further sacrifice your other critical fittings such as tank.

And hopefully we will have anti-missile specific ECM modules to finally put the last nail in this weapon systems coffin.


"Can I bring my draek?" will be an even better joke so I guess we are not empty handed...
SFM Hobb3s
Perkone
Caldari State
#576 - 2015-07-02 16:20:37 UTC
Yep, still better damage application with Lazors on your draek than with missiles.
afkalt
Republic Military School
Minmatar Republic
#577 - 2015-07-02 17:55:22 UTC  |  Edited by: afkalt
Frostys Virpio wrote:
afkalt wrote:
Yet remains an overall nerf which was not remotely needed. No-one ever accused missiles of applying too well with rigs.

And why did we get the nerf? Because :turrets: (that's a **** reason and you know it.) and "feedback" - which I sure as hell can't find and it wasn't this thread. The fact the things need gunnery skills was brought up ages ago but they've only just noticed it in the test server thread (of one page...)

Again, can we expect the missile skills to start to match gunnery ones? They're overshadowed at every turn....of course not.


What gunnery skill did they put as requirement beside the obvious weapon upgrade which is in gunnery just because it has to be somewhere and nobody want to have to train a clone of it just for missiles.



Trajectory analysis. Which also requires gunnery IV.

We pointed it out on page 14 of this thread. After "great feedback", the nerf came on page 16. No mention of shady skill requirements

CCP seemingly didn't know about the bad skill until they got around to this thread https://forums.eveonline.com/default.aspx?g=posts&t=431553&find=unread which they responded to yesterday - 4-5 or so days after they were first told in the "great feedback thread".

So you'll have to forgive me if I suspect they've ignored a bunch of this feedback.

Maybe they've not, but by gods it looks fairly damning - not even acknowledging it at the same time as the nerf.
elitatwo
Zansha Expansion
#578 - 2015-07-02 18:32:56 UTC
At least we know now that we can stop giving feedback all together here, since Rise only reads reddit and not the forums anymore..

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Nafensoriel
Brutor Tribe
Minmatar Republic
#579 - 2015-07-02 18:52:52 UTC  |  Edited by: Nafensoriel
While we typically never get a final say in anything eve related(we are not the developers after all) I am concerned with the nature of this thread on a single ground. The lack of direct feedback after the revisions when an obvious and reasoned community response pretty much requires one.


I understand the developer mantra of "sometimes it is wiser to say nothing" when being forced to make a change for the good of a game system. We don't know future plans. Other changes in the pipe might make a visibly terrible change now seem reasonable in 6 months.

However.. In this case this logic no longer applies.

CCP has stated they discussed this with CSMs and players. I do not see the fears presented in reddit or ccps forums. I have not heard of any discussions between people on webshows. There is zero public information to the nature of numbers of these discussions. The modules in question did not even get properly applied to the test server to be tested before being summarily nerfed and additional penalties applied. No public information exists to balance the nature of your actions.

If we were talking about CCP stock purchases the SEC would be crawling up someones rear end about now.

Take 30 minutes. Explain the why.. and if the position is still "deal with it the change will go live" then, as has been told to players before, HTFU and say it.
Hakaari Inkuran
State War Academy
Caldari State
#580 - 2015-07-02 19:14:05 UTC  |  Edited by: Hakaari Inkuran
Arthur Aihaken wrote:
2 years, and once again - nothing's changed.

But the future refused to change