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[Aegis] Missile balance package

First post First post First post
Author
Arthur Aihaken
CODE.d
#1061 - 2015-08-15 00:05:58 UTC
Joe Risalo wrote:
I think I might fit my Golem with RHMLs and FoF just for the hell of it... Might be nice to sit there and not have to do anything for a while.

Just remember that rapid launchers don't receive the inherent missile velocity bonus, so you'll want to range script it for certain. The Barghest is best in this role (+200% missile velocity, +10% higher DPS) - but even then I still find myself waiting for long reloads.

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

Arthur Aihaken
CODE.d
#1062 - 2015-08-17 18:12:28 UTC
So Galatea is out next week. The new missile modules still suck (that is to say, they are extremely undesirable). Is anyone really using these over rigors, flares, hydraulic rigs and target painters beyond theorycrafting?

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

Joe Risalo
State War Academy
Caldari State
#1063 - 2015-08-17 18:15:21 UTC
Arthur Aihaken wrote:
So Galatea is out next week. The new missile modules still suck (that is to say, they are extremely undesirable). Is anyone really using these over rigors, flares, hydraulic rigs and target painters beyond theorycrafting?


Galatea?
Arthur Aihaken
CODE.d
#1064 - 2015-08-18 00:51:38 UTC
Joe Risalo wrote:
Galatea?

The next release stated for August 25.

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

Joe Risalo
State War Academy
Caldari State
#1065 - 2015-08-18 01:31:39 UTC
Arthur Aihaken wrote:
Joe Risalo wrote:
Galatea?

The next release stated for August 25.


Yeah, I finally figured that out. Just don't know what's in it other than more skins..
Maybe it was on o7 show..
Arthur Aihaken
CODE.d
#1066 - 2015-08-18 01:48:45 UTC
Joe Risalo wrote:
Yeah, I finally figured that out. Just don't know what's in it other than more skins..
Maybe it was on o7 show..

There's a cool Blood Raven SKIN. Is it ironic that the art department has done more for missiles this month than certain devs? (pretty sure the art department was largely on vacation too)

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

Sobaan Tali
Caldari Quick Reaction Force
#1067 - 2015-08-18 02:45:57 UTC  |  Edited by: Sobaan Tali
Arthur Aihaken wrote:
Joe Risalo wrote:
Yeah, I finally figured that out. Just don't know what's in it other than more skins..
Maybe it was on o7 show..

There's a cool Blood Raven SKIN. Is it ironic that the art department has done more for missiles this month than certain devs? (pretty sure the art department was largely on vacation too)


Gotta love it when we're ass-backwards, right?I feel like Eve is becoming a T3 with the fly-backwards glitch hanging around. That, or there were a few times while I was in the military it felt like this...

Btw, again Art delivers. You guys haven't dissapointed me yet!

"Tomahawks?"

"----in' A, right?"

"Trouble is, those things cost like a million and a half each."

"----, you pay me half that and I'll hump in some c4 and blow the ---- out of it my own damn self."

Arthur Aihaken
CODE.d
#1068 - 2015-08-18 03:10:58 UTC
Sobaan Tali wrote:
Btw, again Art delivers. You guys haven't dissapointed me yet!

The Art and Mac team are definitely on my Christmas card/gift basket list this year.

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

Rek Seven
University of Caille
Gallente Federation
#1069 - 2015-08-18 08:57:16 UTC
What is more effective for a stealth bombers torps; missile guidance systems or target painters?
Jezza McWaffle
A Fools Kingdom
TURBOFEED OR GLORY
#1070 - 2015-08-18 09:51:55 UTC
As far as I can see the most effective still is in order for sig radius bonus, painters > rigors > scripted modules. It confounds me why the new scripted modules are quite significantly worse than painters given that painters help everyone in your fleet not just yourself.

Wormholes worst badass | Checkout my Wormhole blog

Rek Seven
University of Caille
Gallente Federation
#1071 - 2015-08-18 10:05:16 UTC  |  Edited by: Rek Seven
Cool thanks, in that case i'll stick with the target painters that are also less cpu intensive Blink
Joe Risalo
State War Academy
Caldari State
#1072 - 2015-08-18 13:29:03 UTC
Rek Seven wrote:
Cool thanks, in that case i'll stick with the target painters that are also less cpu intensive Blink


I think they're also less PG and cap intensive as well.
Arthur Aihaken
CODE.d
#1073 - 2015-08-18 14:47:40 UTC
Jezza McWaffle wrote:
As far as I can see the most effective still is in order for sig radius bonus, painters > rigors > scripted modules. It confounds me why the new scripted modules are quite significantly worse than painters given that painters help everyone in your fleet not just yourself.

You're not the only one confounded and confused...

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

Sobaan Tali
Caldari Quick Reaction Force
#1074 - 2015-08-18 17:07:44 UTC
Joe Risalo wrote:
Rek Seven wrote:
Cool thanks, in that case i'll stick with the target painters that are also less cpu intensive Blink


I think they're also less PG and cap intensive as well.


TP's use more cap, but are not on as often at a time. MGC 2 uses 7 for 10 sec, while a Meta 4 TP uses 8 for 5 sec (reduced to 6 with Target Painting maxed), so the difference either way is negligible. Obviously, higher grade TP's will use slightly more cap as you go up the ladder, but meta 4 is already ahead of the best of these mods anyways. That might change after TP's get any treatment from metacide, but it won't likely be substantially different.

If you can, for what it's worth, bring a dedicated EWAR boat like a Rapier or a Hyena along with your bombers to be the TP platform, then MGC's can be used in concert to better effect since they can give either/both range and a little more application, but in most cases the a TP is the winner for more useful application effects. Bringing a mixture of TP's and MGC's are really only useful if your have so many of one or the other that stacking penalties are too bloated and bring both in that case helps to split the bill down the middle and maximize their effect, but again TP's will likely have the priority.

Then, again, I'm just repeating everything we've stated already several times over in this thread. I'm starting to run out of legit reasons to come to the forums at all anymore.

"Tomahawks?"

"----in' A, right?"

"Trouble is, those things cost like a million and a half each."

"----, you pay me half that and I'll hump in some c4 and blow the ---- out of it my own damn self."

Joe Risalo
State War Academy
Caldari State
#1075 - 2015-08-18 18:08:31 UTC
Sobaan Tali wrote:
Joe Risalo wrote:
Rek Seven wrote:
Cool thanks, in that case i'll stick with the target painters that are also less cpu intensive Blink


I think they're also less PG and cap intensive as well.


TP's use more cap, but are not on as often at a time. MGC 2 uses 7 for 10 sec, while a Meta 4 TP uses 8 for 5 sec (reduced to 6 with Target Painting maxed), so the difference either way is negligible. Obviously, higher grade TP's will use slightly more cap as you go up the ladder, but meta 4 is already ahead of the best of these mods anyways. That might change after TP's get any treatment from metacide, but it won't likely be substantially different.

If you can, for what it's worth, bring a dedicated EWAR boat like a Rapier or a Hyena along with your bombers to be the TP platform, then MGC's can be used in concert to better effect since they can give either/both range and a little more application, but in most cases the a TP is the winner for more useful application effects. Bringing a mixture of TP's and MGC's are really only useful if your have so many of one or the other that stacking penalties are too bloated and bring both in that case helps to split the bill down the middle and maximize their effect, but again TP's will likely have the priority.

Then, again, I'm just repeating everything we've stated already several times over in this thread. I'm starting to run out of legit reasons to come to the forums at all anymore.



Here's the thing.
Many people have mentioned that these mods become more useful when you have a dedicated TP boat.
However, for years with missiles, when bringing a dedicated TP boat, the missile boats will typically not bring TPs, and at most fit application rigs.
Thus leaving mid slots open for tank, velocity, and/or ewar.

Why would we trade application and/or range rigs for MGCs, when that leaves us with less utility, seeing as how rig slots are generally unneeded for anything else.
Arthur Aihaken
CODE.d
#1076 - 2015-08-18 20:38:54 UTC
Joe Risalo wrote:
Why would we trade application and/or range rigs for MGCs, when that leaves us with less utility, seeing as how rig slots are generally unneeded for anything else.

stoicfaux summed it up best:
https://forums.eveonline.com/default.aspx?g=posts&m=5847341#post5847341

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

Arthur Aihaken
CODE.d
#1077 - 2015-08-19 02:40:58 UTC
This is exactly the kind of update I was expecting... "unstickied".

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

Joe Risalo
State War Academy
Caldari State
#1078 - 2015-08-19 02:43:26 UTC
Arthur Aihaken wrote:
This is exactly the kind of update I was expecting... "unstickied".


In regards to "If you build it, they will come."

"If you ignore it, they will leave." is also true
Sobaan Tali
Caldari Quick Reaction Force
#1079 - 2015-08-19 06:17:22 UTC  |  Edited by: Sobaan Tali
Well, I guess that's my queue to unsub from the thread then. Can't wait for the EWAR module, btw. On the bright side, I'd say CCP might be understandably more concerned with how the Sov changes have and future changes will fair...

https://forums.eveonline.com/default.aspx?g=posts&t=441365&find=unread

Yep, already there's some hate and discontent in that one, too.

"Tomahawks?"

"----in' A, right?"

"Trouble is, those things cost like a million and a half each."

"----, you pay me half that and I'll hump in some c4 and blow the ---- out of it my own damn self."

Atuesuel
The Scope
Gallente Federation
#1080 - 2015-08-21 16:01:12 UTC
CCP Rise wrote:
Heyo

It's getting pretty close to release and I have a lot of balance changes we need to talk about!

This thread is for discussion on a package of missile changes that we are pretty excited to see the results of. So what's in this package?

  • Missile Guidance Enhancers - Low slot modules that increase missile explosion velocity, lower explosion radius, increase missile flight time and increase missile velocity
  • Missile Guidance Computers - Mid slot modules that increase missile explosion velocity, lower explosion radius, increase missile flight time and increase missile velocity. These modules can use Missile Precision and Missile Range scripts and can of course be overheated.
  • Heavy Missile Damage is being increased by 5% for all Heavy Missile Types
  • Torpedo volume is being reduced by half, meaning you can fit twice as many Torpedo's in all launchers (except polarized, which have had their capacity reduced) as before.

  • Some specifics on the new modules:

    We are starting with 3 types in each group. Tech I, Compact (lower fitting requirements), and Tech II. Faction variations would certainly be on the table for later releases when we are happy with the tuning of numbers on these first mods.

    The numbers:

    Missile Guidance Enhancer I
    10 CPU, 1 PG, 4.5% bonus to explosion velocity, explosion radius and 5% bonus to missile velocity and missile flight time
    Pro-Nav Compact Missile Guidance Enhancer
    8 CPU, 1 PG, 5% bonus to explosion velocity, explosion radius and 5.5% bonus to missile velocity and missile flight time
    Missile Guidance Enhancer II
    15 CPU, 1 PG, 5.5% bonus to explosion velocity, explosion radius and 6% bonus to missile velocity and missile flight time

    Missile Guidance Computer I
    28 CPU, 1 PG, 5% bonus to explosion velocity, explosion radius and 4% bonus to missile velocity and missile flight time
    Astro-Inertial Compact Missile Guidance Computer
    24 CPU, 1 PG 6% bonus to explosion velocity, explosion radius and 4.5% bonus to missile velocity and missile flight time
    Missile Guidance Computer II
    35 CPU, 1 PG 7.5% bonus to explosion velocity, explosion radius and 5.5% bonus to missile velocity and missile flight time

    These are set very close to the corresponding turret module numbers and may need adjustment after deployment.

    We would have liked to include disruption modules to go along with these enhancement modules but there are actually some technical hurdles we need to figure out and we didn't want to keep holding back on adding these in the mean time. Look for those sometime in the future.

    Let us know what you think!



    So now that missiles have enhancers when the ****! are we going to get e-war that works on missiles ??