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Missile Damage Lock Discussion

Author
afkalt
Republic Military School
Minmatar Republic
#21 - 2015-09-12 14:09:21 UTC
Feodor Romanov wrote:
Aiyshimin wrote:
Feodor Romanov wrote:
Aiyshimin wrote:
There is o such thing as missile damage lock. Accept the fact that missiles are by nature a low damage weapon system, because applying their damage requires no piloting skills like turrets.


I disagree. The only difference in "piloting skills" that turret guys keep angular velocity on their minds and missile guys keep transversal one. But what percentage of pilots really use this? The only true "unskilled" weapon system in the game is drones, like fire and forget weapon. Even drone guys must play launch\scoop game or to maneuver if they use centry drones.

Missiles have low damage and bad damage application. Why it is necessary to even lock their damage type? That's why the most of missile boats use LML and RLML nowadays. For example, compare Navy Osprey and Fleet Scythe. They are near equal ships, but last one much more popular because of unlocked damage type:
Osprey - 254 kills https://zkillboard.com/ship/29340/top/
Scythe - 1938 kills https://zkillboard.com/ship/29336/top/


Your own angular velocity has absolutely effect on how your missiles hit. You simply press F1, and bacon magically appears in your bacon hold- making missiles the only skill-free weapon system, since you dont need micro manage your missiles like drones.

Again, caldari ship damage type is not locked.


Angular velocity of miisile boat has no effect, but transversal does. Missiles do less damage to the ship who moves away and more damage to the approaching ship. Plus you need to calc your targets range and speed to understand what range do you need to apply missile damage, because of missiles speed and flight time. Factually missile boats need near the same piloting skills and pilot's attention as turret ships.


No, the only variable in missile application - which is still all or nothing, by the way - is can it catch the target or not.

This is the reason cited every time the hilariously bad application and anemic damage is mentioned.
epicurus ataraxia
Illusion of Solitude.
Illusion of Solitude
#22 - 2015-09-12 14:48:20 UTC  |  Edited by: epicurus ataraxia
There is some mileage in the viewpoint of missile damage type lock making for choices, but it is far more appropriate when discussing the Guristas ships that have a thermal and kinetic lock.

A pure kinetic lock leads to decisions such as engage or warp away. And little else.

Therefore, retain damage lock on Caldari ships, but add thermal, with the lore explaination that caldari obtained the services of Guristas scientists and outbribed the Guristas recruiters to gain their loyalty.

Edit:- should one wish to retain the uniqueness of guristas, lock caldari to Kinetic And EM. This still gives interesting and viable choices, to both target and agressor, but not as flexible as thermal. Alternatively introduce a new "kinetic" missile with split or additional damage types. I would be excited to see a kinetic missile that also had a Cap drain payload addition. Possibly making it a naval Faction T2 missile will add flavour and interest.

There is one EvE. Many people. Many lifestyles. WE are EvE

Khan Wrenth
Viziam
Amarr Empire
#23 - 2015-09-12 15:12:27 UTC
We need more damage locks all-around, and not just for missiles. Good damage selection should be a unique trait, not the rule of thumb with some exceptions. Gallente already have this odd thing where one drone type gets bonused for their Helios, so let all Gallente drone ships bonus thermal damage drones only. The old Ishtar online thing wouldn't have been the same if they had done that. Then we can take a look at the Minnmitar and Amarr ships that specialize in missiles, give them some racial damage bonuses. Oh and don't forget about the Amarr drone BC, give that an EM lock too. Then extend this up the line to caps and supercaps, with each race getting a lock to a single damage type of drones.
Ransu Asanari
Perkone
Caldari State
#24 - 2015-09-12 19:43:12 UTC  |  Edited by: Ransu Asanari
Feodor Romanov wrote:
Angular velocity of miisile boat has no effect, but transversal does. Missiles do less damage to the ship who moves away and more damage to the approaching ship.


You're wrong - the only thing in the missile damage formula for applying to the enemy target is Signature Radius and Velocity.

Flying at an enemy missile ship who is flying away from you gives them more range, as you're flying into their missiles who then use less of their flight time to reach you. However, you'll take the same damage whether you're flying straight at the missiles as you would if you were orbiting the target at the same speed.
Ransu Asanari
Perkone
Caldari State
#25 - 2015-09-12 19:47:55 UTC
Jacob Holland - you make a point of intelligently deciding whether to switch to unbonused ammo. Losing 50% of your damage to switch however, I don't expect there would be many cases where it would be beneficial. With the Hookbill/Osprey Navy Issue it's only a 25% loss in damage, so there are more cases where it would be worth it. I'd really like to see some maths to see where how large the resist threshold has to be for it to be worth switching from Scourge to another damage type, and then apply that against a common spectrum of ships or racial resist profiles.
Ransu Asanari
Perkone
Caldari State
#26 - 2015-09-12 19:49:14 UTC  |  Edited by: Ransu Asanari
Duplicate Post
Omnathious Deninard
University of Caille
Gallente Federation
#27 - 2015-09-12 20:33:47 UTC
Ransu Asanari wrote:

Quote:
Other races are locked into damage types too. Lasers and hybrid only deal two of the four types of damage. And there is no max damage kinetic ammo for ACs and arties.

Drones would like to have a word with you.

On a Myrmidon Ogres do about the same DPS as Kinetic HAMs do on a Drake, but still have all the drawbacks of being drones.
Also, drones do different damages based on what drone is being used, regardless of what ship it is being used on, have much slower flight speeds and then have to slow down and orbit there target in order to start dealing damage.

So while a drone ship doesn't specifically have a damage lock, it has several penalties for choosing its damage type.

If you don't follow the rules, neither will I.

Ransu Asanari
Perkone
Caldari State
#28 - 2015-09-12 21:01:52 UTC
Omnathious Deninard - I made that comment strictly to respond to the argument that other races are locked into damage types, to debunk the argument that leaving some missile ships with only one damage type is equivalent.

For drones, the 2014 rebalance helped make Amarr and Caldari drones more viable, where the choice previously was basically Gallente for damage, and Minmatar for tracking/speed. I was pretty happy with that rebalance and it seems to be successful considering how many people carry Acolytes instead of Warriors now.

This is one of the things I like about some of the different weapon systems. Where they are not equivalent, but have distinctive advantages and disadvantages, and you have to make a lot of choices to maximize their use.
Azazel The Misanthrope
Oblivion's Pendulum
Top Tier
#29 - 2015-09-14 05:00:19 UTC
The Caldari ships do receive larger damage bonuses on their kinetic damage type than their corresponding ships of other races, if they were to remove that type lock then the competing missile ships in those classification would be totally outclassed by their Caldari counterparts. If the damage locks were removed from the Caldari ships then literally every other missile ship in game would also need to be re-balanced to compensate for the now substantially larger advantages these Caldari ships would have.

I like this idea, but I can't support it because it does not address how this would affect the competing ships classes that do similar things.

Azazel The Misanthrope
Oblivion's Pendulum
Top Tier
#30 - 2015-09-14 05:07:04 UTC
Ransu Asanari wrote:
Feodor Romanov wrote:
Angular velocity of miisile boat has no effect, but transversal does. Missiles do less damage to the ship who moves away and more damage to the approaching ship.


You're wrong - the only thing in the missile damage formula for applying to the enemy target is Signature Radius and Velocity.

Flying at an enemy missile ship who is flying away from you gives them more range, as you're flying into their missiles who then use less of their flight time to reach you. However, you'll take the same damage whether you're flying straight at the missiles as you would if you were orbiting the target at the same speed.


He is actually correct sir. Missiles actually do more damage to the approaching target by a small margin, this is due to the face that the missiles actually spend less time approaching their target, which theoretically translates to a marginal damage per second increase the volley damage remains the same, but the target is hit at steadily decreasing intervals as he continues to approach which inversely increases the damage done over time.
Haatakan Reppola
Science and Trade Institute
Caldari State
#31 - 2015-09-14 11:01:16 UTC
Azazel The Misanthrope wrote:
Ransu Asanari wrote:
Feodor Romanov wrote:
Angular velocity of miisile boat has no effect, but transversal does. Missiles do less damage to the ship who moves away and more damage to the approaching ship.


You're wrong - the only thing in the missile damage formula for applying to the enemy target is Signature Radius and Velocity.

Flying at an enemy missile ship who is flying away from you gives them more range, as you're flying into their missiles who then use less of their flight time to reach you. However, you'll take the same damage whether you're flying straight at the missiles as you would if you were orbiting the target at the same speed.


He is actually correct sir. Missiles actually do more damage to the approaching target by a small margin, this is due to the face that the missiles actually spend less time approaching their target, which theoretically translates to a marginal damage per second increase the volley damage remains the same, but the target is hit at steadily decreasing intervals as he continues to approach which inversely increases the damage done over time.


He may be correct, but if you start counting dps from the first missile is launched to the last missile hit you will find that there is very little diffrence. Only counting from 1st volley hit you will see a much greater change since that would ignore the travel time for that volley.
afkalt
Republic Military School
Minmatar Republic
#32 - 2015-09-14 11:07:53 UTC
That, and it's like saying guns have more DPS when they are in range Lol
Frostys Virpio
State War Academy
Caldari State
#33 - 2015-09-14 12:20:25 UTC
Azazel The Misanthrope wrote:
Ransu Asanari wrote:
Feodor Romanov wrote:
Angular velocity of miisile boat has no effect, but transversal does. Missiles do less damage to the ship who moves away and more damage to the approaching ship.


You're wrong - the only thing in the missile damage formula for applying to the enemy target is Signature Radius and Velocity.

Flying at an enemy missile ship who is flying away from you gives them more range, as you're flying into their missiles who then use less of their flight time to reach you. However, you'll take the same damage whether you're flying straight at the missiles as you would if you were orbiting the target at the same speed.


He is actually correct sir. Missiles actually do more damage to the approaching target by a small margin, this is due to the face that the missiles actually spend less time approaching their target, which theoretically translates to a marginal damage per second increase the volley damage remains the same, but the target is hit at steadily decreasing intervals as he continues to approach which inversely increases the damage done over time.


It's not a dps increase because your volley are not leaving your launcher any faster. It look better because it's applied in a shorter interval but at the end of the day, this is only possible because your damage don't happen as soon as your missile cycle like guns do. There is X damage worth of missile being launched every Y seconds no matter what so you can only reach a theorical dps number unless you fudge the numbers by somehow only counting time after the first volley hits.

Starting from time = 0 when the launcher cycle is where your dps should be calculated, not only when the first volley hit. From that point, you still only get a volley off every few seconds as predicted by your launcher cycle time. The only time this delay was ever "useful" is when nano raven could combine volley so they would all hit at the same time. Good luck pulling that off now...
Stitch Kaneland
The Tuskers
The Tuskers Co.
#34 - 2015-09-14 14:00:31 UTC
Strange, i have changed my kinetic missiles to thermal while flying my drake. Never had a pop-up that said "Im sorry sir, CCP only allows kinetic missiles to be fired from these launchers". Can someone show me this notification?

When ive used thermal missiles I could kill pre-nerf 10mn fessors pretty easily with my drake. Caldari have always been kinetic locked, look at gal t2 resist profile. Highest is in kinetic. So if caldari become omni, we change gal to t2 omni profile? Plz dont give more reasons to make gal the master race. Im sure fozzie is just itching for an excuse to have 70-80% resists across the board.

If anything the few remaining kinetic locked ships should get a higher bonus to it. Say 15% damage per level using kinetic. As someone who has flown drakes solo, this is not a huge issue. Ive had to run or disengage against certain fights, but i have to do the same thing in any ship I fly. There is no ship that can take on every scenario, except the orthrus and gila. Which maybe CCP will nerf 2% at a time.
Frostys Virpio
State War Academy
Caldari State
#35 - 2015-09-14 14:25:55 UTC
Stitch Kaneland wrote:
Strange, i have changed my kinetic missiles to thermal while flying my drake. Never had a pop-up that said "Im sorry sir, CCP only allows kinetic missiles to be fired from these launchers". Can someone show me this notification?



Did you notice there is no notification "Sorry, your autocannon are bad" on your cruisers/BC? I guess medium autocannon are fine...
Stitch Kaneland
The Tuskers
The Tuskers Co.
#36 - 2015-09-14 14:52:11 UTC
Frostys Virpio wrote:
Stitch Kaneland wrote:
Strange, i have changed my kinetic missiles to thermal while flying my drake. Never had a pop-up that said "Im sorry sir, CCP only allows kinetic missiles to be fired from these launchers". Can someone show me this notification?



Did you notice there is no notification "Sorry, your autocannon are bad" on your cruisers/BC? I guess medium autocannon are fine...


When acs are on a BC and setup for brawling they are tolerable. But BCs provide far better utility than other ships. Same as a drake. Looking at strictly the weapon bonus and not what the ship is capable of is foolish and an easy way to overbuff, because people dont know how to use their brains.

Kiting acs are a different story. But since we are talking about a BC, its irrelevent. What other cruiser is kinetic locked? The nosprey is bonused to all missile damage (just more in kinetic) and the cerb still has the RoF bonus to compensate switching damage profiles. Caracal is rof bonused. So it seems everyone is leaqing because of the drake. A ship i have been flying for years, when people said it was bad, yet have killed loads of frigs, cruisers and t3ds with it using its kinetic bonused missiles or switching to unbonused missiles. The slot layout and MJD plus resist bonus and decent shield HP make it quite competent regardless of kinetic lock.
Baali Tekitsu
AQUILA INC
#37 - 2015-09-14 15:12:57 UTC
Argueing like this maybe we should actually nerf the drake since it can literally kill everything eh stitch.

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Baali Tekitsu
AQUILA INC
#38 - 2015-09-14 15:21:19 UTC
The idea behind balancing shouldnt be "can it get a kill if the stars align?", it should be "is this a competitive ship?". The answer to the Drake is "its not". Damage locked bonuses can be interesting in the right context, but the Drake has so much competition from all the Caracal hulls its just **** on it.

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Stitch Kaneland
The Tuskers
The Tuskers Co.
#39 - 2015-09-14 15:33:54 UTC  |  Edited by: Stitch Kaneland
Baali Tekitsu wrote:
Argueing like this maybe we should actually nerf the drake since it can literally kill everything eh stitch.


Well it cant kill a deimos or ishtar i suppose. So its fine :).

I did offer ramping up the damage bonus from 10-15%. That would allow it do more dps than other BCs when using kinetic. Or give it the nosprey treatment. 5% dmg bonus to other dmg types, 10% to kinetic.

All im saying is the kinetic lock isnt as bad as people make it out to be. It could be tweaked, but giving it an omni bonus with its slot layout, tank, mjd and new changes could push it over the edge.

Edit: If you want an omni damage drake, i hear the navy drake is getting buffed.
Mario Putzo
#40 - 2015-09-14 18:51:03 UTC  |  Edited by: Mario Putzo
Ransu Asanari wrote:
Feodor Romanov wrote:
Angular velocity of miisile boat has no effect, but transversal does. Missiles do less damage to the ship who moves away and more damage to the approaching ship.


You're wrong - the only thing in the missile damage formula for applying to the enemy target is Signature Radius and Velocity.

Flying at an enemy missile ship who is flying away from you gives them more range, as you're flying into their missiles who then use less of their flight time to reach you. However, you'll take the same damage whether you're flying straight at the missiles as you would if you were orbiting the target at the same speed.


This is only partially true(re: Transversal). It is (not well) known that missiles actually have a similar effect as fall off in the sense that past a certain range some missiles just do not hit, they simply disappear into nothing. They don't hit for 0 they don't say "missed" they just vanish poof gone. Has something to do with server tick vs flight time i do believe.

https://www.reddit.com/r/Eve/comments/3f38ok/major_bug_with_missile_volleys_completely/

So you can certainly mitigate damage by flying away from missile ships and towards the edge of their range, in addition to the mitigation provided by simply moving at all.
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