These forums have been archived and are now read-only.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 fleet balance, and general missile balance

Author
Joe Risalo
State War Academy
Caldari State
#1 - 2012-01-24 23:29:20 UTC  |  Edited by: Joe Risalo
So, tons of people seem to have a huge issue with large fleets of tengus/drakes, which apparently is leading up to a possible nerf of the drake, and if other players have it there way, a nerf of tengus.

My suggestion actually slides the other way to balance these fleets instead of balancing the ships, which can lead to weak missile boats which is already bad enough considering how weak missiles are in pvp unless in a large fleet.

Ok, so to balance large missile fleets, how about creating something related to missile feedback, which would essentially mean, the more missiles are being fired at a target of one type of missile (I.E. heavy missiles), then it creates a feed back effect because they share similar frequencies in order to communicate with the ships to which they originated from.
This feed back can effect the missiles tracking on the target reducing their effectiveness of when and where to detinate. Thus reducing the accuracy of missiles slightly... The more and more ships there are firing the same type of missile, the less and less effective they become at engaging the target, but never to the point where they become useless, but instead encouraging more mixed missile fleets instead of several of the same ship using the same size missiles.

Now, this will allow for other balancing mechanics on missile boats in general to allow them to be more effective in pvp.
Here are some suggestions on this.

1) Reduce the explosion radius of torps and cruise missiles. Currently, even a Golem with bonuses to target painters still needs at least 3 target painters to have full effective dps against targets. The golem shouldn't require more than 2 target painters considering its bonus

2) Target painters are an issue of their own. Based on the rigs that CCP has created, it appears that the ships do have some play in the effectiveness of missiles to include their explosion radius and exp velocity. I suggest that they remove target painters and replace them with passive modules similar to tracking modules for turrets that don't use cap, and unlike target painters, don't have an optimal range.

3) Missiles waisting volleys or cutting short on volleys thinking the amount fired will be enough to destroy the target becomes an extremely annoying issue for missile pilots in both pvp and pve.
My suggestion to fix this is to actually increase the velocity of missiles, but reduce the flight time in order to balance to having the same range.
We'll take heavy missiles as an example. All skills lvl 5, the ship with the fastest rate of fire bonus, with the hml's with the fastest rate of fire, and with t2 range rigs fitted.
Now, once you've done the math and determined the fastest rate of fire possible, then you can increase the velocity of those missile types in order to allow the missiles to hit max distance just before the next volley fires, thus reducing waisted volleys, making missiles more effective in pvp because they have a faster engagement time, keeping them at the same range, keeping their velocity from being so high that it's rediculous, and also still allowing turrets to be more effective than missiles when they're in their optimal range because they still have a much faster engagement time than missiles.

Edit... 4) I forgot to say that heavy missiles, need to have their explosion velocity increased. They seem to be less effective against frigs as compared to cruise missiles and torps, even though their a smaller missile and should be more effective

Now, my other suggestions are towards missile boat ships themselves.
1) All missile boats except for stealth bombers should have the same dps for every missile type. So ships that have a bonus towards kinetic missiles should receive that bonus towards all missile types.
This change doesn't effect pvp because missile pilots rarely have the opportunity to pick and choose damage types during a pvp battle in order to find the best damage type, so they're typically limited to one damage type for the duration of the fight, and in most pvp the target ships are typically balanced to where they have close to equal resistances for all damage types...So the change of damage type doesn't matter anyway.

2) Other ships aren't as limited in their pvp capability, as a lot of missile boats are. Just look at Caldari's line-up. Their ships are limited to pve ships and pvp ships and typically the missiles are for pve and the turrets are for pvp, unless you stack a fleet of missile boats. So ships like ravens should have something given to them to allow them to be more effective in pvp. Hell, the raven is barely effective in pve, let alone pvp.

Thanks
Misanthra
Alternative Enterprises
#2 - 2012-01-25 03:42:56 UTC
Joe Risalo wrote:
Edit... 4) I forgot to say that heavy missiles, need to have their explosion velocity increased. They seem to be less effective against frigs as compared to cruise missiles and torps, even though their a smaller missile and should be more effective

Now, my other suggestions are towards missile boat ships themselves.
1) All missile boats except for stealth bombers should have the same dps for every missile type. So ships that have a bonus towards kinetic missiles should receive that bonus towards all missile types.
This change doesn't effect pvp because missile pilots rarely have the opportunity to pick and choose damage types during a pvp battle in order to find the best damage type, so they're typically limited to one damage type for the duration of the fight, and in most pvp the target ships are typically balanced to where they have close to equal resistances for all damage types...So the change of damage type doesn't matter anyway.

2) Other ships aren't as limited in their pvp capability, as a lot of missile boats are. Just look at Caldari's line-up. Their ships are limited to pve ships and pvp ships and typically the missiles are for pve and the turrets are for pvp, unless you stack a fleet of missile boats. So ships like ravens should have something given to them to allow them to be more effective in pvp. Hell, the raven is barely effective in pve, let alone pvp.

Thanks




for the edit 4....what are you smoking? try hitting an AB jagaur tackler in drake and raven (cruise or torp). Drake not hitting better means you are doing something horribly wrong. Cruise damage is craptacular.


For your part 1....again drugs are bad. You have warp in time to change ammo when tackle says its amarr, gal, winmater caldari. Or its turkey shoot time and its say maels and pest the majority you might make the time to run explosive ammo. Don't assume all missile shooters are lazy. Some of us trained guns and know ammo changes are not the end of the world. 10 seconds to get more dps a case by case tradeoff many have learned to adopt. Drake train has made kinetic a popular resist. Fix the resist for drake train to offset expected hml spam, thye will have weaker holes elsewhere more dps will creep in through. Want more damage from non kinetic... buy a 3 or 5% implant. Or train the other races stealthbombers. If you trained 1....its just a matter of more frigate 5's to collect them all.


For part 2, all races have their top dog boats and the boats that suck. Raven sucks...rokh is passable. Train a rokh for fleets, its not the greatest (its not 1400 alpha no doubt) but its not that bad. Bottom half of the killmail damage rankings is still a spot on the mail. Let the 1400's get top damage...you are there for the faster dps to drop big targets faster between their horrendous recycle times (well its bad imo). Your 2000 dps from a few volleys may not be equal to 1400 blasts.....but its 2000 dps that dropped the ship faster and the 1400's are hitting targets its better applied to. Think less killmail e-peen more team effort to win fights.

More on tod dogs and the others.....Gallente likes mega for fleet work. Look at hyperion and work out why. Phoons are not liked much bey0nd torp runs and still a debatable sr platform. Why you see pest and mael so much. And you have amarr....do they have other bs' besides apoc? Doesn't seem like it. Most common one I saw was the deformed cow/dog animal cracker. They blotted out the sun.
Nova Fox
Novafox Shipyards
#3 - 2012-01-25 04:25:50 UTC
Boost Defenders make them a midslot.

Dust 514's CPM 1 Iron Wolf Saber Eve mail me about Dust 514 issues.

Gypsio III
State War Academy
Caldari State
#4 - 2012-01-25 11:48:58 UTC
Oh. Another Joe Risalo thread where he spouts forth on missiles. Would I be foolish to assume that most of what he's written is either nonsensical or flat wrong?

Let's see...

Quote:
1) All missile boats except for stealth bombers should have the same dps for every missile type. So ships that have a bonus towards kinetic missiles should receive that bonus towards all missile types.

This change doesn't effect pvp because missile pilots rarely have the opportunity to pick and choose damage types during a pvp battle in order to find the best damage type, so they're typically limited to one damage type for the duration of the fight, and in most pvp the target ships are typically balanced to where they have close to equal resistances for all damage types...So the change of damage type doesn't matter anyway.


In a thread that proclaims to address missile PVP balance, you have proposed a change that you specifically state will not affect missile PVP balance. Well that makes no sense then, does it? In any case, your justification for making a change that you claim will not be a change is wrong anyway.
Zyress
Caldari Provisions
Caldari State
#5 - 2012-01-25 17:12:14 UTC
Nova Fox wrote:
Boost Defenders make them a midslot.


Only if they can add another midslot module to block incoming turret fire, and if you say TD, RSD, ECM, or mention a shield module will those work against missles too, so again no, you want to use defenders or a smart bomb to take out my missles then use a high slot.
Joe Risalo
State War Academy
Caldari State
#6 - 2012-01-25 21:01:06 UTC
I will appologize before hand for the size of this post.
I have a bad habit of making them long...


Misanthra wrote:

for the edit 4....what are you smoking? try hitting an AB jagaur tackler in drake and raven (cruise or torp). Drake not hitting better means you are doing something horribly wrong. Cruise damage is craptacular.


True... however, cruise missiles/torps have a faster exp velocity, so they're better able to get at least some damage of a fast moving ship.
However, heavy missiles have a slower exp velocity and a smaller exp radius, therfore, fast moving ships have more time to get out of a smaller exp radius.

Now, as far as torp and cruise missiles, I did also state to reduce their exp radius so that they're more effective and requiring less target painters(which i also suggested replacing target painters with a passive module similar to tracking mods for turrets)


Quote:
For your part 1....again drugs are bad. You have warp in time to change ammo when tackle says its amarr, gal, winmater caldari. Or its turkey shoot time and its say maels and pest the majority you might make the time to run explosive ammo. Don't assume all missile shooters are lazy. Some of us trained guns and know ammo changes are not the end of the world. 10 seconds to get more dps a case by case tradeoff many have learned to adopt. Drake train has made kinetic a popular resist. Fix the resist for drake train to offset expected hml spam, thye will have weaker holes elsewhere more dps will creep in through. Want more damage from non kinetic... buy a 3 or 5% implant. Or train the other races stealthbombers. If you trained 1....its just a matter of more frigate 5's to collect them all.


Lets look at it in the form of advantages through initiation of combat.

The fleet warping in is typically the one who sets the pace of combat because they determine the range of battle, which is a huge factor in Eve.

So a missile fleet is not limited to and optimal range. However, they wil be out gunned if they warp into the optimal of a turret fleet. So the missile fleet is able to scan down the turret fleet, however, they have no idea how those turret boats are fitted, so when they go to warp in they essentially have to guess which will be the most effective range. However, the odds are 50-50 that the missile boats will land in the optimal of the turrets. This means the turret boats have the same odds of success as the missile boats.

Now, a turret fleet scans down a missile fleet. they know instantly what damage type this fleet is going to be putting out because the only missile boats that are effective in pvp are limited to one damage type. They can also be pretty sure that the fleet is fitted with hmls and not ham's because a missile fleet fitted for random encounters won't want to be limited in range. Plus, the aditional damage of ham's isn't typically worth the substantial loss in range. So, even if the turret fleet isn't capable of swapping out fittings what not to be able to specifically tank those ships, they omni tanked, so reguardless of what damage type those missile boats do, you'll have close to the same effective tank against them.
NOW, the turret fleet gets the opportunity to warp in at their optimal range, which they know damn good and well that reguardless of what launchers the missile boats are fitting, that their turrets will have a destinct advantage due to instant damage, and the availability of alpha. The only way the turret fleet will not win inside their optimal range is if either the missile fleet is just a bait fleet, the turret pilots don't have enough dps to withstand the size of the missile fleet(error on the turret fleet's part).

So when it comes to initiating combat, turrets have a much more destinct advantage where as missile boats essentially give the opposing fleet the same chance at success. The only ture advantage the missile fleet has is knowing the size of your fleet, and thus being able to determine the probably of success reguardless of what the turret fleets optimal is.

So, while missiles being able to do the same dps with all damage types may not be a destinct advantage in pvp, it does give them the advantage of their opponent no knowing what damage type they're using even if it makes no difference.
However, this lack of knowledge for pvp resistances means that a worthless balance attempt was thrown out limiting these ships to one damage type which has taken away from one major advantage they had, whether it make a difference or not. But the change seriously limits them in pve, which even though eve isnt' balanced around pve, doesn't mean that an unneeded balance for pvp isn't an extreme henderance.

What I'm saying that this balance which isn't needed because it doesn't serve valid balancing purpose is hendering these ships in their capabilities towards other aspects of the game. So why can't we change something that wouldnt' directly give any advantage in pvp for the sake of allowing missile boats to use this advantge in other situations?

P.S... Any thoughts on my suggestion towards balancing missile fleets via missile feedback related to the missile sizes?