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Shamis Orzoz
Sniggerdly Pandemic Legion
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Posted - 2009.09.21 18:56:00 -
[1]
While doing all the Tournament preparation, testing, eft'ing, and theorycrafting it came to my attention that rockets are TERRIBLE.
There is today, no reason to use rockets when you could instead use light missiles. Due to the limited range of rockets, they should really be high dmg items, sort of like little frigate torpedo, but they aren't.
Please take a look at this when you get a chance, I'm sure amarr frig pilots everywhere will appreciate it.
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FISHANDCHIPS
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Posted - 2009.09.21 18:58:00 -
[2]
your only realizing this now
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Alfons Richthofen
Caldari Die Luftwaffe
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Posted - 2009.09.22 02:36:00 -
[3]
This is why the Vengeance along with all rocket using frigates are useless. Please increase rocket damage and/or rate of fire.
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Adunh Slavy
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Posted - 2009.09.22 02:59:00 -
[4]
/signed
The FoomFoom kessie is not as viable as it once was.
The Real Space Initiative - V5 (Forum Link)
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kongking wang
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Posted - 2009.09.22 03:41:00 -
[5]
i say increase the ammount of highs so you can fit more pods for rocket specific ships. that way only those ships who specialise in them get a damage buff and not someone who is just filling a spare slot.
besides rocket pods are small so who is to say you cannot fit 4 or 5 of them on a frig.
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Ashley Thomas
Veneratio Venator Alliance
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Posted - 2009.09.22 18:07:00 -
[6]
There's a person in my corp that's become rather successful with rocket kessys, but ya, damage increase would be nice.
Veritatum Cognoscere |

Mike Voidstar
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Posted - 2009.09.22 18:47:00 -
[7]
I think it would be cool to treat un-guided missles (and rockets) as turret type weapons.
The calculations are the same sort of trajectory based calculations for shooting something, as the unguided missles do not correct their aim mid-flight.
Just treat them as a turret for the purposes of hitting something, but with no fall-off, just optimal range or no hit at all. Keep the hit-delay, so that they can still be intercepted by defender rockets or smartbomb fire (be nice if aggressive drones with no other target would attack incoming missles as well, or have an anti-missle setting).
They would be in the middle ground between guided missiles and turrets. They would not always hit, but would do their full damage when they did. There would be no sliding accuracy scale for range, similar to the way it is now, same damage regardless of range. Tracking would be an issue, but offset by either reletivly long range for a small weapon system, or consistent damage due to no damage bonus calcluation because it is a missle.
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Chssmius
Federation of Freedom Fighters
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Posted - 2009.09.22 19:03:00 -
[8]
By chance I just happened to make a long winded post on this very subject(with graphs!) in this thread.
Originally by: Chssmius Edited by: Chssmius on 22/09/2009 18:48:37 Edited by: Chssmius on 22/09/2009 18:29:18 Yeah, there is very little to love about rockets but they are not a total loss.
The briefest explanation is that a frigate at full speed or webbed with an AB will only take about 75% damage +10% for variability in signature and top speed for both rockets and light missiles.
Light missiles will always deliver ~5%(ex: at 400 m/s LM do ~73% while R do ~68%) more of their total damage than rockets will unless you get below ~250 m/s. Lights do better compared to rockets the faster the target is going.
Rocket vs Light Missile graph* Now rockets only do ~10% more damage to begin with so there is only going to be ~5% damage benefit from using Rockets. The exception is if a target frigate is doing basically half its max non-propulsion mod velocity. Because of the higher DRF(Damage Reduction Factor) if a frigate is doing ~850 m/s or more(typical Frigate ABing speeds) then LM and Rockets are within a 1 or 2 DPS of each other. DRF is kind of complicated in how it works but the short version is the higher DRF the faster the damage falls off with higher speed and/or smaller sig signature. Keep in mind that ships which are likely to use rockets that ~5% improved DPS will translate into about 5 DPS, which isn't really noticeable.
This wouldn't be so bad if the range of rockets wasn't so terribly poor. EFT max rang is only 10.1 km. Realistically that is much shorter in a real fight and more likely to be 8 or 9 km after you account for rocket acceleration and target travel during rocket flight time.
Finally the max velocity for a rocket is less than 3.5 km/s which is a little on the slow side considering T1 frigates can go faster than that. Granted anything with an MWD has to be in scram and web range to take damage anyway, but short flight time isn't the only problem.
Javeline Rockets vs Light Missile graph* Also, Javelin rockets, while they have 50% more range(15 km), they exasperated the lack of damage improvement for rockets over LM. Between the ~25% reduced base damage and 0.2 difference in the DRF for Javelin rockets compared with their faction cousins means faction LM always do at least 10% more damage with ~3 times the range.
In short, rockets need a target frigate to be double webbed and scrammed to improve noticeably on light missile damage. Furthermore, rocket users can either engage well inside web and scram range or would be better off with light missiles.
The only redeeming attribute for rockets is their low fitting cost compared with LM. But then, about every small short range turret system has some option that would be easier to fit(in at least one way) and out damage a rocket inside its optimal(which isn't that far off the rockets max range). Though, admittedly, direct comparisons aren't strictly valid.
*DPS lines are for a Kestrel with 4x T2 launcher, navy kinetic ammo(unless otherwise noted), perfect skills, one BCU II, and one small Warhead Calefaction Catalyist rig firing at a ship equivalent to a Rifter without any signature bloom. % lines are equivalent for all ships except for the Heretic and Flycatcher(the Amarr and Caldari Interdictors).
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Rudolf Miller
Dawn of a new Empire The Initiative.
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Posted - 2009.09.22 20:36:00 -
[9]
boost rockets
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Duchess Starbuckington
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Posted - 2009.09.22 20:51:00 -
[10]
Originally by: Ashley Thomas There's a person in my corp that's become rather successful with rocket kessys, but ya, damage increase would be nice.
This is because the rocket Kessie is the only ship with a damage bonus freakishly high enough to use them to vaguely good effect. It outdamages the tech 2 Hawk ffs.
But in all seriousness - yes they need about a 25% increase to damage and a lot more explosion velocity. Right now they're almost as bad as torpedoes in that regard.
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Kagan Kashgar
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Posted - 2009.09.22 23:45:00 -
[11]
or let rocket launchers fire multiple rockets each time. (that's why there is a 'charge rate' in info, right?)
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Chssmius
Federation of Freedom Fighters
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Posted - 2009.09.23 06:42:00 -
[12]
I think the following would be a drastic improvement.
Rocket velocity with perfect skills should be between 4500 and 5000 m/s. Which will give between 13.5 km and 15 km range for normal rockets and 20 to 22 km for Javelins.
Rocket explosion velocity should peak between 160 and 180 which would equate to between a 15% and 25% damage boost vs a webbed ABing Frigate.
Leave base damage about where it is now(maybe increase it by 5%).
There is almost certain to be a bit of give and take needed on this so perhaps the following could help with potential balance issues.
Maybe give it a slightly higher default DRF, not more than 3.4 if exp vel is 160 and not more than 3.8 if exp vel is 180. The higher DRF could help balance the system by giving a meaningful choice to a pilot. If they do not carry a web, then against an ABing frigate they will do slightly superior damage compared to light missiles.
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Robert Caldera
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Posted - 2009.09.23 09:40:00 -
[13]
rockets are fail anyways...
why use 2 terms for 1 thing?? Missiles and rockets are basically the same. why use another (useless) weapon where light missiles are a good option? There is no similar fail useless weapon for hybrids, there is no such for lasers, why did we get such crap for caldari weapons and even ships which have bonuses for that??
remove them from the game and remap all ship bonuses from rockets to light missiles.
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Mike Voidstar
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Posted - 2009.09.23 16:06:00 -
[14]
That's why I suggest treating rockets as a type of turret rather than a full-blown missle system.
Rockets are little more than fancy bullets that bring their motive force with them when fired. You point, you shoot, if you did it right, it hits. Very simple, just like a gun.
Treating them as turrets with a long optimal, zero fall-off, and a short delay to hit models rockets very nicely. You lose the perfect accuracy but keep the consistant damage regardless of range.
You could tinker with the idea of making them truly explosive and making them have a smartbomb-like effect centering on their target, making them more tatical in use, as you have the ability to disrupt drone rep on the target, but also risk interfering with missiles and drones from your own fleet as well. (fratricide in missle volleys is a consideration in RL missle use as well)
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Chssmius
Federation of Freedom Fighters
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Posted - 2009.09.23 17:44:00 -
[15]
Originally by: Robert Caldera rockets are fail anyways...
why use 2 terms for 1 thing?? Missiles and rockets are basically the same. why use another (useless) weapon where light missiles are a good option? There is no similar fail useless weapon for hybrids, there is no such for lasers, why did we get such crap for caldari weapons and even ships which have bonuses for that??
remove them from the game and remap all ship bonuses from rockets to light missiles.
I don't think removing rockets is the only nor the best solution. There is a niche that they can fill but their problem is they suck too much right now to fill it.
Originally by: Mike Voidstar That's why I suggest treating rockets as a type of turret rather than a full-blown missle system.
Rockets are little more than fancy bullets that bring their motive force with them when fired. You point, you shoot, if you did it right, it hits. Very simple, just like a gun.
Treating them as turrets with a long optimal, zero fall-off, and a short delay to hit models rockets very nicely. You lose the perfect accuracy but keep the consistant damage regardless of range.
You could tinker with the idea of making them truly explosive and making them have a smartbomb-like effect centering on their target, making them more tatical in use, as you have the ability to disrupt drone rep on the target, but also risk interfering with missiles and drones from your own fleet as well. (fratricide in missle volleys is a consideration in RL missle use as well)
Completely throwing out the missile damage model and changing it to the turret model wont do anything to fix the problems with rockets. In fact it will only complicate matters because you will have to rebalance not only rockets, HAMs, and torps,(as you suggested) but every ship that is intended to make use of them and then consider their impact on the rest of Eve!
That is a lot of work for what amounts to needing to dye the color of one redheaded step child's hair.
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The subject of rocket balance was brought up even as CCP was rebalancing them almost a year ago now during the speed and missile nerf. Back then, sisi testers said rockets needed more love, it was obvious compared to the other missile systems. However, concerns about rockets were drowned out by the crying over the speed nerf, among other things. Eve has had a lot of changes in the last 12 months, most of it for the better, but the changes to rockets wasn't one of them.
Use the search function on rockets, lots of interesting discussion, btw.
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