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Thread Statistics | Show CCP posts - 63 post(s) |
Deerin
Murientor Tribe Defiant Legacy
16
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Posted - 2012.09.18 21:04:00 -
[1] - Quote
Although everybody is talking about cruisers and battlecruisers, I want to divert attention to another point that seems to be overlooked.
What will these changes mean on battleship level. Will torpedoes have longer range with TC/TE's now. Are we going to get torpedo ships that can actually hit smaller stuff by using TE/TC's. Did you guys consider these parameters when thinking about TE/TC for missiles?
Everybody is talking about the 20% damage nerf which is just one part of the nerf hammer.
"-At the moment Fury missiles at Light and Heavy sizes have a faster explosion velocity than precision missiles, we'll be fixing this defect as part of the changes. Fury: Increase damage, increase the severity of penalties to explosion radius and velocity"
T2 Fury missiles were actually very efficient missiles for their job and they were adding a lot of DPS. Many tengu/drake pilots were using them as default as they are cheaper than their faction counterparts. With the new changes I doubt they can be used against anything cruiser sized anymore.
I liked the fact that CCP actually has balls to go with this type of change. It may make the high-sec crowd cry a bit. It may even result in some loss of subscribers. But it will make eve much more playable and (more importantly) enjoyable in the long run, thus generating more subscribers in the long run.
Go Fozzie!!!!
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Deerin
Murientor Tribe Defiant Legacy
16
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Posted - 2012.09.19 13:52:00 -
[2] - Quote
The HM's were too good for damage projection to begin with. This nerf just puts them back in line. Should've been done a long time ago.
....and to all whiners who are planning to unsubscribe because of HM nerf.
Can I haz your stuff??
Javelin loaded HAM's are the new HM's. |
Deerin
Murientor Tribe Defiant Legacy
18
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Posted - 2012.09.20 07:27:00 -
[3] - Quote
OT Smithers wrote:Hurricane: 720mm 2 TEs, 2 Gyros
RF PP = 426 dps (19 + 36km total: 55km) instant alpha: 3744 Tremor 247dps (70+36km total: 106km) instant alpha: 2170
Harbinger: HB Laser II, 2 TE, 2 Heats Sinks IN MF = 468dps (19+16km total: 35km) instant alpha: 1664 Aurora = 271dps (70+16km) instant alpha: 953
Brutix: 250mm Rails, 2 MFS, 2 TEs CN Antimatter = 444 dps (23km + 25km, total: 48km) instant alpha: 1657 Spike = 257dps (84+25km total: 109km) instant alpha: 961
Drake: HMs, 2 BCU CN Scourge = 368 dps, 84km missile travel distance, Delayed Volley: 2474
NOTES: 1. The Drake damage is delayed while the others hit instantly 2. While the total maximum missile travel distance is theorestically 84km, this is NOT the range at which the missile will strike as it does not take into account either acceleration or the motions of the two ships relative to one another. 3. All damage numbers are ideal. HM damage is reduced by target size and velocity. Missiles are also incapable of "critical hits"
Looking at the numbers in this more realistic way it is clear that the problem with HMs -- if it exists at all -- is hardly as severe as some would suggest. The weapons, like the ships themselves, are relatively comparable to one another. They may be the most balanced class of ships (and weapons) in the game.
If we are going to compare the ships more completely we would need to look beyond HMs to do so. We would need to consider their resistances and tanks, fitting requirements, speed and agility, combat parameters, training time, ease of use, drone bays, utility slots, added capabilities such as EWAR, and what not.
When taken as a whole an argument could easily be made that ANY of these ships is superior to the others under the correct situation. The Drake excels in some areas and falls behind in others, and the same applies to all of them. The Drake does, however, offer a relatively inexpensive and easy to train for platform that makes fleet operations simple to control.
This is not the problem CCP wishes to correct. The problem is this:
A drake swarm of 100 ships encounters an enemy drake swarm of 100 ships. Combined the two fleets will begin spewing out an additional 1400 individual server tracked objects every 6 seconds, and often the second salvo will be in flight before the first hits. This is an incredible load on the servers, and one that the servers DO NOT HAVE when the ships are "firing" direct fire weapons.
Now imagine the same scenario, but up the ante to the blob sizes we see in some fleets today.
By shortening the range and increasing the speed CCP can reduce this server load by getting more missiles off the field faster. But better still (for them) is if they can essentially break the Drake and HMs and have them replaced by something less demanding. This is a win win for them, and in some respects for all of us.
Although I agree with lag reasoning. Please don't compare weapons enhanced with 4 mods to weapons enhanced with 2 mods. Also 19 + 36 with fallo does only give half dps at 55 km
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Deerin
Murientor Tribe Defiant Legacy
19
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Posted - 2012.09.21 09:24:00 -
[4] - Quote
Katharina B wrote:Hazen Koraka wrote:So... 110 pages of mostly people against these changes.
When will Fozzie respond with his counter argument? Or will he let this thread rumble on until Winter when they go ahead with the changes anyway, regardless of feedback? Cmon Fozzie, we want feedback too! Here is MY PERSONAL feedback: Two accounts cancelled - You lost a more than 4 years paying customer! In addition to the missile nerf CCP will also bring an AI boost for NPC's in missions. These NPC's will switch targets. At the first look it seems to be a good idea. At the second look it is a typical darft idea from CCP. Mission "Buzz Kill" and "Stop The Thief" are just two of more missions where every pilot will have problems with his drones. (ELITE) Frigs are at 65km+ at the beginning, you start your drones but they will be destroyed before they reach the enemy frigate. If you call back your drones they are to far away to reach your ship befor they are destroyed. What have we than? A scrambled ship without drones and less damage with missiles or more damage with the stupid TE+TC but horrible less tank. Good job CCP. As Caldari pilot I end my career in New Eden. From a RP point I could say I grab my ISK buy me a planet or at least a little moon somewhere and can live like a god for the rest of my life. From a RL point I MUST SAY, that CCP do never think about changes and their consequences. And ever ask the wrong people who do not have skilled what they intent to nerf next. Bye folks. It was a pleasure for me to be part of this community for 4.5 years. But now it is time to travel on. O7 P.S.: No! You can not have my stuff. Remember? I want to buy me a planet or a little moon.
What I'M reading is: 4.5 years player cannot deal with elite frigs in two missions and quits the game..... ....although you said no.... ....can I still haz your stuff??? |
Deerin
Murientor Tribe Defiant Legacy
19
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Posted - 2012.09.22 16:22:00 -
[5] - Quote
I'll stop trolling the thread, stop enjoying the tears and give a serious feedback.
I don't know if any one has done this graph before, but here it is:
all medium size long range weapons with best ammo selected for specified range and 3 damage mods, assuming a big-non-moving target
[img]http://i.imgur.com/xAlKi.jpg[/img]
The graph has all the weapons in their non bonused state. Note that I assumed fury missiles are getting a slight buff (5%)
First of all: Do not be fooled by the appearent low performance of 720's on this graph. Minmatar ships usually come with 2 damage bonuses instead of 1 for other races, albeit for less turrets. All in all assume its performance as 15% higher puts it actually in line with other turrets.
Second: The current state of HML's actually outrageous. First 10-15km of this graph is actually not as good as it looks for the turrets....as they'll have big problems tracking stuff below 10k. HML's will keep functioning at that region without any problems. 10-20k is the only niche where long range medium guns perform slightly better than HML's. Though that range is actually dominated by short range guns in todays pvp. Post 25k it is HML's have a crazy superiority.
Third: With the new changes the HML's are still dominant beyond 25k, but not as much as today. Additionaly you get the chance to increase your range and your exp velocity throughuse of TC's TE's....but you sacrifice your immunity to TD's for that.
The nerf is crazy.....yes.....but the real crazy thing was how good the heavy missiles were up until now. It is no coincidence that they are the most used weapons system in the game. They were too good. This patch fixes it.
Oh and fozzie....if any amarrian loyalist comes and says a 10% optimal bonus on HBL's would just put it in line with other medium long rane turrets......punch him/her repeatedly in the face.....as I hate amarrians most when they make sense.+
[img]http://i.imgur.com/9tBED.png[/img] *720's normalized by +15%, HBL optimal increasd by 10%
Edit: How do I put images in my post? [img] didn't work |
Deerin
Murientor Tribe Defiant Legacy
22
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Posted - 2012.09.23 06:41:00 -
[6] - Quote
Miss Le NerfSxBye wrote:Deerin wrote:I'll stop trolling the thread, stop enjoying the tears and give a serious feedback.
I don't know if any one has done this graph before, but here it is:
Shouldn't the HML damage be a straight line? I'm not getting why you get the dip at the end. SO to be the race "specialising" in long range combat Caldari need to go to rails? yuck
It's furies up to a certain range and faction ones after that. |
Deerin
Murientor Tribe Defiant Legacy
22
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Posted - 2012.09.24 05:50:00 -
[7] - Quote
HELLBOUNDMAN wrote:I have numbered each of your statements I want to comment to.
2) 720mm arty II with tremor rounds reaches 77km. That's without any modules. A drake can hit 84.4km with navy without factoring acceleration, which puts it around 79km.
I don't know what math you are using when coming up with these numbers and I see similar arguments from missile users.
Let me fix you:
54km optimal = %100 damage 54km optimal + 22km falloff= %50 damage at 77km
I see many people putting optimal + falloff and stating it as effective range:
It is not.
I'll put this here again just so you guys can have an idea on how things are atm and how things are going to be:
http://imgur.com/xAlKi |
Deerin
Murientor Tribe Defiant Legacy
22
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Posted - 2012.09.24 06:26:00 -
[8] - Quote
HELLBOUNDMAN wrote:No where in there did I say it did max damage at 77km, nor did I even say it was effective.
I mearly stated that it reaches 77km.
The thing is: HM's DO max damage at that range....and you were comparing arties to HM's. Also accordingto that logic 720's *reach* to 99k.
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Deerin
Murientor Tribe Defiant Legacy
23
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Posted - 2012.09.24 09:44:00 -
[9] - Quote
OT Smithers wrote:
You have to be careful before casually accepting someone elses numbers in this thread.
The 720 arty cane, with 2 gyros and 2 TEs in the lows, will do 291 dps (heated) with a 70km optimal (+ 36km falloff) firing Tremor. The reason his numbers are different is that he accidentally left off the TEs. You see these same accidents with a lot of the numbers people are throwing around.
720 arty cane with 2gyros and 2 te's has 4 mods for enhanching the weapon.....and even then you ONLY get 291 dps....heated at that....so you waste some slots only to try to get close to drake performance....and still fail at that. Drake gets 484 with furies at that range.
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Deerin
Murientor Tribe Defiant Legacy
23
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Posted - 2012.09.24 11:38:00 -
[10] - Quote
Dr Sheng-Ji Yang wrote:Quote:720 arty cane with 2gyros and 2 te's has 4 mods for enhanching the weapon.....and even then you ONLY get 291 dps....heated at that....so you waste some slots only to try to get close to drake performance....and still fail at that. Drake gets 484 with furies at that range. You forget that alpha is very important especially for fleet fights. Only some days ago I saw some arty Canes alpha an Omen cruiser. And what you forget: How helpless drakes are against frigs. I doubt there is another bc with exception of a rail ferox that is so helpless against frigs. AC Cane has so good tracking that it eats frigs alive, Arty Cane has only little bigger drone bay but arty alpha strike (which alphas probably more than 50% of most frigs and even destroyers) plus mostly neuts or light missiles to get frigs down. Drake is really helpless against faster frigs when drones are eaten. Almost no other bc has these problems.
I had my suspicions but now I'm sure you are trolling. Drake actually keeps damaging the frigs while no arty cane can actually track a frig under its guns.
Still my beloved arty cane is getting nerfed and I'm still happy because I know that it was too good to have 720's AND a decent tank without any sacrifices. What HM users can't realize is this fact. Heavy missiles were already too good. Time to get in line with other weapons. |
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Deerin
Murientor Tribe Defiant Legacy
24
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Posted - 2012.09.24 11:59:00 -
[11] - Quote
Dr Sheng-Ji Yang wrote:Quote:I had my suspicions but now I'm sure you are trolling. Drake actually keeps damaging the frigs while no arty cane can actually track a frig under its guns.
Still my beloved arty cane is getting nerfed and I'm still happy because I know that it was too good to have 720's AND a decent tank without any sacrifices. What HM users can't realize is this fact. Heavy missiles were already too good. Time to get in line with other weapons. Rofl. I have flown drake almost 4 months with another char. HM against faster frigs is almost useless. Even precision missiles. And it was a relatively high skilled char. Sorry but if someone trolls then it is you. Ever tried to get under a canes guns? Well try it. Slicers are blown mostly with one alpha. Something a Drake can only dream of. And inbetween: Drake vs Cane was always the same: At higher ranges cane simply gets away because of higher speed. And at close range I died because I hadn-Št any invu fields any more because of neuts.
...yet you keep comparing the drake with an AC cane, which has NO relevance to this discussion....also using the precissions in their current state shows clearly why you've failed. But rejoice!!!! Precissions are getting buffed too!!!
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Deerin
Murientor Tribe Defiant Legacy
24
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Posted - 2012.09.24 19:30:00 -
[12] - Quote
OT Smithers wrote:You continue to post bull$#@ numbers. The cane is not running around without TE's. Neither are these other ships.
EXACTLY!!!!!
Now you are beginning to understand.
Cane and other ships HAVE TO waste 2 more slots to be able to compete with drake in range....where as Drake is usually using his 2 slots for additional tank. (Hence the brick reputation). There are some creative setups that utilize webs and painters too....I especially love the dual web setup.
Now please stop discussing about battle cruisers and go back to weapons. Here is their non bonused damage with their best ammo for given range:
http://i.imgur.com/xAlKi.jpg
Matari ships usually get an additional dmg bonus with reduced turret amount. Which roughly results in 15% performance increase, which puts them slightly below rails.
Please compare weapons. Not the ships....and please FFS stop comparing BS size weapons with medium weapons. That's not contributing at all. |
Deerin
Murientor Tribe Defiant Legacy
25
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Posted - 2012.09.24 20:36:00 -
[13] - Quote
OT Smithers wrote:Doddy wrote:
Right so you are saying everything is fine because a cane using 2 low slots (for tes) and a med slot (for an invul to get back the drakes resist bonus) does ALMOST (but not really) the same damage at that range? We will just pretend drakes don't have those 3 slots to do something else with right.
A fairly typical nano arty cane: MWD Disruptor LSE x2 DCU TE x2 Gyro x2 Nano A fairly typical nano HM drake: MWD Disruptor Web x2 LSE x2 Nano x2 BCU x2 Obviously people mix and match to taste. Comparing these two, and assuming both are rigged for tank, the Drake has about a 5k ehp advantage in tank, about a 30% advantage in dps at range, and loses about 300m/sec. I have NEVER said that the Drake does not do more damage at range. What I have said, repreatedly, is that it probably SHOULD do more damage at range as this is it's job. If the Drake lands at range there is no way an unsupported Cane can close the range and kill it before it dies in a fire. That's okay because the Drake has no way to stop that cane from leaving. Knowing this, why then do you suppose that you can go into virtually any low sec system in the game and see PvP pilots who can choose to fly anything they like, choosing the Cane over the Drake? The answer for most is probably SPEED, AGILITY, and instant damage application. In Eve, speed is LIFE. You cannot overestimate it's importance. Speed alone might not save your butt, but the lack of it ensures that your enemy has control over your fate. And when you start adding in things like implants and T3 boosts, the difference between the cane and the drake becomes pretty significant. I would argue that the BC class is perhaps the most balanced class of ships in the game. It's not perfect, but nothing is. I don't have a problem with CCP deciding that HMs and Drakes do not fit their vision for how the game should be played. That's their call, I don't fly Drakes anyway, so for me personally it doesn't much matter. BUT, when I think about how screwed Caldari Missile pilots have been for years, and now CCP is talking about screwing them some more, I get irritated -- particularly when the reasons they are offering are complete BS. I am the arty cane pilot that is supposedly getting picked on by those big mean Drake bullies. I am the guy that is supposedly at some mythical disadvantage. Yet I can fly either ship, I have T2 HMs and T2 arties, and I thing the Cane is the better boat most of the time. The Drake has it's uses, it's perfect for some things and sub-optimal for others. And in my opinion that's just how it should be.
You are putting 2 webs there and completely ignoring their effect on speed. Dual Webs are such a huge advantage but you are completely ignoring them..... .....even then you are missing the whole point of the thread. You can put all these arguments back when it is time to tiercide battlecruisers. This thread is about heavy missiles and cane nerf, which even adresses the point you are raising and necessary nerf in my opinion. |
Deerin
Murientor Tribe Defiant Legacy
25
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Posted - 2012.09.24 21:03:00 -
[14] - Quote
CCP Fozzie wrote:
Out of curiosity what exactly are you guys hoping you'd see from a BC balance pass that would change your opinion of this missile proposal?
I'd say make prophecy a HAM boat....but you seem to have discarded the khanid idea. I expect you guys to turn it into a dmg resist mod ship (aka mini abaddon) with an additional high for utility.....though what this will mean for maller is....I dunno.
Give Ferox 1 more high and one more turret. Change optimal to damage bonus
Same treatment to brutix
Make cyclone a ham boat (bigger breacher)
Apply cyclone and brutix rep bonuses to remote reps.
I would deny all tier 2 BC's the bonus to field links. Those should be their smaler cousins job. I wouldn't touch harb or cane. both are decent IMO. Drake change kin to rof. Myrm 100mbit BW 200m3 drone bay but less fittings.
Tier 3's are ok. |
Deerin
Murientor Tribe Defiant Legacy
25
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Posted - 2012.09.25 09:41:00 -
[15] - Quote
Katharina B wrote:DR BiCarbonate wrote:*looks at eve-kill stats* RankShipsKills 1Drake209852 2Zealot117887 3Hurricane55016 4Tengu41806 [...]
September Stats.
Yep. Good Nerf. Good argument. Because of the fact that the Drake ist the most KILLED or DESTROYED ship we need a hard nerf of this ship. Sure.. a lot of people fly this ship.. but there are a lot of players without any knowledge of how to do this. I really need a Dislike button in this forum.
I don't know if this poster is a troll or not but I'll bite it anyway.
These stats are kills. Not ships died. There are 209852 ship kills that have drakes in them.
Meaning this ship is used a LOT. Infact 2 times more than nearest contender...and almost 4 times more than the cane.
Yes it is used a LOT. Even in low sec it is used a lot. It is used everywhere.
...and it is used for a good reason. It is that good. The stats of the ship itself are not that impressive. It is the weapon system.
It is even used in this forum thread where the discussion should be about heavy missiles in general. I expect a 300+ pages ranting when the time for BC rebalancing comes. |
Deerin
Murientor Tribe Defiant Legacy
26
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Posted - 2012.10.03 12:40:00 -
[16] - Quote
Noemi Nagano wrote:Request about different ammo types at different ranges
http://i.imgur.com/SJ357.png
Updated with new changes. 3 bcs, no bonuses best dmg ammo(t2/faction) for given range. Small warning: Do not be fooled by 720's low performance. Matari ships have usually double bonuses with less turrets. Think them about 15% better., which puts their initial dmg value slightly below 250's. Also HML is assumed using furies up to max fury range, faction ammo after that.
Right now:
Pre 25k the dps graph shows higher dmg for turrets with optimal ammo. I'd take these numbers valid between 15k-25k. Below this range tracking becomes a BIG issue. HML's will keep hitting just fine.
Post 25km it is no contest. Turret ships need to (and are using) use additional slots to compensate for range, which missile ships can use for ewar/speed/tank etc.
After patch:
I don't really know.....it looks blurry to me. I don't know exact details but furies are going to have a hard time hitting targets. But even if they do half damage they will still outdamage LR turrets between 0-13k as tracking IS a big problem.
Beyond 13k up to 35k turrets will be having the upper hand.
After 35k up to 65k HML damage will out do turrets.
Beyond that is the area for specialized ships/fittings that use additional mods/rigs to increase range. |
Deerin
Murientor Tribe Defiant Legacy
27
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Posted - 2012.10.08 07:03:00 -
[17] - Quote
OT Smithers wrote:Their current destroyer is pretty much crap.
Cormorant IS a beast. You need to fly it properly.
OT Smithers wrote:None of their cruisers are worth flying and this will only get worse with this update.
Blackbird is one of the best(and cheapest) force multipliers in the game. Moa is quite strong if you play to its strengths. Caracal is going to become the FOTM after this patch.
OT Smithers wrote:They don't have a working HAC.
Who does? Most of HAC's are made obsolote by tier2 and tier3 bc's.
OT Smithers wrote:Their BS's are garbage.
Scorpion and Rokh have just made a sad face at you.
OT Smithers wrote:Right now, they have tough, slow, low DPS frigates,
Condor's are very widely used after the patch. I've a few in my hangar too. You should try them.
....and what is the point of all this in the HEAVY MISSILE balancing thread.
Let me put this here again:
http://i.imgur.com/SJ357.png
(3xdamage mods. nonbonusedship. Best ammo type selected for given range. Assume 720's 15% stronger as matari ships come with double bonus-less turrets (1.33*6/7 = 1.15))
This is the relevant graph. Current HML is really outrageous. Other medium gun platforms need to use additional slots (te/tc) to be able to compete in range. Where as missile platforms can use those slots for tank/ewar. New one is more in line with other turrets. |
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