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Thread Statistics | Show CCP posts - 5 post(s) |
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CCP Rise
C C P C C P Alliance
544

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Posted - 2013.04.16 13:25:00 -
[1] - Quote
Hello!
As you all know, we are rebalancing all of the tech 1 battleships for Odyssey. This means its a very good time to begin looking at large missile systems. This post covers Cruise Missiles specifically.
The biggest problem for Cruise missiles is that their main draw is their range (roughly 75k with no skills, 170k with all 5s, and 250km or so with a Raven). Unfortunately, using long-range missiles in most pvp situations is unrealistic, as the flight time for the missiles, which can be up to 20 seconds, allows plenty of opportunity for your target to evade damage. On top of that, in situations where flight time isn't as much of a problem (like small scale engagements), cruise damage is extremely low. The result is a situation where Cruise Missiles have pve applications, but otherwise torpedoes become the only available weapon system for missile focused battleships. We want to change that!
We are hoping to improve Cruise from two angles. First we will increase their damage by around 30%. This will happen partly in a change to the base missile damage, and partly in a rate of fire increase for the launchers. Secondly, we are going to increase the base velocity of cruise missiles substantially, making their role as the premiere long range missile at least slightly more realistic. These two improvements will be balanced by an increase in power grid need for the launchers, and a small signature resolution increase for the missiles.
Specifically:
5% increased rate of fire for all Cruise Missile Launchers 200 added power grid need for all Cruise Missile launchers
4700m/sec base missile velocity for all Cruise Missiles (up from 3750m/sec) 14 second base flight time for all Cruise Missiles (down from 20 seconds) 25% increase in base damage for all Cruise Missiles 10% increase in signature resolution for all Cruise Missiles
Please keep in mind this change is not comprehensive. Following Odyssey, we hope to do more work to improve the missile systems in EVE by potentially adding new modules and/or interactions.
Look forward to hearing your feedback, as always Rise |
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CCP Rise
C C P C C P Alliance
553

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Posted - 2013.04.16 15:02:00 -
[2] - Quote
Hey sorry for the signature radius typo. It was meant to be explosion radius. Always getting my radii confused!
It is indeed an increase, which means that more of the damage will be mitigated by size. This will of course be more than offset by the increase in base damage, but the idea is that the performance increase will be more substantial for larger targets. |
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CCP Rise
C C P C C P Alliance
564

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Posted - 2013.04.16 15:43:00 -
[3] - Quote
So, as a few of you have mentioned, damage application is one of the biggest obstacles for missiles. I completely agree, but I don't want to solve this problem through Cruise Missiles as a system. I have other ideas for dealing with it, unfortunately they will likely not make it in for Odyssey. |
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CCP Fozzie
C C P C C P Alliance
5436

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Posted - 2013.04.16 17:11:00 -
[4] - Quote
Destoya wrote:Seems like a very big buff and a significant step towards making cruises viable weapons outside of L4 missions
I do already have some concerns over the relative strength of the turtle-tanking Golem teams that have been used very frequently in the past alliance tournaments and the SCL, but if we can see people start to use fleet comps like ravens or navy scorpions in "real EVE" the benefits far outweigh a change in the AT meta
We're not going to ignore the effect this has on the AT meta, don't worry. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
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CCP Rise
C C P C C P Alliance
950

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Posted - 2013.05.23 11:49:00 -
[5] - Quote
Quote:I spotted an significant oversight in test server with cruise missiles.
Thanks very much for posting! This is indeed a significant oversight and I'll get it taken care of asap! |
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