Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 .. 25 :: [one page] |
|
Author |
Thread Statistics | Show CCP posts - 5 post(s) |
|

CCP Rise
C C P C C P Alliance
544

|
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 |
|

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
631
|
Posted - 2013.04.16 13:30:00 -
[2] - Quote
CCP Rise wrote: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.
Er, 30 seconds. 
Oh, it's 30 s with skills, you're talking about without skills, oh well. |

Destoya
Sniggerdly Pandemic Legion
70
|
Posted - 2013.04.16 13:30:00 -
[3] - Quote
Seems like a very big buff and a big step towards making cruises viable weapons outside of L4 miissions |

Shpenat
Pafos Technologies
36
|
Posted - 2013.04.16 13:30:00 -
[4] - Quote
looks good. Finally some sniping with cruise. |

violator2k5
RogueRaiders
0
|
Posted - 2013.04.16 13:31:00 -
[5] - Quote
raven mission runners will be happy with this change, doubt it'll do much for pvp though, ravens really are not a good choice of ship for pvp in general |

Naomi Knight
Imperial Academy Amarr Empire
291
|
Posted - 2013.04.16 13:31:00 -
[6] - Quote
Finnaly something good for caldari :P Maybe a little more than we hoped for. We will see. |

Fonac
Imperial Academy Amarr Empire
16
|
Posted - 2013.04.16 13:35:00 -
[7] - Quote
What does signature resolution mean?
|

Mirel Dystoph
Sniggerdly Pandemic Legion
40
|
Posted - 2013.04.16 13:36:00 -
[8] - Quote
When do you rebalance the ****** up missile skilltree? "Nothing essential happens in the absence of noise."-á |

Jonas Sukarala
Deep Core Mining Inc. Caldari State
86
|
Posted - 2013.04.16 13:37:00 -
[9] - Quote
intriguing changes i think people would be more likely to use them if you made them THE alpha damage platform ROF is less of an issue i think. -increase the missile velocity much more/reduce flight time - improve tracking
New modules? .... TD changes at all? 'Tech3 ships need to be put down, like a rabid dog drooling everywhere in the house, they are out of line' CCP Ytterbium Nerf missile range into place..... where is the TD missile change?-á ,...projectiles should use capacitor. |

Naomi Knight
Imperial Academy Amarr Empire
291
|
Posted - 2013.04.16 13:40:00 -
[10] - Quote
violator2k5 wrote:raven mission runners will be happy with this change, doubt it'll do much for pvp though, ravens really are not a good choice of ship for pvp in general this is nearly 20% dps increase with 25% alpha increase, that is definately a huge increase for them , 620dps with 250m sig rad for cn cruise missile raven with 10500 mps missile speed, ~10 sec delay at 100km. sounds good enough for me |
|

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
631
|
Posted - 2013.04.16 13:42:00 -
[11] - Quote
CCP Rise wrote: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
Damage up by 31.6%, volley up by 25%, wow.
Raven with skills, CN ammo and 3x BCS:
Cruise velocity: 15,750 m/s Cruise range: 222 km Cruise DPS: 682 Cruise volley: 4496 Explosion radius: 247.5 m
With skills, Typhoon cruise velocity 7050 m/s and range 148 km, Raven cruise velocity 10575 m/s and range |

Bouh Revetoile
TIPIAKS
293
|
Posted - 2013.04.16 13:42:00 -
[12] - Quote
Jonas Sukarala wrote:intriguing changes i think people would be more likely to use them if you made them THE alpha damage platform ROF is less of an issue i think. They will be the best LR weapon for dps by far, and the second best for alpha... |

Destoya
Sniggerdly Pandemic Legion
70
|
Posted - 2013.04.16 13:43:00 -
[13] - Quote
Naomi Knight wrote:violator2k5 wrote:raven mission runners will be happy with this change, doubt it'll do much for pvp though, ravens really are not a good choice of ship for pvp in general this is nearly 20% dps increase with 25% alpha increase, that is definately a huge increase for them , 620dps with 250m sig rad for cn cruise missile raven with 10500 mps missile speed, ~10 sec delay at 100km. sounds good enough for me
It's a 30% damage increase |

Naomi Knight
Imperial Academy Amarr Empire
291
|
Posted - 2013.04.16 13:45:00 -
[14] - Quote
Destoya wrote:Naomi Knight wrote:violator2k5 wrote:raven mission runners will be happy with this change, doubt it'll do much for pvp though, ravens really are not a good choice of ship for pvp in general this is nearly 20% dps increase with 25% alpha increase, that is definately a huge increase for them , 620dps with 250m sig rad for cn cruise missile raven with 10500 mps missile speed, ~10 sec delay at 100km. sounds good enough for me It's a 30% damage increase hmm maybe i misunderstood the 5% increased rate of fire for all Cruise Missile Launchers part but to me it is : it takes 5% longer to fire the new volley Rise have to clarify this it seems |

Jonas Sukarala
Deep Core Mining Inc. Caldari State
86
|
Posted - 2013.04.16 13:47:00 -
[15] - Quote
I would suggest on all missiles to reduce there ROF for more damage.... for 2 reasons - reduce server lag - missiles ought to do more alpha than a bullet 'Tech3 ships need to be put down, like a rabid dog drooling everywhere in the house, they are out of line' CCP Ytterbium Nerf missile range into place..... where is the TD missile change?-á ,...projectiles should use capacitor. |

Beaver Retriever
Science and Trade Institute Caldari State
47
|
Posted - 2013.04.16 13:48:00 -
[16] - Quote
Fonac wrote:What does signature resolution mean?
An increased signature resolution means they will take more damage from smartbombs, making firewalling them more viable. |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
632
|
Posted - 2013.04.16 13:49:00 -
[17] - Quote
Naomi Knight wrote: hmm maybe i misunderstood the 5% increased rate of fire for all Cruise Missile Launchers part but to me it is : it takes 5% longer to fire the new volley Rise have to clarify this it seems
2 reasons why I think I m right: it is separated from the buffs with the pg need increase it would make it op 30% dps oh 670dps raven or more ...
The giveaway is the bit where Rise states "First we will increase their damage by around 30%".  |

Denuo Secus
163
|
Posted - 2013.04.16 13:49:00 -
[18] - Quote
CCP Rise wrote:...Following Odyssey, we hope to do more work to improve the missile systems in EVE by potentially adding new modules and/or interactions....
High slot target painter?? 
Also: yay for the cruise missile boost 
|

Daneel Trevize
Give my 11percent back
330
|
Posted - 2013.04.16 13:50:00 -
[19] - Quote
Medium rail-guns. Medium rail-guns? Medium rail-guns! Medium rail-guns, medium rail-guns, medium rail-guns! MEDIUM RAIL-GUNS
I think you missed something before BS-sized weapons... |

Hakan MacTrew
Caledonian Light Industries Sick N' Twisted
464
|
Posted - 2013.04.16 13:50:00 -
[20] - Quote
Bouh Revetoile wrote:Jonas Sukarala wrote:intriguing changes i think people would be more likely to use them if you made them THE alpha damage platform ROF is less of an issue i think. They will be the best LR weapon for dps by far, and the second best for alpha... PS : you are looking at more than 800 dps with fury... On paper, yes, but not for applied dps. Unless of course, when CCP Rise refered to Scan Resolution on the weapons, he meant explosion velocity. I believe he meant explosion radius though, which would mean it would be harder to apply damage to a target. Especially so without painters.
All in all though, I think these cangese will be a good start. Can't wait to try them on SiSi. MODULAR DRONES
MORE ORE SHIPS |
|

Naomi Knight
Imperial Academy Amarr Empire
291
|
Posted - 2013.04.16 13:50:00 -
[21] - Quote
Gypsio III wrote:Naomi Knight wrote: hmm maybe i misunderstood the 5% increased rate of fire for all Cruise Missile Launchers part but to me it is : it takes 5% longer to fire the new volley Rise have to clarify this it seems
2 reasons why I think I m right: it is separated from the buffs with the pg need increase it would make it op 30% dps oh 670dps raven or more ...
The giveaway is the bit where Rise states "First we will increase their damage by around 30%".  my bad then , i jumped the blabla part:D |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
632
|
Posted - 2013.04.16 13:52:00 -
[22] - Quote
Quad-BCS Fury Raven: 879 DPS to ~185 km. Tricky to apply and a good chunk of that range isn't very useful, but that's some impressive raw damage at those ranges...  |

FT Diomedes
The Graduates RAZOR Alliance
147
|
Posted - 2013.04.16 13:53:00 -
[23] - Quote
Looks like a promising change. Rattlesnake pilots everywhere rejoice! |

Bouh Revetoile
TIPIAKS
293
|
Posted - 2013.04.16 13:54:00 -
[24] - Quote
Hakan MacTrew wrote:On paper, yes, but not for applied dps. Unless of course, when CCP Rise refered to Scan Resolution on the weapons, he meant explosion velocity. I believe he meant explosion radius though, which would mean it would be harder to apply damage to a target. Especially so without painters.
All in all though, I think these cangese will be a good start. Can't wait to try them on SiSi. Oh god ! Your raven isn't a soloBBQroflstompPWNmobile ? I'm sad for you...
You know about huggin/rapier right ?
Oh, and the Raven just got a 7th mid slot. |

Jonas Sukarala
Deep Core Mining Inc. Caldari State
86
|
Posted - 2013.04.16 13:56:00 -
[25] - Quote
FT Diomedes wrote:Looks like a promising change. Rattlesnake pilots everywhere rejoice!
:) I would be surprised though if they don't Change the missile velocity on guristas ships it doesn't really match with brawling. 'Tech3 ships need to be put down, like a rabid dog drooling everywhere in the house, they are out of line' CCP Ytterbium Nerf missile range into place..... where is the TD missile change?-á ,...projectiles should use capacitor. |

Bouh Revetoile
TIPIAKS
293
|
Posted - 2013.04.16 13:56:00 -
[26] - Quote
Gypsio III wrote:Quad-BCS Fury Raven: 879 DPS to ~185 km. Tricky to apply and a good chunk of that range isn't very useful, but that's some impressive raw damage at those ranges...  That's impressive even at CLOSE range !!
A hellcat with INMF does 900 dps @20km... |

SongSinger
BlitzStrike
0
|
Posted - 2013.04.16 13:57:00 -
[27] - Quote
what abaut torp? |

Naomi Knight
Imperial Academy Amarr Empire
292
|
Posted - 2013.04.16 13:58:00 -
[28] - Quote
Bouh Revetoile wrote:Hakan MacTrew wrote:On paper, yes, but not for applied dps. Unless of course, when CCP Rise refered to Scan Resolution on the weapons, he meant explosion velocity. I believe he meant explosion radius though, which would mean it would be harder to apply damage to a target. Especially so without painters.
All in all though, I think these cangese will be a good start. Can't wait to try them on SiSi. Oh god ! Your raven isn't a soloBBQroflstompPWNmobile ? I'm sad for you... You know about huggin/rapier right ? Oh, and the Raven just got a 7th mid slot. Some people just never have enough , they always want more. Btw 1 web or tp should be enough to apply its dmg vs battleships. That's not much. |

Anthar Thebess
REPUBLIKA ORLA C0VEN
89
|
Posted - 2013.04.16 14:04:00 -
[29] - Quote
Increase alpha damage at the cost of rate of fire. Smaller lag - and will have bigger use in PVP - as still missiles have to FLY. This way Raven could be used as some anti capital platform. |

Shao Ting
Federal Navy Academy Gallente Federation
1
|
Posted - 2013.04.16 14:08:00 -
[30] - Quote
Mirel Dystoph wrote:When do you rebalance the ****** up gunnery skilltree?
Fixed that for ya.
Actually, they should be closer in design, and I'm not really sure what the answer is. But that exploration is for a different thread. |
|

Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
603
|
Posted - 2013.04.16 14:11:00 -
[31] - Quote
CCP Rise wrote:Look forward to hearing your feedback, as always Rise Damn Icelandic flagellants! 
You can start by reading through the player made thread Battleship Missile debates for Odyssey. We took the liberty of getting the party started, hoe you don't mind. |

Gilbaron
Free-Space-Ranger Nulli Secunda
851
|
Posted - 2013.04.16 14:14:00 -
[32] - Quote
brb, buying phoons and ravens We are recruiting german-speaking PVP players, contact me :)
Malcanis - CSM 8 |

TheFace Asano
Deadly Execution
5
|
Posted - 2013.04.16 14:14:00 -
[33] - Quote
This is really going to make the new typhoon shine with its explosion velocity bonus. The Raven will hopefully be able to shine somehow, cruise is now at least looking viable, and the missiles will get to target much faster with the Raven.
I am going to agree that we should probably get more velocity and less flight time. Cruise should be fastest missiles by far. |

Burseg Sardaukar
Sardaukar Merc Guild General Tso's Alliance
271
|
Posted - 2013.04.16 14:14:00 -
[34] - Quote
I was kind of hoping the missiles would be equipped with mini-jump drives. If a target is anywhere from 50-250 KM away, the missiles could "jump" the gap, in an attempt to keep the travel time at 5 seconds or something, no matter the distance.
THAT would be cool. Hey, as a dude that lives in lowsec, you should read my idea on how to "fix" it... in Blog format, complete with a spreadsheet! http://3xxxd.blogspot.com/2012/09/how-to-buff-lowsec.html |

Skia Aumer
Atlas Research Group Aerodyne Collective
0
|
Posted - 2013.04.16 14:15:00 -
[35] - Quote
CCP Rise wrote: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 All I can see - is one more step to make every weapon systems similar. And there is a further promised step in a form of missile TE/TC/TD. VERY UN-INVENTIVE AND BORING. I have suggested to implement a bonus to damage which increases with flight time. That would be interesting and distinctive. But looks like you're too conservative in things that need revolution, and too vice versa. |

Sparkus Volundar
Applied Creations The Fendahlian Collective
42
|
Posted - 2013.04.16 14:20:00 -
[36] - Quote
CCP Rise wrote:10% increase in signature resolution for all Cruise Missiles
Explosion Radius?  Applied Creations is recruiting. Mystic Volundar says, "It could be you! "  |

Smoking Blunts
ZC Industries Dark Stripes
395
|
Posted - 2013.04.16 14:25:00 -
[37] - Quote
any chance you can either up the explosion velocity and / or decrease explosion radius a bit?
anything that is moving mitigates lots of damage, this would actually help apply that extra damage a bit OMG when can i get a pic here
|

Jonas Sukarala
Deep Core Mining Inc. Caldari State
88
|
Posted - 2013.04.16 14:30:00 -
[38] - Quote
Sparkus Volundar wrote:CCP Rise wrote:10% increase in signature resolution for all Cruise Missiles Explosion Radius? 
I imagine this means the size of the missile itself ... easier to intercept and destroy. 'Tech3 ships need to be put down, like a rabid dog drooling everywhere in the house, they are out of line' CCP Ytterbium Nerf missile range into place..... where is the TD missile change?-á ,...projectiles should use capacitor. |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
632
|
Posted - 2013.04.16 14:32:00 -
[39] - Quote
No, it's quite obviously the explosion radius. |

Michael Harari
Genos Occidere HYDRA RELOADED
558
|
Posted - 2013.04.16 14:33:00 -
[40] - Quote
Missile launchers dont have a sig resolution - the ammo has explosion velocity and explosion radius.
Which one did you mean, and did you mean it as a buff or nerf against small/fast targets? |
|

Kagura Nikon
Mentally Assured Destruction Whores in space
146
|
Posted - 2013.04.16 14:34:00 -
[41] - Quote
Smoking Blunts wrote:any chance you can either up the explosion velocity and / or decrease explosion radius a bit?
anything that is moving mitigates lots of damage, this would actually help apply that extra damage a bit
The idea is exaclty that movign thigs take less damage. ITs same as with turrets. The difference is... missiles is constant independent of distance and direction. Missiles do less damage then best care turret scenario but do more than worst case of turrets. |

Seranova Farreach
Friendship is Missles
442
|
Posted - 2013.04.16 14:34:00 -
[42] - 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
iv watched the AT and past 3 years iv not seen any turtle tanking golems. |

Smoking Blunts
ZC Industries Dark Stripes
396
|
Posted - 2013.04.16 14:37:00 -
[43] - Quote
Kagura Nikon wrote:Smoking Blunts wrote:any chance you can either up the explosion velocity and / or decrease explosion radius a bit?
anything that is moving mitigates lots of damage, this would actually help apply that extra damage a bit The idea is exaclty that movign thigs take less damage. ITs same as with turrets. The difference is... missiles is constant independent of distance and direction. Missiles do less damage then best care turret scenario but do more than worst case of turrets.
I do get that, but currently if a bs (let alone anything smaller) is even slightly moving much of the dps is lost. even with more dps it will still fail to be applied.
I mean you could make each launcher do 1000 dps. but that buff is pointless if the missle still hits doing only a few % of that dps. OMG when can i get a pic here
|

James Amril-Kesh
4S Corporation RAZOR Alliance
4582
|
Posted - 2013.04.16 14:37:00 -
[44] - Quote
Daneel Trevize wrote:Medium rail-guns. Medium rail-guns? Medium rail-guns! Medium rail-guns, medium rail-guns, medium rail-guns! MEDIUM RAIL-GUNS I think you missed something before BS-sized weapons... Or medium beam lasers. Malcanis for CSM 8 Module activation timers are buggy - CCP please fix |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
206
|
Posted - 2013.04.16 14:49:00 -
[45] - Quote
Is there more not-ships stuff planned for Odyssey? I remember in the frigate thread that something to make rifters better or light missile kiting worse might happen. I'm fine with minmatar being awful, but light missile kiting does upset me. |

Callic Veratar
Power of the Phoenix
349
|
Posted - 2013.04.16 14:49:00 -
[46] - Quote
Seranova Farreach wrote:iv watched the AT and past 3 years iv not seen any turtle tanking golems.
The fight was in the New Eden Open but unfortunately since own3d.tv is gone, the videos aren't currently online.
DirectX 11, it's not rocket appliance! |

0wl
Sebiestor Tribe Minmatar Republic
28
|
Posted - 2013.04.16 14:52:00 -
[47] - Quote
Hmm, I'm not convinced adding my dmg and ROF is the way forward with the cruise missiles. The biggest problem I find with them is thier inability to apply the dmg they already have. increased explosion velocity might have been better. A cruiser moving at normal speed, with no prop mod and you still only do 100 dmg to it, where as BS sized guns would be smacking it for almost full dmg. Range and missile speed have never really been the issue |

Psihius
S-DNK U.C.F. Alliance
31
|
Posted - 2013.04.16 14:55:00 -
[48] - Quote
CCP Rise wrote:
bla bla bla ...
10% increase in signature resolution for all Cruise Missiles[/b]
... Rise
Missiles do not have a Signature Resolution parameter, so this is eighter Exsplosion Velocity or Explosion Radius.
Please clarify, it makes people nervous :) |

Sparkus Volundar
Applied Creations The Fendahlian Collective
42
|
Posted - 2013.04.16 14:57:00 -
[49] - Quote
Michael Harari wrote:Missile launchers dont have a sig resolution - the ammo has explosion velocity and explosion radius.
Which one did you mean, and did you mean it as a buff or nerf against small/fast targets?
He refers to it being a balance against improvements so it is likely to be an increase to explosion radius.
CCP Rise wrote: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.
Applied Creations is recruiting. Mystic Volundar says, "It could be you! "  |
|

CCP Rise
C C P C C P Alliance
553

|
Posted - 2013.04.16 15:02:00 -
[50] - 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. |
|
|

Steve Spooner
Mordu's Military Industrial Command Circle-Of-Two
36
|
Posted - 2013.04.16 15:03:00 -
[51] - Quote
CCP you have made my summer Christmas perfect! <3 |

Senatrop
Surreal Academy Enemy . Unknown
0
|
Posted - 2013.04.16 15:03:00 -
[52] - Quote
del |

Iranite
Krautz WH Exploration and Production
0
|
Posted - 2013.04.16 15:06:00 -
[53] - Quote
This... is about way more than I wished for, this... is what we get. Awesome. Thank you! |

Michael Harari
Genos Occidere HYDRA RELOADED
558
|
Posted - 2013.04.16 15:06:00 -
[54] - Quote
CCP Rise wrote: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.
Did you mean for this to be a nerf against small targets, or a buff? |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
633
|
Posted - 2013.04.16 15:07:00 -
[55] - Quote
Quote:These two improvements will be balanced by an increase in power grid need for the launchers, and a small explosion radius increase for the missiles.
Reading is difficult, it seems. |

James Amril-Kesh
4S Corporation RAZOR Alliance
4586
|
Posted - 2013.04.16 15:07:00 -
[56] - Quote
Michael Harari wrote:CCP Rise wrote: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. Did you mean for this to be a nerf against small targets, or a buff? "It is indeed an increase, which means that more of the damage will be mitigated by size." Not hard to figure out what he meant there. Malcanis for CSM 8 Module activation timers are buggy - CCP please fix |

Skia Aumer
Atlas Research Group Aerodyne Collective
0
|
Posted - 2013.04.16 15:10:00 -
[57] - Quote
Iranite wrote:This... is about way more than I wished for, this... is what we get. Awesome. Thank you! Could you explain what's awesome in turning Cruise missiles into Railguns? |

Mister Vee
Magellanic Itg Goonswarm Federation
31
|
Posted - 2013.04.16 15:11:00 -
[58] - Quote
if firewall doesn't get nerfed to **** you may aswell give them infinite volley damage, because in no relevant fight will they ever hit anything |

James Amril-Kesh
4S Corporation RAZOR Alliance
4586
|
Posted - 2013.04.16 15:14:00 -
[59] - Quote
Mister Vee wrote:if firewall doesn't get nerfed to **** you may aswell give them infinite volley damage, because in no relevant fight will they ever hit anything How come this didn't apply to Drakes or Tengus? Honest question. Malcanis for CSM 8 Module activation timers are buggy - CCP please fix |

Caitlyn Tufy
Bene Gesserit ChapterHouse Sanctuary Pact
239
|
Posted - 2013.04.16 15:16:00 -
[60] - Quote
Righty, one by one:
5% increased rate of fire for all Cruise Missile Launchers 25% increase in base damage for all Cruise Missiles
Way more than I expected, tbh. Only problem I see: Rof means a rof bonused ship will go through cargo even faster and missiles are pretty large to carry around in the first place. Perhaps consider reducing the size of missiles?
200 added power grid need for all Cruise Missile launchers
Raven has plenty of grid to fit this, so you're likely trying to make cruises harder to fit as a secondary weapon, as they're fairly strong slot by slot. Acceptable.
10% increase in explosion radius for all Cruise Missiles
I don't think this was needed, considering cruises already have issues with hitting the smaller targets. It makes swapping between missile types even more important and thus even more tedious. Still, not THAT big a deal.
[b]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)[b]
Speed increase, flight time decrease. Perfect, a very, very, welcome change. |
|

Bienator II
madmen of the skies
1656
|
Posted - 2013.04.16 15:17:00 -
[61] - Quote
maybe you could give cruise missiles uniqueness by making them accelerate over the entire flight path. This would make flight time pretty much the same for long and medium range encounters, but wouldn't create an instant hit weapon at close range. eve style bounties (done) dust boarding parties imagine there is war and everybody cloaks - join FW |

Marcus Walkuris
Pro Synergy Frozen Shipyards
4
|
Posted - 2013.04.16 15:17:00 -
[62] - Quote
Feedback as requested.
1. Much of Heavy sized launcher's problem is a lack of "tracking" and tracking options such as modules instead of just rigs, and target painters (also modules yes but E-war and a giant SP investment for newbs like me).
2. The missile resolution statement leaves us confused wether you mean missiles will have have a larger explosion radius (tracking nerf) or wether they'll get a buff in accuracy/tracking. As trackung issues are THE factor that really cripple applied dps on BS size launchers (which is aleardy lower by a huge margin in base dps).
3.As many before have stated I myself also advocate to not increase launcher fire rate but to increase alpha/volley damage. It is the only logical trade off/reward for having flight time/delayed damage and it makes intuitive and logical sense for missiles to do more volley damage then guns since they're flying bombs. When you think of yourself flying an F-16 fighter jet and you fire missiles you think "ohh yeh going all out now" the nose cannon is more of a sustained damage story. Yet as it stands it is the complete opposite in EvE.
4. Reiterating the previous point on the basis of uniqueness and flavor (explanation following) A common complaint from the community is they either perceive or fear uniformity with the changes to faction weapon systems. For example Amarr was announced to become the second drone based faction even though they armror tank like Gallente and already have a pretty solid split between missiles and lasers in sub Battleship hulls. Leaving people with the feeling everyone becomes everyone at the moment. I'd say seize the moment when it comes to missiles to add some uniqueness.
5. What is the math on increasing rate of fire for cruise missiles and how it influences long term dps in terms of reload times. I am not much of the EFT warrior especially without a functioning windows computer, but cruise and torpedoes have much lower ammo counts compared to guns. How much long term dps is lost on 5% faster missile fire rate due to reloading with small clips??
|

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
207
|
Posted - 2013.04.16 15:19:00 -
[63] - Quote
Caitlyn Tufy wrote: Way more than I expected, tbh. Only problem I see: Rof means a rof bonused ship will go through cargo even faster and missiles are pretty large to carry around in the first place. Perhaps consider reducing the size of missiles?
Torps have this problem so bad. CCP should fix. |

Iranite
Krautz WH Exploration and Production
0
|
Posted - 2013.04.16 15:20:00 -
[64] - Quote
Skia Aumer wrote:Could you explain what's awesome in turning Cruise missiles into Railguns? Edit: a worse version of railguns, as you see from the post below.
I don't see where these are the same as Railguns. Railguns behave differently. Missiles will always be missiles, they have their own strenghts and weaknesses, thats what some call over powered, and others useless.
I now have a reason to train into cruise missiles, rather than just "skipping" them. It fits my play style, and i believe many others' too. |

Pinky Denmark
The Cursed Navy
362
|
Posted - 2013.04.16 15:21:00 -
[65] - Quote
Cool thing - I do wish however that cruise missiles would fly faster, but had a slower acceleration to make the top speed... Like once a cruise missile passed the 50km range the missile would fly like 10-12km/s until hitting target? Would make it more difficult to "warp before impact" at longer ranges... |

SongSinger
BlitzStrike
0
|
Posted - 2013.04.16 15:24:00 -
[66] - Quote
Suppose that Tempest is moving at a speed of 120 m / s and has a signature 360 meters. Raven shoots him with cruise missiles (fury) (velocity _ of explosion 91 m / s, the radius of of explosion 403 meters), all skills 5,, implants: +5% velocity blast, 5% explosion radius) even at such a low speed of Tempest, damage reduction would be about 32% correct me if I'm wrong |

Smoking Blunts
ZC Industries Dark Stripes
398
|
Posted - 2013.04.16 15:24:00 -
[67] - Quote
so all these changes mean is a cruise missle will hit a bs harder if it is sitting still. but if it moves the ages old problem that was created during the speed nerf still remains, they cant hit anything that is smaller than a bs or moving.
awesome buff for mission runners OMG when can i get a pic here
|

Mister Vee
Magellanic Itg Goonswarm Federation
32
|
Posted - 2013.04.16 15:24:00 -
[68] - Quote
James Amril-Kesh wrote:Mister Vee wrote:if firewall doesn't get nerfed to **** you may aswell give them infinite volley damage, because in no relevant fight will they ever hit anything How come this didn't apply to Drakes or Tengus? Honest question.
not sure what you mean, firewall effectively killed all missile doctrines in large scale 0.0 warfare
my first post was a little snarky and I'm all for 'personal skill' making a difference, but in its current form a few dedicated smartbombing ships can nullify an entire fleets worth of damage. even more so from ships that don't move very fast (like ravens) |

Skia Aumer
Atlas Research Group Aerodyne Collective
0
|
Posted - 2013.04.16 15:28:00 -
[69] - Quote
Iranite wrote:I don't see where these are the same as Railguns. Railguns behave differently. Missiles will always be missiles, they have their own strenghts and weaknesses, thats what some call over powered, and others useless.
I now have a reason to train into cruise missiles, rather than just "skipping" them. It fits my play style, and i believe many others' too. Alright, I'll say it in other words. Why do you prefer cruise over rails? Well, other than aesthetic and "just because I like" reasons. |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
633
|
Posted - 2013.04.16 15:28:00 -
[70] - Quote
SongSinger wrote:Suppose that Tempest is moving at a speed of 120 m / s and has a signature 360 meters. Raven shoots him with cruise missiles (fury) (velocity _ of explosion 91 m / s, the radius of of explosion 403 meters), all skills 5,, implants: +5% velocity blast, 5% explosion radius) even at such a low speed of Tempest, damage reduction would be about 32% correct me if I'm wrong
Now stop using Fury and use the correct ammo. Full damage. |
|

Marcus Walkuris
Pro Synergy Frozen Shipyards
4
|
Posted - 2013.04.16 15:29:00 -
[71] - Quote
Don't like the changes. Applied dps is a mayor issue, this change actually is terribad.
As everyone has been saying BS size missile systems suffer horrible applied dps vs guns.
That is with already lower base damage, essentially you just created equality in "on paper dps" and widened the applied dps gap even more knowing full well we cant use low slot passive modules to increase tracking/accuracy for missiles.
This is literally giving with one hand and taking with the other. Why is it okay for missiles to be decent vs BS&BC and for guns to be good v.s. all, even frigates under the right circumstances. |

Caitlyn Tufy
Bene Gesserit ChapterHouse Sanctuary Pact
239
|
Posted - 2013.04.16 15:31:00 -
[72] - Quote
SongSinger wrote:Suppose that Tempest is moving at a speed of 120 m / s and has a signature 360 meters. Raven shoots him with cruise missiles (fury) (velocity _ of explosion 91 m / s, the radius of of explosion 403 meters), all skills 5,, implants: +5% velocity blast, 5% explosion radius) even at such a low speed of Tempest, damage reduction would be about 32% correct me if I'm wrong
It's about 11% before resists.
http://oldforums.eveonline.com/?a=topic&threadID=901280
Seeing CCP Rise's second message, it kinda makes sense - they wanted to increase the damage output of the cruises, but without them turning into frigate slaughtering machines with Precisions. I don't necessarily agree with this assessment, but it's logical from their point of view. |

Smoking Blunts
ZC Industries Dark Stripes
398
|
Posted - 2013.04.16 15:31:00 -
[73] - Quote
Gypsio III wrote:SongSinger wrote:Suppose that Tempest is moving at a speed of 120 m / s and has a signature 360 meters. Raven shoots him with cruise missiles (fury) (velocity _ of explosion 91 m / s, the radius of of explosion 403 meters), all skills 5,, implants: +5% velocity blast, 5% explosion radius) even at such a low speed of Tempest, damage reduction would be about 32% correct me if I'm wrong Now stop using Fury and use the correct ammo. Full damage.
I thought fury's were ment to be the anti bs ammo type? OMG when can i get a pic here
|

Jack bubu
GK inc. Pandemic Legion
429
|
Posted - 2013.04.16 15:31:00 -
[74] - Quote
Mister Vee wrote:James Amril-Kesh wrote:Mister Vee wrote:if firewall doesn't get nerfed to **** you may aswell give them infinite volley damage, because in no relevant fight will they ever hit anything How come this didn't apply to Drakes or Tengus? Honest question. not sure what you mean, firewall effectively killed all missile doctrines in large scale 0.0 warfare my first post was a little snarky and I'm all for 'personal skill' making a difference, but in its current form a few dedicated smartbombing ships can nullify an entire fleets worth of damage. even more so from ships that don't move very fast (like ravens) Im not sure if smartbombs will work at all due to insane missile speed (10k/s) and server ticks of 1 sec.
meaning that cruise will probably have past the SB radius before the server tics and they wont be effected at all, theoretically the smartbomb /should/ kill the cruise, but i want to test it first. |

Lazarus Telraven
Amok. Goonswarm Federation
41
|
Posted - 2013.04.16 15:32:00 -
[75] - Quote
James Amril-Kesh wrote:Mister Vee wrote:if firewall doesn't get nerfed to **** you may aswell give them infinite volley damage, because in no relevant fight will they ever hit anything How come this didn't apply to Drakes or Tengus? Honest question.
It does apply to drakes and tengus. Thats why no one uses Heavy Missiles anymore in large scale PVP every fleet has dedicated firewall ships to stop missiles.
Ham Tengus own now since their ROF and Range make it easy for them to get under smartbombs.
With these cruise changes one Tech3 ship with 4-5 Medium Faction SMartbombs can stop a huge portion of the damage by staggering his smartbombs |

James Amril-Kesh
4S Corporation RAZOR Alliance
4586
|
Posted - 2013.04.16 15:36:00 -
[76] - Quote
Good to know. I was under the impression that it was the HM nerf that did in missile doctrines, but since you two have way more experience for obvious reasons I defer to your judgment.
Maybe missiles should be given more HP? Malcanis for CSM 8 Module activation timers are buggy - CCP please fix |

Sparkus Volundar
Applied Creations The Fendahlian Collective
42
|
Posted - 2013.04.16 15:38:00 -
[77] - Quote
CCP Rise wrote: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.
The damage boost does indeed more than offset it but is the final balance relative to much shorter ranged Torps where it needs to be?
Sorry to quote myself but it seems that T2 high damage Cruise could work better against battleships-sized targets and below than T2 high damage Torps (not check other missile types though). Sorry again if my maths is off.
Sparkus Volundar wrote:CCP Rise wrote:10% increase in signature resolution for all Cruise Missiles Explosion Radius?  Edit: If it is ER and I have used the missile damage forum correctly (?), it looks like Fury Cruise will out-damage Rage Torps against signatures of 384m or smaller when 2 TPs are used (the cut-off seems to be 528m without TPs). Coupled with much greater range, those cut-offs seem too high and perhaps a smaller damage bonus is in order?
https://forums.eveonline.com/default.aspx?g=posts&m=2890540#post2890540
Applied Creations is recruiting. Mystic Volundar says, "It could be you! "  |

SongSinger
BlitzStrike
1
|
Posted - 2013.04.16 15:38:00 -
[78] - Quote
Gypsio III wrote:SongSinger wrote:Suppose that Tempest is moving at a speed of 120 m / s and has a signature 360 meters. Raven shoots him with cruise missiles (fury) (velocity _ of explosion 91 m / s, the radius of of explosion 403 meters), all skills 5,, implants: +5% velocity blast, 5% explosion radius) even at such a low speed of Tempest, damage reduction would be about 32% correct me if I'm wrong Now stop using Fury and use the correct ammo. Full damage. ok using faction a missile with velocity-á of explosion 108.675 m / c, will decrease damage taken by 10% |

Mister Vee
Magellanic Itg Goonswarm Federation
33
|
Posted - 2013.04.16 15:41:00 -
[79] - Quote
Jack bubu wrote:Mister Vee wrote:James Amril-Kesh wrote:Mister Vee wrote:if firewall doesn't get nerfed to **** you may aswell give them infinite volley damage, because in no relevant fight will they ever hit anything How come this didn't apply to Drakes or Tengus? Honest question. not sure what you mean, firewall effectively killed all missile doctrines in large scale 0.0 warfare my first post was a little snarky and I'm all for 'personal skill' making a difference, but in its current form a few dedicated smartbombing ships can nullify an entire fleets worth of damage. even more so from ships that don't move very fast (like ravens) Im not sure if smartbombs will work at all due to insane missile speed (10k/s) and server ticks of 1 sec. meaning that cruise will probably have past the SB radius before the server tics and they wont be effected at all, theoretically the smartbomb /should/ kill the cruise, but i want to test it first.
true - but that doesn't make the current state of smartbombs vs missiles any less imbalanced |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
633
|
Posted - 2013.04.16 15:41:00 -
[80] - Quote
Smoking Blunts wrote:Gypsio III wrote:SongSinger wrote:Suppose that Tempest is moving at a speed of 120 m / s and has a signature 360 meters. Raven shoots him with cruise missiles (fury) (velocity _ of explosion 91 m / s, the radius of of explosion 403 meters), all skills 5,, implants: +5% velocity blast, 5% explosion radius) even at such a low speed of Tempest, damage reduction would be about 32% correct me if I'm wrong Now stop using Fury and use the correct ammo. Full damage. I thought fury's were ment to be the anti bs ammo type?
Generally, the role of Fury and Rage is to hit stuff one class bigger, or stuff of the same size that's appropriately tackled. But there's such a large disparity of speeds and sigs among BS that it shouldn't be assumed that Fury cruise is able to hit all BS for full damage. The Tempest is an attack BS, it's supposed to be fast and lean and have a chance of avoiding some damage, so it's a bad example. I haven't checked the numbers yet but I suspect that Fury use will be viable against the fatter, slower combat BS. |
|
|

CCP Rise
C C P C C P Alliance
564

|
Posted - 2013.04.16 15:43:00 -
[81] - 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. |
|

mynnna
GoonWaffe Goonswarm Federation
836
|
Posted - 2013.04.16 15:45:00 -
[82] - Quote
CCP Rise: Any comments at least on whether you have Torpedo changes coming too? Or is this Cruise Missiles only? Mynnna for CSM 8 |

Smoking Blunts
ZC Industries Dark Stripes
398
|
Posted - 2013.04.16 15:46:00 -
[83] - Quote
CCP Rise wrote: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.
what are these idea's? I know they wont make it, but would be nice to see where this might end up one day OMG when can i get a pic here
|

Skia Aumer
Atlas Research Group Aerodyne Collective
1
|
Posted - 2013.04.16 15:46:00 -
[84] - Quote
CCP Rise wrote: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. Why dont you just make target painters viable, instead of "other ideas" ? |

MainDrain
7th Deepari Defence Armada
171
|
Posted - 2013.04.16 15:48:00 -
[85] - Quote
Caitlyn Tufy wrote:Righty, one by one:
5% increased rate of fire for all Cruise Missile Launchers 25% increase in base damage for all Cruise Missiles
Way more than I expected, tbh. Only problem I see: Rof means a rof bonused ship will go through cargo even faster and missiles are pretty large to carry around in the first place. Perhaps consider reducing the size of missiles?
Figure that has to be a key comment, with the Rate of Fire increasing its got to be a must to reduce the size, as well as the mineral requirements for building them. It shouldnt become more expensive (albeit slightly) to kill a target as a result of these changes, it should remain identical. |

Sigras
Conglomo
400
|
Posted - 2013.04.16 15:48:00 -
[86] - Quote
Smoking Blunts wrote:CCP Rise wrote: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. so all these changes mean is a cruise missle will hit a bs harder if it is sitting still. but if it moves the ages old problem that was created during the speed nerf still remains, they cant hit anything that is smaller than a bs or moving. awesome buff for mission runners by my math, this means each missile will do 291 damage rather than 253 and thats worst case scenario; an AB tempest with no sig increase from a shield tank and no speed decrease from an armor tank.
seriously though, who runs an AB on a battleship?
TL;DR unless the battleship is LOLz afterburning and not MWDing your cruise missiles will do full damage. |

SongSinger
BlitzStrike
1
|
Posted - 2013.04.16 15:48:00 -
[87] - Quote
CCP Rise wrote: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. i'm sad is it possible to increase the velocity of explosion by 5%? |

Jonas Sukarala
Deep Core Mining Inc. Caldari State
88
|
Posted - 2013.04.16 15:49:00 -
[88] - Quote
CCP Rise wrote: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.
Tell me TD's are going to make it into odyssey its been a year since last fanfest when it was supposed to make it into summer expansion you're starting to take the **** 'Tech3 ships need to be put down, like a rabid dog drooling everywhere in the house, they are out of line' CCP Ytterbium Nerf missile range into place..... where is the TD missile change?-á ,...projectiles should use capacitor. |

mynnna
GoonWaffe Goonswarm Federation
836
|
Posted - 2013.04.16 15:53:00 -
[89] - Quote
Sigras wrote:Smoking Blunts wrote:CCP Rise wrote: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. so all these changes mean is a cruise missle will hit a bs harder if it is sitting still. but if it moves the ages old problem that was created during the speed nerf still remains, they cant hit anything that is smaller than a bs or moving. awesome buff for mission runners by my math, this means each missile will do 291 damage rather than 253 and thats worst case scenario; an AB tempest with no sig increase from a shield tank and no speed decrease from an armor tank. seriously though, who runs an AB on a battleship? TL;DR unless the battleship is LOLz afterburning and not MWDing your cruise missiles will do full damage.
Remember that the Tempest has a particularly low sig radius and is fairly fast. Any of the soon-to-be Combat BS will take more damage. Mynnna for CSM 8 |

Smoking Blunts
ZC Industries Dark Stripes
398
|
Posted - 2013.04.16 15:55:00 -
[90] - Quote
Sigras wrote:Smoking Blunts wrote:CCP Rise wrote: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. so all these changes mean is a cruise missle will hit a bs harder if it is sitting still. but if it moves the ages old problem that was created during the speed nerf still remains, they cant hit anything that is smaller than a bs or moving. awesome buff for mission runners by my math, this means each missile will do 291 damage rather than 253 and thats worst case scenario; an AB tempest with no sig increase from a shield tank and no speed decrease from an armor tank. seriously though, who runs an AB on a battleship? TL;DR unless the battleship is LOLz afterburning and not MWDing your cruise missiles will do full damage.
not sure what missiles you using for these numbers. but cn missiles have a base of 345, fury 420, precision 300. 291 is less than full damage. granted its been a good year since I sat in or even looked at a raven with out thinking its gonna die fast, so please go slowly for me. OMG when can i get a pic here
|
|

Jonas Vexxor
The Scope Gallente Federation
0
|
Posted - 2013.04.16 15:58:00 -
[91] - Quote
Throw away your Tengus mission runners.. CNR is where it's going to be. |

SMT008
SnaiLs aNd FroGs Verge of Collapse
578
|
Posted - 2013.04.16 15:59:00 -
[92] - Quote
CCP Rise, as the owner of 2 Caldari pilots with over 12M SP in missiles on one of them, I like those changes very much as they even go beyond my wildest dreams !
With those changes, I think we'll start seeing more Typhoon/Raven fleet concepts, which is great of course as it brings diversity 
Once torps are fixed, I think we can safely say "Large Missiles are fixed".
|

Marcus Walkuris
Pro Synergy Frozen Shipyards
4
|
Posted - 2013.04.16 16:00:00 -
[93] - Quote
CCP Rise wrote: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.
Wonderful to know that is on the drawing board. Elated is the word of the day |

Skia Aumer
Atlas Research Group Aerodyne Collective
2
|
Posted - 2013.04.16 16:06:00 -
[94] - Quote
SMT008 wrote:With those changes, I think we'll start seeing more Typhoon/Raven fleet concepts, which is great of course as it brings diversity  Why should fleetcoms prefer Cruise over Rails? Raven over Rokh? Switchable damage type - alright, but is that all? Not too much considering their drawbacks: delayed volley, damage application, firewall. But indeed, they are good for PVE now. |

Grunnax Aurelius
luna Oscura Clandestina Armada The Nightingales of Hades
43
|
Posted - 2013.04.16 16:11:00 -
[95] - Quote
TrouserDeagle wrote:Is there more not-ships stuff planned for Odyssey? I remember in the frigate thread that something to make rifters better or light missile kiting worse might happen. I'm fine with minmatar being awful, but light missile kiting does upset me.
Ruin my Corax's and Kestrel's weapon system and you die! No Touchie!!!
Cruise Missile Changes, Perfect change, combined with the new Raven Changes, the new Raven is going to be MAD, not only for PvE but PvP aswell, i have already punched the numbers into EvEHQ and i love it. Two Teir Carriers-áhttps://forums.eveonline.com/default.aspx?g=posts&t=207604&find=unread |

Ranger 1
Ranger Corp
3952
|
Posted - 2013.04.16 16:13:00 -
[96] - Quote
Skia Aumer wrote:SMT008 wrote:With those changes, I think we'll start seeing more Typhoon/Raven fleet concepts, which is great of course as it brings diversity  Why should fleetcoms prefer Cruise over Rails? Raven over Rokh? Switchable damage type - alright, but is that all? Not too much considering their drawbacks: delayed volley, damage application, firewall. But indeed, they are good for PVE now. All improved now, but yes we'll have to see if the increased speed allows a significant amount of damage to slip past a firewall now. To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |

Aglais
Liberation Army Li3 Federation
224
|
Posted - 2013.04.16 16:14:00 -
[97] - Quote
Oh boy, an explosion radius increase.
Please, PLEASE let this thing not be so much as to make the Raven permanently fit a target painter in it's seventh med slot regardless of weapon choice. I don't want the Raven to have to depend on this module to do damage. Other than that, things look... Pretty solid, actually. And now we wait eagerly for the torpedo changes. |

Theia Matova
Dominance Theory
12
|
Posted - 2013.04.16 16:16:00 -
[98] - Quote
I understand need of balance when it comes to pvp but when we speak of pve.. Everyone already want to fly tengu.. After this everyone want to fly raven and golem. This is really frustrating. Please give people more choices to fly in pve and dont force everyone to fly caldari crap. |

Jonas Sukarala
Deep Core Mining Inc. Caldari State
88
|
Posted - 2013.04.16 16:18:00 -
[99] - Quote
Aglais wrote:Oh boy, an explosion radius increase.
Please, PLEASE let this thing not be so much as to make the Raven permanently fit a target painter in it's seventh med slot regardless of weapon choice. I don't want the Raven to have to depend on this module to do damage. Other than that, things look... Pretty solid, actually. And now we wait eagerly for the torpedo changes.
The main change torps need is to increase its explosion velocity much like the HAMS have got a higher exp velocity than HM's by about 20m/s there is about 2m/s difference between torps and cruises. 'Tech3 ships need to be put down, like a rabid dog drooling everywhere in the house, they are out of line' CCP Ytterbium Nerf missile range into place..... where is the TD missile change?-á ,...projectiles should use capacitor. |

Ranger 1
Ranger Corp
3952
|
Posted - 2013.04.16 16:18:00 -
[100] - Quote
Theia Matova wrote:I understand need of balance when it comes to pvp but when we speak of pve.. Everyone already want to fly tengu.. After this everyone want to fly raven and golem. This is really frustrating. Please give people more choices to fly in pve and dont force everyone to fly caldari crap. Put Cruise on your Armageddon?   
Or Typhoon for that matter. To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |
|

Skia Aumer
Atlas Research Group Aerodyne Collective
2
|
Posted - 2013.04.16 16:22:00 -
[101] - Quote
Ranger 1 wrote:All improved now, but yes we'll have to see if the increased speed allows a significant amount of damage to slip past a firewall now. Even if they do, I'd consider this more like an exploit, rather than intended operation. While rails are inherently immune to such things and hit instantly. So what's the reason?
Maybe this is the way should be - cruise missile will only be usable in PVE. There are weapons that are useless in PVE - blasters - so that would be a kind of symmetry. If that fair enough?
|

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
746
|
Posted - 2013.04.16 16:22:00 -
[102] - Quote
CCP Rise wrote: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.
How about decreasing the effect of size and increasing the effect of speed? Or reverse? BYDI (Shadow cartel) Recruitment open!
|

Ranger 1
Ranger Corp
3952
|
Posted - 2013.04.16 16:26:00 -
[103] - Quote
Skia Aumer wrote:Ranger 1 wrote:All improved now, but yes we'll have to see if the increased speed allows a significant amount of damage to slip past a firewall now. Even if they do, I'd consider this more like an exploit, rather than intended operation. While rails are inherently immune to such things and hit instantly. So what's the reason? Maybe this is the way should be - cruise missile will only be usable in PVE. There are weapons that are useless in PVE - blasters - so that would be a kind of symmetry. If that fair enough? Why would Cruise missiles being fast enough to slip past a firewall (if the timing happens to be right) be any more of an exploit that using Smart Bombs to screen an entire fleet?  To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |

Berluth Luthian
14th Legion Eternal Evocations
54
|
Posted - 2013.04.16 16:28:00 -
[104] - Quote
What if target painters scaled their effects from engine power? Basically employing the same damage increase that missiles get against MWDs, but somehow on all speed modules or systems. |

Theia Matova
Dominance Theory
13
|
Posted - 2013.04.16 16:32:00 -
[105] - Quote
CCP Rise wrote: 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
Could you do this with making caldari more power as they already are. Most flown t3 is tengu everyone want tengu. Everyone flown drake. Soon its everyone flown raven. I am seriously worried that my eve experience after odyssye is going to deep garbage. You are making too many hard changes for one update. I would personally tell my friends to wait for over this expansion because you will be dealing with lot of balancing issues after this update. There are too many changes to the old working eve that I enjoy.
Yes please buff the faction that already is one of the most viable source of money. Highsec, lowsec.. You can make their ships also invulnerable and don't forget scramble immunity.
|

FT Diomedes
The Graduates RAZOR Alliance
147
|
Posted - 2013.04.16 16:34:00 -
[106] - Quote
Skia Aumer wrote:Ranger 1 wrote:All improved now, but yes we'll have to see if the increased speed allows a significant amount of damage to slip past a firewall now. Even if they do, I'd consider this more like an exploit, rather than intended operation. While rails are inherently immune to such things and hit instantly. So what's the reason? Maybe this is the way should be - cruise missile will only be usable in PVE. There are weapons that are useless in PVE - blasters - so that would be a kind of symmetry. If that fair enough?
There is WAY more to PVE than Level 4 missions and blasters are far from useless for PVE. Likewise, while these missiles will be most likely used for PVE activity, they are finally not totally laughable for PVP.
Capless weapons system with decent damage... Isn't the Geddon getting missile slots? Not to mention the Typhoon, Raven, Navy Scorpion, and Rattlesnake. |

Rene Winter
Concordiat Spaceship Samurai
0
|
Posted - 2013.04.16 16:35:00 -
[107] - Quote
Skia Aumer wrote:CCP Rise wrote: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. Why dont you just make target painters viable, instead of "other ideas" ?
This change has the subtle impact of doing just what you are asking. With a significant damage increase, the explosion radius increase mitigates that for smaller targets. For targets that would have been larger that the new sig radius already it's a straight dmg increase. For targets smaller than your explosion radius your damage should remain close to what it was, BUT if you paint their signature radius up the target painter gets more "room to work". So with appropriate target painting you should be able to realize a good portion of the DPS increase. I know this does not fix everything about target painters, but it does enhance their role a bit. |

Ranger 1
Ranger Corp
3952
|
Posted - 2013.04.16 16:36:00 -
[108] - Quote
Theia Matova wrote:CCP Rise wrote: 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
Could you do this with making caldari more power as they already are. Most flown t3 is tengu everyone want tengu. Everyone flown drake. Soon its everyone flown raven. I am seriously worried that my eve experience after odyssye is going to deep garbage. You are making too many hard changes for one update. I would personally tell my friends to wait for over this expansion because you will be dealing with lot of balancing issues after this update. There are too many changes to the old working eve that I enjoy. Yes please buff the faction that already is one of the most viable source of money. Highsec, lowsec.. You can make their ships also invulnerable and don't forget scramble immunity. PVE applications of a ship or weapons system is a lot easier to deal with than PVP applications. If nothing else they could up the amount of defenders your typical NPC spits out if necessary, or fiddle with their sig radius. To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |

Danny John-Peter
New Eden Renegades
206
|
Posted - 2013.04.16 16:39:00 -
[109] - Quote
Theia Matova wrote:CCP Rise wrote: 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
Could you do this with making caldari more power as they already are. Most flown t3 is tengu everyone want tengu. Everyone flown drake. Soon its everyone flown raven. I am seriously worried that my eve experience after odyssye is going to deep garbage. You are making too many hard changes for one update. I would personally tell my friends to wait for over this expansion because you will be dealing with lot of balancing issues after this update. There are too many changes to the old working eve that I enjoy. Yes please buff the faction that already is one of the most viable source of money. Highsec, lowsec.. You can make their ships also invulnerable and don't forget scramble immunity.
The most flown T3 is the Loki, followed by Proteus > Legion > Tengu.
The most flown BC is the Naga, the most flown combat BC is the Cane.
Wat |

Unforgiven Storm
Eternity INC. Goonswarm Federation
344
|
Posted - 2013.04.16 16:40:00 -
[110] - Quote
mynnna wrote:CCP Rise: Any comments at least on whether you have Torpedo changes coming too? Or is this Cruise Missiles only?
CCP Rise : also what are you planning to fix citadel torpedoes and citadel cruise missiles? Official CSM 8 Campaign HQ * Unforgiven Storm for CSM8 * My Blog
|
|

TZeer
Dirt Nap Squad Dirt Nap Squad.
10
|
Posted - 2013.04.16 16:42:00 -
[111] - Quote
Good changes.....
But completely worthless when it comes to long range PVP.
1: Any ship on grid can be scanned down in 5 sec. 2: Caldari in general is the slowest locking race in EVE. 3: Missiles will take over 10 sec to reach target.
Combine that and you have a very cool concept on paper, until you take probes into account. And you realize that you are scanned, pointed and going down in a ball of fire before your missiles have even started doing any damage.
For this to actually be worth anything, CCP need to change the scanning mechanic.
And no, increasing" warp to" range on grid to 250km does not fix it. As anyone with half a brain will just be loitering just outside grid and wait for stupid people coming in at range.
TL:DR
Cool on paper, worthless in reality, until CCP fix the 5 sec scantime to get warp ins. |

Johnson Oramara
Science and Trade Institute Caldari State
43
|
Posted - 2013.04.16 16:42:00 -
[112] - Quote
Seems like my worries came true and CCP went the lazy route with large missile changes... Buff damage and speed to them so everyone is happy but in turn make them even more hard to apply damage.
Sorry but i was hoping for some changes that would make them more different from other weapon systems, but seems like the gap is instead closing even more with soon instant flying missiles using TE's and affected by TD's? |

Ranger 1
Ranger Corp
3952
|
Posted - 2013.04.16 16:46:00 -
[113] - Quote
TZeer wrote:Good changes.....
But completely worthless when it comes to long range PVP.
1: Any ship on grid can be scanned down in 5 sec. 2: Caldari in general is the slowest locking race in EVE. 3: Missiles will take over 10 sec to reach target.
Combine that and you have a very cool concept on paper, until you take probes into account. And you realize that you are scanned, pointed and going down in a ball of fire before your missiles have even started doing any damage.
For this to actually be worth anything, CCP need to change the scanning mechanic.
And no, increasing" warp to" range on grid to 250km does not fix it. As anyone with half a brain will just be loitering just outside grid and wait for stupid people coming in at range.
TL:DR
Cool on paper, worthless in reality, until CCP fix the 5 sec scantime to get warp ins. I tend to agree with this (although Cruise equiped ships will be a lot better able to defend themselves at close range than they are currently). Since scanning is being redone we'll have to see if this long standing issue is addressed.
I'm tired of sniping (gun or missile) not being viable in any kind of large engagement anymore due to unrealistically fast probe use. To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |

Ranger 1
Ranger Corp
3952
|
Posted - 2013.04.16 16:47:00 -
[114] - Quote
Johnson Oramara wrote:Seems like my worries came true and CCP went the lazy route with large missile changes... Buff damage and speed to them so everyone is happy but in turn make them even more hard to apply damage.
Sorry but i was hoping for some changes that would make them more different from other weapon systems, but seems like the gap is instead closing even more with soon instant flying missiles using TE's and affected by TD's? A 14 second flight time isn't really "instant". To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |

Callduron
194
|
Posted - 2013.04.16 16:48:00 -
[115] - Quote
Sounds great. Keep doing stuff like this and you'll catch CCP Fozzie in likes.
+1 |

Destoya
Sniggerdly Pandemic Legion
73
|
Posted - 2013.04.16 16:48:00 -
[116] - Quote
Seranova Farreach wrote:
iv watched the AT and past 3 years iv not seen any turtle tanking golems.
Sorry for not making myself clear: PL didn't come up with the Golem team supported by a Tengu logistics until the New Eden Open, where we were not able to field the setup due to :mistakes: that resulted in an early elimination. It, however, performed very well in our own testing and was nearly unbeatable.
More recently, the SCL was dominated by turtle tanking teams, with the Golem setup being the best of these. There was some variation in ship types (namely Sin, Vargur, Ishtar/vexor), but only really when the golem was banned.
Granted, these were not full-fledged alliance tournaments, but the same metagame is reflected in the smaller tournaments.
|

Johnson Oramara
Science and Trade Institute Caldari State
43
|
Posted - 2013.04.16 16:52:00 -
[117] - Quote
Ranger 1 wrote:Johnson Oramara wrote:Seems like my worries came true and CCP went the lazy route with large missile changes... Buff damage and speed to them so everyone is happy but in turn make them even more hard to apply damage.
Sorry but i was hoping for some changes that would make them more different from other weapon systems, but seems like the gap is instead closing even more with soon instant flying missiles using TE's and affected by TD's? A 14 second flight time isn't really "instant". I wasn't talking about after these changes but where we are heading with this kind of changes. These changes still won't fix the pvp problems with them which results at some point with even more speed added and more and more until they are almost instant. |

Ranger 1
Ranger Corp
3952
|
Posted - 2013.04.16 17:02:00 -
[118] - Quote
Johnson Oramara wrote:Ranger 1 wrote:Johnson Oramara wrote:Seems like my worries came true and CCP went the lazy route with large missile changes... Buff damage and speed to them so everyone is happy but in turn make them even more hard to apply damage.
Sorry but i was hoping for some changes that would make them more different from other weapon systems, but seems like the gap is instead closing even more with soon instant flying missiles using TE's and affected by TD's? A 14 second flight time isn't really "instant". I wasn't talking about after these changes but where we are heading with this kind of changes. These changes still won't fix the pvp problems with them which results at some point with even more speed added and more and more until they are almost instant. Of course, anything is possible. I'm just saying you are making a lot of assumptions.
BS missile systems have needed some love for a very, very long time. If some of the traditional drawbacks are mitigated I'm really not to worried that CCP will find a creative way to provide necessary drawbacks.
Time will tell. To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |

Invictor
Brutal Retribution
0
|
Posted - 2013.04.16 17:03:00 -
[119] - Quote
Terrible change. Can't hit anything with cruise missiles before and now it's even harder.
ffs |

Nagarythe Tinurandir
Tormented of Destiny Cha Ching PLC
117
|
Posted - 2013.04.16 17:05:00 -
[120] - Quote
these changes with the new typhoon... cruise nano phoon anyone? the new bonus of the phoon sure helps with the dmg application. maybe not as a main doctrine but a complementary wing? |
|

Vibramycin
Pator Tech School Minmatar Republic
14
|
Posted - 2013.04.16 17:05:00 -
[121] - Quote
MainDrain wrote: Figure that has to be a key comment, with the Rate of Fire increasing its got to be a must to reduce the size, as well as the mineral requirements for building them. It shouldnt become more expensive (albeit slightly) to kill a target as a result of these changes, it should remain identical.
pfbt, do you care to back up that assertion, at all, in any way? Who ever promised you that your ammo costs would never go up?
Besides, with a **25% damage buff** your isk/damage costs are going to go _down_ substatially anyway  |

Ranger 1
Ranger Corp
3952
|
Posted - 2013.04.16 17:09:00 -
[122] - Quote
Nagarythe Tinurandir wrote:these changes with the new typhoon... cruise nano phoon anyone? the new bonus of the phoon sure helps with the dmg application. maybe not as a main doctrine but a complementary wing? Yeah, I think that when all is said and done the Typhoon is the main ship that will leverage Cruise missiles the best. It will be interesting to see what, if anything, is done to make Torps more viable on the Raven (and Geddon). To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |

Ranger 1
Ranger Corp
3952
|
Posted - 2013.04.16 17:11:00 -
[123] - Quote
Vibramycin wrote:MainDrain wrote: Figure that has to be a key comment, with the Rate of Fire increasing its got to be a must to reduce the size, as well as the mineral requirements for building them. It shouldnt become more expensive (albeit slightly) to kill a target as a result of these changes, it should remain identical.
pfbt, do you care to back up that assertion, at all, in any way? Who ever promised you that your ammo costs would never go up? Besides, with a **25% damage buff** your isk/damage costs are going to go _down_ substatially anyway  Not to mention that vs any ship that active tanks or receives remote reps a ROF increase will mean that you kill the target more quickly also (it has less time to rep back damage), thus using less ammo. To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |
|

CCP Fozzie
C C P C C P Alliance
5436

|
Posted - 2013.04.16 17:11:00 -
[124] - 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 |
|

Theia Matova
Dominance Theory
13
|
Posted - 2013.04.16 17:18:00 -
[125] - Quote
Danny John-Peter wrote:
The most flown T3 is the Loki, followed by Proteus > Legion > Tengu.
The most flown BC is the Naga, the most flown combat BC is the Cane.
Wat
If you could notice I spoke of of money making and PVE. Those ways you cover loses not PVP itself. Yes, loki and proteus are very liked but Tengu, gives superior range, and very good dps to any NPC type. Yes it not perfect to every but really good. |

Ranger 1
Ranger Corp
3952
|
Posted - 2013.04.16 17:19:00 -
[126] - Quote
Personally I'd still like to see missiles that are still in flight when their target is destroyed auto switch to the next target you have locked up. Of course they might not have the range left to make it to that target, but it would mean that a lot of those "wasted" volleys would still do some good... leaving the initial travel time delay as the main drawback to long range missile use.
Obviously this would be a very powerful change and would have to be carefully considered. Especially since it would likely mean that a missile boat could simply leave his missile launchers on during a fight, and as long as he had targets locked (and in the order he wanted them) he would be constantly spewing out effective damage. To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
210
|
Posted - 2013.04.16 17:20:00 -
[127] - Quote
Torpedo volume plx. If you're looking at bad battleship weapons, look at all of them. |

Ranger 1
Ranger Corp
3952
|
Posted - 2013.04.16 17:22:00 -
[128] - Quote
Theia Matova wrote:Danny John-Peter wrote:
The most flown T3 is the Loki, followed by Proteus > Legion > Tengu.
The most flown BC is the Naga, the most flown combat BC is the Cane.
Wat
If you could notice I spoke of of money making and PVE. Those ways you cover loses not PVP itself. Yes, loki and proteus are very liked but Tengu, gives superior range, and very good dps to any NPC type. Yes it not perfect to every but really good. Are you bucking for a price increase for missiles, to make them less economical for PVE purposes? To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |

Jureth22
Mind Games. Suddenly Spaceships.
43
|
Posted - 2013.04.16 17:22:00 -
[129] - Quote
spare some change????
good start,when will the torpedo thread be posted? |

Theia Matova
Dominance Theory
13
|
Posted - 2013.04.16 17:23:00 -
[130] - Quote
FT Diomedes wrote: There is WAY more to PVE than Level 4 missions and blasters are far from useless for PVE. Likewise, while these missiles will be most likely used for PVE activity, they are finally not totally laughable for PVP.
Capless weapons system with decent damage... Isn't the Geddon getting missile slots? Not to mention the Typhoon, Raven, Navy Scorpion, and Rattlesnake.
Its true that PVE is easier to be balanced. But seeing these changes that take place I am afraid that PVE balance is forgotten. And yes, missiles do need buff in PVP.
Geddon will not be a missile boat, yes it gets launcher slots but the main damage system will be drones. You do not get enough bonuses nor slots to make it missile boat. Typhoon perhaps.. Rest are caldari boats that don't count. |
|

Nagarythe Tinurandir
Tormented of Destiny Cha Ching PLC
117
|
Posted - 2013.04.16 17:24:00 -
[131] - Quote
Ranger 1 wrote:Nagarythe Tinurandir wrote:these changes with the new typhoon... cruise nano phoon anyone? the new bonus of the phoon sure helps with the dmg application. maybe not as a main doctrine but a complementary wing? Yeah, I think that when all is said and done the Typhoon is the main ship that will leverage Cruise missiles the best. It will be interesting to see what, if anything, is done to make Torps more viable on the Raven (and Geddon).
right now i can not image a situation where the raven will be hands down better than the phoon. In PvP that is. with the 5th mid slot you even can tank the phoon on shield. maybe raven can have a bigger buffer but phoon is just so much smaller and agile. way better for long range fighting. Torps don't need much to be "fixed" maybe a little help with application of oomph and they get scary. could make the phoon way overpowered very quickly.
|

Ranger 1
Ranger Corp
3952
|
Posted - 2013.04.16 17:26:00 -
[132] - Quote
Theia Matova wrote:FT Diomedes wrote: There is WAY more to PVE than Level 4 missions and blasters are far from useless for PVE. Likewise, while these missiles will be most likely used for PVE activity, they are finally not totally laughable for PVP.
Capless weapons system with decent damage... Isn't the Geddon getting missile slots? Not to mention the Typhoon, Raven, Navy Scorpion, and Rattlesnake.
Its true that PVE is easier to be balanced. But seeing these changes that take place I am afraid that PVE balance is forgotten. And yes, missiles do need buff in PVP. Geddon will not be a missile boat, yes it gets launcher slots but the main damage system will be drones. You do not get enough bonuses nor slots to make it missile boat. Typhoon perhaps.. Rest are caldari boats that don't count. The damage (particularly in a mission setting) from 5 torp launchers (even unbonused) will add a significant amount to the overall damage output of a Geddon. Though I doubt we will see much use of Cruise missiles on the Geddon, unless it is fittted to use long range sentries. To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |

Ranger 1
Ranger Corp
3952
|
Posted - 2013.04.16 17:31:00 -
[133] - Quote
Nagarythe Tinurandir wrote:Ranger 1 wrote:Nagarythe Tinurandir wrote:these changes with the new typhoon... cruise nano phoon anyone? the new bonus of the phoon sure helps with the dmg application. maybe not as a main doctrine but a complementary wing? Yeah, I think that when all is said and done the Typhoon is the main ship that will leverage Cruise missiles the best. It will be interesting to see what, if anything, is done to make Torps more viable on the Raven (and Geddon). right now i can not image a situation where the raven will be hands down better than the phoon. In PvP that is. with the 5th mid slot you even can tank the phoon on shield. maybe raven can have a bigger buffer but phoon is just so much smaller and agile. way better for long range fighting. Torps don't need much to be "fixed" maybe a little help with application of oomph and they get scary. could make the phoon way overpowered very quickly. Agreed.
I think any changes made to scanning that might help long range combat in general more viable again could help the Raven when using Cruise.
Range on Torps really helps them to be more practical (and the range bonuses on the Raven is perfect for this), but a careful hand will be needed not to swing them too far in the other direction. To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |

Peter Dostoevsky
League of Angered Gentlemen
21
|
Posted - 2013.04.16 17:33:00 -
[134] - Quote
Invictor wrote:Terrible change. Can't hit anything with cruise missiles before and now it's even harder.
ffs
So wait, buffing cruises and slightly changing them so they don't become anti-frigate death machines in the process makes them terrible? |

Liang Nuren
Heretic Army Atrocitas
3338
|
Posted - 2013.04.16 17:38:00 -
[135] - Quote
These changes look extremely promising, but I have to confess that my excitement level spiked high enough that it rang the "may be OP" bell in my head.
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos Twitter: http://twitter.com/LiangNuren
|

Berluth Luthian
14th Legion Eternal Evocations
54
|
Posted - 2013.04.16 17:47:00 -
[136] - Quote
Hmmm... Bellicose+typhoons? |

Ace Echo
The Shadow Raiders Fleet Coordination Coalition
39
|
Posted - 2013.04.16 17:56:00 -
[137] - Quote
Peter Dostoevsky wrote:Invictor wrote:Terrible change. Can't hit anything with cruise missiles before and now it's even harder.
ffs So wait, buffing cruises and slightly changing them so they don't become anti-frigate death machines in the process makes them terrible?
I'm pretty sure you'll still be able to hit most non-sigtanking BSes, and little damage to anything smaller that isn't pointed...
... like that isn't already the case for most BS gun scenarios? |

Bouh Revetoile
TIPIAKS
294
|
Posted - 2013.04.16 18:37:00 -
[138] - Quote
What about railguns ? Not only medium ; now large railguns need some love too. :-( |

Funky Lazers
shin-ra ltd
245
|
Posted - 2013.04.16 18:43:00 -
[139] - Quote
Are we getting the Torp changes or not? Whatever. |

Sigras
Conglomo
400
|
Posted - 2013.04.16 18:56:00 -
[140] - Quote
Smoking Blunts wrote:Sigras wrote:Smoking Blunts wrote:CCP Rise wrote: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. so all these changes mean is a cruise missle will hit a bs harder if it is sitting still. but if it moves the ages old problem that was created during the speed nerf still remains, they cant hit anything that is smaller than a bs or moving. awesome buff for mission runners by my math, this means each missile will do 291 damage rather than 253 and thats worst case scenario; an AB tempest with no sig increase from a shield tank and no speed decrease from an armor tank. seriously though, who runs an AB on a battleship? TL;DR unless the battleship is LOLz afterburning and not MWDing your cruise missiles will do full damage. not sure what missiles you using for these numbers. but cn missiles have a base of 345, fury 420, precision 300. granted its been a good year since I sat in or even looked at a raven with out thinking its gonna die fast, so please go slowly for me. I was using an AB pest with no tank as a worst case scenario; if worst comes to worst, you still do half damage to the smallest fastest AB battleship as you laugh at them because they actually fit an AB to a battleship . . .
In basically every other case, your missiles hit for full effect against all battleships. |
|

ArmEagle Kusoni
Knights of Nii The 20 Minuters
10
|
Posted - 2013.04.16 18:57:00 -
[141] - Quote
You should read (part of) this free scifi book on Wattpad: http://www.wattpad.com/931259-fall-of-the-terran-empire-traci-ganner-series-book?p=4
Read the third paragraph on that page:
Quote:Each missile had a maximum engine range of about four hundred thousand kilometers, after which its main thrusters would exhaust the onboard fuel. Once that happened the missile would continue on its last trajectory until it ranged in on its target. If it survived to reach tactical range, its tactical thrusters would attempt to make adjustments in order to get as close as possible to an evading enemy before detonating.
Now, the distances in that setting are way higher than here. But I found the idea of a main stage for most of the distance, towards a set point in space, and a tactical stage that then tries to get close to the target quite nice. It's like current day AA missiles. And with that much more like turrets that need targeting computers. |

Morrigan LeSante
The Lost and Forgotten Troopers
242
|
Posted - 2013.04.16 19:11:00 -
[142] - Quote
Liang Nuren wrote:These changes look extremely promising, but I have to confess that my excitement level spiked high enough that it rang the "may be OP" bell in my head.
-Liang
So it's not just me. I was mooting that the 15% mentioned in other threads risked being OTT (in PvE).
30%....on a properly fit CNR is going to be nothing short of hilarious.
I'm not sure it enough for PvP, but certainly for PvE the raven pilots are going to be laughing their way to the bank. |

Ranger 1
Ranger Corp
3953
|
Posted - 2013.04.16 19:19:00 -
[143] - Quote
Morrigan LeSante wrote:Liang Nuren wrote:These changes look extremely promising, but I have to confess that my excitement level spiked high enough that it rang the "may be OP" bell in my head.
-Liang So it's not just me. I was mooting that the 15% mentioned in other threads risked being OTT (in PvE). 30%....on a properly fit CNR is going to be nothing short of hilarious. I'm not sure it enough for PvP, but certainly for PvE the raven pilots are going to be laughing their way to the bank. Edit: Don't get me wrong I like it but....damnit, it's a BIG boost. I suppose to compensate they could take away your drone bay.  To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |

Morrigan LeSante
The Lost and Forgotten Troopers
242
|
Posted - 2013.04.16 19:20:00 -
[144] - Quote
Ranger 1 wrote:Morrigan LeSante wrote:Liang Nuren wrote:These changes look extremely promising, but I have to confess that my excitement level spiked high enough that it rang the "may be OP" bell in my head.
-Liang So it's not just me. I was mooting that the 15% mentioned in other threads risked being OTT (in PvE). 30%....on a properly fit CNR is going to be nothing short of hilarious. I'm not sure it enough for PvP, but certainly for PvE the raven pilots are going to be laughing their way to the bank. Edit: Don't get me wrong I like it but....damnit, it's a BIG boost. I suppose to compensate they could take away your drone bay. 
Done bay is really good for pushing EFT warrior numbers up  |

MeBiatch
Republic University Minmatar Republic
916
|
Posted - 2013.04.16 19:21:00 -
[145] - Quote
ok seems cruise are now fixed (though firewall still seems to be a problem)
now for torps...
i am thinking instead of velocity they need more flight time
as they should not be able to catch up with faster ships...
also they need thier explosion radius reduced and velocity increased so that they can hit ships bc and up...
and then cuss you just boosted torps you need to reduce the bonus on stleath bombers or else they would be uber op.
Ok, so you've corrected my spelling,do you care to make a valid point? -áThere are no stupid Questions... just stupid people... |

Warde Guildencrantz
TunDraGon Drunk 'n' Disorderly
683
|
Posted - 2013.04.16 19:29:00 -
[146] - Quote
to be honest i would say increase the velocity even more and decrease the flight time to 10 seconds.
The biggest issue with cruises is the huge flight time from long ranges. These missiles should be extremely fast considering they are meant to cover long distances.
But if you didnt do this, I wouldn't mind. 14 second flight time is much better than the old 20 seconds.
MeBiatch wrote:ok seems cruise are now fixed (though firewall still seems to be a problem)
now for torps...
i am thinking instead of velocity they need more flight time
as they should not be able to catch up with faster ships...
also they need thier explosion radius reduced and velocity increased so that they can hit ships bc and up...
and then cuss you just boosted torps you need to reduce the bonus on stleath bombers or else they would be uber op.
missiles not catching up to ships is absurd, their primary function as a weapon is to hit their target, so the fact that only the fastest frigates can outrun missiles makes complete sense.
Moreover, even if you do get hit by it going 4000m/s compared to the missile's 4700m/s, you would barely take damage.
Also, you can outrun missiles even if they travel faster than you, you just have to not let it reach you before its flight time is up. |

Ranger 1
Ranger Corp
3953
|
Posted - 2013.04.16 19:30:00 -
[147] - Quote
Morrigan LeSante wrote:Ranger 1 wrote:Morrigan LeSante wrote:Liang Nuren wrote:These changes look extremely promising, but I have to confess that my excitement level spiked high enough that it rang the "may be OP" bell in my head.
-Liang So it's not just me. I was mooting that the 15% mentioned in other threads risked being OTT (in PvE). 30%....on a properly fit CNR is going to be nothing short of hilarious. I'm not sure it enough for PvP, but certainly for PvE the raven pilots are going to be laughing their way to the bank. Edit: Don't get me wrong I like it but....damnit, it's a BIG boost. I suppose to compensate they could take away your drone bay.  Done bay is really good for pushing EFT warrior numbers up  I was thinking more about the forum comedy that would generate.
"Great, now my Raven rocks in missions... unless there are frigates and cruisers... which eat me alive and there isn't a thing I can do about them." To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |

FT Diomedes
The Graduates RAZOR Alliance
147
|
Posted - 2013.04.16 19:32:00 -
[148] - Quote
CCP Fozzie wrote: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.
Please don't balance the game around the artificial AT environment, the AT rules can be adjusted to control the AT. |

Ranger 1
Ranger Corp
3953
|
Posted - 2013.04.16 19:33:00 -
[149] - Quote
FT Diomedes wrote:CCP Fozzie wrote: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. Please don't balance the game around the artificial AT environment, the AT rules can be adjusted to control the AT. I think that's exactly what he is implying. To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |

Morrigan LeSante
The Lost and Forgotten Troopers
242
|
Posted - 2013.04.16 19:36:00 -
[150] - Quote
Ranger 1 wrote:Morrigan LeSante wrote:Ranger 1 wrote:Morrigan LeSante wrote:Liang Nuren wrote:These changes look extremely promising, but I have to confess that my excitement level spiked high enough that it rang the "may be OP" bell in my head.
-Liang So it's not just me. I was mooting that the 15% mentioned in other threads risked being OTT (in PvE). 30%....on a properly fit CNR is going to be nothing short of hilarious. I'm not sure it enough for PvP, but certainly for PvE the raven pilots are going to be laughing their way to the bank. Edit: Don't get me wrong I like it but....damnit, it's a BIG boost. I suppose to compensate they could take away your drone bay.  Done bay is really good for pushing EFT warrior numbers up  I was thinking more about the forum comedy that would generate. "Great, now my Raven rocks in missions... unless there are frigates and cruisers... which eat me alive and there isn't a thing I can do about them."
Ah. I've discovered the hilarity of precision missiles.
I now use my drone bay as a GIANT beer cooler. |
|

Gimme more Cynos
Science and Trade Institute Caldari State
2
|
Posted - 2013.04.16 19:38:00 -
[151] - Quote
Ranger 1 wrote:Morrigan LeSante wrote:Ranger 1 wrote:Morrigan LeSante wrote:Liang Nuren wrote:These changes look extremely promising, but I have to confess that my excitement level spiked high enough that it rang the "may be OP" bell in my head.
-Liang So it's not just me. I was mooting that the 15% mentioned in other threads risked being OTT (in PvE). 30%....on a properly fit CNR is going to be nothing short of hilarious. I'm not sure it enough for PvP, but certainly for PvE the raven pilots are going to be laughing their way to the bank. Edit: Don't get me wrong I like it but....damnit, it's a BIG boost. I suppose to compensate they could take away your drone bay.  Done bay is really good for pushing EFT warrior numbers up  I was thinking more about the forum comedy that would generate. "Great, now my Raven rocks in missions... unless there are frigates and cruisers... which eat me alive and there isn't a thing I can do about them."
It wouldn't produce such comments, as they would just load precisions and kill them in a few volleys ;D |

Ranger 1
Ranger Corp
3953
|
Posted - 2013.04.16 19:44:00 -
[152] - Quote
I never found Precision Cruise to be all that effective against frigates.
Then again, it's been a looooong time since I did missions, especially with missile BS. To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |

Morrigan LeSante
The Lost and Forgotten Troopers
242
|
Posted - 2013.04.16 19:45:00 -
[153] - Quote
They got a healthy buff recently |

Gimme more Cynos
Science and Trade Institute Caldari State
2
|
Posted - 2013.04.16 19:47:00 -
[154] - Quote
And they are pretty ok tbh. They do work and it's reasonable to switch to them in a lot of cases. With 30% moar dmg, they will be able to kill even the nastiest mission frig in 2 volley's I would guess. |

jiaulina
Bad Security. Ninja Unicorns with Huge Horns
2
|
Posted - 2013.04.16 20:11:00 -
[155] - Quote
wonderful, putting the raven back into the PVP scene! now i have to see torps getting a slight explosion velocity buff or smaller explo radius and i can get drunk. GÖÑ you Rise  |

Arec Bardwin
943
|
Posted - 2013.04.16 20:12:00 -
[156] - Quote
While you are at it; could you PLEASE reduce the cycle time of target painters, and adjust cap use accordingly? |

Little Dragon Khamez
Guardians of the Underworld White Mountain Coalition
117
|
Posted - 2013.04.16 20:17:00 -
[157] - Quote
MainDrain wrote:Caitlyn Tufy wrote:Righty, one by one:
5% increased rate of fire for all Cruise Missile Launchers 25% increase in base damage for all Cruise Missiles
Way more than I expected, tbh. Only problem I see: Rof means a rof bonused ship will go through cargo even faster and missiles are pretty large to carry around in the first place. Perhaps consider reducing the size of missiles?
Figure that has to be a key comment, with the Rate of Fire increasing its got to be a must to reduce the size, as well as the mineral requirements for building them. It shouldnt become more expensive (albeit slightly) to kill a target as a result of these changes, it should remain identical.
Everything has to get more expensive these days, ccp are desperately trying to build more isk sinks into the game in order to rebalance the economy. It also means that mission rewards are slightly nerfed as it costs more to kill rats making the remaining isk more precious. |

Marcus Walkuris
Pro Synergy Frozen Shipyards
6
|
Posted - 2013.04.16 20:39:00 -
[158] - Quote
I don't quite get all the cheering people. Now at the bright side it has been mentioned that there will be more options added to improve explosion velocity/lower explosion radius in "the future". But Large missiles being used mostly for PvE what will this add? More then anything faster BS killing potential and this category in and of itself is not the mayor chunk dictating mission completion time. 30% increased damage yesh hello hurray, but the 10% decrease in "tracking" is only going to grow exponentially when sig radius go smaller. Okay elite cruisers and frigs is what you have drones for, but in the end drones rly don't do that much dps without a dedicated hull, rather fragile too... Especially with the wonderful new AI in combination with elite rats and hitting return means MWD away in a straight line getting them single shot. Bottom line 2 steps forward 1 step backward, but that one step backward... The unmodified difference in applied damage through "tracking penalties" against anything but an abandoned BS.... Kinda scary, no Im not a number cruncher but the "BIGGER" problem concerning Cruise missiles actually took a step backward looking at it by itself, since the dps buff was plain horribly overdue independent of tracking.
|

Dunkler Imperator
N.F.H.P. SQUEE.
27
|
Posted - 2013.04.16 20:42:00 -
[159] - Quote
could you please take a look at f.o.f missiles while you are at it?
Right now there is next to no reason to use them except for lol fit's. |

Daneel Trevize
Give my 11percent back
353
|
Posted - 2013.04.16 20:48:00 -
[160] - Quote
Marcus Walkuris wrote:I don't quite get all the cheering people. Now at the bright side it has been mentioned that there will be more options added to improve explosion velocity/lower explosion radius in "the future". But Large missiles being used mostly for PvE what will this add? More then anything faster BS killing potential and this category in and of itself is not the mayor chunk dictating mission completion time. 30% increased damage yesh hello hurray, but the 10% decrease in "tracking" is only going to grow exponentially when sig radius go smaller. Okay elite cruisers and frigs is what you have drones for, but in the end drones rly don't do that much dps without a dedicated hull, rather fragile too... Especially with the wonderful new AI in combination with elite rats and hitting return means MWD away in a straight line getting them single shot. Bottom line 2 steps forward 1 step backward, but that one step backward... The unmodified difference in applied damage through "tracking penalties" against anything but an abandoned BS.... Kinda scary, no Im not a number cruncher but the "BIGGER" problem concerning Cruise missiles actually took a step backward looking at it by itself, since the dps buff was plain horribly overdue independent of tracking.
Breaking news: we don't balance modules in this PvP game around their effect in PvE. That tail doesn't wag this dog. As examples of where PvE rates might get plain nerfed for the benefit of the game, see recent HM nerf, upcoming TE nerf (that probably should be a Mach+tier3 BCs nerf). |
|

Edey
27
|
Posted - 2013.04.16 21:32:00 -
[161] - Quote
Daneel Trevize wrote:Breaking news: we don't balance modules in this PvP game around their effect in PvE. That tail doesn't wag this dog. As examples of where PvE rates might get plain nerfed for the benefit of the game, see recent HM nerf, upcoming TE nerf (that probably should be a Mach+tier3 BCs nerf).
Breaking news: right now Cruises suck very hard at PvE compared to AC/Blasters/Pulses. Those who say cruises will be OP just never flew any Gun ship and have no idea how bad their CNRs/Ravens/Golems are. So even with this 30% damage buff missiles (cruises) won't be as good as ACs or Blasters: there are still Painters, AB rats, Defenders and overdamage. Those 4 things will keep missiles inefficient.
Now I want to see a Torp changes. |

Liang Nuren
Heretic Army Atrocitas
3342
|
Posted - 2013.04.16 21:35:00 -
[162] - Quote
Edey wrote:Daneel Trevize wrote:Breaking news: we don't balance modules in this PvP game around their effect in PvE. That tail doesn't wag this dog. As examples of where PvE rates might get plain nerfed for the benefit of the game, see recent HM nerf, upcoming TE nerf (that probably should be a Mach+tier3 BCs nerf). Breaking news: right now Cruises suck very hard at PvE compared to AC/Blasters/Pulses. Those who say cruises will be OP just never flew any Gun ship and have no idea how bad their CNRs/Ravens/Golems are. So even with this 30% damage buff missiles (cruises) won't be as good as ACs or Blasters: there are still Painters, AB rats, Defenders and overdamage. Those 4 things will keep missiles inefficient. Now I want to see a Torp changes.
Turrets are pretty great, I agree. But honestly I've flown a great many kinds of ships and cruise is pretty damn good at PVE - especially with 30% more damage. You sound like someone that doesn't know how to fit a missile ship TBH.
-Liang
Ed: Protip: filling your lows with CPRs is Doing It Wrong. Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos Twitter: http://twitter.com/LiangNuren
|

Callduron
194
|
Posted - 2013.04.16 21:46:00 -
[163] - Quote
CCP Fozzie wrote: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.
The poster was over-stating the power of the cruise golems though. They were useful only because by that stage in the tournament most teams were kite. Cruise Golems are almost a guaranteed loss against any up close and personal comp. |

Edey
27
|
Posted - 2013.04.16 21:49:00 -
[164] - Quote
Liang Nuren wrote:Edey wrote:Daneel Trevize wrote:Breaking news: we don't balance modules in this PvP game around their effect in PvE. That tail doesn't wag this dog. As examples of where PvE rates might get plain nerfed for the benefit of the game, see recent HM nerf, upcoming TE nerf (that probably should be a Mach+tier3 BCs nerf). Breaking news: right now Cruises suck very hard at PvE compared to AC/Blasters/Pulses. Those who say cruises will be OP just never flew any Gun ship and have no idea how bad their CNRs/Ravens/Golems are. So even with this 30% damage buff missiles (cruises) won't be as good as ACs or Blasters: there are still Painters, AB rats, Defenders and overdamage. Those 4 things will keep missiles inefficient. Now I want to see a Torp changes. Turrets are pretty great, I agree. But honestly I've flown a great many kinds of ships and cruise is pretty damn good at PVE - especially with 30% more damage. You sound like someone that doesn't know how to fit a missile ship TBH. -Liang Ed: Protip: filling your lows with CPRs is Doing It Wrong.
You should define your "damn good" because I have no idea how to measure it. If you're just a EFT warrior than I know what your good means. If not, you should describe what is good for you. Is it some "good" when you are able kill a rat or is it when you kill that rat within 15 sec?
I've been doing PvE since 06 and believe me I know how to fit ships.
|

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
640
|
Posted - 2013.04.16 21:50:00 -
[165] - Quote
Edey wrote: Breaking news: right now Cruises suck very hard at PvE compared to AC/Blasters/Pulses.
Breaking news: comparing a long-range weapon with three short-range ones is unlikely to give useful information. You probably thought that HMLs didn't need nerfing because they had much lower DPS than medium blasters too. |

Marcus Walkuris
Pro Synergy Frozen Shipyards
6
|
Posted - 2013.04.16 21:52:00 -
[166] - Quote
[/quote]Breaking news: we don't balance modules in this PvP game around their effect in PvE. That tail doesn't wag this dog. As examples of where PvE rates might get plain nerfed for the benefit of the game, see recent HM nerf, upcoming TE nerf (that probably should be a Mach+tier3 BCs nerf).[/quote]
All fine and dandy, but balancing missiles has been an Achilles heel for quite some time now, excuse me for staying skeptical until the cat is actually in the bag. And please don't call it a pvp game I understand the need to be seen as "Hardcore" in EvE but PvE is the basis of it all just as in real life we exist by the grace of the environment not just stealing each others lunch money. That said cruise missiles were delegated completely to the realm of PvE so expect to get some PvE responses. As I am fully aware of the PvP content, and would love to see more viability for flying smaller hulls instead of large gun turret=everything shenanigans. I would love to actually hear WHERE we can expect large missiles to stand compared to large guns with their different respective mechanics of course.
Not saying CCP can't do anything right but having a fail weapon system for a long time can get tedious and make one wonder if the end of the tunnel is in sight. Wouldn't be too bad to know what to que up next, pretty invested into missiles but gunnery still takes like a fraction of missile SP while adding support skills for 3 weapon types minimally depending on how you look at it. |

Ranger 1
Ranger Corp
3954
|
Posted - 2013.04.16 21:53:00 -
[167] - Quote
I take it that no one see's the extra fitting requirements as being too big a hurdle to overcome?
Just gathering opinion... To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
642
|
Posted - 2013.04.16 21:58:00 -
[168] - Quote
Ranger 1 wrote:I take it that no one see's the extra fitting requirements as being too big a hurdle to overcome?
Just gathering opinion...
Fitting cruise on a Raven was never a problem. The new Raven is getting 1875 PG and 62.5 CPU, so the 1080 PG for 6x CMLs won't even cover the extra. The Typhoon has even more PG, it'll be peachy. |

Edey
27
|
Posted - 2013.04.16 22:01:00 -
[169] - Quote
Gypsio III wrote:Edey wrote: Breaking news: right now Cruises suck very hard at PvE compared to AC/Blasters/Pulses.
Breaking news: comparing a long-range weapon with three short-range ones is unlikely to give useful information. You probably thought that HMLs didn't need nerfing because they had much lower DPS than medium blasters too.
Who cares if it's a long range weapon or a short one? In PvE performance matters only. |

Ranger 1
Ranger Corp
3954
|
Posted - 2013.04.16 22:03:00 -
[170] - Quote
Quote:I've been doing PvE since 06 and believe me I know how to fit ships.
I really am a terrible person, and I'm really sorry, but this made me bite my lip. 
I know, I know, take it in context with the coversation. To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |
|

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
642
|
Posted - 2013.04.16 22:06:00 -
[171] - Quote
Edey wrote:Who cares if it's a long range weapon or a short one? In PvE performance matters only.
It matters when formulating sensible expectations of weapons' abilities. |

FourierTransformer
14
|
Posted - 2013.04.16 22:26:00 -
[172] - Quote
Edey wrote:Gypsio III wrote:Edey wrote: Breaking news: right now Cruises suck very hard at PvE compared to AC/Blasters/Pulses.
Breaking news: comparing a long-range weapon with three short-range ones is unlikely to give useful information. You probably thought that HMLs didn't need nerfing because they had much lower DPS than medium blasters too. Who cares if it's a long range weapon or a short one? In PvE performance matters only. Tbh you kinda sound like an EFT warrior here. In many missions, exploration sites, and anoms, there are independent groups of enemies that can be more than a 100km apart.
With cruise, you warp in and start shooting, hit approach on the acceleration gate, and that's it. With blasters, you warp in, burn over to one group, start shooting, burn to the second group, start shooting, burn to the third group, start shooting, burn to the fourth....etc. etc. ad nauseoum and then you have to burn back to the acceleration gate.
In practice, the time you save getting in range by using cruise works out to a much higher isk/hour. The only turrets that can really compare well to cruise in this regard are lasers, and they have their own limitations.
However, none of this affects pvp. The issue of hitting moving targets in pvp is what really gimps the larger missiles. A cruise missile will do significantly reduced damage to a target moving at 400m/s at 100k. Arty, Rails, and Beams will have no trouble hitting said target for full damage, instantaneously. Unless this changes, cruise will always be an exclusively pve platform. |

MeBiatch
Republic University Minmatar Republic
916
|
Posted - 2013.04.16 22:45:00 -
[173] - Quote
hmm 750 dps raven is looking pretty kickass tbh Ok, so you've corrected my spelling,do you care to make a valid point? -áThere are no stupid Questions... just stupid people... |

Marcus Walkuris
Pro Synergy Frozen Shipyards
6
|
Posted - 2013.04.16 22:49:00 -
[174] - Quote
FourierTransformer wrote: Tbh you kinda sound like an EFT warrior here. In many missions, exploration sites, and anoms, there are independent groups of enemies that can be more than a 100km apart.
With cruise, you warp in and start shooting, hit approach on the acceleration gate, and that's it. With blasters, you warp in, burn over to one group, start shooting, burn to the second group, start shooting, burn to the third group, start shooting, burn to the fourth....etc. etc. ad nauseoum and then you have to burn back to the acceleration gate.
In practice, the time you save getting in range by using cruise works out to a much higher isk/hour. The only turrets that can really compare well to cruise in this regard are lasers, and they have their own limitations.
Well actually it is quite easy to make things come to you, just fire at something outside of actual range. With the proper ammo large autocannons will fire out to 60-80km not too familiar with pulse lasers but all these factors combined really make for a non-argument. I would look into that again because that is half the problem with missiles you really don't do anything special with a LOT of drawbacks. |

Steve Spooner
Mordu's Military Industrial Command Circle-Of-Two
39
|
Posted - 2013.04.16 22:58:00 -
[175] - Quote
Pedo Torps Pedo Torps because I shouldn't have to fit 2 target painters to hit a battleship for full damage. |

Liang Nuren
Heretic Army Atrocitas
3342
|
Posted - 2013.04.16 23:12:00 -
[176] - Quote
Edey wrote: You should define your "damn good" because I have no idea how to measure it. If you're just a EFT warrior than I know what your good means. If not, you should describe what is good for you. Is it some "good" when you are able kill a rat or is it when you kill that rat within 15 sec?
I've been doing PvE since 06 and believe me I know how to fit ships.
You can probably find some of my old mission efficiency e-peen warrioring threads if you like.
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos Twitter: http://twitter.com/LiangNuren
|

Hakan MacTrew
Caledonian Light Industries Sick N' Twisted
464
|
Posted - 2013.04.16 23:17:00 -
[177] - Quote
Bouh Revetoile wrote:Hakan MacTrew wrote:On paper, yes, but not for applied dps. Unless of course, when CCP Rise refered to Scan Resolution on the weapons, he meant explosion velocity. I believe he meant explosion radius though, which would mean it would be harder to apply damage to a target. Especially so without painters.
All in all though, I think these cangese will be a good start. Can't wait to try them on SiSi. Oh god ! Your raven isn't a soloBBQroflstompPWNmobile ? I'm sad for you... You know about huggin/rapier right ? Oh, and the Raven just got a 7th mid slot. Wow. Did you get out of bed on the wrong side of bed this morning?
Feel free to point out exactly where I was complaining in my post. Also, feel free to point out where I mentioned the word 'Raven'. Until you can do that, I suggest you take a big dose of 'ChillTheFuckOut' and re-read what I wrote, in context. MODULAR DRONES
MORE ORE SHIPS |

Hakan MacTrew
Caledonian Light Industries Sick N' Twisted
464
|
Posted - 2013.04.16 23:18:00 -
[178] - Quote
Steve Spooner wrote:Pedo Torps Pedo Torps because I shouldn't have to fit 2 target painters to hit a battleship for full damage. Don't forget that Many BS's are getting a Sig.Rad. Increase with the rebalance. MODULAR DRONES
MORE ORE SHIPS |

CaptainFalcon07
Caucasian Culture Club Transmission Lost
124
|
Posted - 2013.04.16 23:24:00 -
[179] - Quote
As a player with caldari bs V and cruise missiles V I welcome this change.
Any chance on looking at Torpedoes?
Because right now the only significant use they have in PVP are on stealth bombers with massive increase in range and explosion velocity.
|

Kagura Nikon
Mentally Assured Destruction Whores in space
151
|
Posted - 2013.04.16 23:38:00 -
[180] - Quote
Liang Nuren wrote:Edey wrote: You should define your "damn good" because I have no idea how to measure it. If you're just a EFT warrior than I know what your good means. If not, you should describe what is good for you. Is it some "good" when you are able kill a rat or is it when you kill that rat within 15 sec?
I've been doing PvE since 06 and believe me I know how to fit ships.
You can probably find some of my old mission efficiency e-peen warrioring threads if you like. -Liang
And on those threads are one of the few were Liang argument is damm impressive :P |
|

Ryuu Shi
School of Applied Knowledge Caldari State
31
|
Posted - 2013.04.16 23:46:00 -
[181] - Quote
I for one welcome our new cruise missile overlords but the raven still needs help Ganking miners has gone too far. Ganking is wrong, and bad. There should be a new, stronger word for Ganking like badwrong or badong. Yes, Ganking is badong. From this moment, I will stand for the opposite of Ganking, gnodab. - Said no-one, ever. |

Galphii
Clandestine Vector THE SPACE P0LICE
129
|
Posted - 2013.04.17 00:00:00 -
[182] - Quote
Excellent fixes - I had hoped that cruise missiles would become the 2nd best volley weapon for BS and you've made it come true. Bloody fantastic  X |

mynnna
GoonWaffe Goonswarm Federation
841
|
Posted - 2013.04.17 00:02:00 -
[183] - Quote
Hakan MacTrew wrote:Steve Spooner wrote:Pedo Torps Pedo Torps because I shouldn't have to fit 2 target painters to hit a battleship for full damage. Don't forget that Many BS's are getting a Sig.Rad. Increase with the rebalance.
Not to mention guided missile precision applies to torpedos now, so with that maxed out, your explosion radius is 337.5m anyway. The smallest sig radius BS (post Odyssey) will be the Typhoon, at 330m. If you're shooting one of those (and it's going slower than 106.5m/s) you lose about 2.2% of your DPS.
The effect of speed on the explosion radius is much more significant - the actual DPS loss against that Typhoon is about 24.5% of on-paper DPS, assuming its base speed of 143m/s. That said, that's 75% of ~940 DPS 
Numbers vary with Rage torps, of course. You'll want a target painter (or two or three) then! Mynnna for CSM 8 |

Petrified
Old Men Online
8
|
Posted - 2013.04.17 00:04:00 -
[184] - Quote
Interesting. Overall damage increase offset by a PG need increase and a decrease of about 1/3rd the range (base flight from 20 to 14 seconds). Get closer... but punch harder. Works for me. |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
644
|
Posted - 2013.04.17 00:08:00 -
[185] - Quote
Petrified wrote:Interesting. Overall damage increase offset by a PG need increase and a decrease of about 1/3rd the range (base flight from 20 to 14 seconds). Get closer... but punch harder. Works for me.
The increase in cruise velocity means an overall range loss of only 12% or so. |

mynnna
GoonWaffe Goonswarm Federation
841
|
Posted - 2013.04.17 00:08:00 -
[186] - Quote
Gypsio III wrote:Petrified wrote:Interesting. Overall damage increase offset by a PG need increase and a decrease of about 1/3rd the range (base flight from 20 to 14 seconds). Get closer... but punch harder. Works for me. The increase in cruise velocity means an overall range loss of only 12% or so.
And seeing as if you're trying to fight past 150km, you're going to find yourself fighting at 0km very quickly anyway, I don't think anyone will miss the last 30km of range  Mynnna for CSM 8 |

StrongSmartSexy
Caldari Provisions Caldari State
10
|
Posted - 2013.04.17 00:18:00 -
[187] - Quote
mynnna wrote:Hakan MacTrew wrote:Steve Spooner wrote:Pedo Torps Pedo Torps because I shouldn't have to fit 2 target painters to hit a battleship for full damage. Don't forget that Many BS's are getting a Sig.Rad. Increase with the rebalance. Not to mention guided missile precision applies to torpedos now, so with that maxed out, your explosion radius is 337.5m anyway. The smallest sig radius BS (post Odyssey) will be the Typhoon, at 330m. If you're shooting one of those (and it's going slower than 106.5m/s) you lose about 2.2% of your DPS. The effect of speed on the explosion radius is much more significant - the actual DPS loss against that Typhoon is about 24.5% of on-paper DPS, assuming its base speed of 143m/s. That said, that's 75% of ~940 DPS  Numbers vary with Rage torps, of course. You'll want a target painter (or two or three) then! Yeah, Rage torps need tweaking. Lower explosion velocity than t1/faction and huge explosion radius requires GMP V and multiple support modules to apply that damage.
I'm also not a fan of how Fury missile explosion radius is 72% larger than T1/faction. With the 10% increase in explosion radius for all missiles, T2 Fury Cruise missiles will have a base radius of 568m and a radius of 426m with GMP V. |

Shingorash
S T R A T C O M Critical-Mass
41
|
Posted - 2013.04.17 00:21:00 -
[188] - Quote
Those of you complaining about the explosion radius increase I have to wonder if you have ever used Cruise missiles.
I use a Cruise fit Navy Scorp in our C3 wormhole and I spank the Cruisers for pretty much full damage when they are not MWD'ing.
Sure on a PVP fit you wouldnt have a full rig set of T2 flare or rigor rigs but you would still be able to use the amazing ammo called Precision Missiles.
On my SNI to explosion radius on Precision is about 150 and the explosion velocity is about the same. 1 web on a frigate and you hit them for about 50% damage.
The 30% increase in dps for me is huge, the slighty penalty in explosion radius isnt really going to have that much of an effect.
My SNI has 2 target painters, 2 rigor rigs (third rig is a anti therm because of wormhole rats omni damage) and a web. Anything frigate or cruiser sized melts to Precision and bs take full damage from furys.
The 30% damage bonus is massive, its quite possibly the best change for Odyssey I have seen so far.
Damage application with missiles is a totally different ballgame to guns. Some people here I think dont fully understand the implications. This change is brilliant from my perspective.
My fit is on Battleclinic at the moment. You can drop to T2 for similar respectable figures for level 4's. A web helps a lot but its missing from this fit.
http://eve.battleclinic.com/loadout/65517-Scorpion-Navy-Issue-Wormhole-PVE.html |

Shingorash
S T R A T C O M Critical-Mass
41
|
Posted - 2013.04.17 00:28:00 -
[189] - Quote
Edey wrote:I've been doing PvE since 06 and believe me I know how to fit ships.
I lol'd, you clearly dont. |

Shingorash
S T R A T C O M Critical-Mass
41
|
Posted - 2013.04.17 00:30:00 -
[190] - Quote
StrongSmartSexy wrote:mynnna wrote:Hakan MacTrew wrote:Steve Spooner wrote:Pedo Torps Pedo Torps because I shouldn't have to fit 2 target painters to hit a battleship for full damage. Don't forget that Many BS's are getting a Sig.Rad. Increase with the rebalance. Not to mention guided missile precision applies to torpedos now, so with that maxed out, your explosion radius is 337.5m anyway. The smallest sig radius BS (post Odyssey) will be the Typhoon, at 330m. If you're shooting one of those (and it's going slower than 106.5m/s) you lose about 2.2% of your DPS. The effect of speed on the explosion radius is much more significant - the actual DPS loss against that Typhoon is about 24.5% of on-paper DPS, assuming its base speed of 143m/s. That said, that's 75% of ~940 DPS  Numbers vary with Rage torps, of course. You'll want a target painter (or two or three) then! Yeah, Rage torps need tweaking. Lower explosion velocity than t1/faction and huge explosion radius requires GMP V and multiple support modules to apply that damage. I'm also not a fan of how Fury missile explosion radius is 72% larger than T1/faction. With the 10% increase in explosion radius for all missiles, T2 Fury Cruise missiles will have a base radius of 568m and a radius of 426m with GMP V.
You sure those numbers are right? They seem too high from memory. |
|

StrongSmartSexy
Caldari Provisions Caldari State
10
|
Posted - 2013.04.17 00:32:00 -
[191] - Quote
Shingorash wrote:Those of you complaining about the explosion radius increase I have to wonder if you have ever used Cruise missiles. I use a Cruise fit Navy Scorp in our C3 wormhole and I spank the Cruisers for pretty much full damage when they are not MWD'ing. Sure on a PVP fit you wouldnt have a full rig set of T2 flare or rigor rigs but you would still be able to use the amazing ammo called Precision Missiles. On my SNI to explosion radius on Precision is about 150 and the explosion velocity is about the same. 1 web on a frigate and you hit them for about 50% damage. The 30% increase in dps for me is huge, the slighty penalty in explosion radius isnt really going to have that much of an effect. My SNI has 2 target painters, 2 rigor rigs (third rig is a anti therm because of wormhole rats omni damage) and a web. Anything frigate or cruiser sized melts to Precision and bs take full damage from furys. The 30% damage bonus is massive, its quite possibly the best change for Odyssey I have seen so far. Damage application with missiles is a totally different ballgame to guns. Some people here I think dont fully understand the implications. This change is brilliant from my perspective. My fit is on Battleclinic at the moment. You can drop to T2 for similar respectable figures for level 4's. A web helps a lot but its missing from this fit. http://eve.battleclinic.com/loadout/65517-Scorpion-Navy-Issue-Wormhole-PVE.html I was specifically referring to how viable it is to use T2 Fury cruise missiles against battleship sized targets. You will need a TP or it will be assumed that you have GMP to V to bring the radius down to 426m, a reasonable figure. But the smaller explosion velocity and larger damage reduction factor is annoying.
My question is, are T2 Fury ever worth using over faction cruise missiles that much? |

Dato Koppla
Rage of Inferno Malefic Motives
146
|
Posted - 2013.04.17 00:35:00 -
[192] - Quote
Is the explosion radius increase really necessary? Even without the damage application nerf, Cruises aren't hitting anything below BS size for full damage without significant assistance from multiple rigors/tps. |

Shingorash
S T R A T C O M Critical-Mass
41
|
Posted - 2013.04.17 00:43:00 -
[193] - Quote
Against a battleship yes, anything smaller no, your then in faction or precision territory. |

Shingorash
S T R A T C O M Critical-Mass
41
|
Posted - 2013.04.17 00:49:00 -
[194] - Quote
Dato Koppla wrote:Is the explosion radius increase really necessary? Even without the damage application nerf, Cruises aren't hitting anything below BS size for full damage without significant assistance from multiple rigors/tps.
Probably yes, bear in mind missiles dont miss, if you compare long range guns you will soon see they need webs and tp's to hit at close range.
If you increase to exp radius is needed or not is a different matter. Id probably say yes to be honest.
Torps are the odd one out here. Close range high dps guns track better, close range torps "track" worse than cruise. Something needs to be do about torps really more than Cruise. |

Dato Koppla
Rage of Inferno Malefic Motives
148
|
Posted - 2013.04.17 01:16:00 -
[195] - Quote
Yeah missiles don't miss but they also miss out on the all important range-blapping which actually make guns better than missiles against smaller targets, a nerf in damage application certainly isn't helping that fact and it's not like keeping the exp radius the way it is is going to make Cruise missiles a frigate murdering machine.
I agree on the torps though, something needs to be done about torps, they have extremely short range for a large weapon system and on top of that terrible damage application, they only thing they do well is POS bashing. |

Skia Aumer
Atlas Research Group Aerodyne Collective
4
|
Posted - 2013.04.17 02:03:00 -
[196] - Quote
Shingorash wrote:Torps are the odd one out here. Close range high dps guns track better, close range torps "track" worse than cruise. Something needs to be do about torps really more than Cruise. Indeed, just increase their "tracking", reduce base damage as a payoff, and - voila - we've got a new blaster! Torps are fine as they are, stop whining. If anything, just add a little of flight time. |

Daniel Plain
Science and Trade Institute Caldari State
932
|
Posted - 2013.04.17 02:23:00 -
[197] - Quote
@ C C P Rise: i see where you are going and i'm with you mostly. but can we also get target painters that cancel their cycle if their target explodes? i think tractor beams already do this kind of thing so it should be easy to implement right? right?
"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings" -MXZF |

Galvis Kester
Tolerance Training Academy
0
|
Posted - 2013.04.17 02:43:00 -
[198] - Quote
glad to see some changes. im sure this has been considered but why not allow cruise missles be fired without target lock in general direction and once target lock is achieved the missiles head toward target. as long as they have enough fuel they hit the target. Additionally, say you fire missiles at locked target and he warps out or is killed, you can re-direct them towards someone else you have lock on? This may give them more viability for pvp. |

mynnna
GoonWaffe Goonswarm Federation
841
|
Posted - 2013.04.17 02:44:00 -
[199] - Quote
Dato Koppla wrote:Is the explosion radius increase really necessary? Even without the damage application nerf, Cruises aren't hitting anything below BS size for full damage without significant assistance from multiple rigors/tps.
Actually, they hit any battleship and most battlecruisers for full damage, with the exception being the absurdly fast and low sig Attack battlecruisers. The real point of the explosion radius nerf is to keep Precision missiles from being a little too good against cruisers, though it's more than compensated for by the damage increase - you'll do more DPS to smaller ships regardless. Mynnna for CSM 8 |

Kalla Vera Quiroga
Southern Cross Empire Flying Dangerous
9
|
Posted - 2013.04.17 03:11:00 -
[200] - Quote
Was expecting much improved synergy between target painters with launchers but guess we'll have to see what this new experiment does to balance. |
|

Colt Blackhawk
Nasranite Watch
114
|
Posted - 2013.04.17 05:33:00 -
[201] - Quote
And I still don-¦t see how a cruise raven will fit in a pvp fleet. Raven has some of worst possible scanres. In a fleet with for example 20 bs, 1 raven 19 with guns, the gunships will lock faster and alpha the target which will be dead mostly before the raven has even locked it, never mind locked it AND delivered the missiles. To fix cruise missiles really we would need sth. stupid that gives a bonus on scanres/launcher. So the cruise missile ship could deliver its damage simultaneously with turret ships. Of course you can sacrifice a med for a sensor booster on a cruise missle ship but the raven would be uber paper tank then.
Another simulation: 20 turret bs vs 20 raven cruise bs. Turrett fleet will wreck 1 raven and make the whole stuff 19vs20 before the ravens even get their first volley done. Really don-¦t see the fix here. Okay carebears will be happy with it. But almost useless for pvp.
Btw it is already sometimes in PVE hard to see if I should still shoot one cruise volley on a target 60km away. So you waste sometimes dps while you shoot a volley when another still hasn-¦t arrived and maybe wrecks the target. Cruise missiles often waste dps and the fix with higher flight speed gets wrecked by "the fix" higher rate of fire. |

TZeer
Dirt Nap Squad Dirt Nap Squad.
10
|
Posted - 2013.04.17 05:50:00 -
[202] - Quote
Colt Blackhawk wrote:And I still don-¦t see how a cruise raven will fit in a pvp fleet. Raven has some of worst possible scanres. In a fleet with for example 20 bs, 1 raven 19 with guns, the gunships will lock faster and alpha the target which will be dead mostly before the raven has even locked it, never mind locked it AND delivered the missiles. To fix cruise missiles really we would need sth. stupid that gives a bonus on scanres/launcher. So the cruise missile ship could deliver its damage simultaneously with turret ships. Of course you can sacrifice a med for a sensor booster on a cruise missle ship but the raven would be uber paper tank then.
Another simulation: 20 turret bs vs 20 raven cruise bs. Turrett fleet will wreck 1 raven and make the whole stuff 19vs20 before the ravens even get their first volley done. Really don-¦t see the fix here. Okay carebears will be happy with it. But almost useless for pvp.
Btw it is already sometimes in PVE hard to see if I should still shoot one cruise volley on a target 60km away. So you waste sometimes dps while you shoot a volley when another still hasn-¦t arrived and maybe wrecks the target. Cruise missiles often waste dps and the fix with higher flight speed gets wrecked by "the fix" higher rate of fire.
This is one thing.
The other one is that the range you can launch those missiles from are pure hypothetical. As long as people can scan you down in 5 sec, you will pointed and webbed before your first missile even hit it's first target. |

Tub Chil
Last Men Standing
52
|
Posted - 2013.04.17 05:50:00 -
[203] - Quote
Navy raven was great, not it's the ultimate GOD of PVE |

Frostys Virpio
Lame Corp Name
374
|
Posted - 2013.04.17 05:56:00 -
[204] - Quote
With the flightime reduction and rate of fire boost, do we still get the "more than one volley in the air" problem or it is getting "fixed"? It gets kind of stupid when you have to stop your launcher to be sure if you actaully need that extra volley or not imo. |

Vitalius D'Fox
rota fortunae DarkSide.
2
|
Posted - 2013.04.17 06:48:00 -
[205] - Quote
If we talk about cruise missiles, we talk about Raven. How often did you see Raven fleets in PVP? Huh? Anyone? No one. Right now cruise missiles are broken, and IGÇÖll tell you how. Main reason is there is no role in pvp for cruise missiles. I can't give you a situation, where is cruise missiles actually needed.
Let's take a closer look on cruise missiles: + They can fly to 250km reach. - But they will do this about in 30seconds. + They always hit. - Until meet smarts/defenders. + Different damage types. - Full damage only on large slow targets.
So, they fly at 250, but there is no fleet fights on 250km. Why? Because 5sec probe scan - thatGÇÖs why. Your scout moved your raven fleet on ultra-snipe range. Hell yea, lets party started? FIRE TEH MISSILES! Enemy is shaken and afraid of you? Nope, probe, probe... scan. warp, bubble, surprisebuttsex! And your missiles still flying. Your fleet is almost gone to Valhalla, but they still flying to the place where is no enemy, to a better place. Oh, we need to tackle enemy fleet first. Right? Let's do this again! Suicide dictor -> boubble. Job for an hero. Never forgets. FIRE TEH MISSILES! Enemy is shaken and afraid of you? Nope, they logistics already targeted your primary. Missiles still flying. Almost... but their carriers targeted your primary. Attack is useless. Bubble worn out, probe, probe... scan. warp, bubble, surprisebuttsex! I'm repeat, THERE IS NO ULTRA SNIPE FIGHTS IN EVE. PVE didnGÇÖt count. Did 250km benefits actually work? No.
Snipe range is basically same thing. Delayed damage is ruining your strategy. Your primary broadcast for help BEFORE he took any damage. So you need MORE DPS to push from enemy logistics reps. Even if you kill your target, some of your missiles still flying to nowhere, because they can't change target and hit that guy next. DPS of entire fleet is reduced. Do I really want raven in snipe fleet? Nope. There is no role in snipe fleet for raven. Turret ships do that job better. Much better.
Close range didnGÇÖt better. Its range for a hellouta damage fights. Cruise missiles still fly to nowhere when primary is destroyed. DPS reduced. You need a lot of ewar(painters/web) to do a full dps. Without it, your dps is more reduced. Oh, wait! We have a torpedo launcher! FIRE TEH TORPEDO! What do you mean by "didnGÇÖt reach target"? What do you mean by "we need more ewar to bring full dps"? Damnit! Do i need raven in close fights? Nope. It's useless.
What CCP do to cruise missiles, to fix this? They just boost damage, nerfed explosion radius, so you can't bring that boosted damage to a target. Do this help? Do we will see a Raven fleets in space? I'm sure not. And IGÇÖm will eat my hat if IGÇÖm wrong.
What IGÇÖm wishing for? Dear CCP Rise, can you actually make a role for a raven, where he will be better than other ship? Or even comparable. PVE it's not a role IGÇÖm wishing for. And BTW, he suck even in PVE. To make a better fix, you need to ask yourself just one question, "Why do I choose Raven for PVP?" . If you can answer this - your fix is done. But right now, there is no answer.
P.S. Sorry for my wall of text full of grammar mistakes. English is not my native language. But I can't be silent. I'm sure, if I didn't say anything, my Raven will be useless for 2-3 years more. Hope you actually read this. |

MainDrain
7th Deepari Defence Armada
172
|
Posted - 2013.04.17 07:03:00 -
[206] - Quote
Vibramycin wrote:MainDrain wrote: Figure that has to be a key comment, with the Rate of Fire increasing its got to be a must to reduce the size, as well as the mineral requirements for building them. It shouldnt become more expensive (albeit slightly) to kill a target as a result of these changes, it should remain identical.
pfbt, do you care to back up that assertion, at all, in any way? Who ever promised you that your ammo costs would never go up? Besides, with a **25% damage buff** your isk/damage costs are going to go _down_ substatially anyway 
Changing something that is broken shouldnt cost players more, or decrease the isk/hour. However your point about the 25% damage buff is very valid and something I hadn't considered.
|

Morrigan LeSante
The Lost and Forgotten Troopers
246
|
Posted - 2013.04.17 07:06:00 -
[207] - Quote
Daneel Trevize wrote:Breaking news: we don't balance modules in this PvP game around their effect in PvE. That tail doesn't wag this dog. As examples of where PvE rates might get plain nerfed for the benefit of the game, see recent HM nerf, upcoming TE nerf (that probably should be a Mach+tier3 BCs nerf).
Rest assured if cruises were worthless in PvP but allowed pilots to make 10 billion isk/hour in PvE I would bet my mortgage several times over that they'd be nerfed.
People are saying they might be TOO good for PvE and STILL not good enough for PvP.
@Shingorash: Shhhhhhh.  |

Morrigan LeSante
The Lost and Forgotten Troopers
246
|
Posted - 2013.04.17 07:07:00 -
[208] - Quote
MainDrain wrote:Vibramycin wrote:MainDrain wrote: Figure that has to be a key comment, with the Rate of Fire increasing its got to be a must to reduce the size, as well as the mineral requirements for building them. It shouldnt become more expensive (albeit slightly) to kill a target as a result of these changes, it should remain identical.
pfbt, do you care to back up that assertion, at all, in any way? Who ever promised you that your ammo costs would never go up? Besides, with a **25% damage buff** your isk/damage costs are going to go _down_ substatially anyway  Changing something that is broken shouldnt cost players more, or decrease the isk/hour. However your point about the 25% damage buff is very valid and something I hadn't considered.
Tbh, I'd be just as happy with the SIZE coming down. Cost doesnt really matter but needing to stop at a station to reload more/unable to carry as many variants is irritating. |

MrDiao
SUNDERING Goonswarm Federation
15
|
Posted - 2013.04.17 07:10:00 -
[209] - Quote
Vitalius D'Fox wrote: What IGÇÖm wishing for? Dear CCP Rise, can you actually make a role for a raven, where he will be better than other ship? Or even comparable. PVE it's not a role IGÇÖm wishing for. And BTW, he suck even in PVE. To make a better fix, you need to ask yourself just one question, "Why do I choose Raven for PVP?" . If you can answer this - your fix is done. But right now, there is no answer.
P.S. Sorry for my wall of text full of grammar mistakes. English is not my native language. But I can't be silent. I'm sure, if I didn't say anything, my Raven will be useless for 2-3 years more. Hope you actually read this.
I agree with you.
FYI there is one idea to make sniper raven possible: Reduce the rof to 25% Boost the DPH to 400%, And reduce the ability to damage cruiser sized ships if needed,
The overall DPS can be decreased.
That make raven a good alpha sniper with delayed damage + still useless to target below BC Thus it won't take the role of current alphaships or sniper ships)
If you need a Sci-fi explanation: Cruise missiles are much greater in size regarding to any other BS sized bullets, which contains a great amount of fillings specifically designed for tactical bombardment. |

Shingorash
S T R A T C O M Critical-Mass
43
|
Posted - 2013.04.17 07:13:00 -
[210] - Quote
Morrigan LeSante wrote:Daneel Trevize wrote:Breaking news: we don't balance modules in this PvP game around their effect in PvE. That tail doesn't wag this dog. As examples of where PvE rates might get plain nerfed for the benefit of the game, see recent HM nerf, upcoming TE nerf (that probably should be a Mach+tier3 BCs nerf). Rest assured if cruises were worthless in PvP but allowed pilots to make 10 billion isk/hour in PvE I would bet my mortgage several times over that they'd be nerfed. People are saying they might be TOO good for PvE and STILL not good enough for PvP. @Shingorash: Shhhhhhh. 
They are actually viable for PVP in the 30-70km range as tge flight time isnt that bad and at that range target painters still work.
Im personally getting my corp in Cruise Navy Scorps for PVP. Any extra dps is a bonus. |
|

Liang Nuren
Heretic Army Atrocitas
3345
|
Posted - 2013.04.17 07:20:00 -
[211] - Quote
Colt Blackhawk wrote: Another simulation: 20 turret bs vs 20 raven cruise bs. Turrett fleet will wreck 1 raven and make the whole stuff 19vs20 before the ravens even get their first volley done. Really don-¦t see the fix here. Okay carebears will be happy with it. But almost useless for pvp.
Just because it's not a giant fleet ship doesn't mean that it won't be useful in PVP. If you can't think of a use for 750 DPS at any range you can lock... well I just don't know what to tell you honestly. But if you really want someone to run your simulation, feel free to tell me the configuration parameters. It'd hardly be the first time and I probably still have my old fleet sim software laying around.
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos Twitter: http://twitter.com/LiangNuren
|

Vitalius D'Fox
rota fortunae DarkSide.
4
|
Posted - 2013.04.17 07:30:00 -
[212] - Quote
MrDiao wrote: FYI there is one idea to make sniper raven possible: Reduce the rof to 25% Boost the DPH to 400%, And reduce the ability to damage cruiser sized ships if needed,
The overall DPS can be decreased.
That make raven a good alpha sniper with delayed damage + still useless to target below BC Thus it won't take the role of current alphaships or sniper ships)
If you need a Sci-fi explanation: Cruise missiles are much greater in size regarding to any other BS sized bullets, which contains a great amount of fillings specifically designed for tactical bombardment.
Alpha sniper with such damage can be too dangerous at close range. Almost instant huge volley. With this change you need to change full mechanics of missiles. Do a fast missiles with slow acceleration. By that i mean, low speed start missiles with slow acceleration to high speed. So it will be about 5-10 second at close range and 10-15 at long range delay.
Liang Nuren wrote:
Just because it's not a giant fleet ship doesn't mean that it won't be useful in PVP. If you can't think of a use for 750 DPS at any range you can lock... well I just don't know what to tell you honestly. But if you really want someone to run your simulation, feel free to tell me the configuration parameters. It'd hardly be the first time and I probably still have my old fleet sim software laying around.
-Liang
Give me example, where is Raven with his EFT dps is usefull in pvp? And reason, why Raven and not a other BS? |

TZeer
Dirt Nap Squad Dirt Nap Squad.
10
|
Posted - 2013.04.17 07:38:00 -
[213] - Quote
Raven could be useful in PVP. But not with the current mechanics to probing where you get a warp in within 5 sec. |

Asmodai Xodai
Legio Geminatus Gentlemen's Agreement
40
|
Posted - 2013.04.17 07:40:00 -
[214] - Quote
Since it's a features and IDEAS discussion, just thought I'd throw an idea out there.
If it is undesirable from a realism or other standpoint to increase cruise missle velocity, another option would be to make something like 'jump' cruise missles. The missle comes out of the launcher, flies a small distance, then teleports something like halfway to the target (I just pulled that number out of the air - fill in your own number), then continues on like a normal missle. |

Vitalius D'Fox
rota fortunae DarkSide.
4
|
Posted - 2013.04.17 07:42:00 -
[215] - Quote
TZeer wrote:Raven could be useful in PVP. But not with the current mechanics to probing where you get a warp in within 5 sec. But how? Even carriers can lock your primary while your missiles still flying. |

Morrigan LeSante
The Lost and Forgotten Troopers
246
|
Posted - 2013.04.17 07:46:00 -
[216] - Quote
Vitalius D'Fox wrote:TZeer wrote:Raven could be useful in PVP. But not with the current mechanics to probing where you get a warp in within 5 sec. But how? Even carriers can lock your primary while your missiles still flying.
Because without on grid warping/probing they outdamage EVERYTHING else at extreme ranges. |

Liang Nuren
Heretic Army Atrocitas
3345
|
Posted - 2013.04.17 07:47:00 -
[217] - Quote
Vitalius D'Fox wrote:Liang Nuren wrote:
Just because it's not a giant fleet ship doesn't mean that it won't be useful in PVP. If you can't think of a use for 750 DPS at any range you can lock... well I just don't know what to tell you honestly. But if you really want someone to run your simulation, feel free to tell me the configuration parameters. It'd hardly be the first time and I probably still have my old fleet sim software laying around.
-Liang
Give me example, where is Raven with his EFT dps is usefull in pvp? And reason, why Raven and not a other BS?
Well, it's 750 DPS at whatever ranges you can lock. Given that the Vindicator negative lock range trick doesn't work anymore... that seems pretty useful. The ability to attack a POS from 200km seems pretty useful. The ability to project damage in a huge sphere around static assets (like triage carriers) seems pretty useful. The ability to tackle someone on a static asset (like a high sec gate) and pummel them from range seems pretty useful.
But hey, maybe you're totally right and there's another BS that puts out 750 DPS at absurd ranges.
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos Twitter: http://twitter.com/LiangNuren
|

MrDiao
SUNDERING Goonswarm Federation
15
|
Posted - 2013.04.17 07:47:00 -
[218] - Quote
Vitalius D'Fox wrote: Alpha sniper with such damage can be too dangerous at close range. Almost instant huge volley. With this change you need to change full mechanics of missiles. Do a fast missiles with slow acceleration. By that i mean, low speed start missiles with slow acceleration to high speed. So it will be about 5-10 second at close range and 10-15 at long range delay.
Don't really have to.
Yes the high alpha cruise missile can do dangerous "DPH" at close range, but no one would guarantee that this dangerious DPH can beat a fleet with high close range DPS.
All because anyway no one mentioned how the DPS of high alhpa cruse will be. If the DPS is very low, the high alpha won't give you much advantage in close range fight.
There are generally ways to solve a problem, dont have to stick on the difficult one and count it as the only solution |

Liang Nuren
Heretic Army Atrocitas
3345
|
Posted - 2013.04.17 07:50:00 -
[219] - Quote
TZeer wrote:Raven could be useful in PVP. But not with the current mechanics to probing where you get a warp in within 5 sec.
Sure, and if you're trying to use the Raven against fleets that are big enough to have a dedicated covops traveling with them.... well, then maybe you shouldn't use a Raven. That doesn't make it not useful. And hell - the Raven's fully capable of dropping out 900 DPS up close if someone were to warp their fleet on top of them.
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos Twitter: http://twitter.com/LiangNuren
|

Takaya Strashnaya
FSP-B - Academy
0
|
Posted - 2013.04.17 07:54:00 -
[220] - Quote
With all my respect, even with this tune-up missiles still piece of crap in PvP. Why? Because :) With descent pilot skills L-sized gun have chance pop or damage pretty hard incoming frig-sized target, what can't be done with L-size missile in any case.
P.S. And when finally will best Caldary engineers will make T2 FoF missiles (and add some brains to them too :) priority for size would be nice, it's not funny that cruise missile target closest smallest target, when there is huge target some more km away)? |
|

TZeer
Dirt Nap Squad Dirt Nap Squad.
10
|
Posted - 2013.04.17 08:10:00 -
[221] - Quote
Liang Nuren wrote:TZeer wrote:Raven could be useful in PVP. But not with the current mechanics to probing where you get a warp in within 5 sec. Sure, and if you're trying to use the Raven against fleets that are big enough to have a dedicated covops traveling with them.... well, then maybe you shouldn't use a Raven. That doesn't make it not useful. And hell - the Raven's fully capable of dropping out 900 DPS up close if someone were to warp their fleet on top of them. -Liang
A ship for every use.
I should have been clearer what I meant. I'm saying that it's long range advantage is a hypothetical thing on a paper as long as the 5 sec scan time is still here.
The entire caldari T1 BS line up has bonuses to range. For what?? It's not like they can take advantage of it. Except for the Rohk who can maybe use some shorter range ammo and get some extra DPS. But that's it.
Proper sniping gameplay has been close to none existent since CCP changed the probing mechanics. Except for that short period where we had unprobable setups. |

SongSinger
BlitzStrike
3
|
Posted - 2013.04.17 08:21:00 -
[222] - Quote
my suggestion need to increase the velocity the explosion of missiles by 10% increase the velocity torpedoes, up to 2250 m / s reduce the bonus of-á explosion radius T2 (fury / rage), from 72% to 50% increase the Scan Resolution for BS, which is used missiles to 115-120 add-ins, which will increase the velocity of the explosion, to reduce the blast radius |

Vitalius D'Fox
rota fortunae DarkSide.
4
|
Posted - 2013.04.17 08:26:00 -
[223] - Quote
Morrigan LeSante wrote: Because without on grid warping/probing they outdamage EVERYTHING else at extreme ranges.
Even without probes, they can't take down that intercepter, who fly straight to them. Even without probes, even slowpoke-logistics can lock your primary. Even without probes, your target can warp out. He even have enough time to laugh in local chat. Even with interdictor probes, your target can MWD out and warp, till missiles fly.
Liang Nuren wrote:Well, it's 750 DPS at whatever ranges you can lock. Given that the Vindicator negative lock range trick doesn't work anymore... that seems pretty useful. The ability to attack a POS from 200km seems pretty useful. The ability to project damage in a huge sphere around static assets (like triage carriers) seems pretty useful. The ability to tackle someone on a static asset (like a high sec gate) and pummel them from range seems pretty useful.
But hey, maybe you're totally right and there's another BS that puts out 750 DPS at absurd ranges.
-Liang How often did you see any Raven do this? POS bashing? Bombers can do better with lower risks. Ravens can't take down a carrier. Neutrolizers can do a better job at finishing carriers, than ravens missiles. Tornado do a better surpise damage on gate fights. They can't tacle you, your guy tacle them. Why do i need Raven with EFT dps and delayed damage, when our tackler guys takes damage right now? I don't know.
MrDiao wrote: Don't really have to.
Yes the high alpha cruise missile can do dangerous "DPH" at close range, but no one would guarantee that this dangerious DPH can beat a fleet with high close range DPS.
All because anyway no one mentioned how the DPS of high alhpa cruse will be. If the DPS is very low, the high alpha won't give you any advantage in close range fight.
There are generally ways to solve a problem, dont have to stick on the difficult one and count it as the only solution
Volley damage can be better than dps. All we can remember arty-abaddons. Huge tank safes from enemy, and huge volley, can oneshots enemy ships.
Liang Nuren wrote: Sure, and if you're trying to use the Raven against fleets that are big enough to have a dedicated covops traveling with them.... well, then maybe you shouldn't use a Raven. That doesn't make it not useful. And hell - the Raven's fully capable of dropping out 900 DPS up close if someone were to warp their fleet on top of them.
-Liang
You don't need covops to scan ravens. Raven can fully capable of dropping 900dps only in EFT. |

lilol' me
Comply Or Die Brethren.
12
|
Posted - 2013.04.17 08:36:00 -
[224] - Quote
We have to remember that usually Cruise Missiles are not supposed to be for ship to ship battles. In RL like the tomahawks they are used to shoot land targets or 'structures' mainly. They not used for moving targets.
So its not really a PVP tool is it. However we used to have the TASM which was an anti ship missile and this is exactly what we need in eve. A NEW Cruise Missile specifically designed for PVP.
They should still be only shooting large ships, but have much much more velocity and perhaps not as much DPS. I know we have rage and precision cruise but I still dont think they are PVP based missiles as they dont have enough velocity.
|

MrDiao
SUNDERING Goonswarm Federation
15
|
Posted - 2013.04.17 08:40:00 -
[225] - Quote
Vitalius D'Fox wrote: Volley damage can be better than dps. All we can remember arty-abaddons. Huge tank safes from enemy, and huge volley, can oneshots enemy ships.
To be honest, how many major alliance still using arty-abandons?
Does arty-abandon fleet has a notable advantage to fight a pulse abandon fleet? How about fighting a rokh fleet or a maelstrom fleet with the "arty-abandon fleet"?
Ironically this example is a rather good explanation that why DPH without the support of fair DPS could be bad, or at least not that good as you expected, and alpha cruise missile could be a well-balanced solution, and the DPH does not rule all.
If this is basically what you want to say, the argument has ended :) |

Skia Aumer
Atlas Research Group Aerodyne Collective
5
|
Posted - 2013.04.17 08:44:00 -
[226] - Quote
lilol' me wrote:A NEW Cruise Missile specifically designed for PVP. They should still be only shooting large ships, but have much much more velocity and perhaps not as much DPS. Hint: there are no railguns in RL, but there are in EVE. |

Vitalius D'Fox
rota fortunae DarkSide.
4
|
Posted - 2013.04.17 08:44:00 -
[227] - Quote
MrDiao wrote: To be honest, how many major alliance still using arty-abandons?
Does arty-abandon fleet has a notable advantage to fight a pulse abandon fleet? How about fighting a rokh fleet or a maelstrom fleet with the "arty-abandon fleet"?
Ironically this example is a rather good explanation that why DPH without the support of fair DPS could be bad, or at least not that good as you expected, and alpha cruise missile could be a well-balanced solution, and the DPH does not rule all.
If this is basically what you want to say, the argument has ended :)
Yep. Example with arty-abaddons was awfull. And this fit gone with TD(Time Dilation). But it was first to come in mind.
|

Liang Nuren
Heretic Army Atrocitas
3347
|
Posted - 2013.04.17 08:46:00 -
[228] - Quote
Vitalius D'Fox wrote:Liang Nuren wrote:Well, it's 750 DPS at whatever ranges you can lock. Given that the Vindicator negative lock range trick doesn't work anymore... that seems pretty useful. The ability to attack a POS from 200km seems pretty useful. The ability to project damage in a huge sphere around static assets (like triage carriers) seems pretty useful. The ability to tackle someone on a static asset (like a high sec gate) and pummel them from range seems pretty useful.
But hey, maybe you're totally right and there's another BS that puts out 750 DPS at absurd ranges.
-Liang How often did you see any Raven do this? POS bashing? Bombers can do better with lower risks. Ravens can't support carrier. Tornado do a better surpise damage on gate fights. They can't tacle you, your guy tacle them. Why do i need Raven with EFT dps and delayed damage, when our tackler guys takes damage right now? I don't know.
You know, I must not know as much about Eve as I thought I did. The best range fit I have for a bomber in my EFT only puts out ~370 DPS at 130km. I'm not seeing how to get 750 DPS at 249km, especially with a reasonable tank. Can you help me with my fit please?
I'm also extremely surprised by the assertion that Ravens can't support a carrier. I felt like I could sure have used some Raven support when that Falcon kept decloaking 70-120km from my fleet and we couldn't reliably project damage out that far. I also feel like we might have gotten that Bhaalgorn kill if we'd had better damage projection from inside the RR sphere of the carrier.
And finally, I'm somewhat baffled by the argument that I was looking for surprise damage in a gate fight. What I was actually doing was looking for a way to apply 700+ DPS from outside of anyone's effective engagement range - and potentially from outside the engagement range of the sentries. I've always felt that the 400 DPS of a sniper nado felt kinda weak when plinking away at Rokhs and Abaddons, but maybe you have better luck than I do. :)
Quote:Liang Nuren wrote: Sure, and if you're trying to use the Raven against fleets that are big enough to have a dedicated covops traveling with them.... well, then maybe you shouldn't use a Raven. That doesn't make it not useful. And hell - the Raven's fully capable of dropping out 900 DPS up close if someone were to warp their fleet on top of them.
-Liang
You don't need covops to scan ravens. Raven can fully capable of dropping 900dps only in EFT.
Here, obviously you know more about Eve than I do. Can you help me out with my math? By my reasoning we should be seeing 641 DPS * 1.316 + 158 = 1001 raw DPS. What damage mitigation percentage should I assume? Maybe we should assume a pulse Apoc at 50km will have 80% damage mitigation from the missiles and 100% from the drones?
Thanks for all the help in correcting my perception of Eve!
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos Twitter: http://twitter.com/LiangNuren
|

Skia Aumer
Atlas Research Group Aerodyne Collective
5
|
Posted - 2013.04.17 08:52:00 -
[229] - Quote
Vitalius D'Fox wrote:Give me example, where is Raven with his EFT dps is usefull in pvp? And reason, why Raven and not a other BS? But looks like I've invented a case for new Ravens. The target should be dangerous in 150+ km range, un-able to use smartbombs, should be big enough and slow like... SLOWCAT! Nevertheless, you need to tackle them somehow. |

TZeer
Dirt Nap Squad Dirt Nap Squad.
10
|
Posted - 2013.04.17 08:55:00 -
[230] - Quote
Skia Aumer wrote:Vitalius D'Fox wrote:Give me example, where is Raven with his EFT dps is usefull in pvp? And reason, why Raven and not a other BS? But looks like I've invented a case for new Ravens. The target should be dangerous in 150+ km range, un-able to use smartbombs, should be big enough and slow like... SLOWCAT! Nevertheless, you need to tackle them somehow.
And then you are probed out and bubbled before your missiles have even reached its target....  |
|

Skia Aumer
Atlas Research Group Aerodyne Collective
5
|
Posted - 2013.04.17 08:56:00 -
[231] - Quote
TZeer wrote:Skia Aumer wrote:Vitalius D'Fox wrote:Give me example, where is Raven with his EFT dps is usefull in pvp? And reason, why Raven and not a other BS? But looks like I've invented a case for new Ravens. The target should be dangerous in 150+ km range, un-able to use smartbombs, should be big enough and slow like... SLOWCAT! Nevertheless, you need to tackle them somehow. And then you are probed out and bubbled before your missiles have even reached its target....  And? |

Skia Aumer
Atlas Research Group Aerodyne Collective
5
|
Posted - 2013.04.17 09:05:00 -
[232] - Quote
Alright, I'll say it for you: And then, your fate is in hands of your FC. If he's stupid enough to locate your blob in the line of alignment of those slowcats - you're doomed. If he called for doctrine with MJD - you can disperse your blob any moment and thus be immune to insta-probing. What other means do you have to counter slowcats, unless you want to engage in capitals? Well, railguns - but they indeed are less damaging than missiles in this case. |

TZeer
Dirt Nap Squad Dirt Nap Squad.
10
|
Posted - 2013.04.17 09:08:00 -
[233] - Quote
Skia Aumer wrote:TZeer wrote:Skia Aumer wrote:Vitalius D'Fox wrote:Give me example, where is Raven with his EFT dps is usefull in pvp? And reason, why Raven and not a other BS? But looks like I've invented a case for new Ravens. The target should be dangerous in 150+ km range, un-able to use smartbombs, should be big enough and slow like... SLOWCAT! Nevertheless, you need to tackle them somehow. And then you are probed out and bubbled before your missiles have even reached its target....  And?
Commence warp in, close range, destroy.
On a serious note.
Time to get a warp in should be adjusted to it's former values, ~25 sec. |

TZeer
Dirt Nap Squad Dirt Nap Squad.
10
|
Posted - 2013.04.17 09:10:00 -
[234] - Quote
Skia Aumer wrote:Alright, I'll say it for you: And then, your fate is in hands of your FC. If he's stupid enough to locate your blob in the line of alignment of those slowcats - you're doomed. If he called for doctrine with MJD - you can disperse your blob any moment and thus be immune to insta-probing. What other means do you have to counter slowcats, unless you want to engage in capitals? Well, railguns - but they indeed are less damaging than missiles in this case.
You should try and look on this from a broader perspective. It's not all about blobs and fleets. There's something called small gang warfare. Not sure if you are familiar with it. It's quite fun, you should try it sometime.
And immune to instaprobing? How so, you just blown your load getting out of the first bubble. Every ship is most likely aligned towards the same point. So your blob has just moved 100km, 5 sec later and you are probed again. Then bubbled, no mjd, and a crap tank, and the hostiles are about ot warp on top of you. |

Liang Nuren
Heretic Army Atrocitas
3348
|
Posted - 2013.04.17 09:10:00 -
[235] - Quote
TZeer, I'm confused. What's warping in now? The tackled slow cats or a close range brawler fleet?
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos Twitter: http://twitter.com/LiangNuren
|

Skia Aumer
Atlas Research Group Aerodyne Collective
5
|
Posted - 2013.04.17 09:17:00 -
[236] - Quote
TZeer wrote:You should try and look on this from a broader perspective. It's not all about blobs and fleets. There's something called small gang warfare. Not sure if you are familiar with it. It's quite fun, you should try it sometime. Fair enough, now it's your turn to suggest a good role for cruise Raven - from a broad perspective of small gangs. |

Vitalius D'Fox
rota fortunae DarkSide.
4
|
Posted - 2013.04.17 09:17:00 -
[237] - Quote
Liang Nuren wrote: You know, I must not know as much about Eve as I thought I did. The best range fit I have for a bomber in my EFT only puts out ~370 DPS at 130km. I'm not seeing how to get 750 DPS at 249km, especially with a reasonable tank. Can you help me with my fit please?
450 on 100km. not as much as raven. But it faster, and agile, and can use cover cloak. Cann't do a thing at armed POS, but if pos armed, i prefer better army than Ravens.
Liang Nuren wrote: I'm also extremely surprised by the assertion that Ravens can't support a carrier. I felt like I could sure have used some Raven support when that Falcon kept decloaking 70-120km from my fleet and we couldn't reliably project damage out that far. I also feel like we might have gotten that Bhaalgorn kill if we'd had better damage projection from inside the RR sphere of the carrier.
It was my misread. (it's hard to speak in english for me) I fixed myself, but it seems it was to late.
Liang Nuren wrote: And finally, I'm somewhat baffled by the argument that I was looking for surprise damage in a gate fight. What I was actually doing was looking for a way to apply 700+ DPS from outside of anyone's effective engagement range - and potentially from outside the engagement range of the sentries. I've always felt that the 400 DPS of a sniper nado felt kinda weak when plinking away at Rokhs and Abaddons, but maybe you have better luck than I do. :)
High sec sentries? 700 dps on raven is a myth. Like a drone dps. - They need to fly to target. - Target must be tackled - Target must be large. - When target is gone - your missile did't swith target and become wasted damage. It's not better than tornado dps.
Liang Nuren wrote: Here, obviously you know more about Eve than I do. Can you help me out with my math? By my reasoning we should be seeing 641 DPS * 1.316 + 158 = 1001 raw DPS. What damage mitigation percentage should I assume? Maybe we should assume a pulse Apoc at 50km will have 80% damage mitigation from the missiles and 100% from the drones?
Thanks for all the help in correcting my perception of Eve!
-Liang
Like i said earlier. This is EFT dps on large static object. |

TZeer
Dirt Nap Squad Dirt Nap Squad.
10
|
Posted - 2013.04.17 09:18:00 -
[238] - Quote
Liang Nuren wrote:TZeer, I'm confused. What's warping in now? The tackled slow cats or a close range brawler fleet?
-Liang

I'm just talking in general.
I don't mind getting into a "pissing" contest about specifics with if's ,but's and when. And this will counter that etc. But tbh, I have better stuff to spend my time on, and I guess you have as well. |

TZeer
Dirt Nap Squad Dirt Nap Squad.
10
|
Posted - 2013.04.17 09:20:00 -
[239] - Quote
Skia Aumer wrote:TZeer wrote:You should try and look on this from a broader perspective. It's not all about blobs and fleets. There's something called small gang warfare. Not sure if you are familiar with it. It's quite fun, you should try it sometime. Fair enough, now it's your turn to suggest a good role for cruise Raven - from a broad perspective of small gangs.
Get rid of 5 sec probing |

Lloyd Roses
Risk-Averse PLEASE NOT VIOLENCE OUR BOATS
51
|
Posted - 2013.04.17 09:23:00 -
[240] - Quote
Does anyone else read nanophoon all over this thread? Ravens are nice, but nanophoons! |
|

BiggestT
Amarrian Retribution Amarr 7th Fleet
47
|
Posted - 2013.04.17 09:24:00 -
[241] - Quote
I'm usually one to spot an issue with any change and have a whinge about something.
But these changes.. Well, they're nothing short of excellent.
Thank you Mr. Rise, you have made my fat, ugly, but kind of bangable bird much sexier. 
Now... About those t2 cal/amarr resistance nerfs...?  |

monkfish2345
D'reg The Methodical Alliance
65
|
Posted - 2013.04.17 09:34:00 -
[242] - Quote
Rise,
are there any thoughts to reconsider the Raven bonus' in light of this? i'm presuming it has already been considered, but this seems like it will end up being a far bigger buff for the typhoon than the Raven because of the explosion radius.
Whilst it's nice that ravens are capable to hit way out at 200km. the reality is that very little combat now takes place beyond 100km because of probing and MJDs.
This all leaves me feeling the only reason there will be to fly a raven is not being able to fly a typhoon. |

amurder Hakomairos
Fellowship Of Lost Souls Rebel Alliance of New Eden
45
|
Posted - 2013.04.17 09:35:00 -
[243] - Quote
CCP Rise wrote:
10% increase in explosion radius for all Cruise Missiles
Rise
Is there some reason you found it necessary to make their already horrible damage application to smaller targets even worse? |

Florian Kuehne
Tech3 Company
5
|
Posted - 2013.04.17 09:37:00 -
[244] - Quote
Nice changes overall, was really needed!
But when will you fix the problems concerning torps? look here, no answer since 2 months, makes me very sad...
https://forums.eveonline.com/default.aspx?g=posts&find=unread&t=207956 |

monkfish2345
D'reg The Methodical Alliance
65
|
Posted - 2013.04.17 09:38:00 -
[245] - Quote
amurder Hakomairos wrote:CCP Rise wrote:
10% increase in explosion radius for all Cruise Missiles
Rise
Is there some reason you found it necessary to make their already horrible damage application to smaller targets even worse?
As he says the damage application is worse but the actual damage applied will be more. such is the size of the base damage buff. |

Theia Matova
Dominance Theory
13
|
Posted - 2013.04.17 09:40:00 -
[246] - Quote
CCP Rise wrote: 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 explosion radius 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
When I understood right these changes are made to make cruise missiles more viable in PVP environment where the biggest issue is the time it takes for the missiles to apply damage. The only change that actually affects this is 20% increase in missile speed. Does 20% flight time increase really make a difference? This is also affected by scan resolution not only missile flight time.
Therefore my out of the box suggestions would be: a) Make it so that cruise missile launchers improve locking time. b) Make that they would not require complete lock to fire / lock to target, maybe you could start firing as you acquire lock. c) Perhaps you could prelaunch volleys to space that would seek into target that you were locking to. (This would improve initial volley for missiles making them for sure better in pvp) d) Make it perhaps so that you could start firing missiles inside cloak and that it would not immediately break cloak (delayed decloak)
* And please take off the damage bonus or cut it down. To balance that you do not break PVE with these changes! Or increase missile volley too much (don't forget that missile DPS is omni damage and when you can choose volley that pierces through enemy resistance this is simply OP) |

Theia Matova
Dominance Theory
13
|
Posted - 2013.04.17 09:41:00 -
[247] - Quote
amurder Hakomairos wrote:CCP Rise wrote:
10% increase in explosion radius for all Cruise Missiles
Rise
Is there some reason you found it necessary to make their already horrible damage application to smaller targets even worse?
Stop whining and use rigs and precision cruises. |

Liang Nuren
Heretic Army Atrocitas
3349
|
Posted - 2013.04.17 09:52:00 -
[248] - Quote
Vitalius D'Fox wrote: 450 on 100km. not as much as raven. But it faster, and agile, and can use cover cloak. Cann't do a thing at armed POS, but if pos armed, i prefer better army than Ravens.
Hey, thanks for getting back to me so quickly.
I just want to make sure that I understand you correctly. You'd rather assault an unarmed POS with a 450 DPS Bomber than a 1150 DPS Raven because the Bomber can use a covops cloak? I can see why you'd want to attack an armed POS with something better than the Raven. I've always been a fan of laser ships myself, but I'm not aware of any laser ships that can project 1000 DPS to 150km. I suppose you can argue that you just want to hug the POS shield and use close range ammo, but even then you're probably looking at losing a fair amount to resists.
I admit that I don't fully understand your reasoning, but you've already illustrated your far superior knowledge of the game by categorically dismissing any possible PVP use case of the Raven.
Liang Nuren wrote: And finally, I'm somewhat baffled by the argument that I was looking for surprise damage in a gate fight. What I was actually doing was looking for a way to apply 700+ DPS from outside of anyone's effective engagement range - and potentially from outside the engagement range of the sentries. I've always felt that the 400 DPS of a sniper nado felt kinda weak when plinking away at Rokhs and Abaddons, but maybe you have better luck than I do. :)
High sec sentries? 700 dps on raven is a myth. Like a drone dps. - They need to fly to target. - Target must be tackled - Target must be large. - When target is gone - your missile did't swith target and become wasted damage. It's not better than tornado dps. [/quote]
Oh I see. You somehow think that we don't know what a Warp Disruptor is. I can see why you'd make that mistake, given that we're Heretic Army. It's kinda a new module to us given the years of Orca camping, but we're coming around to learning how to use it. Someone once told me that I can fit a warp disruptor to a tanky battlecruiser or battleship and warp it to the gate and tackle whoever's on it. May be hearsay, but I kinda want to try it some time!
Another crazy thing that I thought was that Cruise would actually do pretty good DPS to battleships and battlecruisers. There's this one extremely rare PVE-only ship called "The Drake" that would take full damage of 840 DPS from a Raven at 200km.
Another crazy thing is that it appears that a somewhat common PVE-only ship named "The Drake" will take full damage from the Raven and Typhoon. It looks like most Battlecruisers will too, and cruisers like the Vexor and Maller can expect to take ~500 DPS or so. Another really weird thing that I thought was that the Tornado had a 17 second cycle time or something.
I mean, correct me if I'm wrong but the damage outlay for the first 60 seconds should look something like this: Tornado: T0 6552 Raven: T16 5126 Raven: T22 10252 Tornado: T17 13104 Raven: T28 15378 Tornado: T34 19656 Raven: T34 20504 Raven: T40 25630 Raven: T46 30756 Tornado: T51 26208 Raven: T52 35882 Raven: T58 41008
It's almost like if the target is a BC or BS then the Tornado permanently falls behind at T=40, but ... well, that's just ~mathy stuff~ I guess. :)
Quote:Like i said earlier. This is EFT dps on large static object.
Oh cool. Large, static objects... like battlecruisers. Got it.
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos Twitter: http://twitter.com/LiangNuren
|

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
649
|
Posted - 2013.04.17 10:14:00 -
[249] - Quote
TZeer wrote:Large sig radius, no resistance bonus, not a very big buffer tank. Not the ideal ship you wanna throw into a head to head engagement against a coordinated turret fit BS fleet...
It's not all about blobs and fleets. The Raven and Typhoon are supposed to be attack BS, they shouldn't be able to withstand a straight slugging match with combat BS like the Rokh and Abaddon. Use them with some recon support in a 50-125 km window in a typical small gang environment.
I do agree that the missile velocity bonus isn't hugely useful with cruise, although anything that reduces flight time and hostile logis' reaction time isn't entirely useless. If torps get more range, however, then the velocity bonus will be pretty useful on the Raven, as it'll open up some interesting kiting torp fits. |

SongSinger
BlitzStrike
3
|
Posted - 2013.04.17 10:15:00 -
[250] - Quote
Liang Nuren wrote:Vitalius D'Fox wrote: 450 on 100km. not as much as raven. But it faster, and agile, and can use cover cloak. Cann't do a thing at armed POS, but if pos armed, i prefer better army than Ravens.
Hey, thanks for getting back to me so quickly. I just want to make sure that I understand you correctly. You'd rather assault an unarmed POS with a 450 DPS Bomber than a 1150 DPS Raven because the Bomber can use a covops cloak? I can see why you'd want to attack an armed POS with something better than the Raven. I've always been a fan of laser ships myself, but I'm not aware of any laser ships that can project 1000 DPS to 150km. I suppose you can argue that you just want to hug the POS shield and use close range ammo, but even then you're probably looking at losing a fair amount to resists. I admit that I don't fully understand your reasoning, but you've already illustrated your far superior knowledge of the game by categorically dismissing any possible PVP use case of the Raven. Quote:Liang Nuren wrote: And finally, I'm somewhat baffled by the argument that I was looking for surprise damage in a gate fight. What I was actually doing was looking for a way to apply 700+ DPS from outside of anyone's effective engagement range - and potentially from outside the engagement range of the sentries. I've always felt that the 400 DPS of a sniper nado felt kinda weak when plinking away at Rokhs and Abaddons, but maybe you have better luck than I do. :)
High sec sentries? 700 dps on raven is a myth. Like a drone dps. - They need to fly to target. - Target must be tackled - Target must be large. - When target is gone - your missile did't swith target and become wasted damage. It's not better than tornado dps. Oh I see. You somehow think that we don't know what a Warp Disruptor is. I can see why you'd make that mistake, given that we're Heretic Army. It's kinda a new module to us given the years of Orca camping, but we're coming around to learning how to use it. Someone once told me that I can fit a warp disruptor to a tanky battlecruiser or battleship and warp it to the gate and tackle whoever's on it. May be hearsay, but I kinda want to try it some time! Another crazy thing that I thought was that Cruise would actually do pretty good DPS to battleships and battlecruisers. There's this one extremely rare PVE-only ship called "The Drake" that would take full damage of 840 DPS from a Raven at 200km. Another crazy thing is that it appears that a somewhat common PVE-only ship named "The Drake" will take full damage from the Raven and Typhoon. It looks like most Battlecruisers will too, and cruisers like the Vexor and Maller can expect to take ~500 DPS or so. Another really weird thing that I thought was that the Tornado had a 17 second cycle time or something. I mean, correct me if I'm wrong but the damage outlay for the first 60 seconds should look something like this: Tornado: T0 6552 Raven: T16 5126 Raven: T22 10252 Tornado: T17 13104 Raven: T28 15378 Tornado: T34 19656 Raven: T34 20504 Raven: T40 25630 Raven: T46 30756 Tornado: T51 26208 Raven: T52 35882 Raven: T58 41008 It's almost like if the target is a BC or BS then the Tornado permanently falls behind at T=40, but ... well, that's just ~mathy stuff~ I guess. :) Quote:Like i said earlier. This is EFT dps on large static object. Oh cool. Large, static objects... like battlecruisers. Got it. -Liang Ed: I'm going to bed. Good night. :)
the whole problem is that the damage of-á raven always will be reduced expense that the ship is not in place I badly imagine a ship that is moving at a speed of less than 120 m / s so your numbers are not correct |
|

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
722
|
Posted - 2013.04.17 10:16:00 -
[251] - Quote
Skia Aumer wrote:Why dont you just make target painters viable, instead of "other ideas" ?
By "viable" what do you mean?
Consider you answer about "viable" knowing interceptors frigates destroyers and interdictors clearly "insta pop" if a smart gang/fleet has at least 2 guys skilled on this module and know when, and on what, they apply it.
With a single Target painter II applied, correctly skilled and despite Interdictors speed can get instantly destroyed and even overkilled by an arty cane/ruppy and T2 arty versions.
As some people said, the missile explosion radius it self doesn't need to be increased but rather decreased slightly and increase speed impact slightly too so in the end they can apply some more of their damage without making of some module the ultimate weapon against tacklers already very fragile. *removed inappropriate ASCII art signature* - CCP Eterne |

Tub Chil
Last Men Standing
52
|
Posted - 2013.04.17 10:21:00 -
[252] - Quote
Everyone is talking about Raven, but imo phoon benefits more it has: 1. ability to fit massive tank, making it better for fleets 2. much better damage projection due to explosion velocity bonus.
as for the range, last few years of eve history proves that extreme ranges are not important. Rokh always could go damage at 250km, but even in fleet doctrines that had them, you could see fits for ~120 km
Liang is suggesting that because damage is boosted so much, Raven will occupy role of a long range damage dealer. i don't think it will, but let's see. |

SongSinger
BlitzStrike
3
|
Posted - 2013.04.17 10:24:00 -
[253] - Quote
why not do that after the destruction of target, missiles automatically switched to the nearest locked target |

Shingorash
S T R A T C O M Critical-Mass
44
|
Posted - 2013.04.17 10:30:00 -
[254] - Quote
RIght EFT updated with new Cruise values.
The fit below (about 600m ISK cheap fit) gives...
829 Fury DPS (87 Exp Velocity, 272 Exp Radius) - More than capable of smacking anything Cruiser sized at range or in close. 592 Precision DPS (124 Exp Velocity, 143 Exp Radius) - Again basically full damage to anything Cruiser sized. 592 T1 Damage (103 Exp Velocity, 158 Exp Radius) - Velocity is a bit low but anything in web range is still screwed.
The values above still dont take into account the 2 Target Painters or the Web. A Merlin with a MSE and 3x CDFE has a sig radius of 52m. With 2 TP's on it the sig radius is going to end up at 79m.
So 55% of the Damage from the Exp Radius difference on Precision gives 325.6 DPS without taking into account the Frigate moving.
Outside of web range the DPS would be 170, in web range the DPS would be 382. If the Merlin had an AB On it the DPS would drop to 71 and 160. This doesn't include drones but in web range with Hammerhead II's and no AB a Merlin would take 540 DPS in its face of the 751 the SNI is putting out which is more than respectable.
For PVE applications that is more than enough and to be honest with the fit below you could use Fury on Cruiser and above although T1 might be better because of the Explosion Velocity (you could either swap 1 Rigor for a Flare or use T1 ammo to fix that).
In PVP applications you would lose some of the DPS listed but based on the tank on the SNI you could easily still do at least 33% DPS against Frigates with a PVP fit.
[Scorpion Navy Issue, PVE] Damage Control II Ballistic Control System II Ballistic Control System II Ballistic Control System II
Phased Weapon Navigation Array Generation Extron Phased Weapon Navigation Array Generation Extron Fleeting Propulsion Inhibitor I EM Ward Amplifier II Adaptive Invulnerability Field II Shield Boost Amplifier II X-Large Shield Booster II Heavy Capacitor Booster II, Cap Booster 800
Cruise Missile Launcher II, Scourge Precision Cruise Missile Cruise Missile Launcher II, Scourge Precision Cruise Missile Cruise Missile Launcher II, Scourge Precision Cruise Missile Cruise Missile Launcher II, Scourge Precision Cruise Missile Cruise Missile Launcher II, Scourge Precision Cruise Missile Cruise Missile Launcher II, Scourge Precision Cruise Missile Drone Link Augmentor I
Large Warhead Rigor Catalyst II Large Warhead Rigor Catalyst II Large Anti-Thermal Screen Reinforcer I
Hammerhead II x5 Hobgoblin II x5
I really hope this helps to qualm peoples fears about the Explosion increase, the damage buff more than offsets it.
The DPS btw on the fit above with the Hammerhead II's and Fury is 988, if anyone tries to tell me that is crap considering the damage application you can get you need your head examining.
|

TZeer
Dirt Nap Squad Dirt Nap Squad.
10
|
Posted - 2013.04.17 10:38:00 -
[255] - Quote
Tub Chil wrote:Everyone is talking about Raven, but imo phoon benefits more it has: 1. ability to fit massive tank, making it better for fleets 2. much better damage projection due to explosion velocity bonus.
as for the range, last few years of eve history proves that extreme ranges are not important. Rokh always could go damage at 250km, but even in fleet doctrines that had them, you could see fits for ~120 km
Liang is suggesting that because damage is boosted so much, Raven will occupy role of a long range damage dealer. i don't think it will, but let's see.
Good post.
Range stopped being a factor when CCP changed the scan time for probes. Long range setups had the opportunity to move about, changing spots.
After the ~25sec scan time got cut down to 5 sec, long range setups had no value as they would be probed and warped to before they had even aligned.
This can easily be seen by the lack of fleet doctrines focusing on the 150km+ range. |

Altrue
Exploration Frontier inc
353
|
Posted - 2013.04.17 10:40:00 -
[256] - Quote
The weapon system is still broken, since missiles cannot be used against targets smaller than the ship using the said weapon system.
That's mostly a good improvement, except for the increase in explosion radius that is definitely a move in the bad direction.
Why not removing entierly the sig radius negative impact on all missiles, leaving only the explosion velocity ? If the sig radius is higher than the requirement of the missile, then the explosion velocity becomes more flexible. This keeps both stats important, while allowing to damage smaller targets if they are slowed, exactly like other weapon systems.
Of course it's not really the right post to talk about that, so... G££ <= Me |

amurder Hakomairos
Fellowship Of Lost Souls Rebel Alliance of New Eden
45
|
Posted - 2013.04.17 11:15:00 -
[257] - Quote
lilol' me wrote:We have to remember that usually Cruise Missiles are not supposed to be for ship to ship battles. In RL like the tomahawks they are used to shoot land targets or 'structures' mainly. They not used for moving targets.
So its not really a PVP tool is it. However we used to have the TASM which was an anti ship missile and this is exactly what we need in eve. A NEW Cruise Missile specifically designed for PVP.
They should still be only shooting large ships, but have much much more velocity and perhaps not as much DPS. I know we have rage and precision cruise but I still dont think they are PVP based missiles as they dont have enough velocity.
The changes to say 14 seconds just does nothing to help this. Seriously 14 seconds to hit a target in PVP. Forget it. I know thats base but still.
This. Cruise missiles will be 100% useless and unused in pvp unless a pvp specific version is created with enough velocity that it can fly 200km in 1-2 seconds. |

Funky Lazers
shin-ra ltd
245
|
Posted - 2013.04.17 11:35:00 -
[258] - Quote
amurder Hakomairos wrote:lilol' me wrote:We have to remember that usually Cruise Missiles are not supposed to be for ship to ship battles. In RL like the tomahawks they are used to shoot land targets or 'structures' mainly. They not used for moving targets.
So its not really a PVP tool is it. However we used to have the TASM which was an anti ship missile and this is exactly what we need in eve. A NEW Cruise Missile specifically designed for PVP.
They should still be only shooting large ships, but have much much more velocity and perhaps not as much DPS. I know we have rage and precision cruise but I still dont think they are PVP based missiles as they dont have enough velocity.
The changes to say 14 seconds just does nothing to help this. Seriously 14 seconds to hit a target in PVP. Forget it. I know thats base but still. This. Cruise missiles will be 100% useless and unused in pvp unless a pvp specific version is created with enough velocity that it can fly 200km in 1-2 seconds.
Agree. Moreover you should be able to use them without the Painters. Not only you can't use painters on a long range, but also they have a long cycle time so switching targets will be a pain in the a$$. Whatever. |

Shingorash
S T R A T C O M Critical-Mass
44
|
Posted - 2013.04.17 11:37:00 -
[259] - Quote
Funky Lazers wrote:amurder Hakomairos wrote:lilol' me wrote:We have to remember that usually Cruise Missiles are not supposed to be for ship to ship battles. In RL like the tomahawks they are used to shoot land targets or 'structures' mainly. They not used for moving targets.
So its not really a PVP tool is it. However we used to have the TASM which was an anti ship missile and this is exactly what we need in eve. A NEW Cruise Missile specifically designed for PVP.
They should still be only shooting large ships, but have much much more velocity and perhaps not as much DPS. I know we have rage and precision cruise but I still dont think they are PVP based missiles as they dont have enough velocity.
The changes to say 14 seconds just does nothing to help this. Seriously 14 seconds to hit a target in PVP. Forget it. I know thats base but still. This. Cruise missiles will be 100% useless and unused in pvp unless a pvp specific version is created with enough velocity that it can fly 200km in 1-2 seconds. Agree. Moreover you should be able to use them without the Painters. Not only you can't use painters on a long range, but also they have a long cycle time so switching targets will be a pain in the a$$.
So you should be able to use Guns without Tracking Computers as well then? And perhaps they should remove the cap requirement for Hybrids and Energy weapons as well?
That is basically what you are saying right? Each weapon system has drawbacks as well as benefits. You just have to learn to deal with them. |

Kagura Nikon
Mentally Assured Destruction Whores in space
151
|
Posted - 2013.04.17 11:37:00 -
[260] - Quote
Liang Nuren wrote:TZeer wrote:Raven could be useful in PVP. But not with the current mechanics to probing where you get a warp in within 5 sec. Sure, and if you're trying to use the Raven against fleets that are big enough to have a dedicated covops traveling with them.... well, then maybe you shouldn't use a Raven. That doesn't make it not useful. And hell - the Raven's fully capable of dropping out 900 DPS up close if someone were to warp their fleet on top of them. -Liang
it would need a change of game mechanics. But what I think would make peopel satisfied woudl be if a cruise missile could be fired.. the raven could warp out .... and the missile fired would still hit and damage the target. That could lead to some interesting tactics |
|

Shingorash
S T R A T C O M Critical-Mass
44
|
Posted - 2013.04.17 11:40:00 -
[261] - Quote
amurder Hakomairos wrote:lilol' me wrote:We have to remember that usually Cruise Missiles are not supposed to be for ship to ship battles. In RL like the tomahawks they are used to shoot land targets or 'structures' mainly. They not used for moving targets.
So its not really a PVP tool is it. However we used to have the TASM which was an anti ship missile and this is exactly what we need in eve. A NEW Cruise Missile specifically designed for PVP.
They should still be only shooting large ships, but have much much more velocity and perhaps not as much DPS. I know we have rage and precision cruise but I still dont think they are PVP based missiles as they dont have enough velocity.
The changes to say 14 seconds just does nothing to help this. Seriously 14 seconds to hit a target in PVP. Forget it. I know thats base but still. This. Cruise missiles will be 100% useless and unused in pvp unless a pvp specific version is created with enough velocity that it can fly 200km in 1-2 seconds.
Cruise Missiles with their current changes are 600m/s faster than Heavy Missiles. Bearing in mind how much Drakes are used in fleets I dont see how your comment is valid in anyway?
7050m/s is nothing to scoff at. If you are in a fleet fight at 60km which is about the range a Drake blob would be the Cruise will hit before Heavy's do.
Cruise changes actually make it possible to use them in PVP. Its a massive improvement.
|

Shingorash
S T R A T C O M Critical-Mass
44
|
Posted - 2013.04.17 11:41:00 -
[262] - Quote
Kagura Nikon wrote:Liang Nuren wrote:TZeer wrote:Raven could be useful in PVP. But not with the current mechanics to probing where you get a warp in within 5 sec. Sure, and if you're trying to use the Raven against fleets that are big enough to have a dedicated covops traveling with them.... well, then maybe you shouldn't use a Raven. That doesn't make it not useful. And hell - the Raven's fully capable of dropping out 900 DPS up close if someone were to warp their fleet on top of them. -Liang it would need a change of game mechanics. But what I think would make peopel satisfied woudl be if a cruise missile could be fired.. the raven could warp out .... and the missile fired would still hit and damage the target. That could lead to some interesting tactics
Like Bombs I guess.
The missiles though are guided, bombs are not, if you warp off grid there would be no guidance system and the missiles would miss.
You could change it so that the missiles continue on their current trajectory if you warp out but considering they would likely miss I dont think it would be worth the dev's time to implement the change. |

Morrigan LeSante
The Lost and Forgotten Troopers
247
|
Posted - 2013.04.17 11:42:00 -
[263] - Quote
Funky Lazers wrote:Agree. Moreover you should be able to use them without the Painters. Not only you can't use painters on a long range, but also they have a long cycle time so switching targets will be a pain in the a$$.
Painters are, imo, the price for having a 0--max range effective fighting zone with no degradation.
I DO agree on the cycle time though. |

Debora Tsung
The Investment Bankers Guild
95
|
Posted - 2013.04.17 11:51:00 -
[264] - Quote
Morrigan LeSante wrote:Funky Lazers wrote:Agree. Moreover you should be able to use them without the Painters. Not only you can't use painters on a long range, but also they have a long cycle time so switching targets will be a pain in the a$$. Painters are, imo, the price for having a 0--max range effective fighting zone with no degradation. I DO agree on the cycle time though.
I'd like it better if T2 painters weren't worse than Meta 4 painters... :/ There's nothing a million chinese guys can't do cheaper. |

Funky Lazers
shin-ra ltd
245
|
Posted - 2013.04.17 11:55:00 -
[265] - Quote
Shingorash wrote:Funky Lazers wrote:amurder Hakomairos wrote:lilol' me wrote:We have to remember that usually Cruise Missiles are not supposed to be for ship to ship battles. In RL like the tomahawks they are used to shoot land targets or 'structures' mainly. They not used for moving targets.
So its not really a PVP tool is it. However we used to have the TASM which was an anti ship missile and this is exactly what we need in eve. A NEW Cruise Missile specifically designed for PVP.
They should still be only shooting large ships, but have much much more velocity and perhaps not as much DPS. I know we have rage and precision cruise but I still dont think they are PVP based missiles as they dont have enough velocity.
The changes to say 14 seconds just does nothing to help this. Seriously 14 seconds to hit a target in PVP. Forget it. I know thats base but still. This. Cruise missiles will be 100% useless and unused in pvp unless a pvp specific version is created with enough velocity that it can fly 200km in 1-2 seconds. Agree. Moreover you should be able to use them without the Painters. Not only you can't use painters on a long range, but also they have a long cycle time so switching targets will be a pain in the a$$. So you should be able to use Guns without Tracking Computers as well then? And perhaps they should remove the cap requirement for Hybrids and Energy weapons as well? That is basically what you are saying right? Each weapon system has drawbacks as well as benefits. You just have to learn to deal with them.
I didn't say "without TC". If TCs/TEs affect missiles that would be great and remove a lot of problems.
As for drawbacks missiles have already a lot of them, like bad tracking (expl radius and speed), flight time and defenders. Whatever. |

TZeer
Dirt Nap Squad Dirt Nap Squad.
10
|
Posted - 2013.04.17 12:03:00 -
[266] - Quote
Kagura Nikon wrote:Liang Nuren wrote:TZeer wrote:Raven could be useful in PVP. But not with the current mechanics to probing where you get a warp in within 5 sec. Sure, and if you're trying to use the Raven against fleets that are big enough to have a dedicated covops traveling with them.... well, then maybe you shouldn't use a Raven. That doesn't make it not useful. And hell - the Raven's fully capable of dropping out 900 DPS up close if someone were to warp their fleet on top of them. -Liang it would need a change of game mechanics. But what I think would make peopel satisfied woudl be if a cruise missile could be fired.. the raven could warp out .... and the missile fired would still hit and damage the target. That could lead to some interesting tactics
Not really.
Based on the same reason you don't see paper thin sniper setups @ 150km+ any more. You simply don't have time to align and warp out again, if they try to scan you down when you come in. |

monkfish2345
D'reg The Methodical Alliance
68
|
Posted - 2013.04.17 12:37:00 -
[267] - Quote
well hopefully with their slight hint at "re-imagined exploration" they will also fix combat scanning so we can have the days of the sniper bs fleets.
they were very much at the forefront of fleet PvP up until getting a warp in on a fleet at range was reduced to seconds regadless of the situation.
for those that remember both kiting and sniping were both very viable. and the change meant that near stationary sniper was no longer possible and everything started to revolve and mobility and kiting. It also meant things like ceptors had important roles in providing warpins (ccp should take a look at their own promotional videos) |

Bucca Zerodyme
Good For Nothing Corporation Union of Independence
5
|
Posted - 2013.04.17 12:38:00 -
[268] - Quote
i would like to post my opinion.
PvE The Dmg from fury cruise was fine for PvE [I use a Navy Raven], because its a long range weapon system. It does about 700 DPS, but to apply your dps you need 3 rigs and a TP [mostly used for smaller targets]. Compared to Torpedos, which do about 900-1000 dps, at about 45KM-70KM range [with 3 range rigs, and no rage ammo] Cruise was fine. If i want more dmg, then i need to use torps, but because they have low range i cant use Rage ammo, so im stuck with normal ammo or Javelins for longer range.
After this change my Navy Raven Cruise-Fit will do about 1000 DPS too, the same DPS as Torps fitted for long range. There is no advantage to use Torps anymore.
@Rise If you want the Torps to be competitive in PvE then increase the range and reduce the Rage penalty's from the Torps.
PvP I usually dont pvp, but i cant image them beeing better now. |

SongSinger
BlitzStrike
3
|
Posted - 2013.04.17 12:40:00 -
[269] - Quote
why not do that after the destruction of target, missiles automatically switched to the nearest locked target can implement this feature using the module |

Shingorash
S T R A T C O M Critical-Mass
44
|
Posted - 2013.04.17 12:40:00 -
[270] - Quote
Funky Lazers wrote:Shingorash wrote:Funky Lazers wrote:amurder Hakomairos wrote:lilol' me wrote:We have to remember that usually Cruise Missiles are not supposed to be for ship to ship battles. In RL like the tomahawks they are used to shoot land targets or 'structures' mainly. They not used for moving targets.
So its not really a PVP tool is it. However we used to have the TASM which was an anti ship missile and this is exactly what we need in eve. A NEW Cruise Missile specifically designed for PVP.
They should still be only shooting large ships, but have much much more velocity and perhaps not as much DPS. I know we have rage and precision cruise but I still dont think they are PVP based missiles as they dont have enough velocity.
The changes to say 14 seconds just does nothing to help this. Seriously 14 seconds to hit a target in PVP. Forget it. I know thats base but still. This. Cruise missiles will be 100% useless and unused in pvp unless a pvp specific version is created with enough velocity that it can fly 200km in 1-2 seconds. Agree. Moreover you should be able to use them without the Painters. Not only you can't use painters on a long range, but also they have a long cycle time so switching targets will be a pain in the a$$. So you should be able to use Guns without Tracking Computers as well then? And perhaps they should remove the cap requirement for Hybrids and Energy weapons as well? That is basically what you are saying right? Each weapon system has drawbacks as well as benefits. You just have to learn to deal with them. I didn't say "without TC". If TCs/TEs affect missiles that would be great and remove a lot of problems. As for drawbacks missiles have already a lot of them, like bad tracking (expl radius and speed), flight time and defenders.
Tracking Computers could be used to affect Missiles as you said for Exp Radius and Exp Velocity but I the bonus would have to be small as there are rigs, tp's and web's that already affect those 2 attributes.
As for drawbacks, yes missiles have them but so do guns, energy and hybrid use cap, energy tracking is terrible at close range, projectile has a poor optimal, blaster have poor optimal and falloff unless you use T2 Null and Optimal Range scripts in TC's.
It's not quite so simple to buff them as you would have to buff guns as well.
As 2 different weapon systems they both have their good and bad points, but on the basis you can still hit things at 0 with missiles and you cant with rails, beams or arty I think on balance they are fine. You cant expect to hit everytime and hit for full damage.
Unless you added a drawback to missiles like a minimum arming distance it wouldnt be fair to make them better from an exp radius and velocity standpoint.
If you compare the benefits and drawbacks of missiles to guns they are actually fairly balanced. The only real difference is the instant damage of guns against the flight time of missiles. BUT, Missiles will hit for "full damage" at any range in their max whereas guns are affected by optimal and falloff.
On a balance standpoint, Missiles are actually fine. To adjust them would make them overpowered in the grand scheme of things. |
|

Shingorash
S T R A T C O M Critical-Mass
44
|
Posted - 2013.04.17 12:45:00 -
[271] - Quote
Bucca Zerodyme wrote:i would like to post my opinion.
PvE The Dmg from fury cruise was fine for PvE [I use a Navy Raven], because its a long range weapon system. It does about 700 DPS, but to apply your dps you need 3 rigs and a TP [mostly used for smaller targets]. Compared to Torpedos, which do about 900-1000 dps, at about 45KM-70KM range [with 3 range rigs, and no rage ammo] Cruise was fine. If i want more dmg, then i need to use torps, but because they have low range i cant use Rage ammo, so im stuck with normal ammo or Javelins for longer range.
After this change my Navy Raven Cruise-Fit will do about 1000 DPS too, the same DPS as Torps fitted for long range. There is no advantage to use Torps anymore.
@Rise If you want the Torps to be competitive in PvE then increase the range and reduce the Rage penalty's from the Torps.
PvP I usually dont pvp, but i cant image them beeing better now.
Torps at close range against BC's and BS will still easily out DPS Cruise Missiles with similar TP / Web setups. Torps could do with some extra range though.
Rails, Arty, Beams and Cruise are all good for 150km+, Auto's with Barrage, Pulse with Scorch and to a somewhat lesser extent Hybrids with Null will all hit to 50km and beyond. Torps really need some extra range, 45km with Jav's is basically the max without rigs to increase it (about 58km I think from memory), but at that range Target Painters are literally hit and miss as the optimal goes at 45km.
Also is you look at the Navy Apoc, Machariel and a couple of other ships you can hit for real good damage at 60km+.
Torps would be fine with a little extra range and perhaps a longer range on Target Painters. |

SongSinger
BlitzStrike
3
|
Posted - 2013.04.17 12:55:00 -
[272] - Quote
if you make a torpedo speed as the rocket, the range is 45 km for rage torpedoes but the need to reduce the bonus range of-á a stealth bomber |

John Ratcliffe
Sausy Sausages
130
|
Posted - 2013.04.17 13:13:00 -
[273] - Quote
CCP Rise wrote: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 explosion radius for all Cruise Missiles
Why increase the PG need for Launchers FFS? That makes ZERO sense. Some CNR fits are already PG tight with max skills as it is - just leave the PG requirement alone.
The rest is fine IMHO. Plus +ºa change, plus c'est la m+¬me chose |

Bucca Zerodyme
Good For Nothing Corporation Union of Independence
6
|
Posted - 2013.04.17 13:15:00 -
[274] - Quote
Shingorash wrote: Torps at close range against BC's and BS will still easily out DPS Cruise Missiles with similar TP / Web setups. Torps could do with some extra range though.
there is no close range in PvE. The only BS-Rats are the Angel and some Serpentis, which come close, the other NPC's usually stay at 40+ KM. See yourself:
http://games.chruker.dk/eve_online/npc_ships.php
Lets do same Math. I will compare the Dmg from Cruise Fury and normal Torps, because i cant use Rage Ammo in a Range-Fit. because i dont have the proper rigs fitted. I wont apply the skills for this example because both weapon system would get the same Bonus, so i can just skip it.
Base Stats: Cruise Dmg: 300 [current stats] / 300 * 1.25 = 375 [After the patch] Cruise Fury Dmg: 375 * 1.4 = 525 Torpedo Dmg: 450 Cruise Cycle [T2 luncher]: 17.6 [current stats] / 17.6 * 0.95 = 16.72 [After the patch] Torpedo Cycle [T2 luncher]: 14.4
14.4 / 16.72 = 0.861244
450 / 0.861244 = 522.5 > 525
so you see Cruise Fury will do the same DPS as Torpedos.
|

John Ratcliffe
Sausy Sausages
130
|
Posted - 2013.04.17 13:20:00 -
[275] - Quote
Bucca Zerodyme wrote:...so you see Cruise Fury will do the same DPS as Torpedos.
Until they look at Torpedoes. I can't see CMs ever doing the same DPS as Torps.
Plus +ºa change, plus c'est la m+¬me chose |

Disturbed Drake
ROM and VODKA Corporation Brothers of Tangra
131
|
Posted - 2013.04.17 13:20:00 -
[276] - Quote
CCP Rise wrote:
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 explosion radius for all Cruise Missiles
YEEEEAAAHHHHH!!!!!! at last! |

Shingorash
S T R A T C O M Critical-Mass
44
|
Posted - 2013.04.17 13:21:00 -
[277] - Quote
Bucca Zerodyme wrote:Shingorash wrote: Torps at close range against BC's and BS will still easily out DPS Cruise Missiles with similar TP / Web setups. Torps could do with some extra range though.
there is no close range in PvE. The only BS-Rats are the Angel and some Serpentis, which come close, the other NPC's usually stay at 40+ KM. See yourself: http://games.chruker.dk/eve_online/npc_ships.phpLets do same Math. I will compare the Dmg from Cruise Fury and normal Torps, because i cant use Rage Ammo in a Range-Fit. because i dont have the proper rigs fitted. I wont apply the skills for this example because both weapon system would get the same Bonus, so i can just skip it. Base Stats: Cruise Dmg: 300 [current stats] / 300 * 1.25 = 375 [After the patch] Cruise Fury Dmg: 375 * 1.4 = 525 Torpedo Dmg: 450 Cruise Cycle [T2 luncher]: 17.6 [current stats] / 17.6 * 0.95 = 16.72 [After the patch] Torpedo Cycle [T2 luncher]: 14.4 14.4 / 16.72 = 0.861244 450 / 0.861244 = 522.5 < 525 so you see Cruise Fury will do the same DPS as Torpedos.
I was more talking about PVP to be honest, short range weapons in PVE are obviously a poor idea. Then again I do use a Navy Mega with Blasters on my alt so its not all bad :)
If torps had longer range they might work in PVE but I doubt it. For PVP applications though a bit more range would be useful. |

Bi-Mi Lansatha
Tactical Universal Research and Development Caldari Industrialist Association
83
|
Posted - 2013.04.17 13:39:00 -
[278] - Quote
CCP Rise wrote: 5% increased rate of fire for all Cruise Missile Launchers
25% increase in base damage for all Cruise Missiles 10% increase in explosion radius for all Cruise Missiles
You said that you had plans for cruise missiles..., but damn!!! My CNR is just smiling.
|

Kagura Nikon
Mentally Assured Destruction Whores in space
152
|
Posted - 2013.04.17 13:45:00 -
[279] - Quote
Shingorash wrote:Kagura Nikon wrote:Liang Nuren wrote:TZeer wrote:Raven could be useful in PVP. But not with the current mechanics to probing where you get a warp in within 5 sec. Sure, and if you're trying to use the Raven against fleets that are big enough to have a dedicated covops traveling with them.... well, then maybe you shouldn't use a Raven. That doesn't make it not useful. And hell - the Raven's fully capable of dropping out 900 DPS up close if someone were to warp their fleet on top of them. -Liang it would need a change of game mechanics. But what I think would make peopel satisfied woudl be if a cruise missile could be fired.. the raven could warp out .... and the missile fired would still hit and damage the target. That could lead to some interesting tactics Like Bombs I guess. The missiles though are guided, bombs are not, if you warp off grid there would be no guidance system and the missiles would miss. You could change it so that the missiles continue on their current trajectory if you warp out but considering they would likely miss I dont think it would be worth the dev's time to implement the change.
Do not know why missile sin eve could not be as missiles in real life... most use self guidance after they got some distance from their vector platform. |

Tub Chil
Last Men Standing
52
|
Posted - 2013.04.17 13:58:00 -
[280] - Quote
Also it's very ironic that CCP rebalanced heavy missiles so that they match DPS of long range turrets and now gives cruise missiles 2x damage of large long turrets |
|

Jonas Sukarala
Deep Core Mining Inc. Caldari State
93
|
Posted - 2013.04.17 14:01:00 -
[281] - Quote
Tub Chil wrote:Also it's very ironic that CCP rebalanced heavy missiles so that they match DPS of long range turrets and now gives cruise missiles 2x damage of large long turrets
mm... its damage does seem a bit much and doesn't really address the main problem of cruise missiles...
'Tech3 ships need to be put down, like a rabid dog drooling everywhere in the house, they are out of line' CCP Ytterbium Nerf missile range into place..... where is the TD missile change?-á ,...projectiles should use capacitor. |

Bucca Zerodyme
Good For Nothing Corporation Union of Independence
6
|
Posted - 2013.04.17 14:05:00 -
[282] - Quote
Jonas Sukarala wrote:Tub Chil wrote:Also it's very ironic that CCP rebalanced heavy missiles so that they match DPS of long range turrets and now gives cruise missiles 2x damage of large long turrets mm... its damage does seem a bit much and doesn't really address the main problem of cruise missiles...
I agree with your statement, Cruise Fury did always good DPS, but it was to hard to apply this damage, even harder in PvP. |

Jonas Sukarala
Deep Core Mining Inc. Caldari State
93
|
Posted - 2013.04.17 14:13:00 -
[283] - Quote
Bucca Zerodyme wrote:Jonas Sukarala wrote:Tub Chil wrote:Also it's very ironic that CCP rebalanced heavy missiles so that they match DPS of long range turrets and now gives cruise missiles 2x damage of large long turrets mm... its damage does seem a bit much and doesn't really address the main problem of cruise missiles... I agree with your statement, Cruise Fury did always good DPS, but it was to hard to apply this damage, even harder in PvP.
And by the sounds of it these will obsolete the current torps with similar stats besides the extra range how is this fixing anything? 'Tech3 ships need to be put down, like a rabid dog drooling everywhere in the house, they are out of line' CCP Ytterbium Nerf missile range into place..... where is the TD missile change?-á ,...projectiles should use capacitor. |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
651
|
Posted - 2013.04.17 14:19:00 -
[284] - Quote
Jonas Sukarala wrote:And by the sounds of it these will obsolete the current torps with similar stats besides the extra range how is this fixing anything?
You're arguing that "Cruise isn't fixed because torps haven't been changed" and you're assuming that it's impossible that torps will be changed, even though CCP has stated that they will be looked at.
Why is always the Caldari State pilots that make these terrible posts?  |

Naomi Knight
Imperial Academy Amarr Empire
297
|
Posted - 2013.04.17 14:20:00 -
[285] - Quote
Gypsio III wrote:Jonas Sukarala wrote:And by the sounds of it these will obsolete the current torps with similar stats besides the extra range how is this fixing anything? Why is always the Caldari State pilots that make these terrible posts?  actually these are mainly minmatar spies, just look at matar bs topic |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
651
|
Posted - 2013.04.17 14:23:00 -
[286] - Quote
Naomi Knight wrote:Gypsio III wrote:Jonas Sukarala wrote:And by the sounds of it these will obsolete the current torps with similar stats besides the extra range how is this fixing anything? Why is always the Caldari State pilots that make these terrible posts?  actually these are mainly minmatar spies, just look at matar bs topic

Actually I think I'm being unfair to the State, it's just Jonas. In the Caldari BS thread he's complaining that the Scorpion has three bonuses, in blissful ignorance that the current Domi has three, the future Domi has four and the Scorpion actually has five. |

John Ratcliffe
Sausy Sausages
130
|
Posted - 2013.04.17 14:25:00 -
[287] - Quote
SMT008 wrote:CCP Rise, as the owner of 2 Caldari pilots with over 12M SP in missiles on one of them, I like those changes very much as they even go beyond my wildest dreams ! With those changes, I think we'll start seeing more Typhoon/Raven fleet concepts, which is great of course as it brings diversity  Once torps are fixed, I think we can safely say "Large Missiles are fixed".
You must have pretty crap dreams if you're getting excited over this. It's pretty much fail IMHO.
Plus +ºa change, plus c'est la m+¬me chose |

John Ratcliffe
Sausy Sausages
130
|
Posted - 2013.04.17 14:28:00 -
[288] - Quote
Ranger 1 wrote:Personally I'd still like to see missiles that are still in flight when their target is destroyed auto switch to the next target you have locked up. Of course they might not have the range left to make it to that target, but it would mean that a lot of those "wasted" volleys would still do some good... leaving the initial travel time delay as the main drawback to long range missile use.
Obviously this would be a very powerful change and would have to be carefully considered. Especially since it would likely mean that a missile boat could simply leave his missile launchers on during a fight, and as long as he had targets locked (and in the order he wanted them) he would be constantly spewing out effective damage.
Absolutely this x Infinity.
Why this hasn't been implemented already I have no idea. It's the most ******** aspect of missile use. Are you really trying to tell me that these super intelligent missiles with super intelligent guidance systems can't be retasked when in flight? We can do that with Cruise Missiles in real life FFS - there's no excuse for not having it in game.
Plus +ºa change, plus c'est la m+¬me chose |

Bucca Zerodyme
Good For Nothing Corporation Union of Independence
6
|
Posted - 2013.04.17 14:33:00 -
[289] - Quote
Gypsio III wrote:Jonas Sukarala wrote:And by the sounds of it these will obsolete the current torps with similar stats besides the extra range how is this fixing anything? You're arguing that "Cruise isn't fixed because torps haven't been changed" and you're assuming that it's impossible that torps will be changed, even though CCP has stated that they will be looked at. Why is always the Caldari State pilots that make these terrible posts? 
Im sry but i cant image CCP to buff torps. If you buff the dmg torps can out DPS anything if they can hit for 100%. if you buff range, then its easy to reach 45KM+ [well if you have all range Skills at 5 and Cadari BS at 5, you could reach 60KM maybe?] If you buff explosion velocity, it will be "too easy" to apply more DPS.
My guess is: - CCP will increase the range about 25%, which is good for PvE [but not that great, it need atleast 50%], but almost useless in PvP - CPP will increase dmg by 10%, which is not the issue with torps - CCP will nerf something again, cant guess that it will be |

Jonas Sukarala
Deep Core Mining Inc. Caldari State
93
|
Posted - 2013.04.17 15:01:00 -
[290] - Quote
CCP Rise I would suggest for Cruises - nerf the ROF of cruises and increase damage so they do similar damage as arties -nerf flight time in exchange for more velocity -nerf range
For torps - increase explosion velocity -nerf ROF torps can do plenty of damage just need better tracking is all -nerf torp range by 2km
'Tech3 ships need to be put down, like a rabid dog drooling everywhere in the house, they are out of line' CCP Ytterbium Nerf missile range into place..... where is the TD missile change?-á ,...projectiles should use capacitor. |
|

Funky Lazers
shin-ra ltd
246
|
Posted - 2013.04.17 15:07:00 -
[291] - Quote
There are 2 things Torps should have buffed: Range via velocity and reduced size so you can load more.
You should have at least 30-40 torps in your launcher. Compared to other short range weapons 20 torps is a very small amount. ACs have 120 rounds and 3x faster rate of fire, so if you compare the fair sizes it will be 40 projectiles vs 20 torps. Blasers have 80 rounds and 2x faster rate of fire, again 40.
As for the range, it is obvious Torps need more range since they have enough drawbacks already. Whatever. |

John Ratcliffe
Sausy Sausages
131
|
Posted - 2013.04.17 15:11:00 -
[292] - Quote
Jonas Sukarala wrote:CCP Rise I would suggest for Cruises - nerf the ROF of cruises and increase damage so they do similar damage as arties -nerf flight time in exchange for more velocity -nerf range
For torps - increase explosion velocity -nerf ROF torps can do plenty of damage just need better tracking is all -nerf torp range by 2km
P.s nerf rockets and HAMS whilst you're at it they have twice the range they ought too for there size. TD changes to missiles anytime soon perhaps?
No offence, but stupid post is stupid. In your order:
Cruise ROF is fine - leave it alone Increased velocity in exchange for decreased range may be OK, but I don't want range nerfed too hard. I like being able to project 1000 DPS over 100 KM. Do not nerf range in general. Leave it alone.
I agree that Torps should have increased velocity Do not nerf ROF - leave it alone Do not nerf range - this is the stupidest suggestion in your entire post. Torp range is already completely ****. It should be increased to match that of Stealth Bombers IMHO.
Plus +ºa change, plus c'est la m+¬me chose |

John Ratcliffe
Sausy Sausages
131
|
Posted - 2013.04.17 15:12:00 -
[293] - Quote
Funky Lazers wrote:There are 2 things Torps should have buffed: Range via velocity and reduced size so you can load more.
You should have at least 30-40 torps in your launcher. Compared to other short range weapons 20 torps is a very small amount. ACs have 120 rounds and 3x faster rate of fire, so if you compare the fair sizes it will be 40 projectiles vs 20 torps. Blasers have 80 rounds and 2x faster rate of fire, again 40.
As for the range, it is obvious Torps need more range since they have enough drawbacks already.
What he said.
Plus +ºa change, plus c'est la m+¬me chose |

Jonas Sukarala
Deep Core Mining Inc. Caldari State
93
|
Posted - 2013.04.17 15:14:00 -
[294] - Quote
John Ratcliffe wrote:Jonas Sukarala wrote:CCP Rise I would suggest for Cruises - nerf the ROF of cruises and increase damage so they do similar damage as arties -nerf flight time in exchange for more velocity -nerf range
For torps - increase explosion velocity -nerf ROF torps can do plenty of damage just need better tracking is all -nerf torp range by 2km
P.s nerf rockets and HAMS whilst you're at it they have twice the range they ought too for there size. TD changes to missiles anytime soon perhaps? No offence, but stupid post is stupid. In your order: Cruise ROF is fine - leave it alone Increased velocity in exchange for decreased range may be OK, but I don't want range nerfed too hard. I like being able to project 1000 DPS over 100 KM. Do not nerf range in general. Leave it alone. I agree that Torps should have increased velocity Do not nerf ROF - leave it alone Do not nerf range - this is the stupidest suggestion in your entire post. Torp range is already completely ****. It should be increased to match that of Stealth Bombers IMHO.
do you not realise how OP it is if cruises and torps can do as much damage if not more than blasterboats do with their tiny range where is the balance there? 'Tech3 ships need to be put down, like a rabid dog drooling everywhere in the house, they are out of line' CCP Ytterbium Nerf missile range into place..... where is the TD missile change?-á ,...projectiles should use capacitor. |

John Ratcliffe
Sausy Sausages
131
|
Posted - 2013.04.17 15:14:00 -
[295] - Quote
Bucca Zerodyme wrote:If you buff the dmg torps can out DPS anything if they can hit for 100%.
As far as missiles are concerned, they take the longest time to train for, so obviously they should do the most damage.
Quote:if you buff range, then its easy to reach 45KM+ [well if you have all range Skills at 5 and Cadari BS at 5, you could reach 60KM maybe?]
And? 45KM is a nice range for Torps. That's what their range should be increased to as far as a Golem is concerned.
[quote]If you buff explosion velocity, it will be "too easy" to apply more DPS.
Again - and? What's the problem with that?
Plus +ºa change, plus c'est la m+¬me chose |

John Ratcliffe
Sausy Sausages
132
|
Posted - 2013.04.17 15:16:00 -
[296] - Quote
Jonas Sukarala wrote: do you not realise how OP it is if cruises and torps can do as much damage if not more than blasterboats do with their tiny range where is the balance there?
The balance is already stupidly weighted towards Projectiles. Either a Mach or a Vargur will p*ss all over a CNR or Golem for mission completion times. CMs and Torps need at least to be brought up to that level, I'm not asking for them to exceed it. Plus +ºa change, plus c'est la m+¬me chose |

Jonas Sukarala
Deep Core Mining Inc. Caldari State
93
|
Posted - 2013.04.17 15:19:00 -
[297] - Quote
John Ratcliffe wrote:Jonas Sukarala wrote: do you not realise how OP it is if cruises and torps can do as much damage if not more than blasterboats do with their tiny range where is the balance there?
The balance is already stupidly weighted towards Projectiles. Either a Mach or a Vargur will p*ss all over a CNR or Golem for mission completion times. CMs and Torps need at least to be brought up to that level, I'm not asking for them to exceed it.
The point of re-balancing them is for pvp use primarily not pve and projectiles are getting nerfed with the TE changes and i expect those hulls will get range nerfed too but thats more to do with their tracking and mobility rather than the damage. 'Tech3 ships need to be put down, like a rabid dog drooling everywhere in the house, they are out of line' CCP Ytterbium Nerf missile range into place..... where is the TD missile change?-á ,...projectiles should use capacitor. |

John Ratcliffe
Sausy Sausages
132
|
Posted - 2013.04.17 15:21:00 -
[298] - Quote
Jonas Sukarala wrote:The point of re-balancing them is for pvp use primarily not pve and projectiles are getting nerfed with the TE changes and i expect those hulls will get range nerfed too but thats more to do with their tracking and mobility rather than the damage.
That's very short sighted of CCP then. They shouldn't cater to one playstyle; any balance should cover all aspects of game play.
Plus +ºa change, plus c'est la m+¬me chose |

Janna Windforce
EVE University Ivy League
8
|
Posted - 2013.04.17 15:25:00 -
[299] - Quote
Could SBs get their cruise missiles bonus again? |

Funky Lazers
shin-ra ltd
246
|
Posted - 2013.04.17 15:27:00 -
[300] - Quote
Janna Windforce wrote:Could SBs get their cruise missiles bonus again?
No. Whatever. |
|

Debora Tsung
The Investment Bankers Guild
95
|
Posted - 2013.04.17 15:28:00 -
[301] - Quote
Jonas Sukarala wrote: do you not realise how OP it is if cruises and torps can do as much damage if not more than blasterboats do with their tiny range where is the balance there?
Right now i can't see any Torp boat that can do more DPS than the Vindicator, Machariel or Kronos... ok, maybe the Kronos, but I wouldn't count on it, not even if Torps get a damage buff. There's nothing a million chinese guys can't do cheaper. |

Theia Matova
Dominance Theory
13
|
Posted - 2013.04.17 15:39:00 -
[302] - Quote
John Ratcliffe wrote: That's very short sighted of CCP then. They shouldn't cater to one playstyle; any balance should cover all aspects of game play.
It becomes even more short sighted when you think that the improvements for missiles are mostly made to bring them in balance in PVP. Cruise missile main concern in PVP is damage apply time NOT damage! Cruise missile velocity bonus with these changes would increase the travel time for 20% do you think that will be enough? I do not think so. We still speak of rather long times.
So in the end these changes do ease a bit but especially the damage buff for cruises simply imbalances things more. These changes should be considered and scrapped.
Main concern for PVP is damage apply time so they should look not only into travel time of the missiles but in general the whole damage apply time. Such large ships as BS lock long time with missile base system ships travel time loss could be compensated by giving them more speedier locking time.
|

Funky Lazers
shin-ra ltd
246
|
Posted - 2013.04.17 15:50:00 -
[303] - Quote
Well, with Guns I need 1-2 TEs and a Web to apply my damage effectively. You can even hit frigs with blasters/ACs. To do the same using missiles I need 1-2 painters, a Web and 2-3 Rigs.
Speaking of PvP, how does the change make Cruises any better than before? I mean the damage will be still penalized after this change or will become worse because of Expl radius increase.
So is it a PvP or PvE buff? Whatever. |

Debora Tsung
The Investment Bankers Guild
95
|
Posted - 2013.04.17 15:52:00 -
[304] - Quote
Funky Lazers wrote:Well, with Guns I need 1-2 TEs and a Web to apply my damage effectively. You can even hit frigs with blasters/ACs. To do the same using missiles I need 1-2 painters, a Web and 2-3 Rigs.
Speaking of PvP, how does the change make Cruises any better than before? I mean the damage will be still penalized after this change or will become worse because of Expl radius increase.
So is it a PvP or PvE buff?
Since the overall damage buff outweighs the explosion radius nerf by just that little bit, it'll still be a buff. There's nothing a million chinese guys can't do cheaper. |

Bucca Zerodyme
Good For Nothing Corporation Union of Independence
6
|
Posted - 2013.04.17 16:12:00 -
[305] - Quote
Debora Tsung wrote:Jonas Sukarala wrote: do you not realise how OP it is if cruises and torps can do as much damage if not more than blasterboats do with their tiny range where is the balance there?
Right now i can't see any Torp boat that can do more DPS than the Vindicator, Machariel or Kronos... ok, maybe the Kronos, but I wouldn't count on it, not even if Torps get a damage buff.
Because there is no Pirate-BS who primary use Torps and the Golem has no dmg bonus for torps. Dont compare ships from different classes. |

Bugsy VanHalen
Society of lost Souls
549
|
Posted - 2013.04.17 16:14:00 -
[306] - Quote
Sigras wrote:Smoking Blunts wrote:CCP Rise wrote: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. so all these changes mean is a cruise missle will hit a bs harder if it is sitting still. but if it moves the ages old problem that was created during the speed nerf still remains, they cant hit anything that is smaller than a bs or moving. awesome buff for mission runners by my math, this means each missile will do 291 damage rather than 253 and thats worst case scenario; an AB tempest with no sig increase from a shield tank and no speed decrease from an armor tank. seriously though, who runs an AB on a battleship? TL;DR unless the battleship is LOLz afterburning and not MWDing your cruise missiles will do full damage.
The signature radius bloom caused by MWD more than off sets the damage reduction from the speed. This is why afterburners are so popular, no sig bloom. This is why you see cruisers with 100mn afterburners, more speed without the sig bloom of a MWD. In practice a cruise missile will do more damage to a battleship that has an active MWD than it will to one running an afterburner.
A 100mn Micro Warp Drive II increases signature radius by 500%.So a tempest with a MWD would have a signature radius not of 340m but over 2000m. Even a rage torp will hit that for full damage. Afterburner has 0% increase to signature radius. The speed of an afterburner directly mitigates damage, while a MWD has the opposite effect. MWD is effective damage mitigation against slow tracking turrets, but not missiles. |

Gimme more Cynos
Science and Trade Institute Caldari State
3
|
Posted - 2013.04.17 16:16:00 -
[307] - Quote
Funky Lazers wrote: Speaking of PvP, how does the change make Cruises any better than before? I mean the damage will be still penalized after this change or will become worse because of Expl radius increase.
So is it a PvP or PvE buff?
You should read the dev-comments in this thread..
CCP Rise wrote: 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.
+
CCP Rise wrote: 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.
Page 1 and 5. |

Bucca Zerodyme
Good For Nothing Corporation Union of Independence
6
|
Posted - 2013.04.17 16:28:00 -
[308] - Quote
Gimme more Cynos wrote:Funky Lazers wrote: Speaking of PvP, how does the change make Cruises any better than before? I mean the damage will be still penalized after this change or will become worse because of Expl radius increase.
So is it a PvP or PvE buff?
You should read the dev-comments in this thread.. CCP Rise wrote: 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.
+ CCP Rise wrote: 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.
Page 1 and 5.
The strange thing here is CCP is talking about something, but they complete do the opposite. Okay the new modules may come soon (in about 6 months), but who will ever use it?
I dont need any of this modules in PvE, my RAVEN is FINE at the moment. So they will be propertly used in PvP, but wouldnt that be OP, since Cruise do a lot of dmg now? Anyway i dont see Raven of any use in PvP with or without the modules, because Typhoon is better. |

Theia Matova
Dominance Theory
15
|
Posted - 2013.04.17 16:41:00 -
[309] - Quote
Bucca Zerodyme wrote: I dont need any of this modules in PvE, my RAVEN is FINE at the moment. So they will be propertly used in PvP, but wouldnt that be OP, since Cruise do a lot of dmg now? Anyway i dont see Raven of any use in PvP with or without the modules, because Typhoon is better.
Cruises will always do more damage than other weapon system because you can choose the damage type you apply. With weakest resistance as your target you do not need raw damage that compares to other weapon system. Since other weapon systems will always do 2ndary damage that most often sinks into resistance.
These changes risk typhoon and raven becoming all around pve bs ships. That is not so easy for other bs types. Go and fly amarr and try kill some angels.. Or do bloods with blasters. |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
653
|
Posted - 2013.04.17 16:57:00 -
[310] - Quote
Bugsy VanHalen wrote:The signature radius bloom caused by MWD more than off sets the damage reduction from the speed. This is why afterburners are so popular, no sig bloom. This is why you see cruisers with 100mn afterburners, more speed without the sig bloom of a MWD. In practice a cruise missile will do more damage to a battleship that has an active MWD than it will to one running an afterburner.
A 100mn Micro Warp Drive II increases signature radius by 500%.So a tempest with a MWD would have a signature radius not of 340m but over 2000m. Even a rage torp will hit that for full damage. Afterburner has 0% increase to signature radius. The speed of an afterburner directly mitigates damage, while a MWD has the opposite effect. MWD is effective damage mitigation against slow tracking turrets, but not missiles.
Not quite that simple... 
On paper, the MWD sig bloom less than offsets the damage reduction from speed, because the sig bloom of 500% is considerably less than the 625% speed bonus from MWD (there's a further influence of mass on MWD speed increase but the general principle holds). However, big ships in particular take a while to accelerate up to that top speed, so until they hit the break-even speed then the MWD sig bloom does cause them to take more damage.
MWD is less effective at mitigating damage from turrets, because you have to maintain high transversal, rather than merely high speed, enough to outweigh sig bloom. Hence MWDing your Bhaalgorn directly at a Moros is unlikely to end well... |
|

Lina Theist
Rosendal Research and Development
6
|
Posted - 2013.04.17 17:04:00 -
[311] - Quote
Daneel Trevize wrote:Medium rail-guns. Medium rail-guns? Medium rail-guns! Medium rail-guns, medium rail-guns, medium rail-guns! MEDIUM RAIL-GUNS I think you missed something before BS-sized weapons...
https://forums.eveonline.com/default.aspx?g=posts&t=225680&find=unread |

ROCK MELTER
GETCO Black Thorne Alliance
4
|
Posted - 2013.04.17 17:29:00 -
[312] - Quote
Even with this correction to the cruise missiles this will still be below what they currently were when the Cold War missile nerfs were introduced. 8 years it has taken to just get to this level. For 8 years a lot of us have been waiting. Will have to see if this really plays out. Still not impressed. Keeping it real since Eve BETA. How? Becasue I was there.
http://rockmelter.blogspot.com |

Barry Dylan
Sniggerdly Pandemic Legion
1
|
Posted - 2013.04.17 17:31:00 -
[313] - Quote
Hi CCP Rise, thanks for these changes! It seems like this will give poor cruise missiles a fighting chance in PVP. Along those lines, could I offer the following suggestion?
Please make Cruise Missiles have 280 structure hitpoints. This would bring them in line with Torpedoes and make them less susceptible (but not immune) to firewalling.
Thanks very much for the consideration! |

Nagarythe Tinurandir
Tormented of Destiny Cha Ching PLC
117
|
Posted - 2013.04.17 18:08:00 -
[314] - Quote
John Ratcliffe wrote: As far as missiles are concerned, they take the longest time to train for, so obviously they should do the most damage.
this sentence is just soo wrong in any way imaginable..
|

lilol' me
Comply Or Die Brethren.
13
|
Posted - 2013.04.17 18:14:00 -
[315] - Quote
Skia Aumer wrote:lilol' me wrote:A NEW Cruise Missile specifically designed for PVP. They should still be only shooting large ships, but have much much more velocity and perhaps not as much DPS. Hint: there are no railguns in RL, but there are in EVE.
Thanks for pointing that out. I didnt know that 
The point is a railgun in RL would probably act the same as in Eve. The fact is Cruise Missiles are not for PVP generally, you cant just change it to say it is, otherwise whats the point of having standard and heavy missiles. You just want to use something to gain massive dps - it doesnt work like that.
Infact maybe thats the answer, you want to PVP then use standard and heavy missiles, Cruise Missiles are simply more long range damage to slow and stationary objects.
|

FT Diomedes
The Graduates RAZOR Alliance
151
|
Posted - 2013.04.17 18:21:00 -
[316] - Quote
Is it just me or do ROF bonuses to long range weapons with delayed damage just make no sense at all?
Increase the damage bonus and remove the ROF bonus. |

Admiral Douros
aWc Heavy Industries
3
|
Posted - 2013.04.17 18:23:00 -
[317] - Quote
Barry Dylan wrote:Hi CCP Rise, thanks for these changes! It seems like this will give poor cruise missiles a fighting chance in PVP. Along those lines, could I offer the following suggestion?
Please make Cruise Missiles have 280 structure hitpoints. This would bring them in line with Torpedoes and make them less susceptible (but not immune) to firewalling.
Thanks very much for the consideration!
This would be cool and also help a bit with PVE. |

publordicus maximus
Science and Trade Institute Caldari State
0
|
Posted - 2013.04.17 18:25:00 -
[318] - Quote
Barry Dylan wrote:Hi CCP Rise, thanks for these changes! It seems like this will give poor cruise missiles a fighting chance in PVP. Along those lines, could I offer the following suggestion?
Please make Cruise Missiles have 280 structure hitpoints. This would bring them in line with Torpedoes and make them less susceptible (but not immune) to firewalling.
Thanks very much for the consideration!
It would make logical sense for cruise missiles to have more hitpoints, they are much larger than heavy missiles.
|

Simon Petrikov
Hedion University Amarr Empire
0
|
Posted - 2013.04.17 18:26:00 -
[319] - Quote
Barry Dylan wrote:Hi CCP Rise, thanks for these changes! It seems like this will give poor cruise missiles a fighting chance in PVP. Along those lines, could I offer the following suggestion?
Please make Cruise Missiles have 280 structure hitpoints. This would bring them in line with Torpedoes and make them less susceptible (but not immune) to firewalling.
Thanks very much for the consideration!
This makes a lot of sense, especially when you consider the extreme range at which Cruise Missiles are intended to be used. |

Curb Your Enthusiasm
Vatican Assassins
0
|
Posted - 2013.04.17 18:26:00 -
[320] - Quote
I think if they were equal to torpedoes in hp that would be cool |
|

Dr Ngo
JESUS CHRIST IT'S A LION GET IN THE CAR WE FORM VOLTRON
4
|
Posted - 2013.04.17 18:27:00 -
[321] - Quote
Barry Dylan wrote:Hi CCP Rise, thanks for these changes! It seems like this will give poor cruise missiles a fighting chance in PVP. Along those lines, could I offer the following suggestion?
Please make Cruise Missiles have 280 structure hitpoints. This would bring them in line with Torpedoes and make them less susceptible (but not immune) to firewalling.
Thanks very much for the consideration!
I like missiles because explosions
Edit: seriously though they should have a balanced amount of hp |

Ranger 1
Ranger Corp
3957
|
Posted - 2013.04.17 18:47:00 -
[322] - Quote
Quote:Hint: there are no railguns in RL, but there are in EVE.
Not entirely correct anymore. To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |

Hae Sung
Da Learnin Corp
25
|
Posted - 2013.04.17 20:16:00 -
[323] - Quote
FT Diomedes wrote:Is it just me or do ROF bonuses to long range weapons with delayed damage just make no sense at all?
Increase the damage bonus and remove the ROF bonus.
It's just you. They're completely separate issues. The travel time ceases to matter beyond the first and last shot against a target. Any engagement that exceeds 2-3 rounds fired will benefit from the increased ROF. Taking the delay out and removing the ROF bonus only aids in situations in which you are firing a very limited number of rounds at single targets (fleet alpha doctrine for example). |

stoicfaux
2591
|
Posted - 2013.04.17 20:36:00 -
[324] - Quote
30% DPS buff? Well, now there's two less reasons to fly a PvE Golem. CNR w/Fury = 786 DPS * 1.32% = 1037 DPS. Golem w/ CN torps = 1002 DPS. CNR costs ~430M isk versus Golem's ~800M isk.
And no, I don't see the increased explosion radius as being a problem for the CNR.
|

Liang Nuren
Heretic Army Atrocitas
3359
|
Posted - 2013.04.17 20:44:00 -
[325] - Quote
Yeah, I already came to that conclusion. The CNR and Raven are both looking quite attractive. Hell, the Raven might actually come out better due to the ability to fit a T2 Accel and a T1 Rigor (+extra mid).
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos Twitter: http://twitter.com/LiangNuren
|

Senji Vuran
4 You Blueprints Lensmen of the Galactic Patrol
3
|
Posted - 2013.04.17 20:57:00 -
[326] - Quote
Bienator II wrote:maybe you could give cruise missiles uniqueness by making them accelerate over the entire flight path. This would make flight time pretty much the same for long and medium range encounters, but wouldn't create an instant hit weapon at close range.
+1
Ranger 1 wrote:Personally I'd still like to see missiles that are still in flight when their target is destroyed auto switch to the next target you have locked up. Of course they might not have the range left to make it to that target, but it would mean that a lot of those "wasted" volleys would still do some good... leaving the initial travel time delay as the main drawback to long range missile use.
Obviously this would be a very powerful change and would have to be carefully considered. Especially since it would likely mean that a missile boat could simply leave his missile launchers on during a fight, and as long as he had targets locked (and in the order he wanted them) he would be constantly spewing out effective damage.
+1
While I would LOVE to have the latter ability, it would be enough (for me) for in-flight missiles to acquire new targets (assuming they have enough flight time) but still have the launchers become disabled when their activated target explodes. |

Morrigan LeSante
The Lost and Forgotten Troopers
248
|
Posted - 2013.04.17 21:07:00 -
[327] - Quote
stoicfaux wrote:30% DPS buff? Well, now there's two less reasons to fly a PvE Golem. CNR w/Fury = 786 DPS * 1.32% = 1037 DPS. Golem w/ CN torps = 1002 DPS. CNR costs ~430M isk versus Golem's ~800M isk. And no, I don't see the increased explosion radius as being a problem for the CNR.
Keep the faith.
I expected cool stuff from the cruise changes. As it stands, however, it's my view they've dialled it up passed 11.....
Hang in there for torp moves. |

Enya Sparhawk
State Protectorate Caldari State
2
|
Posted - 2013.04.17 21:43:00 -
[328] - Quote
Do you know what would be sort of nice... if they could create some sort of time dilation for their missle systems (a programming solution) ... make it only at short ranges (0-50km) anything past that at long ranges runs by normal rules, just centered on the missles themselves (and not directly affecting the ships involved in the battle)... try to bridge the gap between applying instantaneous damage and their flight time by giving it the appearance of instantaneous damage for use in PvP. Does that make any sense? Is that even possible? I realize the hestitation for creating more lag during engagements, but there must be a way for fluidity...
I'm not sure if this is really possible but hey, its just an idea...
(Let me mull this over a bit, maybe I can better explain what I am thinking a little later...) F+¡orghr+í: Gr+í na f+¡rinne D+¬an g+íire...Tiocfaidh +ír l+í |

Spugg Galdon
APOCALYPSE LEGION
286
|
Posted - 2013.04.17 21:44:00 -
[329] - Quote
These are very good changes.
I am wondering if Raven/Phoon fleets become popular in a sniping role if people will actually start trying to using defender missiles to give some protection because at these long ranges they actually work. A little. |

Bouh Revetoile
TIPIAKS
303
|
Posted - 2013.04.17 22:34:00 -
[330] - Quote
In fact, they just recreated HML, but in larger size. |
|

Chessur
Life of lively full life thx to shield battery
53
|
Posted - 2013.04.17 23:58:00 -
[331] - Quote
Well here is my feed back coupled with some math so i hope you enjoy:
Old phoon, no implants, no heat, no rigs, Lv5 skills, T2 launchers, CN cruise.
DPS: 384
Now lets look at damage application. All ships shown have level 5 skills, are unfit except for an MWD. No other effects
Merlin: 22 DPS Thrasher: 43 DPS Thorax: 78 DPS Brutix: 236 DPS Drake: 307 DPS Tempest: 343 DPS (Still not applying full damage to an MWD BS) Please explain to me why the proposed changes include a 10% decrease to explosion velocity? Cruise missile already cannot apply full DPS to an MWD BS.
Now that we have that established, lets look at the drake. Again with 2BCS HML II launchers, CN scourge no implants, no rigs, no drugs shoot at the same targets:
Drake HML DPS: 341
Merlin: 69 Thrasher: 118 Thorax: 186 (Cruiser sized weapon applying barely half of on paper DPS) Brutix: 341 Drake: 341 Tempest: 341
I simply cannot understand what CCP is doing with missiles. Right now the best missile ships in the game are the 6 launcher RLM tengu, and the RLM cerberus / RLM Caracal. They both apply more damage to cruiser and smaller ships, while having comparable damage to BC / BS than HML currently have (after the nerf). Your current proposed cruise changes will help the PvE environment. However in the PvP environment, the current iteration of cruise missiles are in fact superior to the proposed- simply because they don't have to deal with that 10% decrease in explosion velocity.
Please look at the simple maths I am providing. It doesn't matter how much of a damage bonus you give missiles, if you are not willing to look at the application of the damage. Cruise / torps / HML / HAM can already do very little in the PvP environment because these weapon systems apply so little damage, unless the target is hard tackled. However hard tackling a target is difficult when you are flying small gang / kiting / solo. So other than using 2/3 ships, how is a pilot going to apply any meaningful damage to targets?
For those of you that are not as versed in missile damage, there are two deciding factors that determine missile damage:
Explosion radius vs target radius Explosion velocity vs target velocity
Both of these components are not equal. Explosion radius has a much more marginal effect on missile damage, than a comparable decrease in explosion velocity / target velocity. Because of the way missile damage is calculated and coded into EvE- giving a missile that already struggles to apply damage a HUGE 10% explosion velocity decrease, is going to turn any 'dps buff' into a joke when observed in the PvP area.
Because the facts of the matter are this: Most ships carry an MWD. And while they do increase signature, this is not nearly enough to offset the fact that the same increase seen in the ship speed when compared to missile explosion velocity- throws damage application out the window. As I have stated before: If you increase the target velocity and the target signature radius by the same margin, target speed and explosion velocity play a much much larger role in deciding applied DPS to target than the same increase in explosion radius / target radius.
So CCP please clarify this for me.
1. Are you planning on adding addition modules to the game that will allow a pod pilot to choose to decrease explosion radius / increase explosion velocity apart from rigs?
2. Are you currently happy with RLM missiles having superior damage application when compared to HAM's / HMLs against cruisers?
3. What are your thoughts on the difficulty faced by missile uses when attempting to apply full 'on paper' DPS to PvP ships with out using hard tackle? Please provide an answer that is relevant to solo / small gang or kiting play styles. (Not all of us have friends in rapiers, huginns, arazus that fly around with us on call.)
Thank you for your time, and I await your response. |

Hans Momaki
State War Academy Caldari State
27
|
Posted - 2013.04.18 00:34:00 -
[332] - Quote
Chessur wrote:Well here is my feed back coupled with some math so i hope you enjoy:
Old phoon, no implants, no heat, no rigs, Lv5 skills, T2 launchers, CN cruise.
DPS: 384
Now lets look at damage application. All ships shown have level 5 skills, are unfit except for an MWD. No other effects
Merlin: 22 DPS Thrasher: 43 DPS Thorax: 78 DPS Brutix: 236 DPS Drake: 307 DPS Tempest: 343 DPS (Still not applying full damage to an MWD BS) Please explain to me why the proposed changes include a 10% decrease to explosion velocity? Cruise missile already cannot apply full DPS to an MWD BS.
Now that we have that established, lets look at the drake. Again with 2BCS HML II launchers, CN scourge no implants, no rigs, no drugs shoot at the same targets:
Drake HML DPS: 341
Merlin: 69 Thrasher: 118 Thorax: 186 (Cruiser sized weapon applying barely half of on paper DPS) Brutix: 341 Drake: 341 Tempest: 341
I simply cannot understand what CCP is doing with missiles. Right now the best missile ships in the game are the 6 launcher RLM tengu, and the RLM cerberus / RLM Caracal. They both apply more damage to cruiser and smaller ships, while having comparable damage to BC / BS than HML currently have (after the nerf). Your current proposed cruise changes will help the PvE environment. However in the PvP environment, the current iteration of cruise missiles are in fact superior to the proposed- simply because they don't have to deal with that 10% decrease in explosion velocity.
Please look at the simple maths I am providing. It doesn't matter how much of a damage bonus you give missiles, if you are not willing to look at the application of the damage. Cruise / torps / HML / HAM can already do very little in the PvP environment because these weapon systems apply so little damage, unless the target is hard tackled. However hard tackling a target is difficult when you are flying small gang / kiting / solo. So other than using 2/3 ships, how is a pilot going to apply any meaningful damage to targets?
For those of you that are not as versed in missile damage, there are two deciding factors that determine missile damage:
Explosion radius vs target radius Explosion velocity vs target velocity
Both of these components are not equal. Explosion radius has a much more marginal effect on missile damage, than a comparable decrease in explosion velocity / target velocity. Because of the way missile damage is calculated and coded into EvE- giving a missile that already struggles to apply damage a HUGE 10% explosion velocity decrease, is going to turn any 'dps buff' into a joke when observed in the PvP area.
Because the facts of the matter are this: Most ships carry an MWD. And while they do increase signature, this is not nearly enough to offset the fact that the same increase seen in the ship speed when compared to missile explosion velocity- throws damage application out the window. As I have stated before: If you increase the target velocity and the target signature radius by the same margin, target speed and explosion velocity play a much much larger role in deciding applied DPS to target than the same increase in explosion radius / target radius.
So CCP please clarify this for me.
1. Are you planning on adding addition modules to the game that will allow a pod pilot to choose to decrease explosion radius / increase explosion velocity apart from rigs?
2. Are you currently happy with RLM missiles having superior damage application when compared to HAM's / HMLs against cruisers?
3. What are your thoughts on the difficulty faced by missile uses when attempting to apply full 'on paper' DPS to PvP ships with out using hard tackle? Please provide an answer that is relevant to solo / small gang or kiting play styles. (Not all of us have friends in rapiers, huginns, arazus that fly around with us on call.)
Thank you for your time, and I await your response.
The whole issue is created by the lack of dmg-application modules for missiles. Imagine turrets without tracking enhancers and you would face the same issues (not to such a degree, but still...).
CCP Rise has said he will adress this, so I'm going to be a little patient.
|

Chessur
Life of lively full life thx to shield battery
54
|
Posted - 2013.04.18 00:55:00 -
[333] - Quote
Hans Momaki wrote:Chessur wrote:Well here is my feed back coupled with some math so i hope you enjoy:
Old phoon, no implants, no heat, no rigs, Lv5 skills, T2 launchers, CN cruise.
DPS: 384
Now lets look at damage application. All ships shown have level 5 skills, are unfit except for an MWD. No other effects
Merlin: 22 DPS Thrasher: 43 DPS Thorax: 78 DPS Brutix: 236 DPS Drake: 307 DPS Tempest: 343 DPS (Still not applying full damage to an MWD BS) Please explain to me why the proposed changes include a 10% decrease to explosion velocity? Cruise missile already cannot apply full DPS to an MWD BS.
Now that we have that established, lets look at the drake. Again with 2BCS HML II launchers, CN scourge no implants, no rigs, no drugs shoot at the same targets:
Drake HML DPS: 341
Merlin: 69 Thrasher: 118 Thorax: 186 (Cruiser sized weapon applying barely half of on paper DPS) Brutix: 341 Drake: 341 Tempest: 341
I simply cannot understand what CCP is doing with missiles. Right now the best missile ships in the game are the 6 launcher RLM tengu, and the RLM cerberus / RLM Caracal. They both apply more damage to cruiser and smaller ships, while having comparable damage to BC / BS than HML currently have (after the nerf). Your current proposed cruise changes will help the PvE environment. However in the PvP environment, the current iteration of cruise missiles are in fact superior to the proposed- simply because they don't have to deal with that 10% decrease in explosion velocity.
Please look at the simple maths I am providing. It doesn't matter how much of a damage bonus you give missiles, if you are not willing to look at the application of the damage. Cruise / torps / HML / HAM can already do very little in the PvP environment because these weapon systems apply so little damage, unless the target is hard tackled. However hard tackling a target is difficult when you are flying small gang / kiting / solo. So other than using 2/3 ships, how is a pilot going to apply any meaningful damage to targets?
For those of you that are not as versed in missile damage, there are two deciding factors that determine missile damage:
Explosion radius vs target radius Explosion velocity vs target velocity
Both of these components are not equal. Explosion radius has a much more marginal effect on missile damage, than a comparable decrease in explosion velocity / target velocity. Because of the way missile damage is calculated and coded into EvE- giving a missile that already struggles to apply damage a HUGE 10% explosion velocity decrease, is going to turn any 'dps buff' into a joke when observed in the PvP area.
Because the facts of the matter are this: Most ships carry an MWD. And while they do increase signature, this is not nearly enough to offset the fact that the same increase seen in the ship speed when compared to missile explosion velocity- throws damage application out the window. As I have stated before: If you increase the target velocity and the target signature radius by the same margin, target speed and explosion velocity play a much much larger role in deciding applied DPS to target than the same increase in explosion radius / target radius.
So CCP please clarify this for me.
1. Are you planning on adding addition modules to the game that will allow a pod pilot to choose to decrease explosion radius / increase explosion velocity apart from rigs?
2. Are you currently happy with RLM missiles having superior damage application when compared to HAM's / HMLs against cruisers?
3. What are your thoughts on the difficulty faced by missile uses when attempting to apply full 'on paper' DPS to PvP ships with out using hard tackle? Please provide an answer that is relevant to solo / small gang or kiting play styles. (Not all of us have friends in rapiers, huginns, arazus that fly around with us on call.)
Thank you for your time, and I await your response. The whole issue is created by the lack of dmg-application modules for missiles. Imagine turrets without tracking enhancers and you would face the same issues (not to such a degree, but still...). CCP Rise has said he will adress this, so I'm going to be a little patient.
However if they go that far, then wouldn't it be probable that TD's would start effecting all weapon systems? I hope they don't walk down that path- because if so every ship will have a TD on it, and things will become quite stupid.
|

Liang Nuren
Heretic Army Atrocitas
3360
|
Posted - 2013.04.18 01:19:00 -
[334] - Quote
Chessur wrote: Old phoon, no implants, no heat, no rigs, Lv5 skills, T2 launchers, CN cruise.
DPS: 384
Now lets look at damage application. All ships shown have level 5 skills, are unfit except for an MWD. No other effects ... Now that we have that established, lets look at the drake. Again with 2BCS HML II launchers, CN scourge no implants, no rigs, no drugs shoot at the same targets:
Drake HML DPS: 341 ... Thank you for your time, and I await your response.
This is an utterly bullshit comparison.
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos Twitter: http://twitter.com/LiangNuren
|

Bad Messenger
Nasranite Watch
431
|
Posted - 2013.04.18 01:53:00 -
[335] - Quote
and this is supposed to make cruise missiles valid on pvp? |

Bucca Zerodyme
Good For Nothing Corporation Union of Independence
6
|
Posted - 2013.04.18 01:59:00 -
[336] - Quote
Hans Momaki wrote:
The whole issue is created by the lack of dmg-application modules for missiles. Imagine turrets without tracking enhancers and you would face the same issues (not to such a degree, but still...).
CCP Rise has said he will adress this, so I'm going to be a little patient.
Dont get your hopes up, if you look at the formula for missiles dmg it doesnt matter if you missiles goes faster or your enemy goes slower. The only thing thats matter is the radio of explosion velocity and ship speed. Its the same for explosion radius and ship signature. Currently we can use TP and webifier. TP increase signature about 30% [even more with skills] and web reduce speed by 60%.
The new modules have to be at least as good as a TP otherwise it wont work and thats something i cant image, because currenty Tracking Computer increase your Trackling only about 15 % (30% with script). Its something i would call: good idea but it wont work. |

Nikon Evenstar
Blue Republic RvB - BLUE Republic
2
|
Posted - 2013.04.18 02:07:00 -
[337] - Quote
You know what would make missiles even more awesome (in PvP and PvE): reduced target painter cycle time. I suggest decreasing its cycle time and activation cost by 50%. Currently it is a PITA to use target painters against multiple squishy targets. |

Chessur
Life of lively full life thx to shield battery
54
|
Posted - 2013.04.18 02:13:00 -
[338] - Quote
Liang Nuren wrote:Chessur wrote: Old phoon, no implants, no heat, no rigs, Lv5 skills, T2 launchers, CN cruise.
DPS: 384
Now lets look at damage application. All ships shown have level 5 skills, are unfit except for an MWD. No other effects ... Now that we have that established, lets look at the drake. Again with 2BCS HML II launchers, CN scourge no implants, no rigs, no drugs shoot at the same targets:
Drake HML DPS: 341 ... Thank you for your time, and I await your response.
This is an utterly bullshit comparison. -Liang
I am not comparing the 2BCS drake vs 2BCS phoon. I was simply showing damage application of missiles. Your a confused person. |

Liang Nuren
Heretic Army Atrocitas
3360
|
Posted - 2013.04.18 02:15:00 -
[339] - Quote
So why bother putting the BCUs on the Drake if you aren't trying to compare actual damage? And if you're not trying to compare actual damage... why not? Is that not what actually matters? :)
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos Twitter: http://twitter.com/LiangNuren
|

Chessur
Life of lively full life thx to shield battery
54
|
Posted - 2013.04.18 02:17:00 -
[340] - Quote
Bucca Zerodyme wrote:Hans Momaki wrote:
The whole issue is created by the lack of dmg-application modules for missiles. Imagine turrets without tracking enhancers and you would face the same issues (not to such a degree, but still...).
CCP Rise has said he will adress this, so I'm going to be a little patient.
Dont get your hopes up, if you look at the formula for missiles dmg it doesnt matter if you missiles goes faster or your enemy goes slower. The only thing thats matter is the radio of explosion velocity and ship speed. Its the same for explosion radius and ship signature. Currently we can use TP and webifier. TP increase signature about 30% [even more with skills] and web reduce speed by 60%. The new modules have to be at least as good as a TP otherwise it wont work and thats something i cant image, because currenty Tracking Computer increase your Trackling only about 15 % (30% with script). Its something i would call: good idea but it wont work.
I bolded the part that is wrong. A ship moving slower has a lower velocity, allowing your missiles to apply more damage. This is true 100% of the time. TP's are only good on bonused hulls. Bellicose / vigil does it best imo Again, this still doesn't answer my questions or fix the current problems facing missile ships. |
|

Chessur
Life of lively full life thx to shield battery
54
|
Posted - 2013.04.18 02:18:00 -
[341] - Quote
Liang Nuren wrote:So why bother putting the BCUs on the Drake if you aren't trying to compare actual damage? And if you're not trying to compare actual damage... why not? Is that not what actually matters? :)
-Liang
Im comparing damage application based on realistic low slot fittings for ships. Both ships have 2 BCS |

Bucca Zerodyme
Good For Nothing Corporation Union of Independence
6
|
Posted - 2013.04.18 02:24:00 -
[342] - Quote
Chessur wrote: I bolded the part that is wrong. A ship moving slower has a lower velocity, allowing your missiles to apply more damage. This is true 100% of the time. TP's are only good on bonused hulls. Bellicose / vigil does it best imo Again, this still doesn't answer my questions or fix the current problems facing missile ships.
Even without Bonus TP's can increase your DMG, its a good choice to get at least 5%-20% more dmg on NPC's. Dunno about TP's in PvP, never used them in PvP except on a stealth bomber. |

Liang Nuren
Heretic Army Atrocitas
3360
|
Posted - 2013.04.18 02:42:00 -
[343] - Quote
Chessur wrote:Liang Nuren wrote:So why bother putting the BCUs on the Drake if you aren't trying to compare actual damage? And if you're not trying to compare actual damage... why not? Is that not what actually matters? :)
-Liang Im comparing damage application based on realistic low slot fittings for ships. Both ships have 2 BCS
Did you use 5 launchers and current missiles by chance? Because the Raven's fully capable of applying 840 DPS to a Drake at 200km. The Phoon shouldn't be too far behind that, even if you account for its armor tank.
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos Twitter: http://twitter.com/LiangNuren
|

Chessur
Life of lively full life thx to shield battery
54
|
Posted - 2013.04.18 03:14:00 -
[344] - Quote
Bucca Zerodyme wrote:Chessur wrote: I bolded the part that is wrong. A ship moving slower has a lower velocity, allowing your missiles to apply more damage. This is true 100% of the time. TP's are only good on bonused hulls. Bellicose / vigil does it best imo Again, this still doesn't answer my questions or fix the current problems facing missile ships.
Even without Bonus TP's can increase your DMG, its a good choice to get at least 5%-20% more dmg on NPC's. Dunno about TP's in PvP, never used them in PvP except on a stealth bomber.
This is for PvP discussion only. I really don't care that much about PvE. TP's are pretty much useless unless they are on bonused hulls anyway.
|

Chessur
Life of lively full life thx to shield battery
54
|
Posted - 2013.04.18 03:21:00 -
[345] - Quote
Liang Nuren wrote:Chessur wrote:Liang Nuren wrote:So why bother putting the BCUs on the Drake if you aren't trying to compare actual damage? And if you're not trying to compare actual damage... why not? Is that not what actually matters? :)
-Liang Im comparing damage application based on realistic low slot fittings for ships. Both ships have 2 BCS Did you use 5 launchers and current missiles by chance? Because the Raven's fully capable of applying 840 DPS to a Drake at 200km. The Phoon shouldn't be too far behind that, even if you account for its armor tank. -Liang
Raven, all level 5 skills, 2BCS, T2 launchers, CN scourge cruise missile
On paper: 460 DPS
MWD drake: 368
Raven, all level 5 skills, 2BCS, T2 launchers, Scourge Fury Cruise
On paper: 560 DPS
MWD drake: 232 DPS
That is with the old raven and old missiles. But you get the point. Even with the 30% damage increase (assuming that you could actually apply that with the 10% decrease in explosion velocity- CN cruise raven is only doing 368 X 30% = 478 DPS (which is not all going to be applied anyway thanks to the decreased explo velocity.)
Your numbers are crazy, or if they are real require so much low slot / rig space that its not viable for any normal PvP situation- and certainly not for solo / small gang. |

Liang Nuren
Heretic Army Atrocitas
3360
|
Posted - 2013.04.18 03:29:00 -
[346] - Quote
You PVP fit your Ravens with 2 BCUs? Well, I think I found the ******* problem.
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos Twitter: http://twitter.com/LiangNuren
|

Chessur
Life of lively full life thx to shield battery
54
|
Posted - 2013.04.18 04:14:00 -
[347] - Quote
Liang Nuren wrote:You PVP fit your Ravens with 2 BCUs? Well, I think I found the ******* problem.
-Liang
I don't PvP fit ravens in the first place. Phoon could be possible, but any more than 2BCS and the stacking penalty is pretty nasty at that point. Better to place something else in most cases. |

Curb Your Enthusiasm
Vatican Assassins
0
|
Posted - 2013.04.18 05:22:00 -
[348] - Quote
shut up moron you're getting owned here |

Naomi Knight
Imperial Academy Amarr Empire
298
|
Posted - 2013.04.18 06:01:00 -
[349] - Quote
Chessur wrote:Bucca Zerodyme wrote:Chessur wrote: I bolded the part that is wrong. A ship moving slower has a lower velocity, allowing your missiles to apply more damage. This is true 100% of the time. TP's are only good on bonused hulls. Bellicose / vigil does it best imo Again, this still doesn't answer my questions or fix the current problems facing missile ships.
Even without Bonus TP's can increase your DMG, its a good choice to get at least 5%-20% more dmg on NPC's. Dunno about TP's in PvP, never used them in PvP except on a stealth bomber. This is for PvP discussion only. I really don't care that much about PvE. TP's are pretty much useless unless they are on bonused hulls anyway. 37.5% signature rad increase is useless ? sure....
well tp optimal should be increased and its activation time decreased ,but thats all |

Reaver Glitterstim
Dromedaworks inc Tribal Band
440
|
Posted - 2013.04.18 06:59:00 -
[350] - Quote
Fonac wrote:What does signature resolution mean?
Signature resolution is a weapon's "anchor point" for signature radius calculations. When numbers on the weapon rely on the target's signature radius (such as tracking), then when the target's signature radius is equal to the weapon's signature resolution, the number is the listed value. For instance, a large turret has a signature resolution of 400m. If it fires at a target with a 400m signature radius, it gets 100% of the listed tracking value. If it fires at a target with a 2000m signature radius, it gets 500% of listed tracking.
I don't think missiles use signature resolution. Mittani, where have you gone to? I miss you :( |
|

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
654
|
Posted - 2013.04.18 07:15:00 -
[351] - Quote
Chessur wrote:Well here is my feed back coupled with some math so i hope you enjoy:
Old phoon, no implants, no heat, no rigs, Lv5 skills, T2 launchers, CN cruise.
DPS: 384
Now lets look at damage application. All ships shown have level 5 skills, are unfit except for an MWD. No other effects
Merlin: 22 DPS Thrasher: 43 DPS Thorax: 78 DPS Brutix: 236 DPS Drake: 307 DPS Tempest: 343 DPS (Still not applying full damage to an MWD BS) Please explain to me why the proposed changes include a 10% decrease to explosion velocity? Cruise missile already cannot apply full DPS to an MWD BS.
Er, why are you giving feedback based on the old Typhoon firing old cruise? This is stupid and you should feel stupid. A dual BCS Typhoon will deal 605 DPS with CN. Seriously, put some thought into what you're doing and you'll spot stupid mistakes like this.
Chessur wrote:Because the facts of the matter are this: Most ships carry an MWD. And while they do increase signature, this is not nearly enough to offset the fact that the same increase seen in the ship speed when compared to missile explosion velocity- throws damage application out the window. As I have stated before: If you increase the target velocity and the target signature radius by the same margin, target speed and explosion velocity play a much much larger role in deciding applied DPS to target than the same increase in explosion radius / target radius.
No, you don't understand the missile damage formula. If you double both a target's speed and its sig, applied missile damage will not change. MWDs give a 500% sig bloom and a roughly 625% speed increase, but large ships in particularly take a long time to accelerate up to the critical sig bloom/speed increase ratio of 1. |

Debora Tsung
The Investment Bankers Guild
97
|
Posted - 2013.04.18 07:29:00 -
[352] - Quote
Bucca Zerodyme wrote:[quote=Debora Tsung] Because there is no Pirate-BS who primary use Torps and the Golem has no dmg bonus for torps. Dont compare ships from different classes.
Doesn't matter. maybe You should've read the part I quoted, too. There's nothing a million chinese guys can't do cheaper. |

Shingorash
S T R A T C O M Critical-Mass
46
|
Posted - 2013.04.18 07:41:00 -
[353] - Quote
Chessur wrote:Liang Nuren wrote:You PVP fit your Ravens with 2 BCUs? Well, I think I found the ******* problem.
-Liang I don't PvP fit ravens in the first place. Phoon could be possible, but any more than 2BCS and the stacking penalty is pretty nasty at that point. Better to place something else in most cases.
Its 3 for bcu's to be fair, as it is for most modules. |

Shingorash
S T R A T C O M Critical-Mass
46
|
Posted - 2013.04.18 07:45:00 -
[354] - Quote
Chessur wrote:Liang Nuren wrote:Chessur wrote:Liang Nuren wrote:So why bother putting the BCUs on the Drake if you aren't trying to compare actual damage? And if you're not trying to compare actual damage... why not? Is that not what actually matters? :)
-Liang Im comparing damage application based on realistic low slot fittings for ships. Both ships have 2 BCS Did you use 5 launchers and current missiles by chance? Because the Raven's fully capable of applying 840 DPS to a Drake at 200km. The Phoon shouldn't be too far behind that, even if you account for its armor tank. -Liang Raven, all level 5 skills, 2BCS, T2 launchers, CN scourge cruise missile On paper: 460 DPS MWD drake: 368 Raven, all level 5 skills, 2BCS, T2 launchers, Scourge Fury Cruise On paper: 560 DPS MWD drake: 232 DPS That is with the old raven and old missiles. But you get the point. Even with the 30% damage increase (assuming that you could actually apply that with the 10% decrease in explosion velocity- CN cruise raven is only doing 368 X 30% = 478 DPS (which is not all going to be applied anyway thanks to the decreased explo velocity.) Your numbers are crazy, or if they are real require so much low slot / rig space that its not viable for any normal PvP situation- and certainly not for solo / small gang.
This is what rigor and flare rigs are for, I suggest you use them.
|

Caitlyn Tufy
Bene Gesserit ChapterHouse Sanctuary Pact
243
|
Posted - 2013.04.18 07:58:00 -
[355] - Quote
Chessur wrote:TP's are pretty much useless unless they are on bonused hulls anyway.
Good lord, just stop posting right now, please. |

Carniflex
StarHunt Intrepid Crossing
75
|
Posted - 2013.04.18 08:38:00 -
[356] - Quote
Interesting. I will have to think about it some - might be actually good enough to consider switching from using Tengus to Navy Ravens with cruise missiles.
Currently its not worth it as the raw damage difference is so small its entirely negated by the limited effectivity of cruise missiles against smaller than BC size NPC's. But with the RoF increase, Alpha increase and increased missile speed ... will have to test it how much does the increased missile exp radius affect cruise missile effectivity in PvE against cruiser and frigate size rats. Here, sanity... niiiice sanity, come to daddy... okay, that's a good sanity... *THWONK!* GOT the bastard. |

SongSinger
BlitzStrike
5
|
Posted - 2013.04.18 09:44:00 -
[357] - Quote
here are approximate figures, raven +4 caldari bcu 1rigor 2flare, Implants gp-805 tn-905 http://imageshack.us/photo/my-images/221/damagefromraven.jpg/
|

Karah Serrigan
AQUILA INC Verge of Collapse
84
|
Posted - 2013.04.18 10:16:00 -
[358] - Quote
Liang Nuren wrote:You PVP fit your Ravens with 2 BCUs? Well, I think I found the ******* problem.
-Liang
Lol you fit PvP Ravens. Hahaha.
-Karah |

Bucca Zerodyme
Good For Nothing Corporation Union of Independence
6
|
Posted - 2013.04.18 10:40:00 -
[359] - Quote
Reaver Glitterstim wrote:Fonac wrote:What does signature resolution mean?
Signature resolution is a weapon's "anchor point" for signature radius calculations. When numbers on the weapon rely on the target's signature radius (such as tracking), then when the target's signature radius is equal to the weapon's signature resolution, the number is the listed value. For instance, a large turret has a signature resolution of 400m. If it fires at a target with a 400m signature radius, it gets 100% of the listed tracking value. If it fires at a target with a 2000m signature radius, it gets 500% of listed tracking. I don't think missiles use signature resolution.
See for yourself, this how missiles damage is calculated:
Damage = Base_Damage * MIN(sig/Er, 1, (Ev/Er * sig/vel)^(log(drf) / log(5.5)))
Where sig = ship's signature vel = ship's velocity Er = Explosion Radius of missile Ev = Explosion Velocity of missile drf = Damage Reduction Factor of missile
DRF is a value based on missile type which is visible on the charge info page: Rocket = 3.0 Light Missile = 2.8 Assault Missile = 4.5 Heavy Missile = 3.2 Torpedo = 5.0 Cruise Missile = 4.5 Citadel Torpedo = 5.5 Citadel Cruise Missile = 4.5
Obviously its good to use TP, it increase your DPS a lot. Explosion velocity increase your DPS too, but the primary dmg indicator is the signature of the ship. |

Bucca Zerodyme
Good For Nothing Corporation Union of Independence
6
|
Posted - 2013.04.18 10:56:00 -
[360] - Quote
Carniflex wrote:Interesting. I will have to think about it some - might be actually good enough to consider switching from using Tengus to Navy Ravens with cruise missiles.
Currently its not worth it as the raw damage difference is so small its entirely negated by the limited effectivity of cruise missiles against smaller than BC size NPC's. But with the RoF increase, Alpha increase and increased missile speed ... will have to test it how much does the increased missile exp radius affect cruise missile effectivity in PvE against cruiser and frigate size rats.
use flare and rigor rigs + TP, then you do full dmg on cruisers too with previous cruise. |
|

Morniee
Barbs Hammer Insane Asylum
0
|
Posted - 2013.04.18 11:13:00 -
[361] - Quote
Why cant the missile users have access to a new module, for example " Ballistic Guidance Unit " that would mitigate the penalty to explosion velocity of the missiles, and signature radius? Pretty much like Tracking Enhancers for turrets? could even be a High slot, active... that used capacitor, or something of the sort... I think the lack of, missile associated modules, and counters.... are the main problem to balance issues atm.
Just my Humble opinion.
Has for the Boost of cruises... I am thrilled to see them implemented. |

Splinter 07
Veni Vidi Vici Reloaded Darkspawn.
3
|
Posted - 2013.04.18 11:26:00 -
[362] - Quote
10% increase in explosion radius for all Cruise Missiles
Why are you increasing the cruise missile explosion radius, the whole reason why missiles are not used in PvP is not because of missile flight time nor there damage but because the missiles cant apply the damage they are doing in the first place, even hitting a BS you still require a web. So your going to increase damage and ROF at the same time nerfing them? |

Bucca Zerodyme
Good For Nothing Corporation Union of Independence
6
|
Posted - 2013.04.18 11:36:00 -
[363] - Quote
Bucca Zerodyme wrote:Hans Momaki wrote:
The whole issue is created by the lack of dmg-application modules for missiles. Imagine turrets without tracking enhancers and you would face the same issues (not to such a degree, but still...).
CCP Rise has said he will adress this, so I'm going to be a little patient.
Dont get your hopes up, if you look at the formula for missiles dmg it doesnt matter if you missiles goes faster or your enemy goes slower. The only thing thats matter is the radio of explosion velocity and ship speed. Its the same for explosion radius and ship signature. Currently we can use TP and webifier. TP increase signature about 30% [even more with skills] and web reduce speed by 60%. The new modules have to be at least as good as a TP otherwise it wont work and thats something i cant image, because currenty Tracking Computer increase your Trackling only about 15 % (30% with script). Its something i would call: good idea but it wont work.
i quoted myself for you Morniee.
Morniee wrote:Why cant the missile users have access to a new module, for example " Ballistic Guidance Unit " that would mitigate the penalty to explosion velocity of the missiles, and signature radius? Pretty much like Tracking Enhancers for turrets? could even be a High slot, active... that used capacitor, or something of the sort... I think the lack of, missile associated modules, and counters.... are the main problem to balance issues atm.
Just my Humble opinion.
Has for the Boost of cruises... I am thrilled to see them implemented.
Honestly, i dont need any new Modules for missiles in PvE. Okay a new modules for a low-slot would be nice, but a Target Painter is almost enough for a Cruise raven. If you want to fit a Torp-Raven, which has 40KM+ Range and use Rage, then its gonna be difficult [you need 2 range rigs, 1 rigor rig, 2 TP's and implantats or you use a Golem with 2 TP's] |

Funky Lazers
shin-ra ltd
247
|
Posted - 2013.04.18 11:38:00 -
[364] - Quote
Splinter 07 wrote:10% increase in explosion radius for all Cruise Missiles
Why are you increasing the cruise missile explosion radius, the whole reason why missiles are not used in PvP is not because of missile flight time nor there damage but because the missiles cant apply the damage they are doing in the first place, even hitting a BS you still require a web. So your going to increase damage and ROF at the same time nerfing them?
I guess this change is about PvE, since it doesn't affect PvP at all. Whatever. |

SongSinger
BlitzStrike
5
|
Posted - 2013.04.18 11:55:00 -
[365] - Quote
on a formula that mentioned above Damage = Base_Damage * MIN(sig/Er, 1, (Ev/Er * sig/vel)^(log(drf) / log(5.5)) calculated the ratio of the speed of the ship signatures in order to get 100% damage: for fury cruise missile Sig/Vel=2,77326998 for cn cruise missile Sig/Vel=1,23184564 for precision cruise missile Sig/Vel=0,886667842
for example: navy megathron with MWD Velocity 1056.09 m/s Signature 2400, to deal 100% damage with fury need to increase his Signature to 2929 m
1rigor 2flare, Implants gp-805 tn-905, all skills at 5 |

Morniee
Barbs Hammer Insane Asylum
0
|
Posted - 2013.04.18 12:00:00 -
[366] - Quote
Has for the Boost of cruises... I am thrilled to see them implemented.[/quote]
Honestly, i dont need any new Modules for missiles in PvE. Okay a new modules for a low-slot would be nice, but a Target Painter is almost enough for a Cruise raven. If you want to fit a Torp-Raven, which has 40KM+ Range and use Rage, then its gonna be difficult [you need 2 range rigs, 1 rigor rig, 2 TP's and implantats or you use a Golem with 2 TP's][/quote]
You said it right, in PVE. Well has far has sleeper go, they are pretty fast and have low sig raidius thus hard to hit with Battleship sized missiles, but the PVE mechanics of the missiles work fine, has medium missiles go, a target painter, and a web can fix the damage application, for the new NERF Heavy missile... i'm talking in terms of PvP and overall... so, damage application, and true damage from the missile could find a balance, by our own personal choice, depending on what are we aiming to shoot at... If i chose dps over damage aplication i could get BCU's only... If I wanted precision... I would like to have an alternative with out having to use a weab, or a TP. Even if it meant, that the new module created did not gave 60% of both TP and Web bonus to damage aplication of the missile combined, a TP and web would never lose their additional value for the matter...
|

SongSinger
BlitzStrike
5
|
Posted - 2013.04.18 12:08:00 -
[367] - Quote
that missle BS was a normal sniper need to if the target is killed, missiles-á switched automatically to the nearest target lotsked even if it is implemented by the module |

Chessur
Life of lively full life thx to shield battery
57
|
Posted - 2013.04.18 12:14:00 -
[368] - Quote
Curb Your Enthusiasm wrote:shut up moron you're getting owned here
Who is the moron? The one complaining about not having 4X BCS or the one trying to show a valid argument based on facts? I am curious. |

Naomi Knight
Imperial Academy Amarr Empire
298
|
Posted - 2013.04.18 12:18:00 -
[369] - Quote
Chessur wrote:Curb Your Enthusiasm wrote:shut up moron you're getting owned here Who is the moron? The one complaining about not having 4X BCS or the one trying to show a valid argument based on facts? I am curious. hmmmm |

Chessur
Life of lively full life thx to shield battery
57
|
Posted - 2013.04.18 12:24:00 -
[370] - Quote
Naomi Knight wrote:Chessur wrote:Bucca Zerodyme wrote:Chessur wrote: I bolded the part that is wrong. A ship moving slower has a lower velocity, allowing your missiles to apply more damage. This is true 100% of the time. TP's are only good on bonused hulls. Bellicose / vigil does it best imo Again, this still doesn't answer my questions or fix the current problems facing missile ships.
Even without Bonus TP's can increase your DMG, its a good choice to get at least 5%-20% more dmg on NPC's. Dunno about TP's in PvP, never used them in PvP except on a stealth bomber. This is for PvP discussion only. I really don't care that much about PvE. TP's are pretty much useless unless they are on bonused hulls anyway. 37.5% signature rad increase is useless ? sure.... well tp optimal should be increased and its activation time decreased ,but thats all
TP optimal is already kind of a mute point, as TP's work fairly well even out into there 'deep falloff' if you would like to see how effective a non bonused TP is- lets add that too our tests.
Raven, old Cruise missiles, 2 BCS, t2 cruise CN scourge missiles, no heat, implants, boosters.
DPS: 460
Shooting ships with all lv5 skills, and MWD placed, and a non bonunsed TP also on them
Merlin: 33 DPS Thrasher: 66 DPS Thorax: 140 DPS Brutix: 364 DPS Drake: 460 DPS Tempest: 460 DPS
Still pretty sad, that the raven struggles against brutix. Even with the TP.
Now try to imagine the new cruise changes. They are going to decrease the explosion velocity on these missiles, making the damage application even worse. Is that something you want? |
|

Chessur
Life of lively full life thx to shield battery
57
|
Posted - 2013.04.18 12:25:00 -
[371] - Quote
Naomi Knight wrote:Chessur wrote:Curb Your Enthusiasm wrote:shut up moron you're getting owned here Who is the moron? The one complaining about not having 4X BCS or the one trying to show a valid argument based on facts? I am curious. hmmmm
Sorry I don't listen, nor put any weight into arguments based around people who can only post .gif / .jpg trash. |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
658
|
Posted - 2013.04.18 12:36:00 -
[372] - Quote
Chessur wrote:Sorry I don't listen, nor put any weight into arguments based around people who can only post .gif / .jpg trash.
Please tell me more about your remarkable 384 DPS cruise Typhoon. Add in a bit about why someone as clever as you would use Fury Cruise against battlecruisers. |

Chessur
Life of lively full life thx to shield battery
57
|
Posted - 2013.04.18 12:38:00 -
[373] - Quote
Gypsio III wrote:Chessur wrote:Well here is my feed back coupled with some math so i hope you enjoy:
Old phoon, no implants, no heat, no rigs, Lv5 skills, T2 launchers, CN cruise.
DPS: 384
Now lets look at damage application. All ships shown have level 5 skills, are unfit except for an MWD. No other effects
Merlin: 22 DPS Thrasher: 43 DPS Thorax: 78 DPS Brutix: 236 DPS Drake: 307 DPS Tempest: 343 DPS (Still not applying full damage to an MWD BS) Please explain to me why the proposed changes include a 10% decrease to explosion velocity? Cruise missile already cannot apply full DPS to an MWD BS. Er, why are you giving feedback based on the old Typhoon firing old cruise? This is stupid and you should feel stupid. A dual BCS Typhoon will deal 605 DPS with CN. Seriously, put some thought into what you're doing and you'll spot stupid mistakes like this. Chessur wrote:Because the facts of the matter are this: Most ships carry an MWD. And while they do increase signature, this is not nearly enough to offset the fact that the same increase seen in the ship speed when compared to missile explosion velocity- throws damage application out the window. As I have stated before: If you increase the target velocity and the target signature radius by the same margin, target speed and explosion velocity play a much much larger role in deciding applied DPS to target than the same increase in explosion radius / target radius. No, you don't understand the missile damage formula. If you double both a target's speed and its sig, applied missile damage will not change. MWDs give a 500% sig bloom and a roughly 625% speed increase, but large ships in particularly take a long time to accelerate up to the critical sig bloom/speed increase ratio of 1.
To address the first part of your post.
No the comparison of the old phoon, to the new phoon is not stupid. As i have stated before- it is the proposed cruise changes that are the problem. If you look at the numbers that I have been providing, along with my posts- I am not making any type of argument regarding DPS. My argument is based around the application of the DPS. While the new typhoon has more DPS on paper, the actual damage applied to the target will be less than the current cruise missile we have how. The reason for this is because CCP have also decided to give cruise missiles a 10% decrease in explosion velocity- which is going to hamper ships using them as a weapon system even more.
If your argument is 'nothing is going at full speed anyway there for your numbers are irrelevent' let me show you yet another simple chart:
Raven, 2BCS CN cruise, t2 launcher, no heat, no implants, no drugs, no rigs. DPS: 460
Lets shoot at our list of targets- that are SLOW BOATING
Merlin: 31 DPS Thrasher: 48 DPS Thorax: 104 DPS Brutix: 299 DPS Drake: 368 DPS Tempest:: 412 DPS
As you can see, once again the cruise missiles cannot apply DPS fully to even slow boating BS / BC. Now imagine what a 10% decrease in your explosion velocity will do to these numbers? The DPS increase will be pointless, because you will be unable to apply any of the damage- as these horrendous damage application numbers will become even worse.
But your argument was based around an MWD not moving at full speed. So lets look at a ship with MWD on moving at 50% velocity
Merlin: 48 DPS Thrasher: 96 DPS Thorax: 173 DPS Brutix: 460 DPS Drake: 460 DPS Tempest: 460 DPS
So the numbers look a bit better (cruisers are still abysmal however). But you are forgetting one thing- an MWD BC (even the slowest) reaches its top speed in under 10 seconds or so. This time frame is only going to allow you to have one maybe two volleys of cruise missiles hitting for your 'on paper' dps. After that you are going to be doing significantly less. So again I will say, the new cruise changes are going to be worse. 10% decrease in explosion velocity is huge and will have a significant part of your on paper DPS not being applied. |

Shingorash
S T R A T C O M Critical-Mass
46
|
Posted - 2013.04.18 12:45:00 -
[374] - Quote
As some people are mentioning Tracking Enhancers and Tracking Computers I thought I would add my 2 cents.
Lets consider the differences here. Please note however I have left out Optimal / Falloff modules as there are specific rigs for Missile Flight Time and Velocity so these are already equal.
Modules that effect Guns ability to do damage:
Tracking Enhancers (Tracking) Tracking Computers (Tracking) Target Painters (Signature Resolution) Stasis Webifiers (Tracking) Metastasis Adjuster Rigs (Tracking)
Modules that effect Launchers ability to do damage:
Target Painters (Explosion Radius) Stasis Webifiers (Explosion Velocity) Flare Rigs (Explosion Velocity) Rigor Rigs (Explosion Radius)
Based on all things being equal, Turrets have more help with the dealing damage side of things, this is a fact.
Now, how could you effect change on this for Missiles.
Changing Tracking Enhancers and Tracking Computers could be one option but they both come with issues.
Tracking Enhancers give a bonus to optimal, falloff and tracking. In the case of missiles you would have to make this module have give a bonus to Explosion Velocity and a bonus to Explosion Radius. Reducing these things would help a little bit even if it was only 5% or so.
Tracking Computers could simply be scripted to provide similar benefits, either as above, a bonus to both of 5% or perhaps 10% to either one with a script.
Honestly I don't think this would solve the problem though. Really I think "if" there was to be a new module it would have to be a low slot equivalent of the Tracking Computer.
Please note that the majority of the Missile ships in game are Caldari or Minmatar which for the most part are shield tanked. Adding one of these modules to a mid slot would mean sacrificing yet more tank.
Adding it as a low slot module would make more sense though, you would have to pick either damage or "tracking" as Minmatar shield ships do when they select between Gyro Stabilizers or Tracking Enhancers.
Now if you consider an Armored missile ship. This should would have the mid slots to be able to effectively fit the modules it needs to so it can do DPS. In the case of the new Typhoon you could fit it like this (this is a PVP fit).
On this you have a Web and a Target Painter. The Warp Disruptor is being used so your target still has some MWD bloom if they are stupid enough to leave the MWD on (Explosion Radius), the Target Painter increases the Signature Radius (Explosion Radius) and the Stasis Webifier slows the ship down (Explosion Velocity).
[Typhoon, PVP] Damage Control II 1600mm Reinforced Steel Plates II 1600mm Reinforced Steel Plates II Energized Adaptive Nano Membrane II Energized Adaptive Nano Membrane II Ballistic Control System II Ballistic Control System II
Warp Disruptor II Stasis Webifier II Target Painter II Heavy Capacitor Booster II, Cap Booster 800 Prototype 100MN Microwarpdrive I
Cruise Missile Launcher II, Scourge Precision Cruise Missile Cruise Missile Launcher II, Scourge Precision Cruise Missile Cruise Missile Launcher II, Scourge Precision Cruise Missile Cruise Missile Launcher II, Scourge Precision Cruise Missile Cruise Missile Launcher II, Scourge Precision Cruise Missile Cruise Missile Launcher II, Scourge Precision Cruise Missile Heavy Energy Neutralizer II
Large Trimark Armor Pump I Large Trimark Armor Pump I Large Anti-Explosive Pump I
Slight difference here, you dont have the mid slots to use a TP, the same still applies though.
The Warp Disruptor is being used so your target still has some MWD bloom if they are stupid enough to leave the MWD on (Explosion Radius) and the Stasis Webifier slows the ship down (Explosion Velocity).
[Sacrilege, Solo PVP] Damage Control II Medium Armor Repairer II Armor Thermic Hardener II Energized Adaptive Nano Membrane II Energized Adaptive Nano Membrane II
Warp Disruptor II Stasis Webifier II Medium Capacitor Booster II, Cap Booster 200 10MN Afterburner II
Heavy Assault Missile Launcher II, Scourge Rage Heavy Assault Missile Heavy Assault Missile Launcher II, Scourge Rage Heavy Assault Missile Heavy Assault Missile Launcher II, Scourge Rage Heavy Assault Missile Heavy Assault Missile Launcher II, Scourge Rage Heavy Assault Missile Heavy Assault Missile Launcher II, Scourge Rage Heavy Assault Missile Medium Energy Neutralizer II
Medium Nanobot Accelerator II Medium Nanobot Accelerator II
Warrior II x3
A low slot module would make more sense in many ways. If you did similar fits to the above for shield ships you would quickly run out of mid slots.
You really couldn't afford to fit a TP, Web, Warp Disruptor and Tracking Computer and still have anything resembling a tank.
If there is to be a new module, it really has to be a low slot. Armor tanked ships with the mid slots to spare already have what they need to help with missile damage projection.
Shield tanked ships do not.
If its going to happen, its low slot or nothing and it really should be an active module like a Tracking Computer so it can be scripted. |

Kagura Nikon
Mentally Assured Destruction Whores in space
163
|
Posted - 2013.04.18 12:51:00 -
[375] - Quote
Chessur wrote:Gypsio III wrote:Chessur wrote:Well here is my feed back coupled with some math so i hope you enjoy:
Old phoon, no implants, no heat, no rigs, Lv5 skills, T2 launchers, CN cruise.
DPS: 384
Now lets look at damage application. All ships shown have level 5 skills, are unfit except for an MWD. No other effects
Merlin: 22 DPS Thrasher: 43 DPS Thorax: 78 DPS Brutix: 236 DPS Drake: 307 DPS Tempest: 343 DPS (Still not applying full damage to an MWD BS) Please explain to me why the proposed changes include a 10% decrease to explosion velocity? Cruise missile already cannot apply full DPS to an MWD BS. Er, why are you giving feedback based on the old Typhoon firing old cruise? This is stupid and you should feel stupid. A dual BCS Typhoon will deal 605 DPS with CN. Seriously, put some thought into what you're doing and you'll spot stupid mistakes like this. Chessur wrote:Because the facts of the matter are this: Most ships carry an MWD. And while they do increase signature, this is not nearly enough to offset the fact that the same increase seen in the ship speed when compared to missile explosion velocity- throws damage application out the window. As I have stated before: If you increase the target velocity and the target signature radius by the same margin, target speed and explosion velocity play a much much larger role in deciding applied DPS to target than the same increase in explosion radius / target radius. No, you don't understand the missile damage formula. If you double both a target's speed and its sig, applied missile damage will not change. MWDs give a 500% sig bloom and a roughly 625% speed increase, but large ships in particularly take a long time to accelerate up to the critical sig bloom/speed increase ratio of 1. To address the first part of your post. No the comparison of the old phoon, to the new phoon is not stupid. As i have stated before- it is the proposed cruise changes that are the problem. If you look at the numbers that I have been providing, along with my posts- I am not making any type of argument regarding DPS. My argument is based around the application of the DPS. While the new typhoon has more DPS on paper, the actual damage applied to the target will be less than the current cruise missile we have how. The reason for this is because CCP have also decided to give cruise missiles a 10% decrease in explosion velocity- which is going to hamper ships using them as a weapon system even more. If your argument is 'nothing is going at full speed anyway there for your numbers are irrelevent' let me show you yet another simple chart: Raven, 2BCS CN cruise, t2 launcher, no heat, no implants, no drugs, no rigs. DPS: 460 Lets shoot at our list of targets- that are SLOW BOATING Merlin: 31 DPS Thrasher: 48 DPS Thorax: 104 DPS Brutix: 299 DPS Drake: 368 DPS Tempest:: 412 DPS As you can see, once again the cruise missiles cannot apply DPS fully to even slow boating BS / BC. Now imagine what a 10% decrease in your explosion velocity will do to these numbers? The DPS increase will be pointless, because you will be unable to apply any of the damage- as these horrendous damage application numbers will become even worse. But your argument was based around an MWD not moving at full speed. So lets look at a ship with MWD on moving at 50% velocity Merlin: 48 DPS Thrasher: 96 DPS Thorax: 173 DPS Brutix: 460 DPS Drake: 460 DPS Tempest: 460 DPS So the numbers look a bit better (cruisers are still abysmal however). But you are forgetting one thing- an MWD BC (even the slowest) reaches its top speed in under 10 seconds or so. This time frame is only going to allow you to have one maybe two volleys of cruise missiles hitting for your 'on paper' dps. After that you are going to be doing significantly less. So again I will say, the new cruise changes are going to be worse. 10% decrease in explosion velocity is huge and will have a significant part of your on paper DPS not being applied.
Missile boats are not supposed to hit cruiser for a lot of damage. Otherwise cruisers woudl be useless. THey base their defense on the capability of avoiding turret hits and mitigating missile dps.
translation: STOP WHINING.
|

Sparkus Volundar
Applied Creations The Fendahlian Collective
43
|
Posted - 2013.04.18 12:57:00 -
[376] - Quote
CCP Rise wrote: 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)
As I understand it, current cruise missiles have the same velocity but different flight times depending on their type.
Cruise missile flight times: Standard/Faction >> Fury >> Precision
As all cruise missiles currently have the same base speed, they then mirror the range progression for missiles within the Light and Heavy missile categories (Standard/Faction >> Fury >> Precision).
Why do the proposed changes quoted above indicate that all cruise missiles will have identical ranges after the patch? Any chance the flight time aspect is an error?
The removal of the normal range penalty from Fury and Precision missiles seems odd and overpowered relative to other missile systems. If 30% flight time was shaved off Fury and Precision missiles (as is done by going from 20s to 14s), Precision would still reach over 100 km when launched by a Raven. Applied Creations is recruiting. Mystic Volundar says, "It could be you! "  |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
659
|
Posted - 2013.04.18 13:02:00 -
[377] - Quote
Chessur wrote:
No the comparison of the old phoon, to the new phoon is not stupid. As i have stated before- it is the proposed cruise changes that are the problem. If you look at the numbers that I have been providing, along with my posts- I am not making any type of argument regarding DPS. My argument is based around the application of the DPS.
It's a nonsense argument. Quoting damage application percentages by itself is meaningless. You need to tell us the applied DPS as well. To be fair, you did try to do this, but your numbers were hilariously wrong.
Chessur wrote:While the new typhoon has more DPS on paper, the actual damage applied to the target will be less than the current cruise missile we have how. The reason for this is because CCP have also decided to give cruise missiles a 10% decrease in explosion velocity
Don't be stupid. The 31.6% increase in DPS far outweighs the 10% explosion radius increase.
Chessur wrote:If your argument is 'nothing is going at full speed anyway there for your numbers are irrelevent' let me show you yet another simple chart:
Raven, 2BCS CN cruise, t2 launcher, no heat, no implants, no drugs, no rigs. DPS: 460
Lets shoot at our list of targets- that are SLOW BOATING
Merlin: 31 DPS Thrasher: 48 DPS Thorax: 104 DPS Brutix: 299 DPS Drake: 368 DPS Tempest:: 412 DPS
These DPS numbers are nonsense.
I like the combination of 31.6% more DPS and 10% explosion radius increase, and I'd certainly choose it over a no-change to explosion radius and a proportionately lesser DPS increase. This is because it rewards the competent, knowledgeable and prepared pilot, because it increases the applied DPS available with the correct support, while punishing the incompetents who use ships and modules badly. |

Theia Matova
Dominance Theory
15
|
Posted - 2013.04.18 13:09:00 -
[378] - Quote
Kagura Nikon wrote: Missile boats are not supposed to hit cruiser for a lot of damage. Otherwise cruisers woudl be useless. THey base their defense on the capability of avoiding turret hits and mitigating missile dps.
translation: STOP WHINING.
This is the truth yet I can understand this annoance even I am not missile user. Maybe missle mechanism should be either changed or give each ship defender missile (or flares to misguide missile). Mssiles already gain unfair advantadge in damage by being able to be chosen to weakest resistance. That can cut the EHP and repaired hp for that damage type drastically.
Personally I think missile concept is broken.. Its too powerful in pve when used right, yet bullshit in pvp. This would call overhauling whole missile mechanism and damage calculation. People think 30% damage buff is awesome but everyone seem to forget that compared to other damage system this damage buff is higher than 30% in applied damage because you can concentrate damage type into weak point. Truthfully I will change to caldari already before the change.. Since missile ships get out much easier in pve than their turret counterparts |

Mike Whiite
Cupid Stunts. Casoff
173
|
Posted - 2013.04.18 13:23:00 -
[379] - Quote
Chessur wrote:[. The reason for this is because CCP have also decided to give cruise missiles a 10% decrease in explosion velocity- which is going to hamper ships using them as a weapon system even more.
Where did you get this from?
I only see a increase in Explosion radius, nothing about explosion velocity? |

Jezza McWaffle
EVOL Command
21
|
Posted - 2013.04.18 14:12:00 -
[380] - Quote
Seriousily some people are comparing missiles to guns?
Ok if you want missiles to have more modules that effect them like guns you must:
- Have massively reduced range for your top damage missiles (talking 20km) - Miss the target - Be affected by tracking disruptors
Dont understand why missiles should be more like guns considering they have massive advantages as well as drawbacks!...
/rant over
I personally like these changes and if CCP made this effort on the Amarr weapons I would say good job. |
|

Mike Whiite
Cupid Stunts. Casoff
173
|
Posted - 2013.04.18 14:26:00 -
[381] - Quote
Jezza McWaffle wrote:Seriousily some people are comparing missiles to guns?
Ok if you want missiles to have more modules that effect them like guns you must:
- Have massively reduced range for your top damage missiles (talking 20km) - Miss the target - Be affected by tracking disruptors
Dont understand why missiles should be more like guns considering they have massive advantages as well as drawbacks!...
/rant over
I personally like these changes and if CCP made this effort on the Amarr weapons I would say good job.
You do realise the top damage Missiles range is 20 km. Torp and Ham
not that I want missiles to be more like guns, but to make them viable they (or the ships) need better ways to deal with smaller ships. |

Gimme more Cynos
Science and Trade Institute Caldari State
3
|
Posted - 2013.04.18 14:35:00 -
[382] - Quote
Jezza McWaffle wrote:
- Have massively reduced range for your top damage missiles (talking 20km)
T1 Torpedo at all Lv 5 (unbonused ship) = 20.4 KM T2 Rage at all Lv 5 (unbonused ship) = 16.9 KM
I would like to see T2 torps have 20KM range baseline.. ;)
I have to agree though that the majority of the last comments are crap. This buff is well thought out. We are going to get a good chunk of more DPS, and the prepared pilots can apply it aswell.
Ofcourse CM's will compete with turrets now, but I can't see how that is wrong, given the problems you have with applying dmg. A missile boat dedicating all rig slots and 1-2 med slots to dmg application should do reasonable well, and this is what the changes are doing.
Ofcourse dmg application against smaller targets won't be perfect, but it was never intended to be perfect anyway. You can't just let cruise missiles blap frigs and/or cruisers to easily, and that is why explosion radius gets a slight increase.
|

Berluth Luthian
14th Legion Eternal Evocations
56
|
Posted - 2013.04.18 14:40:00 -
[383] - Quote
What do you think of this as a valid mission fit...?
My Raven will be equipped with the following:
HIGH 06 x Cruise Missile Launcher I 01 x SMALL TRACTOR BEAM 1 01 x SALVAGER I
MEDIUM 04 x LARGE SHIELD EXTENDERS 01 x 'HYPHNOS' ECM 01 x MEDIUM SHIELD BOOSTER
LOW 01 x EMERGENCY DAMAGE CONTROL 01 x ARMOR KINETIC HARDENER I 01 x ARMOR THREMIC HARDENER I 02 x WARP CORE STABILIZER I
DRONES 02 x WARRIOR I DRONES 03 x HAMMERHEAD I DRONES
UPGRADES 01 x ROCKET FUEL CACHE PARTINTION I 01 x BAY LOADING ACCELERATOR I 01 x HYDRAULIC BAY THRUSTER I |

Bi-Mi Lansatha
Tactical Universal Research and Development Caldari Industrialist Association
89
|
Posted - 2013.04.18 15:00:00 -
[384] - Quote
Chessur wrote:...So again I will say, the new cruise changes are going to be worse. 10% decrease in explosion velocity is huge and will have a significant part of your on paper DPS not being applied. "10% increase in explosion radius for all Cruise Missiles"
A few questions. Is this the correct equation?
Damage = D * (S/E*Ve/Vt)^(ln(drf)/ln(5.5)
drf (Damage Reduction Factor) = 4.5 for Fury Cruise
Damage = D * (S/E*Ve/Vt)^(.8181)
Is this correct or have I made an error? |

Bi-Mi Lansatha
Tactical Universal Research and Development Caldari Industrialist Association
89
|
Posted - 2013.04.18 15:02:00 -
[385] - Quote
Berluth Luthian wrote:...Wondering how the Cruise Missile buffer will improve this classic fit...? Thoughts?
My Raven will be equipped with the following:
HIGH 06 x Cruise Missile Launcher I 01 x SMALL TRACTOR BEAM 1 01 x SALVAGER I
MEDIUM 04 x LARGE SHIELD EXTENDERS 01 x 'HYPHNOS' ECM 01 x MEDIUM SHIELD BOOSTER
LOW 01 x EMERGENCY DAMAGE CONTROL 01 x ARMOR KINETIC HARDENER I 01 x ARMOR THREMIC HARDENER I 02 x WARP CORE STABILIZER I
DRONES 02 x WARRIOR I DRONES 03 x HAMMERHEAD I DRONES
UPGRADES 01 x ROCKET FUEL CACHE PARTINTION I 01 x BAY LOADING ACCELERATOR I 01 x HYDRAULIC BAY THRUSTER I Are you not mixing shied and armor tanking?
|

Reaver Glitterstim
Dromedaworks inc Tribal Band
440
|
Posted - 2013.04.18 15:03:00 -
[386] - Quote
Bucca Zerodyme wrote:Reaver Glitterstim wrote:Fonac wrote:What does signature resolution mean?
I don't think missiles use signature resolution. Obviously its good to use TP, it increase your DPS a lot. Explosion velocity increase your DPS too, but the primary dmg indicator is the signature of the ship. Correct. Signature resolution on turrets is sort of like explosion radius on missiles. Mittani, where have you gone to? I miss you :( |

Kueyen
Ananke Astrodynamics Terran Commonwealth
9
|
Posted - 2013.04.18 15:49:00 -
[387] - Quote
Bi-Mi Lansatha wrote:"10% increase in explosion radius for all Cruise Missiles"
A few questions. Is this the correct equation?
Damage = D * (S/E*Ve/Vt)^(ln(drf)/ln(5.5)
drf (Damage Reduction Factor) = 4.7 for Fury Cruise
Damage = D * (S/E*Ve/Vt)^(.85)
Is this correct or have I made an error? Damage = D * Min( 1, (S/E), (S/E*Ve/Vt) ^ (ln(drf)/ln(5.5)) )
drf (Damage Reduction Factor) = 4.5 for Regular/CN, 4.7 for Fury, 3.5 for Precision D = 300 for Regular/Fury, 330 for CN, 420 for Fury E = 300 for Regular/CN, 270 for Precision, 516 for Fury Ve = 69 for Regular/CN, 83 for Precision, 58 for Fury
Damage(Precision) = 300 * Min( 1, (S/270), (0.3074*S/Vt)^(0.7349) ) Damage(Regular) = 300 * Min( 1, (S/300), (0.2300*S/Vt)^(0.8823) ) Damage(CN) = 345 * Min( 1, (S/300), (0.2300*S/Vt)^(0.8823) ) Damage(Fury) = 420 * Min( 1, (S/516), (0.1124*S/Vt)^(0.9078) ) |

Shingorash
S T R A T C O M Critical-Mass
46
|
Posted - 2013.04.18 16:07:00 -
[388] - Quote
Berluth Luthian wrote:...Wondering how the Cruise Missile buffer will improve this classic fit...? Thoughts?
My Raven will be equipped with the following:
HIGH 06 x Cruise Missile Launcher I 01 x SMALL TRACTOR BEAM 1 01 x SALVAGER I
MEDIUM 04 x LARGE SHIELD EXTENDERS 01 x 'HYPHNOS' ECM 01 x MEDIUM SHIELD BOOSTER
LOW 01 x EMERGENCY DAMAGE CONTROL 01 x ARMOR KINETIC HARDENER I 01 x ARMOR THREMIC HARDENER I 02 x WARP CORE STABILIZER I
DRONES 02 x WARRIOR I DRONES 03 x HAMMERHEAD I DRONES
UPGRADES 01 x ROCKET FUEL CACHE PARTINTION I 01 x BAY LOADING ACCELERATOR I
01 x HYDRAULIC BAY THRUSTER I
Please tell me your trolling.
|

Liang Nuren
Heretic Army Atrocitas
3363
|
Posted - 2013.04.18 17:10:00 -
[389] - Quote
Karah Serrigan wrote:Liang Nuren wrote:You PVP fit your Ravens with 2 BCUs? Well, I think I found the ******* problem.
-Liang Lol you fit PvP Ravens. Hahaha. -Karah
Of course I do. As long as you're careful in picking your engagements it'll work out fairly well too. Most people aren't expecting a 1500 DPS freight train to hit them. ;-)
-Liang
Ed: I also PVP fit the old mining frigates, atrons, herons, firetails, comets, stabbers, scythe fleet issues, omens, and more.  Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos Twitter: http://twitter.com/LiangNuren
|

Enya Sparhawk
State Protectorate Caldari State
2
|
Posted - 2013.04.18 21:57:00 -
[390] - Quote
Bucca Zerodyme wrote:Reaver Glitterstim wrote:Fonac wrote:What does signature resolution mean?
Signature resolution is a weapon's "anchor point" for signature radius calculations. When numbers on the weapon rely on the target's signature radius (such as tracking), then when the target's signature radius is equal to the weapon's signature resolution, the number is the listed value. For instance, a large turret has a signature resolution of 400m. If it fires at a target with a 400m signature radius, it gets 100% of the listed tracking value. If it fires at a target with a 2000m signature radius, it gets 500% of listed tracking. I don't think missiles use signature resolution. See for yourself, this how missiles damage is calculated: Damage = Base_Damage * MIN(sig/Er, 1, (Ev/Er * sig/vel)^(log(drf) / log(5.5))) Where sig = ship's signature vel = ship's velocity Er = Explosion Radius of missile Ev = Explosion Velocity of missile drf = Damage Reduction Factor of missile DRF is a value based on missile type which is visible on the charge info page: Rocket = 3.0 Light Missile = 2.8 Assault Missile = 4.5 Heavy Missile = 3.2 Torpedo = 5.0 Cruise Missile = 4.5 Citadel Torpedo = 5.5 Citadel Cruise Missile = 4.5 Obviously its good to use TP, it increase your DPS a lot. Explosion velocity increase your DPS too, but the primary dmg indicator is the signature of the ship.
I was just looking over this post and I think you're right... I'm sorry to ask this (you people seem to know your math) but do torps and cruise use the same formula for calculating damage?
Wouldn't it stand to reason that a cruise would hit/detonate on a target at 0m sig radius as oppose to 2000m sig (as given in the example above) since it has guidance and enough speed to achieve it? (As oppose to a torp which is unguided)
So the signature radius value for the cruise missle is defining its ability to hit the target but not properly applying the damage to that target because it is not hitting at dead center but 2000m out from it... Wouldn't it be better defined as a ratio of the sig radius instead?
What's the formula for calculating turret damage? (I'd like to compare the two) F+¡orghr+í: Gr+í na f+¡rinne D+¬an g+íire...Tiocfaidh +ír l+í |
|

Kenshi Hanshin
Timeless Abyss Productions Apocalypse Now.
14
|
Posted - 2013.04.18 22:32:00 -
[391] - Quote
CCP Rise wrote: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 explosion radius 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 explosion radius 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 Why do you feel it is necassary to increase the power grid requirement and explosion radius?
Wouldn't it be more efficient to increase the explosion velocity, missile velocity (w/ lower flight time) and a less massive brute damage buff?
The explosion velocity would help the cruise missiles better hit a moving target; thereby acting as a damage buff in and of itself. The higher missile velocity combined with a shorter flight time would reduce the time-delay from firing to hitting. Making it harder for a PvP target to escape damage. Also would act to increase the felt DPS on the target as there would be less delay between volleys.
Furthermore, are the proposed missile changes live on the test server yet? I am assuming it wouid be Singularity. |

FT Diomedes
The Graduates RAZOR Alliance
153
|
Posted - 2013.04.18 23:12:00 -
[392] - Quote
Shingorash wrote:Berluth Luthian wrote:...Wondering how the Cruise Missile buffer will improve this classic fit...? Thoughts?
My Raven will be equipped with the following:
HIGH 06 x Cruise Missile Launcher I 01 x SMALL TRACTOR BEAM 1 01 x SALVAGER I
MEDIUM 04 x LARGE SHIELD EXTENDERS 01 x 'HYPHNOS' ECM 01 x MEDIUM SHIELD BOOSTER
LOW 01 x EMERGENCY DAMAGE CONTROL 01 x ARMOR KINETIC HARDENER I 01 x ARMOR THREMIC HARDENER I 02 x WARP CORE STABILIZER I
DRONES 02 x WARRIOR I DRONES 03 x HAMMERHEAD I DRONES
UPGRADES 01 x ROCKET FUEL CACHE PARTINTION I 01 x BAY LOADING ACCELERATOR I
01 x HYDRAULIC BAY THRUSTER I Please tell me your trolling.
That meme went right over your head. |

Bucca Zerodyme
Good For Nothing Corporation Union of Independence
7
|
Posted - 2013.04.18 23:52:00 -
[393] - Quote
Kenshi Hanshin wrote: Why do you feel it is necassary to increase the power grid requirement and explosion radius?
Grid is not a problem, i have about 4000 MW left on my Raven. I think it should be more difficult to fit cruise, because it does a huge dmg now.
Dunno about the explosion radius, i cant guess what CCP is thinking. Its not like the upcoming modules would be better then the current explosion radius + TP. I would be really surprised otherwise. Anyway this a step backwards for PvP-Combat. I mostly use Cruise in PvE, and i dont have any issues on the higher explosion radius.
PvE: x [dont care] PvP: -
Kenshi Hanshin wrote: Wouldn't it be more efficient to increase the explosion velocity, missile velocity (w/ lower flight time) and a less massive brute damage buff?
true, i would take the better explosion radius and explosion velocity. its not like im unhappy with this change, but i dont see how this is going to balance anything. Cruise missiles with T1 Ammo usually perform good, the DPS is not high but its easy to use it and you dont need to do much during missions, like getting in position etc. If you want more Dmg then use Fury. I think a 10%-15%buff in dmg would be good and keep the current radius. The only wish i would have, is reducing the penalty from using Fury missiles, the base explosion radius [516 -> 480] and explosion velocity[58 -> 60] for Fury is a bit high. Would be much easier to use, even for the low SP-Pilots.
PvE: + [dmg is always good in PvE] PvP: - [Cruise do already good DMG, it sucks only at appyling it]
Kenshi Hanshin wrote: Will there be modules added that enable a pilot to affect their explosion velocity and explosion radius? As this is very much needed!
I would be really sad if not, but i guess as i already told in my previous posts, this modules are not of any use in PvE, because you can apply Full DPS with 1TP + 2 Rigs already (even with Fury and against smaller targets like Cruisers you should switch to precision missiles). I think this modules would likely used in PvP, but i cant guess if it would be of any use, because a TP increase your DPS about 30%, so this modules should at least boost that far too. The only thing i would happy about is a low-slot module.
PvE: x PvP: + - [dont really know how this modules would like, so i cant judge them now]
Kenshi Hanshin wrote: The explosion velocity would help the cruise missiles better hit a moving target; thereby acting as a damage buff in and of itself. The higher missile velocity combined with a shorter flight time would reduce the time-delay from firing to hitting. Making it harder for a PvP target to escape damage. Also would act to increase the felt DPS on the target as there would be less delay between volleys.
Try to explain that to the CCP-Guys. The good thing is we know cruise sucks in PvP. The bad thing is CCP think they can fix it with modules. lets do some math, i have the most missiles skills at 5, wit Fury i get the following stats: - explosion radius: 425 m - explosion velocity: 87 m/s
This a guess, but lets say the target is moving about 140 m/s and has about 420 signature radius. DPS on Target about: 1 * ((420 * 87) / (425 * 140))^(0.882) = 0.65 Its about 35% less, it gets even worse with more speed and smaller targets. If the modules are to powerfully then you only need about 1-2 modules [and precision whould like kill Cruisers easy], if they are underpowered, then it wont help you at all. I dont see a solution to this problem, if the modules sucks, then you cant use Fury, which is a sad thing, otherwise precision will kill any Cruiser.
Kenshi Hanshin wrote: Furthermore, are the proposed missile changes live on the test server yet? I am assuming it wouid be Singularity.
just checked SiSi. Nope nothing, but dont except them this summer, CCP's working speed is that of a turtle. |

Reaver Glitterstim
Dromedaworks inc Tribal Band
440
|
Posted - 2013.04.19 02:25:00 -
[394] - Quote
Enya Sparhawk wrote:Wouldn't it stand to reason that a cruise would hit/detonate on a target at 0m sig radius as oppose to 2000m sig (as given in the example above) since it has guidance and enough speed to achieve it? (As oppose to a torp which is unguided) Guided is a categorical identifier to set long range missiles apart from short range. There is no functional difference. They can all hit a target with a signature radius of zero, and will deal no damage to it at all regardless of its velocity. Mittani, where have you gone to? I miss you :( |

Kenshi Hanshin
Timeless Abyss Productions Apocalypse Now.
14
|
Posted - 2013.04.19 02:25:00 -
[395] - Quote
Bucca Zerodyme wrote:
Grid is not a problem, i have about 4000 MW left on my Raven. I think it should be more difficult to fit cruise, because it does a huge dmg now.
Dunno about the explosion radius, i cant guess what CCP is thinking. Its not like the upcoming modules would be better then the current explosion radius + TP. I would be really surprised otherwise. Anyway this a step backwards for PvP-Combat. I mostly use Cruise in PvE, and i dont have any issues on the higher explosion radius.
PvE: x [dont care] PvP: -
True, but that doesn't mean that I am gonna like it. Especially since certain CCP devs don't seem to understand their own algorithms.
Bucca Zerodyme wrote: true, i would take the better explosion radius and explosion velocity. its not like im unhappy with this change, but i dont see how this is going to balance anything. Cruise missiles with T1 Ammo usually perform good, the DPS is not high but its easy to use it and you dont need to do much during missions, like getting in position etc. If you want more Dmg then use Fury. I think a 10%-15%buff in dmg would be good and keep the current radius. The only wish i would have, is reducing the penalty from using Fury missiles, the base explosion radius [516 -> 480] and explosion velocity[58 -> 60] for Fury is a bit high. Would be much easier to use, even for the low SP-Pilots.
PvE: + [dmg is always good in PvE] PvP: - [Cruise do already good DMG, it sucks only at appyling it]
I agree with you on the 10-15% Buff to dmg with the same explosion stats. Also the penalties with T2 missiles really need to go. It is bad enough that missile-users (like myself) can't compete in PvP on equal footing with turret users.
CCP, I hope that you are paying attention!
Kenshi Hanshin wrote:I would be really sad if not, but i guess as i already told in my previous posts, this modules are not of any use in PvE, because you can apply Full DPS with 1TP + 2 Rigs already (even with Fury and against smaller targets like Cruisers you should switch to precision missiles). I think this modules would likely used in PvP, but i cant guess if it would be of any use, because a TP increase your DPS about 30%, so this modules should at least boost that far too. The only thing i would happy about is a low-slot module.
PvE: x PvP: + - [dont really know how this modules would like, so i cant judge them now] Yes, the modules need to be low slots and for PvP usage. I concurr that there would be extremely limited to no use for PvE.
Bucca Zerodyme wrote:Try to explain that to the CCP-Guys. The good thing is we know cruise sucks in PvP. The bad thing is CCP think they can fix it with modules. lets do some math, i have the most missiles skills at 5, wit Fury i get the following stats: - explosion radius: 425 m - explosion velocity: 87 m/s This a guess, but lets say the target is moving about 140 m/s and has about 420 signature radius. DPS on Target about: 1 * ((420 * 87) / (425 * 140))^(0.882) = 0.65 Its about 35% less, it gets even worse with more speed and smaller targets. If the modules are to powerfully then you only need about 1-2 modules [and precision would kill Cruisers easy], if they are underpowered, then it wont help you at all. I dont see a solution to this problem, if the modules sucks, then you cant use Fury, which is a sad thing, otherwise precision will kill any Cruiser. precision missiles would be: - explosion radius: 222.75 m - explosion velocity: 124.5 m/s This a guess, but lets say the target is moving about 300 m/s and has about 150 signature radius. DPS on Target about: 1 * ((150 * 124.5) / (222.75 * 300))^(0.7348) = 0.39 [Remember you are soothing at a Cruiser, if you do less dmg its not that bad because your base dmg is higher. You can always be satisfied if you can do about 75% of you dmg] Thats 61% less dmg, with a TP it would be about 0.47 Kenshi Hanshin wrote: Furthermore, are the proposed missile changes live on the test server yet? I am assuming it wouid be Singularity.
just checked SiSi. Nope nothing, but dont except them this summer, CCP's working speed is that of a turtle. Edit: inserted an example with precision missiles Shouldn't need to be explained. CCP wrote the d**mn equation in the first place. It shouldn't be that hard to look at the equation for damage dealt. If they played with missiles for a week or a few days they would see exactly what I mean. Otherwise I have to use precious rig slots to get my results. Which I am not inclined to do for boats like the Raven.
I am sure that all of us can agree that Cruise Missiles are as useful as confetti with regards to PvP. But giving the missiles a massive damage buff isn't the answer. If the missiles can't apply that damage it doesn't fix anything! Missiles need to be fixed one of two ways. It will be bolded, so CCP, you can't claim you missed it:
1) Missiles have the highest alpha of the game. To offset the reductions due to (Explosion Sig / Target Sig) and (Explos-V/ Target-V). The 'V' stands for velocity as you'll should recognize from physics class. If you want an in-game logical reason, a missile defintiely could deal more damage than a bullet from an 'archaeic' projectile weapon. [Historical FYI, rocket-assisted shells is not a new idea, they existed in WWII].
2) Keep the present Explosion Radius. Increase the Explosion velocity to offset target velocity more. Increase missile flight speed and reduce flight time to compensate (Claim they have a small MWD engine for all I care! Drones have them so why can't missiles). Increase the base damage by 10-15%. This would go a much longer way towards giving missiles a place in PvP and on even footing with turrets, in the right situations.
Thoughts from my fellow missile-users? |

Bi-Mi Lansatha
Tactical Universal Research and Development Caldari Industrialist Association
89
|
Posted - 2013.04.19 07:16:00 -
[396] - Quote
Kueyen wrote:...Damage(Fury) = 420 * Min( 1, (S/516), (0.1124*S/Vt)^(0.9078) ) See this is where I am having a problem, especially with that exponent being less than 1. With all other variables being constant, I don't see how increasing the explosion radius by 10% offsets the increase in 30% base damage... as another poster declared.
What I see... and of course I am wrong... is that the actual effect on a 10% increase in explosion radius will be limited to about a 8% -8.5% reduction in damage application. But if one includes the 30% base damage increase, then isn't actual damage greater under all scenarios with regards to the new stats verse the old?
What am I missing that the other poster sees?  |

Josilin du Guesclin
University of Caille Gallente Federation
4
|
Posted - 2013.04.19 09:00:00 -
[397] - Quote
Chessur wrote: Raven, all level 5 skills, 2BCS, T2 launchers, CN scourge cruise missile
On paper: 460 DPS
MWD drake: 368
Raven, all level 5 skills, 2BCS, T2 launchers, Scourge Fury Cruise
On paper: 560 DPS
MWD drake: 232 DPS
That is with the old raven and old missiles. But you get the point. Even with the 30% damage increase (assuming that you could actually apply that with the 10% decrease in explosion velocity- CN cruise raven is only doing 368 X 30% = 478 DPS (which is not all going to be applied anyway thanks to the decreased explo velocity.)
Why in the heck are you using Fury for the Raven? I think you're setting it up to fail - on a BC target you should be using Precision or Faction. My estimates suggest Precision will almost always be the right choice with the new numbers if the target sub-cap and moving at all, unless you need range (in which case use Faction). Fury is for stationary targets and capitals, as always. |

Bereza Mia
Trade Federation of EVE
31
|
Posted - 2013.04.19 09:19:00 -
[398] - Quote
Typhoon vs Raven
Before this cruise missiles changes many ppl said that Typhoon will be far better than Raven due to it +25% explosion speed. What we have now, with all this new cruise? The gap between T and R will become even more.
+missile velocity = Raven's bonus will be less valuable +explosion radius = Typhoon's bonus will be more valuable |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
668
|
Posted - 2013.04.19 09:39:00 -
[399] - Quote
Bi-Mi Lansatha wrote:Kueyen wrote:...Damage(Fury) = 420 * Min( 1, (S/516), (0.1124*S/Vt)^(0.9078) ) See this is where I am having a problem, especially with that exponent being less than 1. With all other variables being constant, I don't see how increasing the explosion radius by 10% offsets the increase in 30% base damage... as another poster declared. What I see... and of course I am wrong... is that the actual effect on a 10% increase in explosion radius will be limited to about a 8% -8.5% reduction in damage application. But if one includes the 30% base damage increase, then isn't actual damage greater under all scenarios with regards to the new stats verse the old? What am I missing that the other poster sees? 
I think you're missing mathematical incompetence. The other poster (Chessur?) is just clueless.
Take the following cases:
A Raven shoots CN Cruise (247.5 m, 103.5 m/s) at a MWDing Megathron (954 m/s, 2280 m sig). WIth new cruise, damage dealt is 100%, so the 10% increase in explosion radius has no effect, you get the full benefit of the 31.6% cruise DPS increase.
A Raven shoots CN Cruise (247.5 m, 103.5 m/s) at a MWDing Drake (1003 m/s, 2090 m sig). Old cruise did 96.3% damage; new cruise will do 88.6% damage. Accounting for 31.6% more DPS from new cruise gives an increase in applied DPS with new cruise of 21.0%. A single painter takes both to 100% damage, resulting in 31.6% more DPS from new cruise.
A Raven shoots CN Cruise (247.5 m, 103.5 m/s) at a MWDing shield Hurricane (1293 m/s, 1796 m sig). Old cruise did 67.4% damage; new cruise does only 61.9%, ohnoes, a nerf! Not quite. Accounting for the extra 31.6% DPS from new cruise indicates that new cruise will again do 21.0% more damage than old cruise.
This rule of >21% more applied damage seems to hold true in most sensible combinations of sig and speed, although it does seem to break down to 19.6% in some odd combinations. I don't have time to track it down right now though. |

Josilin du Guesclin
University of Caille Gallente Federation
4
|
Posted - 2013.04.19 09:48:00 -
[400] - Quote
Bi-Mi Lansatha wrote:Kueyen wrote:...Damage(Fury) = 420 * Min( 1, (S/516), (0.1124*S/Vt)^(0.9078) ) See this is where I am having a problem, especially with that exponent being less than 1. With all other variables being constant, I don't see how increasing the explosion radius by 10% offsets the increase in 30% base damage... as another poster declared. What I see... and of course I am wrong... is that the actual effect on a 10% increase in explosion radius will be limited to about a 8% -8.5% reduction in damage application. But if one includes the 30% base damage increase, then isn't actual damage greater under all scenarios with regards to the new stats verse the old? What am I missing that the other poster sees?  Nothing - damage will always be more than it was. If the target is small, the buff will be ~20%, if it is large, up to ~30%. The only real issue I see is that the explosion radius of Fury will be so large that it'll take two painters to make even a stationary battleship's signature big enough to apply full damage to it, making them worthless (compared to faction, sometimes also compared to Precision or even regular ammo) except for killing heavily webbed capitals and structure bashing. |
|

Funky Lazers
shin-ra ltd
248
|
Posted - 2013.04.19 09:52:00 -
[401] - Quote
Bereza Mia wrote:Typhoon vs Raven
Before this cruise missiles changes many ppl said that Typhoon will be far better than Raven due to it +25% explosion speed. What we have now, with all this new cruise? The gap between T and R will become even more.
+missile velocity = Raven's bonus will be less valuable +explosion radius = Typhoon's bonus will be more valuable
Unless Torps change. If the range changes from 20km to 30-35km with no ship bonus Raven might shine. Because right now there is not much of a difference between 20km and 30km. With the increased range it will be 30-35km on a Phoon and 45-48km on a Raven which will make Raven bonus viable.
Anyway I'm gonna grab some popcorn and wait for the news on Torps. Whatever. |

Bi-Mi Lansatha
Tactical Universal Research and Development Caldari Industrialist Association
90
|
Posted - 2013.04.19 10:22:00 -
[402] - Quote
Gypsio III wrote:I think you're missing mathematical incompetence. The other poster (Chessur?) is just clueless. Ok.
Josilin du Guesclin wrote: Nothing - damage will always be more than it was....
That is what I thought, but was just wondering... I could have missed something.
My CNR has been so happy since the Cruise Missile announcement... I wanted to make sure she wasn't going to be disappointed.
|

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
669
|
Posted - 2013.04.19 10:32:00 -
[403] - Quote
Josilin du Guesclin wrote:The only real issue I see is that the explosion radius of Fury will be so large that it'll take two painters to make even a stationary battleship's signature big enough to apply full damage to it.
Nonsense.
Fury Cruise will have an explosion radius of 425.7 m, there's plenty of BS with a bigger sig. If my spreadsheet is right, only Apoc, Mega and Typhoon will have a smaller sig (I may have missed recent revisions). Of course, velocity comes into it as well, but it's sig/ER that acts as a hard cap to damage application that requires a painter (or comparable) to circumvent.
My data (and I've accounted for the effects of plausible fits on sig and speed) indicate that, for a BS moving at full base speed, Fury will outdamage CN for the Abaddon, Rokh, Scorpion and Maelstrom. Add a single painter and you can add Armageddon, Hyperion and Dominix too. |

Bucca Zerodyme
Good For Nothing Corporation Union of Independence
8
|
Posted - 2013.04.19 13:29:00 -
[404] - Quote
Gypsio III wrote: I think you're missing mathematical incompetence. The other poster (Chessur?) is just clueless.
Take the following cases:
A Raven shoots CN Cruise (247.5 m, 103.5 m/s) at a MWDing Megathron (954 m/s, 2280 m sig). WIth new cruise, damage dealt is 100%, so the 10% increase in explosion radius has no effect, you get the full benefit of the 31.6% cruise DPS increase.
A Raven shoots CN Cruise (247.5 m, 103.5 m/s) at a MWDing Drake (1003 m/s, 2090 m sig). Old cruise did 96.3% damage; new cruise will do 88.6% damage. Accounting for 31.6% more DPS from new cruise gives an increase in applied DPS with new cruise of 21.0%. A single painter takes both to 100% damage, resulting in 31.6% more DPS from new cruise.
A Raven shoots CN Cruise (247.5 m, 103.5 m/s) at a MWDing shield Hurricane (1293 m/s, 1796 m sig). Old cruise did 67.4% damage; new cruise does only 61.9%, ohnoes, a nerf! Not quite. Accounting for the extra 31.6% DPS from new cruise indicates that new cruise will again do 21.0% more damage than old cruise.
This rule of >21% more applied damage seems to hold true in most sensible combinations of sig and speed, although it does seem to break down to 19.6% in some odd combinations. I don't have time to track it down right now though.
Im worried, if Cruise is going to become a powerfully weapon then ppl will start using AB instant of MWD or dual prop. I dont thik that might happen, because there are many other problems with missiles.
I may miss the point, but if i dont cant use Fury on BC its fine, but i want to use Fury on almost any BS. Did someone do some math and calculated the Fury dmg with a Typhoon? It should be more easier for the Typhoon to use Fury. |

Liang Nuren
Heretic Army Atrocitas
3367
|
Posted - 2013.04.19 17:53:00 -
[405] - Quote
Josilin du Guesclin wrote:Bi-Mi Lansatha wrote:Kueyen wrote:...Damage(Fury) = 420 * Min( 1, (S/516), (0.1124*S/Vt)^(0.9078) ) See this is where I am having a problem, especially with that exponent being less than 1. With all other variables being constant, I don't see how increasing the explosion radius by 10% offsets the increase in 30% base damage... as another poster declared. What I see... and of course I am wrong... is that the actual effect on a 10% increase in explosion radius will be limited to about a 8% -8.5% reduction in damage application. But if one includes the 30% base damage increase, then isn't actual damage greater under all scenarios with regards to the new stats verse the old? What am I missing that the other poster sees?  Nothing - damage will always be more than it was. If the target is small, the buff will be ~20%, if it is large, up to ~30%. The only real issue I see is that the explosion radius of Fury will be so large that it'll take two painters to make even a stationary battleship's signature big enough to apply full damage to it, making them worthless (compared to faction, sometimes also compared to Precision or even regular ammo) except for killing heavily webbed capitals and structure bashing.
I wonder if this will give rise to Cruise Golems.
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos Twitter: http://twitter.com/LiangNuren
|

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
669
|
Posted - 2013.04.19 18:27:00 -
[406] - Quote
Bucca Zerodyme wrote:I may miss the point, but if i dont cant use Fury on BC its fine, but i want to use Fury on almost any BS. Did someone do some math and calculated the Fury dmg with a Typhoon? It should be more easier for the Typhoon to use Fury.
It will, but BS with a sig smaller than 425.7 m will never take full damage from Fury - unless Rigour, painting or Crash, ofc.
Remember that the BS line is being split into combat and attack BS. The attack BS will be smaller and faster; the combat BS will be slower and fatter, and therefore a more appropriate target for Fury. Expecting full damage from Fury on all attack BS with appropriate support is unreasonable. |

Arronicus
Shadows of Vorlon The Marmite Collective
550
|
Posted - 2013.04.19 19:42:00 -
[407] - Quote
Jonas Sukarala wrote: - missiles ought to do more alpha than a bullet
Why? The amount of damage done, is dependant on the relative mass and velocity of the projectile, and size of it, when we are looking at 'bullets' and other turret projectiles in eve. Hybrid weapon slugs are hyper accelerated, and so it seems rather obvious that they would be doing just as much, if not far more damage than missiles, especially when you think of how focused the impact would be on armor and shields. As for projectile weaponry however, without any hard data on size, mass, velocity, and internal explosive components of the ammunition used, no, we have no useful data showing that missiles 'ought' to do more alpha than a bullet. We only have your opinion. For all we know, Artillery shells in eve could be the same size as missiles, and when you consider how fast they reach the target, and their explosive components, it only makes sense that they do far more damage.
Also, long needed fix for cruise missiles. |

Liang Nuren
Heretic Army Atrocitas
3369
|
Posted - 2013.04.19 20:16:00 -
[408] - Quote
Arronicus wrote:Jonas Sukarala wrote: - missiles ought to do more alpha than a bullet
Why? The amount of damage done, is dependant on the relative mass and velocity of the projectile, and size of it, when we are looking at 'bullets' and other turret projectiles in eve. Hybrid weapon slugs are hyper accelerated, and so it seems rather obvious that they would be doing just as much, if not far more damage than missiles, especially when you think of how focused the impact would be on armor and shields. As for projectile weaponry however, without any hard data on size, mass, velocity, and internal explosive components of the ammunition used, no, we have no useful data showing that missiles 'ought' to do more alpha than a bullet. We only have your opinion. For all we know, Artillery shells in eve could be the same size as missiles, and when you consider how fast they reach the target, and their explosive components, it only makes sense that they do far more damage. Also, long needed fix for cruise missiles.
Bullets: http://tinyurl.com/chvve8u Missiles: http://tinyurl.com/3g3pt8t
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos Twitter: http://twitter.com/LiangNuren
|

Enya Sparhawk
State Protectorate Caldari State
2
|
Posted - 2013.04.19 20:36:00 -
[409] - Quote
This is what I was thinking...
Damage = Base_Damage * MIN[sig(drf/2.6)/Er, 1, (Ev/Er * sig/vel)^(log(drf) / log(5.5))]
as opposed to:
Damage = Base_Damage * MIN(sig/Er, 1, (Ev/Er * sig/vel)^(log(drf) / log(5.5)))
to further define the relationship between the size of the missle (and ergo resulting explosion radius) and the ship it is being fired at...
Does this make sense?
I still think it is missing something else though... F+¡orghr+í: Gr+í na f+¡rinne D+¬an g+íire...Tiocfaidh +ír l+í |

Templar Dane
Amarrian Vengeance 24eme Legion Etrangere
79
|
Posted - 2013.04.19 20:44:00 -
[410] - Quote
Liang Nuren wrote:Arronicus wrote:Jonas Sukarala wrote: - missiles ought to do more alpha than a bullet
Why? The amount of damage done, is dependant on the relative mass and velocity of the projectile, and size of it, when we are looking at 'bullets' and other turret projectiles in eve. Hybrid weapon slugs are hyper accelerated, and so it seems rather obvious that they would be doing just as much, if not far more damage than missiles, especially when you think of how focused the impact would be on armor and shields. As for projectile weaponry however, without any hard data on size, mass, velocity, and internal explosive components of the ammunition used, no, we have no useful data showing that missiles 'ought' to do more alpha than a bullet. We only have your opinion. For all we know, Artillery shells in eve could be the same size as missiles, and when you consider how fast they reach the target, and their explosive components, it only makes sense that they do far more damage. Also, long needed fix for cruise missiles. Bullets: http://tinyurl.com/chvve8uMissiles: http://tinyurl.com/3g3pt8t-Liang
Guns can put out some hurt too.
|
|

Funky Lazers
shin-ra ltd
248
|
Posted - 2013.04.19 21:11:00 -
[411] - Quote
You can't beat the nuke. Whatever. |

Enya Sparhawk
State Protectorate Caldari State
2
|
Posted - 2013.04.19 21:53:00 -
[412] - Quote
LOL Why?
Bullets: http://tinyurl.com/chvve8u Missiles: http://tinyurl.com/3g3pt8t Guns can put out some hurt too.
F+¡orghr+í: Gr+í na f+¡rinne D+¬an g+íire...Tiocfaidh +ír l+í |

Funky Lazers
shin-ra ltd
248
|
Posted - 2013.04.19 22:09:00 -
[413] - Quote
Lol because that gif is a fake. Whatever. |

Reaver Glitterstim
Dromedaworks inc Tribal Band
440
|
Posted - 2013.04.20 00:08:00 -
[414] - Quote
http://apod.nasa.gov/apod/image/0108/phobos_vik1_r1.jpg http://www.thunderbolts.info/tpod/2008/image08/080121mial-mimas.gif These holes were put there by objects much smaller which did not explode on impact. They were like bullets. Very FAST bullets. Mittani, where have you gone to? I miss you :( |

Falin Whalen
GoonWaffe Goonswarm Federation
327
|
Posted - 2013.04.20 00:29:00 -
[415] - Quote
Funky Lazers wrote:Lol because that gif is a fake. Um, I think you are wrong. You've got to remember that these are just simple miners. These are people of the land. The common clay of New Eden. You know... morons. |

Funky Lazers
shin-ra ltd
248
|
Posted - 2013.04.20 06:11:00 -
[416] - Quote
Falin Whalen wrote:Funky Lazers wrote:Lol because that gif is a fake. Um, I think you are wrong.
It looks shopped, I can tell from some of the pixels and from seeing quite a few shops in my time. Whatever. |

Reaver Glitterstim
Dromedaworks inc Tribal Band
440
|
Posted - 2013.04.20 06:43:00 -
[417] - Quote
Funky Lazers wrote:It looks shopped, I can tell from some of the pixels and from seeing quite a few shops in my time. It's a low quality GIF that accurately represents a video that is fake. The fake video depicts a very real weapon firing in a very realistic manner, and shows an accurate representation of the weapon's destructive potential. Also, sound apparently travels at the speed of light in the video. It's also entirely a bad way to represent the original point, which was to suggest that bullets can be as damaging as explosives. Since the high-damage weapon in the GIF is using explosive ammunition, it demonstrates nothing about non-explosive ammunition. Mittani, where have you gone to? I miss you :( |

SongSinger
BlitzStrike
5
|
Posted - 2013.04.20 12:11:00 -
[418] - Quote
most annoying that as the transverse velocity to zero gun deal 100% damage, it does not matter if SIGtarget/SIGweapon<1 missiles even stationary target unable to deal 100% damage, if SIGtarget/RadiusExpl<1 this is especially annoying with citadel cruise missiles (torpedoes) |

Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
611
|
Posted - 2013.04.20 12:23:00 -
[419] - Quote
SongSinger wrote:most annoying that as the transverse velocity to zero gun deal 100% damage, it does not matter if SIGtarget/SIGweapon<1 missiles even stationary target unable to deal 100% damage, if SIGtarget/RadiusExpl<1 this is especially annoying with citadel cruise missiles (torpedoes) Transversal is never zero unless you are EHP bashing or stumble upon someone who had a bathroom emergency (ie. AFK). Controlling/minimizing transversal is a large part of successful use of guns, but you are right to defeat the explosion radius you need a module, specifically a TP which is a fair trade considering you potentially do 100% damage at all ranges without having to switch ammo (no optimal/falloff concerns). |

SongSinger
BlitzStrike
5
|
Posted - 2013.04.20 12:39:00 -
[420] - Quote
Veshta Yoshida wrote:SongSinger wrote:most annoying that as the transverse velocity to zero gun deal 100% damage, it does not matter if SIGtarget/SIGweapon<1 missiles even stationary target unable to deal 100% damage, if SIGtarget/RadiusExpl<1 this is especially annoying with citadel cruise missiles (torpedoes) Transversal is never zero unless you are EHP bashing or stumble upon someone who had a bathroom emergency (ie. AFK). Controlling/minimizing transversal is a large part of successful use of guns, but you are right to defeat the explosion radius you need a module, specifically a TP which is a fair trade considering you potentially do 100% damage at all ranges without having to switch ammo (no optimal/falloff concerns). Interceptor is flying at full speed from (to) Tempest, transverse velocity is zero (it happens) Tempest does not require additional modules to make the wreck of the interceptor in a single shot |
|

Darth Saladyn
EntroPrelatial Vanguard EntroPraetorian Aegis
1
|
Posted - 2013.04.20 15:51:00 -
[421] - Quote
CCP Rise wrote:
Cruise Missiles have pve applications, but otherwise torpedoes become the only available weapon system for missile focused battleships. We want to change that!
Rise
i hope there will be a change with torps aswell as they have good ON PAPER dps but when it comes to applying it they struggle to hit a battleship for full damage without a target painter and woe betide you if your target is moving. |

elitatwo
Congregatio
76
|
Posted - 2013.04.20 16:18:00 -
[422] - Quote
CCP Rise wrote:
[b]5% increased rate of fire for all Cruise Missile Launchers
Strange that noone complained about an increase in rof from cruise launchers.
Just to remind you a tech1 cruise launcher has a base rof of 22 seconds. Now 22 + 5% makes 23.1 seconds.
Am I the only one who doesn't like that at all?
If it is meant to decrease the rate of fire I'm all in and I take my complaint back but if not I stand by my opinion that it is bad.
I cannot make up my mind about the rest right now until I tested them on SISI. |

Lucine Delacourt
Compound Interests
0
|
Posted - 2013.04.20 16:41:00 -
[423] - Quote
elitatwo wrote:CCP Rise wrote:
[b]5% increased rate of fire for all Cruise Missile Launchers
Strange that noone complained about an increase in rof from cruise launchers. Just to remind you a tech1 cruise launcher has a base rof of 22 seconds. Now 22 + 5% makes 23.1 seconds. Am I the only one who doesn't like that at all? If it is meant to decrease the rate of fire I'm all in and I take my complaint back but if not I stand by my opinion that it is bad. I cannot make up my mind about the rest right now until I tested them on SISI.
They fire faster. |

Jureth22
Mind Games. Suddenly Spaceships.
52
|
Posted - 2013.04.20 18:04:00 -
[424] - Quote
just tested a cruise raven vs a typhoon
fitt of raven : 6x cruise missile launcher II + scourge fury/1x web/1x painter/4x bcu
initial volley whitout tp : 1201 with tp : 1500
seriosly???? will cruise missiles need to tp a battleship size hull to be able to make their full potention damage.
i am dissapoint,dps looks ok on paper,but when in combat,everything changes |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
671
|
Posted - 2013.04.20 19:00:00 -
[425] - Quote
elitatwo wrote:CCP Rise wrote:
5% increased rate of fire for all Cruise Missile Launchers
[b] Strange that noone complained about an increase in rof from cruise launchers. Just to remind you a tech1 cruise launcher has a base rof of 22 seconds. Now 22 + 5% makes 23.1 seconds. Am I the only one who doesn't like that at all? If it is meant to decrease the rate of fire I'm all in and I take my complaint back but if not I stand by my opinion that it is bad. I cannot make up my mind about the rest right now until I tested them on SISI.
Take a wild guess as to why nobody complained.
Actually, a couple of people did complain, but like you they didn't bother actually reading the OP. |

Bouh Revetoile
TIPIAKS
307
|
Posted - 2013.04.20 19:09:00 -
[426] - Quote
Jureth22 wrote:just tested a cruise raven vs a typhoon
fitt of raven : 6x cruise missile launcher II + scourge fury/1x web/1x painter/4x bcu
initial volley whitout tp : 1201 with tp : 1500
seriosly???? will cruise missiles need to tp a battleship size hull to be able to make their full potention damage.
i am dissapoint,dps looks ok on paper,but when in combat,everything changes May I ask you why, among the 16 BS at disposal, you just happened to pick the one with the lowest signature ? I mean, the Typhoon have marginaly more sig than a Myrmidon... I'm sure you didn't do it to biased your results, but you must be really unlucky and a little unwary I guess. |

Liang Nuren
Heretic Army Atrocitas
3369
|
Posted - 2013.04.20 19:49:00 -
[427] - Quote
Jureth22 wrote:just tested a cruise raven vs a typhoon
fitt of raven : 6x cruise missile launcher II + scourge fury/1x web/1x painter/4x bcu
initial volley whitout tp : 1201 with tp : 1500
seriosly???? will cruise missiles need to tp a battleship size hull to be able to make their full potention damage.
i am dissapoint,dps looks ok on paper,but when in combat,everything changes
I'm not sure why you would expect to use fury missiles to do full damage to any attack battleship. Try using the correct ammo (navy).
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos
Twitter: http://twitter.com/LiangNuren
|

Shingorash
S T R A T C O M Critical-Mass
50
|
Posted - 2013.04.20 20:14:00 -
[428] - Quote
Liang Nuren wrote:Jureth22 wrote:just tested a cruise raven vs a typhoon
fitt of raven : 6x cruise missile launcher II + scourge fury/1x web/1x painter/4x bcu
initial volley whitout tp : 1201 with tp : 1500
seriosly???? will cruise missiles need to tp a battleship size hull to be able to make their full potention damage.
i am dissapoint,dps looks ok on paper,but when in combat,everything changes I'm not sure why you would expect to use fury missiles to do full damage to any attack battleship. Try using the correct ammo (navy). -Liang
Fury is fine as long as you have it painted and webbed.
Also with missiles it pays to have 1x rigor and 1x flare rig. Not your usual PVP rig choice but if you want to do some damage you need them. |

Liang Nuren
Heretic Army Atrocitas
3369
|
Posted - 2013.04.20 20:18:00 -
[429] - Quote
Sure, but this is not an unexpected thing. Also, these changes are not yet on Sisi (I just checked).
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos
Twitter: http://twitter.com/LiangNuren
|

Shingorash
S T R A T C O M Critical-Mass
50
|
Posted - 2013.04.20 20:23:00 -
[430] - Quote
Liang Nuren wrote:Sure, but this is not an unexpected thing. Also, these changes are not yet on Sisi (I just checked).
-Liang
They are on Duality now I think.
I am just about to login and have a look, client just finished updating. |
|

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
671
|
Posted - 2013.04.20 20:24:00 -
[431] - Quote
Two Rigours are better than a Rigour and a Flare. The only advantage of Flare is a lesser calibration cost. |

Shingorash
S T R A T C O M Critical-Mass
50
|
Posted - 2013.04.20 20:32:00 -
[432] - Quote
Gypsio III wrote:Two Rigours are better than a Rigour and a Flare. The only advantage of Flare is a lesser calibration cost.
You are right. But I want to test a few different things out. |

Enya Sparhawk
State Protectorate Caldari State
2
|
Posted - 2013.04.20 20:51:00 -
[433] - Quote
Veshta Yoshida wrote:SongSinger wrote:most annoying that as the transverse velocity to zero gun deal 100% damage, it does not matter if SIGtarget/SIGweapon<1 missiles even stationary target unable to deal 100% damage, if SIGtarget/RadiusExpl<1 this is especially annoying with citadel cruise missiles (torpedoes) Transversal is never zero unless you are EHP bashing or stumble upon someone who had a bathroom emergency (ie. AFK). Controlling/minimizing transversal is a large part of successful use of guns, but you are right to defeat the explosion radius you need a module, specifically a TP which is a fair trade considering you potentially do 100% damage at all ranges without having to switch ammo (no optimal/falloff concerns). There should be some factor or coefficient in the damage calculation formula that differentiates between a guided and unguided missle. With a guided missle, you would need to factor in its guidance (its ability to hit dead center on a circle ie. sig radius) and its velocity (its ability to not only reach that target, but to position itself in a better striking position).
It needs something that would best represent in damage application those actions of the guided missle that I just mentioned... F+¡orghr+í: Gr+í na f+¡rinne D+¬an g+íire...Tiocfaidh +ír l+í |

Jake Xerath
Deep Core Mining Inc. Caldari State
0
|
Posted - 2013.04.21 01:02:00 -
[434] - Quote
This is making me even more excited for Odyssey! A well needed buff for Cruise missiles.  |

I Love Boobies
All Hail Boobies
433
|
Posted - 2013.04.21 14:54:00 -
[435] - Quote
My Rattlesnake approves of this message. Already getting close to 1100 dps with it (Mostly from sentries, but the cruise missile buff will help significantly as well). Should go up quite a bit more. Heck, might entice me to get a Golem again. *removed inappropriate signature* - CCP Eterne |

Phlum Ary
Decentralization United.
0
|
Posted - 2013.04.21 15:56:00 -
[436] - Quote
awesome, torps need a buff too i think |

Allandri
Liandri Industrial Liandri Covenant
33
|
Posted - 2013.04.21 20:05:00 -
[437] - Quote
Fought and beat 3 Typhoons, a Hyperion, and almost destroyed the Oracle that popped me in a cruise Golem one after the other on Duality.
+1 |

Naomi Knight
Imperial Academy Amarr Empire
306
|
Posted - 2013.04.21 20:13:00 -
[438] - Quote
Allandri wrote:Fought and beat 3 Typhoons, a Hyperion, and almost destroyed the Oracle that popped me in a cruise Golem one after the other on Duality.
+1 t2 vs t1 nothing special |

Kagura Nikon
Mentally Assured Destruction Whores in space
168
|
Posted - 2013.04.22 10:58:00 -
[439] - Quote
Jureth22 wrote:just tested a cruise raven vs a typhoon
fitt of raven : 6x cruise missile launcher II + scourge fury/1x web/1x painter/4x bcu
initial volley whitout tp : 1201 with tp : 1500
seriosly???? will cruise missiles need to tp a battleship size hull to be able to make their full potention damage.
i am dissapoint,dps looks ok on paper,but when in combat,everything changes
Checked what battleship you are firign at? The typhoon is exaclty the lowest sgianture battleship EXACLTY so that it can mitigate incomming damage. Try firing at a hyperion and see if you need ANY Tpainter. |

Kagura Nikon
Mentally Assured Destruction Whores in space
168
|
Posted - 2013.04.22 11:00:00 -
[440] - Quote
Naomi Knight wrote:Allandri wrote:Fought and beat 3 Typhoons, a Hyperion, and almost destroyed the Oracle that popped me in a cruise Golem one after the other on Duality.
+1 t2 vs t1 nothing special
LOL? Marauders are not that much more powerful than T1 battleships if fitting the same class of modules. #typhoons with torpedoes can overhelm a golem tank. He fought stupid people..... just that. |
|

Shingorash
S T R A T C O M Critical-Mass
51
|
Posted - 2013.04.22 18:13:00 -
[441] - Quote
Initial tests on the test server look good.
Fit like this (which I admit is a bit of an odd fit for a PVP and the fact it has no prop mod) the ship has taken out 3 other Ravens, a Tengu and a Sac.
High power 6x Cruise Missile Launcher II 1x Heavy Energy Neutralizer II
Medium power 1x Faint Warp Disruptor I 1x Phased Weapon Navigation Array Generation Extron 1x X-Large C5-L Emergency Shield Overload I 1x Adaptive Invulnerability Field II 1x Heavy Capacitor Booster II 1x Fleeting Propulsion Inhibitor I 1x EM Ward Field II
Low power 1x Damage Control II 3x Ballistic Control System II 1x Gravimetric Backup Array II Rig Slot 1x Large Anti-Thermal Screen Reinforcer I 2x Large Warhead Rigor Catalyst I
Drones 5x Warrior II 5x Hammerhead II
Using Fury's I was hitting the Raven's for about 2300 damage a volley and the Tengu I was hitting for 1100 or so a Volley with Precision Missiles. Also 4 shotted an active tanked Sacrilege with T2 Precision.
If the missiles stay like this they might actually be viable for PVP. The Explosion penalty isn't really having an effect.
Need to test against Frigates.
|

Enya Sparhawk
State Protectorate Caldari State
2
|
Posted - 2013.04.22 21:07:00 -
[442] - Quote
Hmmm, you know, the only thing I would do with torps is drastically increase their velocity (like make them faster than a cruise missle)... F+¡orghr+í: Gr+í na f+¡rinne D+¬an g+íire...Tiocfaidh +ír l+í |

Bucca Zerodyme
Good For Nothing Corporation Union of Independence
8
|
Posted - 2013.04.22 22:39:00 -
[443] - Quote
Shingorash wrote:Initial tests on the test server look good.
Fit like this (which I admit is a bit of an odd fit for a PVP and the fact it has no prop mod) the ship has taken out 3 other Ravens, a Tengu and a Sac.
High power 6x Cruise Missile Launcher II 1x Heavy Energy Neutralizer II
Medium power 1x Faint Warp Disruptor I 1x Phased Weapon Navigation Array Generation Extron 1x X-Large C5-L Emergency Shield Overload I 1x Adaptive Invulnerability Field II 1x Heavy Capacitor Booster II 1x Fleeting Propulsion Inhibitor I 1x EM Ward Field II
Low power 1x Damage Control II 3x Ballistic Control System II 1x Gravimetric Backup Array II Rig Slot 1x Large Anti-Thermal Screen Reinforcer I 2x Large Warhead Rigor Catalyst I
Drones 5x Warrior II 5x Hammerhead II
Using Fury's I was hitting the Raven's for about 2300 damage a volley and the Tengu I was hitting for 1100 or so a Volley with Precision Missiles. Also 4 shotted an active tanked Sacrilege with T2 Precision.
If the missiles stay like this they might actually be viable for PVP. The Explosion penalty isn't really having an effect.
Need to test against Frigates.
Cruise is still not good against speed-tanking. But as long as ppl dont take Cruise seriously they wont fit an AB. Time will tell us if cruise will be good or bad. |

Kagura Nikon
Mentally Assured Destruction Whores in space
174
|
Posted - 2013.04.22 23:01:00 -
[444] - Quote
Bucca Zerodyme wrote:Shingorash wrote:Initial tests on the test server look good.
Fit like this (which I admit is a bit of an odd fit for a PVP and the fact it has no prop mod) the ship has taken out 3 other Ravens, a Tengu and a Sac.
High power 6x Cruise Missile Launcher II 1x Heavy Energy Neutralizer II
Medium power 1x Faint Warp Disruptor I 1x Phased Weapon Navigation Array Generation Extron 1x X-Large C5-L Emergency Shield Overload I 1x Adaptive Invulnerability Field II 1x Heavy Capacitor Booster II 1x Fleeting Propulsion Inhibitor I 1x EM Ward Field II
Low power 1x Damage Control II 3x Ballistic Control System II 1x Gravimetric Backup Array II Rig Slot 1x Large Anti-Thermal Screen Reinforcer I 2x Large Warhead Rigor Catalyst I
Drones 5x Warrior II 5x Hammerhead II
Using Fury's I was hitting the Raven's for about 2300 damage a volley and the Tengu I was hitting for 1100 or so a Volley with Precision Missiles. Also 4 shotted an active tanked Sacrilege with T2 Precision.
If the missiles stay like this they might actually be viable for PVP. The Explosion penalty isn't really having an effect.
Need to test against Frigates.
Cruise is still not good against speed-tanking. But as long as ppl dont take Cruise seriously they wont fit an AB. Time will tell us if cruise will be good or bad.
MIssiles are supposed to be a bit weak against AB speed tanking. That is their price for always doign SOME damage. If they coudl do most of their damage to AB speed tankers then mobility would be useles in the game.. jsut after the speed nerf thta happened.. they had to be nerfed VERY VERY fast because they made all other forms of combat irrelevant. |

Shingorash
S T R A T C O M Critical-Mass
51
|
Posted - 2013.04.23 00:01:00 -
[445] - Quote
Well that Raven ended up 10 for 0 so it is clearly working well.
Even against something with an AB those precision missiles chew them up. Especially when in web range.
If these are the final chnnges I am more than happy with them.
Worked well on a Geddon as well. Cruise and long range neuts is a good combo. |

Malcanis
Vanishing Point. The Initiative.
8806
|
Posted - 2013.04.23 07:55:00 -
[446] - Quote
TZeer wrote:Kagura Nikon wrote:Liang Nuren wrote:TZeer wrote:Raven could be useful in PVP. But not with the current mechanics to probing where you get a warp in within 5 sec. Sure, and if you're trying to use the Raven against fleets that are big enough to have a dedicated covops traveling with them.... well, then maybe you shouldn't use a Raven. That doesn't make it not useful. And hell - the Raven's fully capable of dropping out 900 DPS up close if someone were to warp their fleet on top of them. -Liang it would need a change of game mechanics. But what I think would make peopel satisfied woudl be if a cruise missile could be fired.. the raven could warp out .... and the missile fired would still hit and damage the target. That could lead to some interesting tactics Not really. Based on the same reason you don't see paper thin sniper setups @ 150km+ any more. You simply don't have time to align and warp out again, if they try to scan you down when you come in.
You do see them quite a bit at ~100km though. Malcanis' Law:-á "Whenever a mechanics change is proposed on behalf of 'new players', that change is always to the overwhelming advantage of richer, older players."
|

Nemesis Bosseret
Dysfunctional Nocturnal Rejects Fracture Point
4
|
Posted - 2013.04.23 08:30:00 -
[447] - Quote
CCP Rise wrote: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 explosion radius 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 explosion radius 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 i see one issue with this............ Ur shooting something the size of a cruiser at me and expect an interceptor to be overtaken by it? lol common speed is not the issue with cruise missles i say damage boost yes because they definitly need it but u dont need to tweek the speed....... an interceptor should be able to out run incomming fire easy its how they stay alive since there paper thin |

Josilin du Guesclin
University of Caille Gallente Federation
4
|
Posted - 2013.04.23 10:00:00 -
[448] - Quote
Liang Nuren wrote:Jureth22 wrote:just tested a cruise raven vs a typhoon
fitt of raven : 6x cruise missile launcher II + scourge fury/1x web/1x painter/4x bcu
initial volley whitout tp : 1201 with tp : 1500
seriosly???? will cruise missiles need to tp a battleship size hull to be able to make their full potention damage.
i am dissapoint,dps looks ok on paper,but when in combat,everything changes I'm not sure why you would expect to use fury missiles to do full damage to any attack battleship. Try using the correct ammo (navy). -Liang If the BS is moving and not webbed/painted, you'll probably want to use precision.
|

Morrigan LeSante
The Lost and Forgotten Troopers
249
|
Posted - 2013.04.23 11:13:00 -
[449] - Quote
Nemesis Bosseret wrote:Ur shooting something the size of a cruiser at me and expect an interceptor to be overtaken by it? lol
Brb. Taking my car back to the dealer because a 747 is faster. |

Debora Tsung
The Investment Bankers Guild
101
|
Posted - 2013.04.23 12:05:00 -
[450] - Quote
Nemesis Bosseret wrote:an interceptor should be able to out run incomming fire easy
Yeah, why not. lets build a ship that can outrun missiles. That guy did it, too:
http://www.youtube.com/watch?v=5tF1Up_xXSI
There's nothing a million chinese guys can't do cheaper. |
|

Caitlyn Tufy
Bene Gesserit ChapterHouse Sanctuary Pact
251
|
Posted - 2013.04.23 12:57:00 -
[451] - Quote
Nemesis Bosseret wrote:I see one issue with this............ Ur shooting something the size of a cruiser at me and expect an interceptor to be overtaken by it?
Size =/= speed. Some of the fastest missiles in existence are ICBMs, which have a terminal velocity of almost 10km/s, meaning they go off in a bit over 10 seconds after reentry (which is why you either need to intercept them in launch phase or get a very fast hitting weapon such as laser to intercept them). By comparison, sidewinders and tomahawks are slowpokes, even though they're vastly smaller. In fact, your usual tomahawk can even be intercepted by a fairly regular jet, that's how slow it cruises. |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
675
|
Posted - 2013.04.23 13:30:00 -
[452] - Quote
Cruise missiles aren't the size of cruisers anyway.  |

Panhead4411
Rothschild's Sewage and Septic Sucking Services The Possum Lodge
295
|
Posted - 2013.04.23 18:29:00 -
[453] - Quote
CCP Rise wrote:...Following Odyssey, we hope to do more work to improve the missile systems in EVE by potentially adding new modules and/or interactions....
More than 6 Large Launchers on a non-navy ship? (R.I.P. Torp Naga) http://blog.beyondreality.se/shift-click-does-nothing -á-á < Unified Inventory is NOT ready... |

fukier
927
|
Posted - 2013.04.23 18:33:00 -
[454] - Quote
Panhead4411 wrote:CCP Rise wrote:...Following Odyssey, we hope to do more work to improve the missile systems in EVE by potentially adding new modules and/or interactions.... More than 6 Large Launchers on a non-navy ship? (R.I.P. Torp Naga)
torp naga?
At the end of the game both the pawn and the Queen go in the same box. |

Jonas Sukarala
Deep Core Mining Inc. Caldari State
102
|
Posted - 2013.04.23 18:35:00 -
[455] - Quote
if anything the cruise missiles should have even higher explosion radius being massive missiles and all the only real issue with them is the travel time and low alpha. 'Tech3 ships need to be put down, like a rabid dog drooling everywhere in the house, they are out of line' CCP Ytterbium Nerf missile range into place..... where is the TD missile change?-á ,...projectiles should use capacitor. |

xKOMODOx
Caldari Provisions Caldari State
0
|
Posted - 2013.04.23 20:13:00 -
[456] - Quote
speaking of Cruise missiles - may be it is time to buff a little the POS Missile Batteries - Citadel, Cruise and Torpedo batteries. Just a friendly reminder  |

Gargantoi
Solar Wind Test Alliance Please Ignore
0
|
Posted - 2013.04.23 20:26:00 -
[457] - Quote
improve explosion velocity that kills the dmg ...u can add 10000% to its dmg the target ship can speed tank u so give it more Explosion velocity |

Violet Winters
Angelic Eclipse.
56
|
Posted - 2013.04.23 21:51:00 -
[458] - Quote
I can wipe the dust off my nano typhoon now it seems, this is awesome.  Violet Winters, sister of Kahlia Winters.
|

Enya Sparhawk
State Protectorate Caldari State
2
|
Posted - 2013.04.23 22:27:00 -
[459] - Quote
LOL very funny video... F+¡orghr+í: Gr+í na f+¡rinne D+¬an g+íire...Tiocfaidh +ír l+í |

Gargantoi
Solar Wind Test Alliance Please Ignore
0
|
Posted - 2013.04.24 01:37:00 -
[460] - Quote
and again i say unless u boost exp velocity and lower signature radius of cruise missiles u will end up with another fail "balance" take the last balance u guys did on missiles ..u made rage torpedos have a 750 signature radius when the biggest bs has 470m ...now u wanna make temepst have 320 signature radius and cruise missiles + torpedos have a big exp radius also ...judging by the npc's ...youre ideea was artilery + tp ...but seeing that tp is better on missiles u are forcing people who wanna use cruise missiles / torpedos to use a target painter..i guess thats the whole point of +1 med slot on raven ..just to add a target painter so judging by ccp logic ...torpedos should be use vs capitals cruise missiles vs bs ..and thats about it ...cuz u will do crap dmg to anything smaller then that ...but if you compare ..missiles to guns u find a big gap ..for instance big guns can hit anything except a frigate ..then u would have problems ..but u hit cruisers for max dmg ..u hit bc's for max dmg u hit destroyers for max dmg ..all u need is a web ..but srsly i would LOVE to see some ccp fits for the raven how they can tank + takle + apply ew + mwd same time u cant have tank + ew on a raven ..either resists will be to low and u will take to much dmg and die to fast ...either u wont boost enough shield and again u will die to fast also speaking off u should look into shield boosters or armor repairers also since u killed solo 3 patches ago with a t2 shield / armor tank on a bs/bc withouth bonuses to rep ..that ship dies pretty fast ..not to mention the cap problems ...that beeing said ..i think u will be balancing this game for 2-3 more years          |
|

Gargantoi
Solar Wind Test Alliance Please Ignore
1
|
Posted - 2013.04.24 01:51:00 -
[461] - Quote
Quote:improve explosion velocity that kills the dmg ...u can add 10000% to its dmg the target ship can speed tank u so give it more Explosion velocity
All that will do is unbalance the mechanics of the damage application...[/quote]
bro this dmg upgrade is like the artilery one ...u got tons of dmg but crap tracking u cant apply it ..is usless ...they should make decent dmg and applyable ..also where is the balance between this ships i dono tbh ..tempest doese 750 dps ..mega doese 1.2 k apoc doese 800 or so and raven 1k on papper but more like 400 in a real fight ...even a bc doese more dmg or close to a bs im curious after this patch how the ships will be on paper wich will do what dmg i know most people wont agree ...but in the nano age everything was fine ...missiles did good dmg at good range ..torpedos had good range good dmg ...the -90 webs were awsome the nos actually nosing also the 5 ogre eos worked fine ..when they killed the nano age they killed not only solo but command ships as well ...and from nano age we moved to buff age ..and in 7-8 years we will prob move to active tank age or some other **** like that but unfortunatlly they never think this upgrades ..for instance heres another balance for u ccp ..implant sets ..when u killed nos u basicly killed talisman implants ..compared to slaves / crystals / snakes they are usless ....i didnt specify halo cuz they were usless since day 1 ...oh and here is another good one for u why slave set work on capitals but crystals dont ..think that one also each "balance" u do kills something else and last but not least the ideea of the rattlesnake beeing heavy drones + missiles is very silly the only thing u manage to did there is to kill people ratting in guristas space ..cuz when u get a rattle bpc it sells for 350 m ..but when u get a vindi bpc it sells for 1.2 bil ..also dont get me started on plex drops ..where 8/10 on guristas has 1/20 chance to drop pith b mods and when it doese it drops **** like a exp hardner ...the way i see the patches u are doing now ...is an excuse ..u killed everything in the past and trying to make up for it now by trying to undo some things u done |

Debora Tsung
The Investment Bankers Guild
105
|
Posted - 2013.04.24 08:17:00 -
[462] - Quote
A creature from the realm of myths and legens, it is said to have existed only for a short time on the test server before it became extinct. To this day only it's lesser siblings, the Rail or as some call it Sniper Naga and the Blaster Naga survive, although the latter one is close to extinction itself due to it's rather fragile nature. There's nothing a million chinese guys can't do cheaper. |

MrDiao
SUNDERING Goonswarm Federation
16
|
Posted - 2013.04.24 12:32:00 -
[463] - Quote
For the current changes, I see you just increases the dps and try to reduce the interval from launch to hit. But I would say neither of them are on the point. You just can't make the dps monster high and/or nix the flight time, then the uselessness of cruise missile would probably stay as it is.
At the age of logistics, a 10s damage delay means unless you alpha it, otherwise you are doing nothing, that's the key point why there is no fleet use cruise missile.
The changes could better to be: Increase the ROF to 22s with full skill, with around 550 DPS, and it will have about 12000 DPH. Increase the explosion radius for 10%
This will actually make the cruiser missile useful in either PVP and PVE
It will not take over the role of current alpha ships, because: 1, Missile takes time to fly so it can not kill without tackle, and you don't expect to use it to fight back a sniper fleet. 2, Missiles are vulnerable to smartbombs
Why it can be useful? Because even though the missile will takes time to fly, which may cause people to warp out/ call logi, you still have the chance to alpha the enemy or deal a significant stab that will help your team.
|

Pelea Ming
Prostitutes Are Always Wlling
168
|
Posted - 2013.04.24 15:30:00 -
[464] - Quote
Fonac wrote:What does signature resolution mean?
Do you mean Scan Resolution? Or Signature Radius? The 2 statistics are used to determine how quickly you lock up a target (small Sig / low Scan means slower, big Sig / high Scan means faster). |

elitatwo
Congregatio
76
|
Posted - 2013.04.24 19:17:00 -
[465] - Quote
Internal testing revealed that cruise missiles will be far from useless, even at smaller ships. |

MrDiao
SUNDERING Goonswarm Federation
16
|
Posted - 2013.04.24 20:21:00 -
[466] - Quote
elitatwo wrote:Internal testing revealed that cruise missiles will be far from useless, even at smaller ships.
Internal testing revealed that cruise missiles will only work in close range, after the incoming balance of torpedo, it will be far from useful again. |

Enya Sparhawk
State Protectorate Caldari State
2
|
Posted - 2013.04.24 21:29:00 -
[467] - Quote
Gargantoi wrote:improve explosion velocity that kills the dmg ...u can add 10000% to its dmg the target ship can speed tank u so give it more Explosion velocity Enya Sparhawk wrote:All that will do is unbalance the mechanics of the damage application... bro this dmg upgrade is like the artilery one ...u got tons of dmg but crap tracking u cant apply it ..is usless ...they should make decent dmg and applyable ..also where is the balance between this ships i dono tbh ..
Oh I agree with you, but the problem has never been with the adding or negating of buffs but how the formula calculated damage based off of the various factors in the first place... it is busted... otherwise you are just going to spend years trying to fine tune a desired result by what is actually happening with no real results because there is too much overlap in the equation which then leads to this:
ie. a ship velocity of zero should always give the result of 100% damage application... (that is a "1" in this relationship: (Ev/Er * sig/vel)^(log(drf) / log(5.5) but it doesn't, Why? because the formula will alway choose the lowest number (generally any other number >1) as the base dmg multiplier. It is suppose to be an accurate representation of what your skills and ship abilties can do but then doesn't get used...
What ever they have setup for the missle system doesn't properly apply damage which is why it doesn't work for PvP... its not the flight time (since you can choose the dmg type and will always hit), but the fact that the damage you do does not live up to your potential... At least that seems to be what I gathered from the sum of the complaints...
I've been puzzling through this conundrum for the past week or so and have basically come up with very little... it is not an easy solution.... F+¡orghr+í: Gr+í na f+¡rinne D+¬an g+íire...Tiocfaidh +ír l+í |

Kagura Nikon
Mentally Assured Destruction Whores in space
187
|
Posted - 2013.04.24 22:53:00 -
[468] - Quote
Enya Sparhawk wrote:Gargantoi wrote:improve explosion velocity that kills the dmg ...u can add 10000% to its dmg the target ship can speed tank u so give it more Explosion velocity Enya Sparhawk wrote:All that will do is unbalance the mechanics of the damage application... bro this dmg upgrade is like the artilery one ...u got tons of dmg but crap tracking u cant apply it ..is usless ...they should make decent dmg and applyable ..also where is the balance between this ships i dono tbh .. Oh I agree with you, but the problem has never been with the adding or negating of buffs but how the formula calculated damage based off of the various factors in the first place... it is busted... otherwise you are just going to spend years trying to fine tune a desired result by what is actually happening with no real results because there is too much overlap in the equation which then leads to this: ie. a ship velocity of zero should always give the result of 100% damage application... (that is a "1" in this relationship: (Ev/Er * sig/vel)^(log(drf) / log(5.5) but it doesn't, Why? because the formula will alway choose the lowest number (generally any other number >1) as the base dmg multiplier. It is suppose to be an accurate representation of what your skills and ship abilties can do but then doesn't get used... What ever they have setup for the missle system doesn't properly apply damage which is why it doesn't work for PvP... its not the flight time (since you can choose the dmg type and will always hit), but the fact that the damage you do does not live up to your potential... At least that seems to be what I gathered from the sum of the complaints... I've been puzzling through this conundrum for the past week or so and have basically come up with very little... it is not an easy solution....
MIssiles are specialized on dealing full damage to ships of HIGHER size..or same size target painted. Nothig wrogn with that, because they can do more damage/projection combination than any other weapon system. That is the price they pay... and I say that as someone that currently use basically only missiles in PVP.
|

Bucca Zerodyme
Good For Nothing Corporation Union of Independence
9
|
Posted - 2013.04.25 02:21:00 -
[469] - Quote
Kagura Nikon wrote: MIssiles are specialized on dealing full damage to ships of HIGHER size..or same size target painted. Nothig wrogn with that, because they can do more damage/projection combination than any other weapon system. That is the price they pay... and I say that as someone that currently use basically only missiles in PVP.
Plz explain why its not wrong if i need a TP for soothing someone in my own size? How they gonna do more damage/projection combination?
This makes me really sad. |

Lloyd Roses
Risk-Averse PLEASE NOT VIOLENCE OUR BOATS
53
|
Posted - 2013.04.25 10:09:00 -
[470] - Quote
Bucca Zerodyme wrote:Kagura Nikon wrote: MIssiles are specialized on dealing full damage to ships of HIGHER size..or same size target painted. Nothig wrogn with that, because they can do more damage/projection combination than any other weapon system. That is the price they pay... and I say that as someone that currently use basically only missiles in PVP.
Plz explain why its not wrong if i need a TP for soothing someone in my own size? How they gonna do more damage/projection combination? This makes me really sad.
Cause you deal massive damage out to maximum range on a properly tackled target. Something you can arrange prior to the fight taking place by being prepared. I actually never felt a need for TP to attack shieldbuffertanked ships of the same size. |
|

Enya Sparhawk
State Protectorate Caldari State
2
|
Posted - 2013.04.25 21:54:00 -
[471] - Quote
Kagura Nikon wrote: MIssiles are specialized on dealing full damage to ships of HIGHER size..or same size target painted. Nothig wrogn with that, because they can do more damage/projection combination than any other weapon system. That is the price they pay... and I say that as someone that currently use basically only missiles in PVP.
Yes, I understand how they work... I'm not arguing with what you are implying... big missles should not do full damage to small ships (just unbalances the game)
I am merely stating the obvious... that the formula for calculating damage is broken... those big missles are not doing an accurate representation of thier damage on those ships... so what is the point of training skills and using something that doesn't reflect them...
In this equation: Damage = D * Min( 1, (S/E), (S/E*Ve/Vt) ^ (ln(drf)/ln(5.5)) )
if S/E<1 (say for example equal to 0.111 =11%)
and (S/E*Ve/Vt) ^ (ln(drf)/ln(5.5)) <1 (same example = 0.23333 =23%)
guess which factor it chooses as the base multiplier? 11%
When in reality based off of your skills and abilities it should be 23%
Busted.... this is why you can never do a 100% damage unless you unbalance the equation enough to make both of those previous mentioned examples >1 theyby making the "1" in the equation the lowest min. multiplier (a 100%)
I mean don't get me wrong, this equation has worked for a decade (maybe less??) and it will still work... but if you want to carry onto another decade then a change is needed to bring all damage into scope of viable PvP....
They should be outsourcing the solution to this formula dilemma to an outside source for a better representation of its damage application... contract an aeronautical engineering firm and tap their best minds for a complex and explicit solution as opposed to this simple implicit one.... then pay them for their time.... F+¡orghr+í: Gr+í na f+¡rinne D+¬an g+íire...Tiocfaidh +ír l+í |

Bucca Zerodyme
Good For Nothing Corporation Union of Independence
9
|
Posted - 2013.04.26 00:47:00 -
[472] - Quote
Enya Sparhawk wrote: Yes, I understand how they work... I'm not arguing with what you are implying... big missles should not do full damage to small ships (just unbalances the game)
I am merely stating the obvious... that the formula for calculating damage is broken... those big missles are not doing an accurate representation of thier damage on those ships... so what is the point of training skills and using something that doesn't reflect them...
In this equation: Damage = D * Min( 1, (S/E), (S/E*Ve/Vt) ^ (ln(drf)/ln(5.5)) )
if S/E<1 (say for example equal to 0.111 =11%)
and (S/E*Ve/Vt) ^ (ln(drf)/ln(5.5)) <1 (same example = 0.23333 =23%)
guess which factor it chooses as the base multiplier? 11%
When in reality based off of your skills and abilities it should be 23%
Busted.... this is why you can never do a 100% damage unless you unbalance the equation enough to make both of those previous mentioned examples >1 theyby making the "1" in the equation the lowest min. multiplier (a 100%)
I mean don't get me wrong, this equation has worked for a decade (maybe less??) and it will still work... but if you want to carry onto another decade then a change is needed to bring all damage into scope of viable PvP....
They should be outsourcing the solution to this formula dilemma to an outside source for a better representation of its damage application... contract an aeronautical engineering firm and tap their best minds for a complex and explicit solution as opposed to this simple implicit one.... then pay them for their time....
The Forumla for missiles was changed 2005, i started playing 2008, so i dont know how the Original missiles worked, but i heard they were awesome. It was so cool to shoot them ppl complained about missiles. Okay i agree cruise could kill frigates, but missiles were usefully.
Damage = D * Min( 1, (S/E), (S/E*Ve/Vt) ^ (ln(drf)/ln(5.5)) )
This formula doesnt make any sense, if you look at the realworld, because it doesnt matter if my car is destroyed by a atomic bomb, C4 or just a molotov cocktail. But you need it if you want to work it in a game, because you need something that smaller targets can survive big gun fire. The (S/E) part does make sense, because you dont want a frigate which is webed to get 100% dmg from cruise missiles which are BS-size weapon. So this task is not a Task for aeronautical engineering, its a task for the computer science or mathematics. This formula doesnt depends on the location from you or your target, thats good and bad at the same time. You can deal always 100%, it doesnt matter where your enemy is, but the enemy can really easy speed tank your missiles. An Afterburner is enough and your missiles will deal 50%-75% less dmg.
I would make this formula depend on the target (adding a coefficient, or something like that), and make it not that much influential on the speed of the target. |

Azriel X
Fyght Club SpaceMonkey's Alliance
18
|
Posted - 2013.04.26 07:14:00 -
[473] - Quote
Denuo Secus wrote:CCP Rise wrote:...Following Odyssey, we hope to do more work to improve the missile systems in EVE by potentially adding new modules and/or interactions.... High slot target painter??  Also: yay for the cruise missile boost 
why not make missile launchers scriptable... thus giving them specific application but simultaneously applying penalties. Wouldn't this also solve the issue that they are either a good pve weapon but a ****** pvp one or vice versa. For example, allow for a target painter script that increases your current target painter's efficiency/falloff (or whatnot) at the expense of cpu need for said target painter... or a ROF script at the expense of a -1 missile slot availability. You can even make that useless little "launcher" icon in the fitting screen hold the script and show the icon :P
Now I'm not saying I'm the almighty genius in ideas here, its just my thoughts. I may be correct in my suggestion, I may be not. In the end its just an idea I'm throwing out here. |

S4nn4
24th Imperial Crusade Amarr Empire
7
|
Posted - 2013.04.26 14:52:00 -
[474] - Quote
Here is a link to an online spreadsheet that shows "missile damage vs target speed" for different launchers and ammo types. There are no macros in it, I checked, just ordinary formulas.
https://sheet.zoho.com/public/pretty_explosions/eve-missile-damage-public-
It doesn't have any conclusions in it. But I have seen that for Light missiles, Heavy missiles and Cruise missiles the new T2 precision ammo is really effective against moving targets. On the other hand, the T2 precision ammo for Rockets, HAMs and Torpedoes perform worse than the T1 ammo, not just sometimes but always, and to top it off they have only half the range of the T1 too.
I also saw that for HAMs to be effective, at least one web is required, if the target has an afterburner two webs are needed. HAMs are so horrible.
Personally I think that the missile damage equation works. It's just the missiles themselves that needs to have their Damage, E, Ve and possibly drf values tweaked to make them a competitive alternative to guns. |

Bucca Zerodyme
Good For Nothing Corporation Union of Independence
11
|
Posted - 2013.04.26 15:19:00 -
[475] - Quote
Azriel X wrote:
why not make missile launchers scriptable... thus giving them specific application but simultaneously applying penalties. Wouldn't this also solve the issue that they are either a good pve weapon but a ****** pvp one or vice versa. For example, allow for a target painter script that increases your current target painter's efficiency/falloff (or whatnot) at the expense of cpu need for said target painter... or a ROF script at the expense of a -1 missile slot availability. You can even make that useless little "launcher" icon in the fitting screen hold the script and show the icon :P
Now I'm not saying I'm the almighty genius in ideas here, its just my thoughts. I may be correct in my suggestion, I may be not. In the end its just an idea I'm throwing out here.
No, it doesnt make sense to make something scriptable for a penalty, because the script should give an advantage or a swift in the bonus [Like in Tracking Computer, or Damping].
Just keep the launchers as they are and all the other modules. The modules are not broken, its the formula for missile dmg which is broken. |

Bucca Zerodyme
Good For Nothing Corporation Union of Independence
11
|
Posted - 2013.04.26 15:40:00 -
[476] - Quote
S4nn4 wrote:Here is a link to an online spreadsheet that shows "missile damage vs target speed" for different launchers and ammo types. There are no macros in it, I checked, just ordinary formulas. https://sheet.zoho.com/public/pretty_explosions/eve-missile-damage-public-It doesn't have any conclusions in it. But I have seen that for Light missiles, Heavy missiles and Cruise missiles the new T2 precision ammo is really effective against moving targets. On the other hand, the T2 precision ammo for Rockets, HAMs and Torpedoes perform worse than the T1 ammo, not just sometimes but always, and to top it off they have only half the range of the T1 too. I also saw that for HAMs to be effective, at least one web is required, if the target has an afterburner two webs are needed. HAMs are so horrible. Personally I think that the missile damage equation works. It's just the missiles themselves that needs to have their Damage, E, Ve and possibly drf values tweaked to make them a competitive alternative to guns.
You dont seem to understand the problem of missiles in PvP. Its the dmg application, which is really bad. For instance if you do 100% dmg on a 200m/s ship, then you do about 40%-50% less dmg on the same ship if its speed is 400m/s. The formula basically cuts the dmg at the same value which the ships increase in speed. The dmg is proportional to the speed:
dmg ~ 1/speed
if the speed increase you do less dmg.
The dmg graph should look like this: http://s1.directupload.net/file/d/3237/ztg7i88x_png.htm
and not like this graph: http://s1.directupload.net/file/d/3237/hpyfr6v9_png.htm
Otherwise missiles will always suck in PvP, if you firing it at someone the same size. |

Sal Landry
School of Applied Knowledge Caldari State
53
|
Posted - 2013.04.26 15:48:00 -
[477] - Quote
S4nn4 wrote:On the other hand, the T2 precision ammo for Rockets, HAMs and Torpedoes perform worse than the T1 ammo, not just sometimes but always, and to top it off they have only half the range of the T1 too. What? Rockets HAM's and torps don't have precision ammo, they have high damage rage ammo that gets increased damage in exchange for nerfed range and damage application, and javelin ammo that gets increased range in exchange for lowered damage. |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
682
|
Posted - 2013.04.26 15:53:00 -
[478] - Quote
S4nn4 wrote:I also saw that for HAMs to be effective, at least one web is required, if the target has an afterburner two webs are needed. HAMs are so horrible.
Well, since you're operating within web range and would like your target to stay there, what's so difficult about using a web? |

Bucca Zerodyme
Good For Nothing Corporation Union of Independence
11
|
Posted - 2013.04.26 19:40:00 -
[479] - Quote
Okay guys i did some math because CCP cant do it right.
My own missiles Formula would like that:
Real Damage = Damage * max(min(Y/vel,Sig/Er,1),cos(min((vel-Y)/vel*DRF, 3.1415))/2+0.5) [Formula 1]
Y = Sig * Ev / Er vel = ship's velocity sig = ship's signature Er = Explosion Radius of missile Ev = Explosion Velocity of missile DRF = Damge reducing factor
this formula is working like the old one, but it use the cosinus function for the reducing dmg of missiles. The CCP Formula is using basically this function: f(x) = (1/x)^y
it looks like this: http://s1.directupload.net/file/d/3237/torh2x4v_png.htm
if you use a cosinus function the dmg application would be much smoother. http://s14.directupload.net/file/d/3237/tofxjtwg_png.htm
if you compare both you would see it: http://s1.directupload.net/file/d/3237/qkt5u7xe_png.htm
Formula 1 can be adjust by DRF-Factor, if DRF = 1.5 then you get the following graph for dmg application. Y = 200. http://s7.directupload.net/file/d/3237/3f6v8759_png.htm
Every line is 100 speed. If you increase your speed by 2 then your missiles will deal 10% less dmg. - 300 more speed: 23% less dmg - 400 more speed: 38% less dmg - 500 more speed: 55% less dmg
Of course the DRF must be adjust, this are just some random values to see how it works. |

Gabriel Karade
Noir. Noir. Mercenary Group
92
|
Posted - 2013.04.26 19:49:00 -
[480] - Quote
Ancient history now, but this is what they were trying to do with missiles a long time ago....
http://oldforums.eveonline.com/?a=topic&threadID=79439
Basically - takes time to accelerate, so the bigger missiles would have poor agility straight out of the tubes, and therefore difficulty hitting smaller stuff up close.
Never was too sure why it didn't work, they just pulled the plug on it and eventually went with the explosion radius/velocity approach. Shame really, could have been a cool system, with scope for adding things like minimum 'arming' distance.
Gallente MkII: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1227770
War Machine: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=386293 |
|

Jonas Sukarala
Deep Core Mining Inc. Caldari State
112
|
Posted - 2013.04.26 19:55:00 -
[481] - Quote
Gabriel Karade wrote:Ancient history now, but this is what they were trying to do with missiles a long time ago.... http://oldforums.eveonline.com/?a=topic&threadID=79439Basically - takes time to accelerate, so the bigger missiles would have poor agility straight out of the tubes, and therefore difficulty hitting smaller stuff up close. Never was too sure why it didn't work, they just pulled the plug on it and eventually went with the explosion radius/velocity approach. Shame really, could have been a cool system, with scope for adding things like minimum 'arming' distance.
Thats weird page too look at cruisers fired cruise missiles?..... ships with thermal damage instead of kinetic.... raptor with missile and hybrid bonuses.. 'Tech3 ships need to be put down, like a rabid dog drooling everywhere in the house, they are out of line' CCP Ytterbium Nerf missile range into place..... where is the TD missile change?-á ,...projectiles should use capacitor. |

Bucca Zerodyme
Good For Nothing Corporation Union of Independence
11
|
Posted - 2013.04.26 19:56:00 -
[482] - Quote
Gabriel Karade wrote:Ancient history now, but this is what they were trying to do with missiles a long time ago.... http://oldforums.eveonline.com/?a=topic&threadID=79439Basically - takes time to accelerate, so the bigger missiles would have poor agility straight out of the tubes, and therefore difficulty hitting smaller stuff up close. Never was too sure why it didn't work, they just pulled the plug on it and eventually went with the explosion radius/velocity approach. Shame really, could have been a cool system, with scope for adding things like minimum 'arming' distance.
There is no formula there, cant tell you what went wrong. |

Gabriel Karade
Noir. Noir. Mercenary Group
92
|
Posted - 2013.04.26 19:59:00 -
[483] - Quote
Apart from the formula for locking time (aeons ago), I've never seen CCP release any of fundamental physics engine formulas; everyone that you see, from tracking, to missiles, is 'player derived' - make of that what you will.
Gallente MkII: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1227770
War Machine: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=386293 |

Enya Sparhawk
State Protectorate Caldari State
5
|
Posted - 2013.04.26 20:24:00 -
[484] - Quote
Bucca Zerodyme wrote: So this task is not a Task for aeronautical engineering, its a task for the computer science or mathematics. This formula doesnt depends on the location from you or your target, thats good and bad at the same time. You can deal always 100%, it doesnt matter where your enemy is, but the enemy can really easy speed tank your missiles. An Afterburner is enough and your missiles will deal 50%-75% less dmg.
I mearly mention the aeronautical engineer as an example of outsourcing... we're not looking for a programming solution but a formula calculation based off of a certain set of factors.... This group of people generally get paid for thinking in those regards... it would be a minor thing for them when presented with the task of putting "these set factors" in a relationship that best demonstrates mathematically what it is suppose to do... Plus they would readily have "tools" to test out their hypothesis on hand (programs and the like) Yeah someone in computer science or mathematician would definitely work too...
Don't get me wrong, I'm not suggesting that anyone at CCP or EVE are not up for the task, merely that they are already busy with so many other applications that they might not have the resources or brainpower to spare for this task...
And it is an issue... F+¡orghr+í: Gr+í na f+¡rinne D+¬an g+íire...Tiocfaidh +ír l+í |

Enya Sparhawk
State Protectorate Caldari State
5
|
Posted - 2013.04.26 21:16:00 -
[485] - Quote
Gabriel Karade wrote:Ancient history now, but this is what they were trying to do with missiles a long time ago.... http://oldforums.eveonline.com/?a=topic&threadID=79439Basically - takes time to accelerate, so the bigger missiles would have poor agility straight out of the tubes, and therefore difficulty hitting smaller stuff up close. Never was too sure why it didn't work, they just pulled the plug on it and eventually went with the explosion radius/velocity approach. Shame really, could have been a cool system, with scope for adding things like minimum 'arming' distance.
Quote:BIG END NOTE: This is step one in missile changes in progress, mentioned before and currently in tuning on the development server is physics changes to missile agility and how they keep track of targets at close and long range, making it so that the bigger missiles guide better at long range but not as well at close range (similar to how long range battleship turrets track frigates at long range).
This is interesting...
Personally, If I were to make changes to the missle system as a whole (assuming they find a better damage calculator) I'd make the unguided missles faster (while cutting back their flight time) than their guided counterparts for two reasons: 1. bring the damage more in line with the turrets ie. being closer to applied near instantaneous (but not near exactly), and 2. institute a damage reduction dependant on "hitting" for longer ranges (it is a short range weapon) meaning that at the extent of their range or flight time they may or maynot lose some damage due to not hitting exactly on target (but they still hit because of the size of explosion radius). Make it a scale similar to turret accuracy falloff but to a way, way lesser extent ... The advantage being that they always hit (if in range) but the damage is then further defined the farther away they get from your ship.
Essentially, treat unguided missles like giant bullets, fast but able to be outrun and affected by transverse (to a way lesser extent; I can't stress that enough)... something that will hit (once fired) even if you warp or lose target lock...
Then the guided, keep as is (again assuming they find a better damage calculator) because of their long range capacity, trading off the ability to apply instant damage for 1. always hitting, with no accuracy falloff 2. a way better scale of damage application on smaller targets (to large) over their unguided counterparts (it is guided afterall)
So essentially, just redefine the unguided missle role to better create a distinction between the two types of missles...
One is the erratic, unpredictable damage type (capable of great pain or minor scratches), the other is the ol' standby, steadfast and sure... F+¡orghr+í: Gr+í na f+¡rinne D+¬an g+íire...Tiocfaidh +ír l+í |

Bucca Zerodyme
Good For Nothing Corporation Union of Independence
11
|
Posted - 2013.04.26 23:31:00 -
[486] - Quote
I did some adjustments for my formula to get the curve nicer and set the minimal dmg output to 10% now.
Real DMG = DMG * max(min(Y-vel,Sig/Er,1),cos(min((vel-Y)/(Y*DRF),3.1415))/2.222+0.55)
Y = Sig * Ev / Er vel = ship's velocity sig = ship's signature Er = Explosion Radius of missile Ev = Explosion Velocity of missile DRF = Damage reducing Factor
i wont post the plot, because im lazy now, if you want to know how i would look like quate this post then i will post it. |

Kenshi Hanshin
Karl XII's Dragoner Apocalypse Now.
41
|
Posted - 2013.04.27 17:05:00 -
[487] - Quote
Bucca Zerodyme wrote:I did some adjustments for my formula to get the curve nicer and set the minimal dmg output to 10% now.
Real DMG = DMG * max(min(Y-vel,1),cos(min((vel-Y)/(Y*DRF),3.1415))/2.222+0.55)
Y = Sig * Ev / Er vel = ship's velocity sig = ship's signature Er = Explosion Radius of missile Ev = Explosion Velocity of missile DRF = Damage reducing Factor
i wont post the plot, because im lazy now, if you want to know how i would look like quote this post then i will post it.
Edit: I messed up the Formula for sooting at small targets, will do some fixes later graph please |

Bucca Zerodyme
Good For Nothing Corporation Union of Independence
11
|
Posted - 2013.04.27 18:54:00 -
[488] - Quote
Kenshi Hanshin wrote: graph please
My formula is: Real DMG = DMG * min(Sig/Er,max(min(Y-vel,1),cos(min((vel-Y)/(Y*DRF),3.1415))/2.222+0.55))
Y = Sig * Ev / Er vel = ship's velocity sig = ship's signature Er = Explosion Radius of missile Ev = Explosion Velocity of missile DRF = Damage reducing factor
I put some values in for Cruise, all 5 Skills and the target ship is 400 sig.
Y = 167.27 sig = 400 Er = 247.5 Ev = 103.5 DRF = 1 and 1.5 vel = see the graph
See the graph for the dmg application. The green curve is the current formula from CCP. DRF= 1 http://s14.directupload.net/file/d/3238/4pcuvslr_png.htm DRF= 1.5 http://s1.directupload.net/file/d/3238/on6vik8r_png.htm
I fixed the problem for soothing at small targets now.
Edit: used this site: http://www.walterzorn.de/grapher/grapher.htm
Formulas: min(400/247.5,max(min(167.27-x,1),cos(min((x-167.27)/(167.27*1.5),3.1415))/2.222+0.55)); min(400/247.5, min(1, (103.5/247.5 * 400/x)^(log(4.5)/log(5.5)))) |

ORCACommander
Obsidian Firelance Technologies
20
|
Posted - 2013.04.28 00:44:00 -
[489] - Quote
right now imo the biggest problem with all missile wepaons is the fact that missiles are delayed dps. increase all missile velocities to the point where they reach their targets in under 2 seconds |

Bucca Zerodyme
Good For Nothing Corporation Union of Independence
11
|
Posted - 2013.04.28 01:18:00 -
[490] - Quote
ORCACommander wrote:right now imo the biggest problem with all missile wepaons is the fact that missiles are delayed dps. increase all missile velocities to the point where they reach their targets in under 2 seconds
Delayed dmg is sure a problem, but if you CCP did as you suggest, then missiles arent missiles anymore. You cant just make missiles super fast, the dmg application is a bigger problem.
Flight time should be adjust like this (without ship bonus): - Less then 5 sec for mid range - 5-7.5 sec for long range.
Im not sure about the numbers never sniped with missiles in PvP. |
|

Bucca Zerodyme
Good For Nothing Corporation Union of Independence
11
|
Posted - 2013.04.28 19:01:00 -
[491] - Quote
Bucca Zerodyme wrote:Kenshi Hanshin wrote: graph please
My formula is: Real DMG = DMG * min(Sig/Er,max(min(Y-vel,1),cos(min((vel-Y)/(Y*DRF),3.1415))/2.222+0.55)) Y = Sig * Ev / Er vel = ship's velocity sig = ship's signature Er = Explosion Radius of missile Ev = Explosion Velocity of missile DRF = Damage reducing factor I put some values in for Cruise, all 5 Skills and the target ship is 400 sig. Y = 167.27 sig = 400 Er = 247.5 Ev = 103.5 DRF = 1 and 1.5 vel = see the graph See the graph for the dmg application, which depends on the speed of the target. The green curve is the current formula from CCP. DRF= 1 http://s14.directupload.net/file/d/3238/4pcuvslr_png.htmDRF= 1.5 http://s1.directupload.net/file/d/3238/on6vik8r_png.htmI fixed the problem for soothing at small targets now. Edit: used this site: http://www.walterzorn.de/grapher/grapher.htmFormulas: min(400/247.5,max(min(167.27-x,1),cos(min((x-167.27)/(167.27*1.5),3.1415))/2.222+0.55)); min(400/247.5, min(1, (103.5/247.5 * 400/x)^(log(4.5)/log(5.5))))
No Feedback for my Hard work?
property's of my Formula: - You can set a minimum - You can adjust the dmg application with DRF - The dmg application depends on the speed of the target, but the dmg curve is a cosine function, so the dmg dont get much worse if the break-even is passed. |

Kenshi Hanshin
Karl XII's Dragoner Apocalypse Now.
51
|
Posted - 2013.04.28 20:05:00 -
[492] - Quote
Bucca Zerodyme wrote:Bucca Zerodyme wrote:Kenshi Hanshin wrote: graph please
My formula is: Real DMG = DMG * min(Sig/Er,max(min(Y-vel,1),cos(min((vel-Y)/(Y*DRF),3.1415))/2.222+0.55)) Y = Sig * Ev / Er vel = ship's velocity sig = ship's signature Er = Explosion Radius of missile Ev = Explosion Velocity of missile DRF = Damage reducing factor I put some values in for Cruise, all 5 Skills and the target ship is 400 sig. Y = 167.27 sig = 400 Er = 247.5 Ev = 103.5 DRF = 1 and 1.5 vel = see the graph See the graph for the dmg application, which depends on the speed of the target. The green curve is the current formula from CCP. DRF= 1 http://s14.directupload.net/file/d/3238/4pcuvslr_png.htmDRF= 1.5 http://s1.directupload.net/file/d/3238/on6vik8r_png.htmI fixed the problem for soothing at small targets now. Edit: used this site: http://www.walterzorn.de/grapher/grapher.htmFormulas: min(400/247.5,max(min(167.27-x,1),cos(min((x-167.27)/(167.27*1.5),3.1415))/2.222+0.55)); min(400/247.5, min(1, (103.5/247.5 * 400/x)^(log(4.5)/log(5.5)))) No Feedback for my Hard work? property's of my Formula: - You can set a minimum - You can adjust the dmg application with DRF - The dmg application depends on the speed of the target, but the dmg curve is a cosine function, so the dmg dont get much worse if the break-even is passed.
Sorry busy weekend! Finals week for me.
Yes, your work looks great. Thanks for the reply!  |

Kenshi Hanshin
Karl XII's Dragoner Apocalypse Now.
51
|
Posted - 2013.04.28 20:22:00 -
[493] - Quote
Bucca Zerodyme wrote:ORCACommander wrote:right now imo the biggest problem with all missile wepaons is the fact that missiles are delayed dps. increase all missile velocities to the point where they reach their targets in under 2 seconds Delayed dmg is sure a problem, but if you CCP did as you suggest, then missiles arent missiles anymore. You cant just make missiles super fast, the dmg application is a bigger problem. Flight time should be adjust like this (without ship bonus): - Less then 5 sec for mid range - 5-7.5 sec for long range. Im not sure about the numbers never sniped with missiles in PvP.
I have attempted to use missiles in PvP. The longer range flight times make missiles inexcusably inferior to any turret system. Even lasers with their draconian cap-usage and fitting requirements are superior to CML over those ranges in terms of applied damage.
Bucca is on to something. As missiles are by definition a warhead mounted on an engine. There is no logical in-universe reason that engine couldn't be upgraded. For example, light combat drones which are 7 m long have a MWD. The longer ranged versions of missiles could be retconned to have it too: Light missiles, Heavy Missiles and Cruise Missiles (variants included).
Doing that CCP could easily write up an in-game development to increase those missile velocities to allow for a 2-3 second time-to-impact. The flight time could then be adjusted to keep the missile ranges within reason. So basically the new missile states for range would look something like this:
Standard Heavy Missile (w/ lvl4 Missile Projection + Bombardment)
Max Velocity: 18 km/s Flight time 3 secs Range = 54 km Time-to-impact: 3 sec
To offset the nearly instant application of damage the damage could be reduced *some* to put missiles back into proper par with turrets. The main balancing attribrute would be the longer base ROF of missile launchers to turrets. Thereby reducing the dps that is actually felt.
In addition, I would suggest that the anti-missile system be changed to a mid-slot or utility-high not launcher/turret based system. Game-mechanic would be a directed or pulsed energy projector that targets missiles like smartbombs. The difference from smart bombs being that it harms only missiles not drones or enemy ships. Using that kind of anti-missile system idea would allow any pilot or raced ship to fit it. Thus not restricting people as the present and worthless defender missiles do.
Thoughts? |

Bucca Zerodyme
Good For Nothing Corporation Union of Independence
11
|
Posted - 2013.04.28 22:32:00 -
[494] - Quote
Kenshi Hanshin wrote:
I have attempted to use missiles in PvP. The longer range flight times make missiles inexcusably inferior to any turret system. Even lasers with their draconian cap-usage and fitting requirements are superior to CML over those ranges in terms of applied damage.
Bucca is on to something. As missiles are by definition a warhead mounted on an engine. There is no logical in-universe reason that engine couldn't be upgraded. For example, light combat drones which are 7 m long have a MWD. The longer ranged versions of missiles could be retconned to have it too: Light missiles, Heavy Missiles and Cruise Missiles (variants included).
Doing that CCP could easily write up an in-game development to increase those missile velocities to allow for a 2-3 second time-to-impact. Four seconds would be the outer limit of allowable time-to-impact. As any longer than that and the target can warp away when you lock/fire and before missile reach them. The flight time could then be adjusted to keep the missile ranges within reason. So basically the new missile states for range would look something like this:
Standard Heavy Missile (w/ lvl4 Missile Projection + Bombardment)
Max Velocity: 18 km/s* Flight time 3 secs Range = 54 km Time-to-impact: 3 sec
To offset the nearly instant application of damage the damage could be reduced *some* to put missiles back into proper par with turrets. The main balancing attribrute would be the longer base ROF of missile launchers to turrets. Thereby reducing the dps that is actually felt.
*Idea: Make the missile accelerate using an X^2 curve. That would mean that it should be more 'balanced' at closer ranges as well.
see the link for acceleration in EvE: http://wiki.eveonline.com/en/wiki/Acceleration
So the missiles will start and accelerate, but when they get faster it will decrease the acceleration. So you cant use a x^2 curve for the missiles. you would need to change the formula for missiles acceleration into:
s = 1/2 * a * t^2 s = distance a = acceleration t = time of flight
Missiles property's would be changed into: - Flight time - Acceleration (No velocity needed anymore)
Would be a cool change.
Kenshi Hanshin wrote:
In addition, I would suggest that the anti-missile system be changed to a mid-slot or utility-high not launcher/turret based system. Game-mechanic would be a directed or pulsed energy projector that targets missiles like smartbombs. The difference from smart bombs being that it harms only missiles not drones or enemy ships. Using that kind of anti-missile system idea would allow any pilot or raced ship to fit it. Thus not restricting people as the present and worthless defender missiles do.
yeah really sad, the best AMS (Anti-Missiles-System) are smartbombs. Agree antimissiles need to change, but i wont discuss it here in this thread. |

Akiyo Mayaki
169
|
Posted - 2013.04.28 23:24:00 -
[495] - Quote
I'm pretty happy with these changes. No |

Kenshi Hanshin
Karl XII's Dragoner Apocalypse Now.
54
|
Posted - 2013.04.29 02:12:00 -
[496] - Quote
Bucca Zerodyme wrote:Kenshi Hanshin wrote:
I have attempted to use missiles in PvP. The longer range flight times make missiles inexcusably inferior to any turret system. Even lasers with their draconian cap-usage and fitting requirements are superior to CML over those ranges in terms of applied damage.
Bucca is on to something. As missiles are by definition a warhead mounted on an engine. There is no logical in-universe reason that engine couldn't be upgraded. For example, light combat drones which are 7 m long have a MWD. The longer ranged versions of missiles could be retconned to have it too: Light missiles, Heavy Missiles and Cruise Missiles (variants included).
Doing that CCP could easily write up an in-game development to increase those missile velocities to allow for a 2-3 second time-to-impact. Four seconds would be the outer limit of allowable time-to-impact. As any longer than that and the target can warp away when you lock/fire and before missile reach them. The flight time could then be adjusted to keep the missile ranges within reason. So basically the new missile states for range would look something like this:
Standard Heavy Missile (w/ lvl4 Missile Projection + Bombardment)
Max Velocity: 18 km/s* Flight time 3 secs Range = 54 km Time-to-impact: 3 sec
To offset the nearly instant application of damage the damage could be reduced *some* to put missiles back into proper par with turrets. The main balancing attribrute would be the longer base ROF of missile launchers to turrets. Thereby reducing the dps that is actually felt.
*Idea: Make the missile accelerate using an X^2 curve. That would mean that it should be more 'balanced' at closer ranges as well.
see the link for acceleration in EvE: http://wiki.eveonline.com/en/wiki/AccelerationSo the missiles will start and accelerate, but when they get faster it will decrease the acceleration. So you cant use a x^2 curve for the missiles. you would need to change the formula for missiles acceleration into: s = 1/2 * a * t^2 s = distance a = acceleration t = time of flight Missiles property's would be changed into: - Flight time - Acceleration (No velocity needed anymore) Would be a cool change. Thanks for the link and that equation makes a lot more sense then whatever they are presently using. Basing it on acceleration and having a much higher top speed would greatly improve missiles par-ability to turrets at their intended ranges. CCP Fozzie could you please look at the idea?
Bucca Zerodyme wrote: yeah really sad, the best AMS (Anti-Missiles-System) are smartbombs. Agree antimissiles need to change, but i wont discuss it here in this thread.
Yes, that is sad. But we as a community should and need to keep reminding CCP that there are better ways to go about that. I specifically remember that is not the only good idea for a universal (non-racially restrictive) anti-missile system. To be honest, I am surprised that they didn't think of that before and on their own. |

Rachel Starchaser
Perkone Caldari State
1
|
Posted - 2013.04.29 03:15:00 -
[497] - Quote
I already have power grid problems. :( |

Debora Tsung
The Investment Bankers Guild
107
|
Posted - 2013.04.29 10:48:00 -
[498] - Quote
Bucca Zerodyme wrote: yeah really sad, the best AMS (Anti-Missiles-System) are smartbombs. Agree antimissiles need to change, but i wont discuss it here in this thread.
Missile based anti missile systems are stupid anyways.
There's no reason to waste ammo on a system that could achive better results when it used a laser. or a smart bomb in that case.
A point defense laser that shoots down missiles at range X would be cool. There's nothing a million chinese guys can't do cheaper. |

Malcanis
Vanishing Point. The Initiative.
8990
|
Posted - 2013.04.29 17:56:00 -
[499] - Quote
Rachel Starchaser wrote:I already have power grid problems. :(
With what ship?
1 Kings 12:11
|

Hagika
LEGI0N
37
|
Posted - 2013.04.29 18:59:00 -
[500] - Quote
Josilin du Guesclin wrote:Chessur wrote: Raven, all level 5 skills, 2BCS, T2 launchers, CN scourge cruise missile
On paper: 460 DPS
MWD drake: 368
Raven, all level 5 skills, 2BCS, T2 launchers, Scourge Fury Cruise
On paper: 560 DPS
MWD drake: 232 DPS
That is with the old raven and old missiles. But you get the point. Even with the 30% damage increase (assuming that you could actually apply that with the 10% decrease in explosion velocity- CN cruise raven is only doing 368 X 30% = 478 DPS (which is not all going to be applied anyway thanks to the decreased explo velocity.)
Why in the heck are you using Fury for the Raven? I think you're setting it up to fail - on a BC target you should be using Precision or Faction. My estimates suggest Precision will almost always be the right choice with the new numbers if the target sub-cap and moving at all, unless you need range (in which case use Faction). Fury is for stationary targets and capitals, as always.
Except every other race can use their T2 Battleship ammo on battleship and even smaller ships without issue. So why would Caldari be the exception? |
|

Hagika
LEGI0N
37
|
Posted - 2013.04.29 19:02:00 -
[501] - Quote
Any word on possible torp chances?
We really need to push to make Fury usable on atleast all BS, hulls.
Another issue is having to sacrifice precious rig slots in order to make the missiles be viable, when in pvp, Rig slots are really needed for tank.
A raven without tank rigs is just pathetic.
|

Hagika
LEGI0N
37
|
Posted - 2013.04.29 19:30:00 -
[502] - Quote
Gypsio III wrote:Bi-Mi Lansatha wrote:Kueyen wrote:...Damage(Fury) = 420 * Min( 1, (S/516), (0.1124*S/Vt)^(0.9078) ) See this is where I am having a problem, especially with that exponent being less than 1. With all other variables being constant, I don't see how increasing the explosion radius by 10% offsets the increase in 30% base damage... as another poster declared. What I see... and of course I am wrong... is that the actual effect on a 10% increase in explosion radius will be limited to about a 8% -8.5% reduction in damage application. But if one includes the 30% base damage increase, then isn't actual damage greater under all scenarios with regards to the new stats verse the old? What am I missing that the other poster sees?  I think you're missing mathematical incompetence. The other poster (Chessur?) is just clueless. Take the following cases: A Raven shoots CN Cruise (247.5 m, 103.5 m/s) at a MWDing Megathron (954 m/s, 2280 m sig). WIth new cruise, damage dealt is 100%, so the 10% increase in explosion radius has no effect, you get the full benefit of the 31.6% cruise DPS increase. A Raven shoots CN Cruise (247.5 m, 103.5 m/s) at a MWDing Drake (1003 m/s, 2090 m sig). Old cruise did 96.3% damage; new cruise will do 88.6% damage. Accounting for 31.6% more DPS from new cruise gives an increase in applied DPS with new cruise of 21.0%. A single painter takes both to 100% damage, resulting in 31.6% more DPS from new cruise. A Raven shoots CN Cruise (247.5 m, 103.5 m/s) at a MWDing shield Hurricane (1293 m/s, 1796 m sig). Old cruise did 67.4% damage; new cruise does only 61.9%, ohnoes, a nerf! Not quite. Accounting for the extra 31.6% DPS from new cruise indicates that new cruise will again do 21.0% more damage than old cruise. This rule of >21% more applied damage seems to hold true in most sensible combinations of sig and speed, although it does seem to break down to 19.6% in some odd combinations. I don't have time to track it down right now though.
So with the bonus to the Phoon, how much better would it it be over a raven trying to do the same thing?
|

Hagika
LEGI0N
37
|
Posted - 2013.04.29 19:58:00 -
[503] - Quote
Kagura Nikon wrote:Jureth22 wrote:just tested a cruise raven vs a typhoon
fitt of raven : 6x cruise missile launcher II + scourge fury/1x web/1x painter/4x bcu
initial volley whitout tp : 1201 with tp : 1500
seriosly???? will cruise missiles need to tp a battleship size hull to be able to make their full potention damage.
i am dissapoint,dps looks ok on paper,but when in combat,everything changes Checked what battleship you are firign at? The typhoon is exaclty the lowest sgianture battleship EXACLTY so that it can mitigate incomming damage. Try firing at a hyperion and see if you need ANY Tpainter.
Its a battleship with an unrealistic small sig and still able to achieve a battleship tank just like the others. Not to mention faster than most as well.
Its kind of ridiculous really. |

Bucca Zerodyme
Good For Nothing Corporation Union of Independence
12
|
Posted - 2013.04.29 21:11:00 -
[504] - Quote
Hagika wrote: Except every other race can use their T2 Battleship ammo on battleship and even smaller ships without issue. So why would Caldari be the exception?
Already posted my opinion on that. It would be really sad if i cant use them on a BS which dont have an AB fitted. You need atleast 1-2 TP's to get full dmg on a BS.
you need to get this condition true to get Full DMG: (Sig/Er * Ev/Vel) > 1
All 5 Skills: (Sig/425.7 * 87/Vel) > 1 <=> 4.893 * Sig/Vel > 1
That means if the radio of Sig/Vel is less then 0.2 then you will not do full dmg or if the Vel is 4.893 times higher then the Sig. With Navigation at lvl 5 and 2 Shield Extender + 3 Shield Rigs with lvl4, you get the following Data:
GALLENTE Hyperion: max velocity: 143.75 Signature radius: 637.19 -> No Full DMG
Megathron: max velocity: 152.5 Signature radius: 512.13 -> No Full DMG
Dominix max velocity: 136.25 Signature Radius: 613.37 -> No Full DMG
MINMATAR Maelstrom: max velocity: 117.5 Signature radius: 607.41 -> Full DMG
Tempest: max velocity: 150 Signature radius: 488.31 -> No Full DMG
Typhoon: max velocity: 162.5 Signature radius: 452.58 -> No Full DMG
AMARR Abaddon: max velocity: 111.25 Signature radius: 619.32 ->Full DMG
Apocalypse: max velocity: 141.25 Signature radius: 512.13 -> No Full DMG
Armageddon: max velocity: 125 Signature radius: 595.5 -> No Full DMG
CALDARI Rokh: max velocity: 111.25 Signature radius: 655,05 -> Full DMG
Raven: max velocity: 141.25 Signature radius: 559.77 -> No Full DMG
Scorpion: max velocity: 117.5 Signature radius: 631.23 -> Full DMG
So only 4(3) out of 12 ships you can do Full DMG without utility. Maelstrom, Abaddon, Rokh and Scorpion. Without Shield-Tank there were 0 Ships out of 12.
Edit: As I already suggested, reduce the penalty from Fury Missiles to 50% and not 72% (Explosion Radius) and the 16% Penalty from Explosion Vel to 12.5% |

Mariner6
Agony Unleashed Agony Empire
151
|
Posted - 2013.04.29 21:23:00 -
[505] - Quote
Don't forget that while your cruise missiles may not do full damage to the target you will not miss so you are doing some damage which is better than zero damage like when guns get out tracked. You seem to desire that missiles should always do full damage when they hit? Often guns won't either because of tracking or being in fall off or both and also affected by signature size as per the various formulas. It seems like overall its nearing a very good balance with these changes. |

Enya Sparhawk
State Protectorate Caldari State
7
|
Posted - 2013.04.29 21:35:00 -
[506] - Quote
Bucca Zerodyme wrote: My formula is: Real DMG = DMG * min(Sig/Er,max(min(Y-vel,1),cos(min((vel-Y)/(Y*DRF),3.1415))/2.222+0.55))
Y = Sig * Ev / Er vel = ship's velocity sig = ship's signature Er = Explosion Radius of missile Ev = Explosion Velocity of missile DRF = Damage reducing factor
Formulas: min(400/247.5,max(min(167.27-x,1),cos(min((x-167.27)/(167.27*1.5),3.1415))/2.222+0.55)); min(400/247.5, min(1, (103.5/247.5 * 400/x)^(log(4.5)/log(5.5))))
No Feedback for my Hard work?
property's of my Formula: - You can set a minimum - You can adjust the dmg application with DRF - The dmg application depends on the speed of the target, but the dmg curve is a cosine function, so the dmg dont get much worse if the break-even is passed.
Hmmm, the one problem I have with this formula is that it is solely dependant on velocity... While I agree that velocity would be a major factor in solving damage, it should never be a single standalone...
I realize that it "works" (to an extent) but then it really isn't a fair representation of all factors involved based on all of the trained skills available...
The idea being to create a formula that has many factors working in unison (since you will have many other factors working against them in game ie. webbers, painters, etc); the formula should be complex utilizing a wide range of factors without being complicated.
Like I said before, its not a simple solution... F+¡orghr+í: Gr+í na f+¡rinne D+¬an g+íire...Tiocfaidh +ír l+í |

Bucca Zerodyme
Good For Nothing Corporation Union of Independence
12
|
Posted - 2013.04.29 21:41:00 -
[507] - Quote
Mariner6 wrote:Don't forget that while your cruise missiles may not do full damage to the target you will not miss so you are doing some damage which is better than zero damage like when guns get out tracked. You seem to desire that missiles should always do full damage when they hit? Often guns won't either because of tracking or being in fall off or both and also affected by signature size as per the various formulas. It seems like overall its nearing a very good balance with these changes.
I dont use Missiles in PvP, maybe someone other can explain it better. Missiles hit always the target is sure a big advantage, but its only advantage. Now im going to list a few disadvantages: - Delayed DMG in PvP - DMG Application is bad -> you need more E-War - You cant use Fury missiles - You cant snipe with Missiles
I dont run statistics on Turret hits, but i know you usually hit your target, otherwise you did something wrong. Whats your guess about missing you target with turrets? 5%,10%,15% ? If thats the point then, just reduce missile dmg by 5% then they are even, wont they? |

Bucca Zerodyme
Good For Nothing Corporation Union of Independence
12
|
Posted - 2013.04.29 21:46:00 -
[508] - Quote
Enya Sparhawk wrote: Hmmm, the one problem I have with this formula is that it is solely dependant on velocity... While I agree that velocity would be a major factor in solving damage, it should never be a single standalone...
I realize that it "works" (to an extent) but then it really isn't a fair representation of all factors involved based on all of the trained skills available...
The idea being to create a formula that has many factors working in unison (since you will have many other factors working against them in game ie. webbers, painters, etc); the formula should be complex utilizing a wide range of factors without being complicated.
Like I said before, its not a simple solution...
The Forumla is using all factors. Its what Y = Sig * Ev / Er is for. It may appear different, but there is no difference, except it use a cosine function. Otherwise show me an example where the Formula behaves strange.
If you get webed or painted, your speed decrease or your Sig-Radius is increased. This facts will surly change the dmg you are doing. |

Bucca Zerodyme
Good For Nothing Corporation Union of Independence
12
|
Posted - 2013.04.29 21:59:00 -
[509] - Quote
Enya Sparhawk wrote:Factoring in the velocity of missles into the equation wouldn't really be a good idea since they already fly faster than most ships anyways...
The Dmg-Application Graph, which i posted dont show the missiles speed, its showing the speed of the ship.
Y = Sig * Ev / Er vel = ship's velocity sig = ship's signature Er = Explosion Radius of missile Ev = Explosion Velocity of missile DRF = Damage reducing factor
There is no missiles speed involved. |

Enya Sparhawk
State Protectorate Caldari State
7
|
Posted - 2013.04.29 22:09:00 -
[510] - Quote
Bucca Zerodyme wrote: The Forumla is using all factors. Its what Y = Sig * Ev / Er is for. It may appear different, but there is no difference, except it use a cosine function. Otherwise show me an example where the Formula behaves strange.
If you get webed or painted, your speed decrease or your Sig-Radius is increased. This facts will surly change the dmg you are doing.
I noticed, but the velocity in each of your parts is a stand alone factor, a whole number that isn't accurately presented in the relationship of skills... you are obtaining a number for Y then subtracting the ship's velocity or vice versa...
"(Y -vel) or (vel -Y)"
Whereas in the original formula it is a function of all parts working in unison (though not properly representative)
Bucca Zerodyme wrote: property's of my Formula: - You can set a minimum - You can adjust the dmg application with DRF - The dmg application depends on the speed of the target, but the dmg curve is a cosine function, so the dmg dont get much worse if the break-even is passed.
Don't get me wrong, I do like what you've done and were working towards... but what I am saying is that is should not be dependant on the speed of the target alone, since theoretically, these missles generally travel faster than the ship they are trying to hit...
Does that make sense?
F+¡orghr+í: Gr+í na f+¡rinne D+¬an g+íire...Tiocfaidh +ír l+í |
|

Enya Sparhawk
State Protectorate Caldari State
7
|
Posted - 2013.04.29 22:10:00 -
[511] - Quote
Bucca Zerodyme wrote:Enya Sparhawk wrote:Factoring in the velocity of missles into the equation wouldn't really be a good idea since they already fly faster than most ships anyways...
The Dmg-Application Graph, which i posted dont show the missiles speed, its showing the speed of the ship. Y = Sig * Ev / Er vel = ship's velocity sig = ship's signature Er = Explosion Radius of missile Ev = Explosion Velocity of missile DRF = Damage reducing factor There is no missiles speed involved. LOL no this was in response to another post by someone else, I just added it in later...
sorry
To this:
Kenshi Hanshin wrote:To offset the nearly instant application of damage the damage could be reduced *some* to put missiles back into proper par with turrets. The main balancing attribrute would be the longer base ROF of missile launchers to turrets. Thereby reducing the dps that is actually felt.
In addition, I would suggest that the anti-missile system be changed to a mid-slot or utility-high not launcher/turret based system. Game-mechanic would be a directed or pulsed energy projector that targets missiles like smartbombs. The difference from smart bombs being that it harms only missiles not drones or enemy ships. Using that kind of anti-missile system idea would allow any pilot or raced ship to fit it. Thus not restricting people as the present and worthless defender missiles do.
Thoughts?
*Idea: Make the missile accelerate using an X^2 curve. That would mean that it should be more 'balanced' at closer ranges as well. F+¡orghr+í: Gr+í na f+¡rinne D+¬an g+íire...Tiocfaidh +ír l+í |

Bucca Zerodyme
Good For Nothing Corporation Union of Independence
12
|
Posted - 2013.04.29 22:18:00 -
[512] - Quote
Enya Sparhawk wrote: I noticed, but the velocity in each of your parts is a stand alone factor, a whole number that isn't accurately presented in the relationship of skills... you are obtaining a number for Y then subtracting the ship's velocity or vice versa...
"(Y -vel) or (vel -Y)"
Whereas in the original formula it is a function of all parts working in unison (though not properly representative)
you got something wrong here, this are 2 different parts of the formula, which do there jobs, but any of this parts have a good reason, that its written there. I will try to explain that to you later (see my next post), im busy now and dont want to write much atm.
Except my post in about 3-4 hours, i need to do some graphs and stuff to explain it properly.
Edit: besides Real missiles dont work like CCP is making them work in the game, so who cares if something is different, but the Formula works like this much better. |

Enya Sparhawk
State Protectorate Caldari State
7
|
Posted - 2013.04.29 22:21:00 -
[513] - Quote
Cool, just post it and I'll read it later... maybe I missed something, or maybe there is something I am just not seeing... F+¡orghr+í: Gr+í na f+¡rinne D+¬an g+íire...Tiocfaidh +ír l+í |

Bucca Zerodyme
Good For Nothing Corporation Union of Independence
12
|
Posted - 2013.04.29 22:29:00 -
[514] - Quote
Enya Sparhawk wrote:LOL no this was in response to another post by someone else, I just added it in later... sorry To this: Kenshi Hanshin wrote:To offset the nearly instant application of damage the damage could be reduced *some* to put missiles back into proper par with turrets. The main balancing attribrute would be the longer base ROF of missile launchers to turrets. Thereby reducing the dps that is actually felt.
In addition, I would suggest that the anti-missile system be changed to a mid-slot or utility-high not launcher/turret based system. Game-mechanic would be a directed or pulsed energy projector that targets missiles like smartbombs. The difference from smart bombs being that it harms only missiles not drones or enemy ships. Using that kind of anti-missile system idea would allow any pilot or raced ship to fit it. Thus not restricting people as the present and worthless defender missiles do.
Thoughts?
*Idea: Make the missile accelerate using an X^2 curve. That would mean that it should be more 'balanced' at closer ranges as well.
Its not about, that missiles are faster then any ships its about making them hit faster on long range targets but sill hit target within mid range not faster. |

Enya Sparhawk
State Protectorate Caldari State
7
|
Posted - 2013.04.29 22:55:00 -
[515] - Quote
Applying the dynamics of fluid space to missles... same as ships, to determine speed (time) at which damage gets applied to long ranges due to acceleration...
Yeah I got it, I was disagreeing with...
I just don't like the idea of missles accelerating and decelerating... F+¡orghr+í: Gr+í na f+¡rinne D+¬an g+íire...Tiocfaidh +ír l+í |

Hagika
LEGI0N
38
|
Posted - 2013.04.29 22:55:00 -
[516] - Quote
Bucca Zerodyme wrote:Mariner6 wrote:Don't forget that while your cruise missiles may not do full damage to the target you will not miss so you are doing some damage which is better than zero damage like when guns get out tracked. You seem to desire that missiles should always do full damage when they hit? Often guns won't either because of tracking or being in fall off or both and also affected by signature size as per the various formulas. It seems like overall its nearing a very good balance with these changes. I dont use Missiles in PvP, maybe someone other can explain it better. Missiles hit always the target is sure a big advantage, but its only advantage. Now im going to list a few disadvantages: - Delayed DMG in PvP - DMG Application is bad -> you need more E-War - You cant use Fury missiles - You cant snipe with Missiles - You can smartbomb them I dont run statistics on Turret hits, but i know you usually hit your target, otherwise you did something wrong. Whats your guess about missing you target with turrets? 5%,10%,15% ? If thats the point then, just reduce missile dmg by 5% then they are even, wont they? Edit: Try to think of some situations, where you guns are out tracked and missiles still do Full DMG. I dont think there are many of them.
There actually isnt any.
|

Hagika
LEGI0N
38
|
Posted - 2013.04.29 23:36:00 -
[517] - Quote
Mariner6 wrote:Don't forget that while your cruise missiles may not do full damage to the target you will not miss so you are doing some damage which is better than zero damage like when guns get out tracked. You seem to desire that missiles should always do full damage when they hit? Often guns won't either because of tracking or being in fall off or both and also affected by signature size as per the various formulas. It seems like overall its nearing a very good balance with these changes.
I have yet to see guns get out tracked by another BS in range without the use of a TD.
If a battleship is within your optimal, you are going to hit and for full damage even if they are moving. If they are standing still, you are going to hit for full damage. If you have a frig standing still, you will destroy it in 1 shot.
When using a missile BS, if their sig is smaller in many cases you will not even hit for full damage while standing still. If they are moving, you are not going to hit for full damage unless you have a TP and if you are using torps you need webs and a TP.
If a frig is standing still, i can not 1 shot him, or 2 shot..even 3 shot. If you are using torps then they are going to laugh at you.
I really dislike the fact when turret users ( I fly gallente, so i am one) Will go on about how missiles always hit. They do not. Some can be out run, others can be out ranged. Then if its a smaller ship moving, I have even had... 0.... (thats right) 0 damage hit on a ship.
In fact if a smaller ship is moving you will only be doing a few damage, which accomplishes nothing.
Then while i can load up void for absolute max dps on what ever poor SOB i get my hands on, missile users cant use their T2 high damage ammo.
I have sat in a stealth bomber, shooting a non moving drake with a TP using rage and it did less than my cal navy ammo. It was not a few damage it was a few hundred damage or more a hit.
Now do the same with an un-bonused ship like the raven. It is ridiculous, the bomber has awesome bonuses and still couldnt hit for full damage.
A drake sig is bigger than pretty much all Minnie BS except for the Mael and almost matches amarr and gallente BS aside from their Abbadon and Hyperion.
if battleships are moving, AB or MWD, the damage is reduced greatly.
If you honestly think missiles have any real advantages, I would love to point out that they are not used for sniping and aside from a few frig hulls.
The Raven,Scorp very rarely used in PVP, and you would almost never see a Phoon with torps or cruise. Always projects get the nod. Until the buff to the phoon, because they are giving it a bonus for the missiles. Yet the Raven will be sitting there lagging behind like it has for years. With the bonus the phoon will apply alot more dps and will have the same number of launcher slots, all the while having a smaller sig and a better tank, with lots of mids to fit all the junk needed to make missiles better.
At this point, stingy turret users just dont want to lose any superiority to missile pilots. As a turret user I am actually disgusted on just how ridiculous my fellow turret users act about any missile buff, knowing full well how crappy they are.
This is why you find me here supporting caldari pilots and missile users. They deserve their time in the sun again. Turret folks have enjoyed years upon years of being dominant in pvp.
Then some have the nerve to tell new pilots to not train missiles because they suck and to train guns instead, yet openly speak out against a missile buff. Seriously, thats childish bullcrap.
|

Bucca Zerodyme
Good For Nothing Corporation Union of Independence
13
|
Posted - 2013.04.30 02:20:00 -
[518] - Quote
This will be a long post about my Formula, if you dont want to bother then just skip it.
I will be using this side to plot my Formulas plz check them your self, i wont post a picture. Link 1
The Formula from CCP Damage = Base_Damage * MIN(sig/Er, 1, (Ev/Er * sig/vel)^(log(drf) / log(5.5)))
My own Formula: Real DMG = DMG * min(Sig/Er,max(min(Y-vel,1),cos(min((vel-Y)/(Y*DRF),3.1415))/2.222+0.55))
Y = Sig * Ev / Er vel = ship's velocity sig = ship's signature Er = Explosion Radius of missile Ev = Explosion Velocity of missile DRF = Damage Reducing Factor [Note there is a differenz between DRF of my Formula and CCP's Formula]
Lets get started, by making the Formula from CCP more simple. The bolted part is not necessary to understand the Formula. Damage = Base_Damage * MIN(sig/Er, 1, (Ev/Er * sig/vel)^(log(drf) / log(5.5))) - sig/Er is important if you shoot at small targets, but not necessary, if you shoot targets, which are big - ^(log(drf) / log(5.5)) is a modifier, you can adjust the dmg application curve with it. But the behavior is the same.
The damage only depends on: MIN(1, Ev/Er * sig/vel)
Its the minimum of 1 or Ev/Er * sig/vel [Will be called part 2 now]. Whatever is smaller will be picked. Thats important, because this is just a modifier. If the modifier is 1 you get full DMG otherwise you do less. So you dont want it to get it bigger as 1. If Part 2 gets smaller then 1, then you do less dmg. Usually Ev, Er and Sig are fixed in a fight (unless you use painter), so the most important part of part 2 is vel, which can be greatly changed from 0 to 400 or even higher. If you use fixed values for Ev, Er and Sig then you can do a substitution, Y = Ev * Sig / Er, and get Y/vel. So Y/Vel is basically the function [f(x) = 1/x], which CCP is using to calculate dmg. See the following picture to understand: f(x) = 1/x^2
Use 1/x to plot this function [Link 1].
Its not surprising that curve is crossing point (1,1) [I will call it "the break-even-point" now], its the key point to calculate the dmg application. If you now minimize this function with 1 and you will see the formula from CCP. Use min(1,1/x) to plot it. If you pass the break-even-Point then your dmg application will get worse. You can even switch the position of the break-even-point to another position. Use Y = Sig * Ev / Er to calculate this point. - Sig = 478.26 - Er = 247.5 - Ev = 103.5 - Y = 478.26 * 103.5 / 247.5 = 200 Now adjust the Formula: min(1,200/x). The meaning of this formula is, if the target's speed pass Y [200], then you do less dmg. If the Target double its speed at the break-even-point, then you do only 50% dmg. The dmg is proportional to the speed. Thats a bad behavior because its not easy to fix missiles with this kind of behavior [Bad For PvP]. It would be much better, if the dmg application would be much smoother [Less depended on the break-even-point].
We need another function to calculate the modifier. See the cosine Function: http://upload.wikimedia.org/wikipedia/commons/b/b6/Cos.svg The cosine function is much better in my opinion, because it dont hurt that much if you barely pass the break-even-point. [Good for PvP]. Compare them with Link 1: 1/(x+1); [Needed some adjustment to move the function] [; is important, it separate the functions] cos(x)
We need to know some basic knowledge of the cosine function: - cos(0) = 1 - cos(PI) = -1 - cos(x + 2*PI) = cos(x)
First we need to adjust the cosine-function, so we can use it. We want to use the first part of the cosine function, until it starts to rise again [P1], we want it to produce only positive numbers [P2] and we want it to have only values between 0 and 1 [P3]. - cos(x) + 1, fixes P2 - (cos(x) + 1)/2, fixes P3 - (cos(min(x,PI)) + 1)/2, fixes P1
The first fixes are made, but we need the starting point of the cosine-function to be the break-even-point [P4]. - (cos(min(x - Y,PI)) + 1)/2, fixes P4 Now you may understand why we need to subtract Y from vel, to make it work, because the behavior of the cosine-function is different from the (1/x)-function. I may sound strange but there is no other way to do it, its just mathematics, no one care how it is calculated, many problems can be solved with strange formulas.
Lets compare the function we get so far: [Y = 200] (cos(min(x - 200,PI)) + 1)/2; min(1,200/x) We got 2 more problems, it wont work like that. - We need to set the Value at 1 before the break-even-pooint is reached. [P5] - The Cosine function need to be scaled otherwise i will stop working at Y + 1. [P6]
The cosine-function produce any values from 1 to 0. Lets do the same trick CCP did: - max(1, (cos(min(vel - Y,PI)) + 1)/2) -> wont work like that, because we need to stop it at the break-even-point - max(min(Y-vel,1), (cos(min(vel - Y,PI)) + 1)/2) -> now it works [P5 fixed] Plot it with: max(min(200-x,1), (cos(min(x - 200,PI)) + 1)/2) min(200-x,1) Let me explain it, Y is the value of the break-even-point, if Y-Vel = 0 we reach the break-even point, if Y-Vel > 0 then we didnt reached the break-even-point. if Y-Vel < 0 then we passed the break-even-point. min(200-vel,1), will pick 1 if Vel is less then Y, 1 is => {Bigger or equal to} (cos(min(vel - Y,PI)) + 1)/2 and (cos(min(vel - Y,PI)) + 1)/2 > Y-vel after the break-even-point. So the formula will choose 1 and then (cos(min(vel - Y,PI)) + 1)/2, after it passed the break-even-point.
Now we just need to scale it, lets think about it: - cos(x + 2*PI) = cos(x) So the x must be scaled down. We could pick any number, but lets make the formula more dynamic: - max(min(Y-vel,1), (cos(min((Vel - Y)/Y,PI)) + 1)/2), fixed P6 Plot it with: max(min(200-x,1), (cos(min((x - 200)/200,PI)) + 1)/2) |

Bucca Zerodyme
Good For Nothing Corporation Union of Independence
13
|
Posted - 2013.04.30 02:41:00 -
[519] - Quote
Enya Sparhawk wrote:Applying the dynamics of fluid space to missles... same as ships, to determine speed (time) at which damage gets applied to long ranges due to acceleration...
Yeah I got it, I was disagreeing with...
I just don't like the idea of missles accelerating and decelerating...
No only to missiles, ships can behave as they do now. Well if you dont like this solution, then how would you fix the problem of hitting range targets faster and dont hit mid range targets faster?
many have suggested to use MWD missiles or jump missiles, but that doesnt make any sense, that would destroy missiles behavior and making them very fast i dont like either. If the missiles aways accelerate, until they hit the target, then you could at lest explain it in a proper manner. |

MrDiao
SUNDERING Goonswarm Federation
17
|
Posted - 2013.04.30 03:14:00 -
[520] - Quote
Bucca Zerodyme wrote: running out of characters: I will finish here, any questions?
There is no doubt that you just roll into a "solution" before prove "systematically changing the missile damage formula is the only(or the best) way to improve the current system".
If you don't prove the latter, why would people bother to go for the simpler solutions which may achieve better result at the same time? |
|

Kenshi Hanshin
Karl XII's Dragoner Apocalypse Now.
58
|
Posted - 2013.04.30 05:38:00 -
[521] - Quote
Enya Sparhawk wrote:Applying the dynamics of fluid space to missles... same as ships, to determine speed (time) at which damage gets applied to long ranges due to acceleration...
Yeah I got it, I was disagreeing with...
I just don't like the idea of missles accelerating and decelerating...
But you like the idea of ships accelerating right? Missiles are essentially no different in terms of physics. If CCP made use of that fact it could/would help a lot in the balancing of weapon systems.
That said, if I really want to be an ******* and technically so, bullets also are affected by acceleration. However, that would make things far more complicated than necassary. FYI the positive acceleration would be due to the propelling charge. The negative acceleration would be due to friction in the barrel.
As I mentioned, missile mechanics are still broken. Not nearly as bad as say Beam Lasers or drone mechanics. However, neither is the way missiles work presently balanced or optimal. Having missiles accelerate would have in-game missiles behave far more realistically. In addition, if done well it would alleviate the double-penalty of flight-time and ROF on applied dps.
With missile dps better on par with turret, base-damage values could be adjusted for parity. In all it would make missiles a viable pvp weapon. Wouldn't overshadow the use of turrets or drones based systems. Lastly, it would make the use of missiles a lot more fun and less frustrating. |

Kenshi Hanshin
Karl XII's Dragoner Apocalypse Now.
58
|
Posted - 2013.04.30 06:00:00 -
[522] - Quote
MrDiao wrote:Bucca Zerodyme wrote: running out of characters: I will finish here, any questions?
There is no doubt that you just roll into a "solution" before prove "systematically changing the missile damage formula is the only(or the best) way to improve the current system". If you don't prove the latter, why should people bother to go for the simpler solutions which may achieve better result at the same time? What I'm actually asking is: why should the missile damage reduction curve be smoother? It changes all missiles. Why should ccp changes all missiles just because the cruise and/or torpedo has problem?
All missiles have a problem. Not just the cruise, torps etc.
First, speed of the target and signature radius affect missile damage immensely. If it is high enough it can completely reduce it to 0 (zero) damage. It doesn't matter if you "hit" if there is no/negligble damage.
Missile mechanics for flight and range are screwed up. Presently missiles operate on a constant and instant max-velocity system. As far as any of us that actually use missiles can tell. Now, beyond the fact that is retardly unrealistic, it is also a problem. The problem is the insanely long flight time attributes. The main reason why nobody in their right mind snipes with missiles.
Though part of that is also the ROF rate of the launchers. Since for missiles DPS = damage/(flight-time + ROF). In other words, missiles are penalized twice in the DPS equation: once for the launcher rate-of-fire and once for the flight time of the missile to the target. In-game this nullifies or marganlizes the higher-base damage of missiles as range is increased.
Again that dps reduction due to the 'double-penalty' doesn't even count the reductions due to target velocity/signature. So in the end you might only be dealing 20% or less of the damage-potential. Turrets will always deal full damage within optimal range as long as tracking. Furthermore, turrets only have a 50% reduction of base-damage within their falloff+optimal.
In translation, even on your worse "day" as a turret user you will always deal more damage than a missile user. As long as both targets are not sitting on top of each other and in motion. Hagika explains that better... _________________________________________________________________________ The solution to that would be to use an acceleration mechanic like that for ships. Then have it set up so that there is 'consistent' flight time to target within the engagement range of that missile. In other words it should take the same amount of time to hit whether you are close or just in range. The only way to do that is via an equation based on acceleration.
The result of that change would be to reduce/minimize the double-penalty to applied dps. In addition, it would allow for viable and reasonable ability to use missiles for long-range engagements (for that missile). With that in place then the damage of the missiles (base-damage) could be adjusted to bring them into parity with turrets. |

MrDiao
SUNDERING Goonswarm Federation
17
|
Posted - 2013.04.30 06:05:00 -
[523] - Quote
Kenshi Hanshin wrote:
All missiles have a problem. Not just the cruise, torps etc.
I'm totally agree that rocket, light missile, heavy missile and heavy assault missile are absolutely fine at the moment.
If you think the missiles need an overall change, then it should be in a separate topic. |

Morrigan LeSante
The Lost and Forgotten Troopers
260
|
Posted - 2013.04.30 06:51:00 -
[524] - Quote
I'm an avid missile user....and even I'm tired of the "but I need a target painter"
Deal with it.
Turrets need TE etc and furthermore, find me a turret that can do over 900 DPS from 0-three figure lock range. Good luck with that.
They are different systems, stop comparing them. If there is an issue with missiles in the new incarnation, address it directly and not "waaaa but this other completely different system is different!!!!"
And finally, for the love of GOD stop using the phrases/words "DPS" and "delayed damage" in the same sentence, you look ridiculous. It's delayed alpha, nothing more. The clue is kind of in the name....damage per second.
end rant. |

Lloyd Roses
Risk-Averse PLEASE NOT VIOLENCE OUR BOATS
57
|
Posted - 2013.04.30 07:07:00 -
[525] - Quote
Kenshi Hanshin wrote:MrDiao wrote:Bucca Zerodyme wrote: running out of characters: I will finish here, any questions?
There is no doubt that you just roll into a "solution" before prove "systematically changing the missile damage formula is the only(or the best) way to improve the current system". If you don't prove the latter, why should people bother to go for the simpler solutions which may achieve better result at the same time? What I'm actually asking is: why should the missile damage reduction curve be smoother? It changes all missiles. Why should ccp changes all missiles just because the cruise and/or torpedo has problem? All missiles have a problem. Not just the cruise, torps etc. First, speed of the target and signature radius affect missile damage immensely. If it is high enough it can completely reduce it to 0 (zero) damage. It doesn't matter if you "hit" if there is no/negligble damage. Missile mechanics for flight and range are screwed up. Presently missiles operate on a constant and instant max-velocity system. As far as any of us that actually use missiles can tell. Now, beyond the fact that is retardly unrealistic, it is also a problem. The problem is the insanely long flight time attributes. The main reason why nobody in their right mind snipes with missiles. Though part of that is also the ROF rate of the launchers. Since for missiles DPS = damage/(flight-time + ROF). In other words, missiles are penalized twice in the DPS equation: once for the launcher rate-of-fire and once for the flight time of the missile to the target. In-game this nullifies or marganlizes the higher-base damage of missiles as range is increased. Again that dps reduction due to the 'double-penalty' doesn't even count the reductions due to target velocity/signature. So in the end you might only be dealing 20% or less of the damage-potential. Turrets will always deal full damage within optimal range as long as tracking. Furthermore, turrets only have a 50% reduction of base-damage within their falloff+optimal. In translation, even on your worse "day" as a turret user you will always deal more damage than a missile user. As long as both targets are not sitting on top of each other and in motion. Hagika explains that better... _________________________________________________________________________ The solution to that would be to use an acceleration mechanic like that for ships. Then have it set up so that there is 'consistent' flight time to target within the engagement range of that missile. In other words it should take the same amount of time to hit whether you are close or just in range. The only way to do that is via an equation based on acceleration. The result of that change would be to reduce/minimize the double-penalty to applied dps. In addition, it would allow for viable and reasonable ability to use missiles for long-range engagements (for that missile). With that in place then the damage of the missiles (base-damage) could be adjusted to bring them into parity with turrets.
Ye, Cruise Missiles and missiles in general are far to weak, that's why we see no drake/caracal fleets out there. Does it appeal that with much less application issues missiles would be a little bit op? Right now, tacklefrigs can undergo the tracking of nearly any turret based ship, however, they still die within couple volleys from a tengu.
Regarding Cruise Missiles in special: The damage delay doesn't even compare to the benefit of being able to apply damage to all lockable targets without even the tiniest bit of modulee/rigs to fit still appears to be an enormous one to me - lots of engagements on our side were eased up due to our scorpion shooting cruise missiles against a falcon somewhere on grid, forcing him off. That though have been the unbuffed cruises.
I think it is true that cruise missiles with their damage delay when sniping at 180km aren't that great for massive fleet warfare, for everything smaller though they look really great. Missile dps is usually great selectable dps, if you can't apply your damage, your whole preparation is just bad. As much as battleship guns need webs for their support (edit: putting ABCs aside as the are fast enough to nullify most tracking issues), missiles should at least need a tp. |

Josilin du Guesclin
University of Caille Gallente Federation
18
|
Posted - 2013.04.30 09:27:00 -
[526] - Quote
Bucca Zerodyme wrote: If the missiles aways accelerate, until they hit the target, then you could at lest explain it in a proper manner.
It also means that from a long range they'll be harder to sunwall because they'll move through a smartbomb's envelope very quickly.
|

Bucca Zerodyme
Good For Nothing Corporation Union of Independence
16
|
Posted - 2013.04.30 13:40:00 -
[527] - Quote
MrDiao wrote:
There is no doubt that you just roll into a "solution" before prove "systematically changing the missile damage formula is the only(or the best) way to improve the current system".
If you don't prove the latter, why should people bother to go for the simpler solutions which may achieve better result at the same time?
What I'm actually asking is: why should the missile damage reduction curve be smoother? It changes all missiles. Why should ccp changes all missiles just because the cruise and/or torpedo has problem?
You cant prove, that my solution is better then the current mechanics and vice verse. Usually you dont want to prove that or its just impossible, because you cant never be really sure outside of a mathematical environment. The only way to compare both solutions is to see the results and decide which one is the best suited for the job. There is no magic or prove needed for that, just pick something that will work best.
I already provided a possible solution and showed some results, now you should pick whatever you feel is the best solution.
If you are worried about the other missiles then i can tell you thats not the issue, you can always adjust some values. |

Bucca Zerodyme
Good For Nothing Corporation Union of Independence
16
|
Posted - 2013.04.30 13:49:00 -
[528] - Quote
Josilin du Guesclin wrote:Bucca Zerodyme wrote: If the missiles aways accelerate, until they hit the target, then you could at lest explain it in a proper manner.
It also means that from a long range they'll be harder to sunwall because they'll move through a smartbomb's envelope very quickly.
Is that a bad thing? Smartbombs are currently to powerfully against missiles. How can a missiles fleet compete if all of the missiles can be smartbomb with just a single ship, which you cant even shoot down?
Plan to destroy missiles in large PvP. - Let them have a long flight time - Let them suck at applying dmg - Let them be vulnerable against smartbombs - Give them a kinetic-bonus, so we know which type of missiles the hostiles will use |

Bucca Zerodyme
Good For Nothing Corporation Union of Independence
16
|
Posted - 2013.04.30 13:59:00 -
[529] - Quote
Morrigan LeSante wrote:I'm an avid missile user....and even I'm tired of the "but I need a target painter"
Deal with it.
Turrets need TE etc and furthermore, find me a turret that can do over 900 DPS from 0-three figure lock range. Good luck with that.
They are different systems, stop comparing them. If there is an issue with missiles in the new incarnation, address it directly and not "waaaa but this other completely different system is different!!!!"
And finally, for the love of GOD stop using the phrases/words "DPS" and "delayed damage" in the same sentence, you look ridiculous. It's delayed alpha, nothing more. The clue is kind of in the name....damage per second.
end rant.
http://eve-kill.net/?a=kill_detail&kll_id=17512043 http://eve-kill.net/?a=kill_detail&kll_id=17511940
Both only 1 tracking enhancer. Fleet ships arent suppose to be good at solo you know. Would be really happy if missiles got a low-slot module, but we dont have any.
Edit: If i dont compare any weapon system to each other, then it doesnt matter if they perform good or bad, because you will never never see the difference. |

Bucca Zerodyme
Good For Nothing Corporation Union of Independence
16
|
Posted - 2013.04.30 14:15:00 -
[530] - Quote
MrDiao wrote:Kenshi Hanshin wrote:
All missiles have a problem. Not just the cruise, torps etc.
I'm totally agree that rocket, light missile, heavy missile and heavy assault missile are absolutely fine at the moment. If you think the missiles need an overall change, then it should be in a separate topic.
Plz post 1-3 situations where missiles perform good. Would really like to know that, maybe i can fit an proper ship then. |
|

Bucca Zerodyme
Good For Nothing Corporation Union of Independence
16
|
Posted - 2013.04.30 14:36:00 -
[531] - Quote
Lloyd Roses wrote:
Ye, Cruise Missiles and missiles in general are far to weak, that's why we see no drake/caracal fleets out there. Does it appeal that with much less application issues missiles would be a little bit op? Right now, tacklefrigs can undergo the tracking of nearly any turret based ship, however, they still die within couple volleys from a tengu.
Regarding Cruise Missiles in special: The damage delay doesn't even compare to the benefit of being able to apply damage to all lockable targets without even the tiniest bit of modulee/rigs to fit still appears to be an enormous one to me - lots of engagements on our side were eased up due to our scorpion shooting cruise missiles against a falcon somewhere on grid, forcing him off. That though have been the unbuffed cruises.
I think it is true that cruise missiles with their damage delay when sniping at 180km aren't that great for massive fleet warfare, for everything smaller though they look really great. Missile dps is usually great selectable dps, if you can't apply your damage, your whole preparation is just bad. As much as battleship guns need webs for their support (edit: putting ABCs aside as the are fast enough to nullify most tracking issues), missiles should at least need a tp.
Plz dont sell me this, i know missiles sucks, dont try to sell something bad as good. Dont post rare cases where missiles work.
Whats your usually encounter with a drake or caracal fleet? ECM is ****, if you still using it, then you do something wrong. If just one ship is messing with your tactics, then just kill the Scorpion or jam it. What do you mean with preparation? What do you fit for you missiles boats and which ships do you want to fight?
|

Morrigan LeSante
The Lost and Forgotten Troopers
261
|
Posted - 2013.04.30 14:46:00 -
[532] - Quote
Bucca Zerodyme wrote:Morrigan LeSante wrote:I'm an avid missile user....and even I'm tired of the "but I need a target painter"
Deal with it.
Turrets need TE etc and furthermore, find me a turret that can do over 900 DPS from 0-three figure lock range. Good luck with that.
They are different systems, stop comparing them. If there is an issue with missiles in the new incarnation, address it directly and not "waaaa but this other completely different system is different!!!!"
And finally, for the love of GOD stop using the phrases/words "DPS" and "delayed damage" in the same sentence, you look ridiculous. It's delayed alpha, nothing more. The clue is kind of in the name....damage per second.
end rant. http://eve-kill.net/?a=kill_detail&kll_id=17512043http://eve-kill.net/?a=kill_detail&kll_id=17511940Both only 1 tracking enhancer. Fleet ships arent suppose to be good at solo you know. Would be really happy if missiles got a low-slot module, but we dont have any. Edit: If i dont compare any weapon system to each other, then it doesnt matter if they perform good or bad, because you will never never see the difference.
Then let's compare missile to turrets. Show me a turret capable of applying uniform, selectable damage from 0km to over 100km. Show me a turret capable of blowing up an ECM bird when jammed out. They're just different.
You need to understand that if missiles could apply full damage without rigs and painters then they would be unholy monsters because of what those free slots would allow. It may not be nice in terms of the lack of choice, but it's the only way to keep it sane. |

Debora Tsung
The Investment Bankers Guild
108
|
Posted - 2013.04.30 15:08:00 -
[533] - Quote
Morrigan LeSante wrote:Edit: A humble raven without the need for rigs/painters becomes at >110k ehp, 645 DPS from 0-weapon range (faction ammo so that's out to 250km) with fully selectable damage. I dont think that's remotely reasonable and thats BEFORE you consider torps, those are the cruise numbers. Furthermore I was in hurry, that'll be sub-optimal. 
Do T2 Sentries in a Dominix count for that?
EDIT: Ok, due to their tracking they basically have a minimum range but meh... There's nothing a million chinese guys can't do cheaper. |

Josilin du Guesclin
University of Caille Gallente Federation
19
|
Posted - 2013.04.30 15:26:00 -
[534] - Quote
Bucca Zerodyme wrote:Quote:It also means that from a long range they'll be harder to sunwall because they'll move through a smartbomb's envelope very quickly.
Is that a bad thing? Not at all. Quite the opposite, in fact. |

Josilin du Guesclin
University of Caille Gallente Federation
19
|
Posted - 2013.04.30 15:31:00 -
[535] - Quote
Morrigan LeSante wrote: Then let's compare missile to turrets. Show me a turret capable of applying uniform, selectable damage from 0km to over 100km. Show me a turret capable of blowing up an ECM bird when jammed out. They're just different.
A turret ship can kill ECM ships just as well as a missile ship, and the damage lands much sooner. The only ships that can continue to put damage onto a ship when jammed are drone boats.
Quote:Edit: A humble raven without the need for rigs/painters becomes at >110k ehp, 645 DPS from 0-weapon range (faction ammo so that's out to 250km) with fully selectable damage. I dont think that's remotely reasonable and thats BEFORE you consider torps, those are the cruise numbers. Furthermore I was in hurry, that'll be sub-optimal.  And how much of that will actually land? How many painters and rigs does it take to get that DPS to land? What can you do with that same number of mods for other weapon systems? Oh, and remember that Painters have optimals and falloff - once they're into falloff missile damage becomes less reliable.
|

Kenshi Hanshin
Karl XII's Dragoner Apocalypse Now.
59
|
Posted - 2013.04.30 16:23:00 -
[536] - Quote
MrDiao wrote:Kenshi Hanshin wrote:
All missiles have a problem. Not just the cruise, torps etc.
I'm totally agree that rocket, light missile, heavy missile and heavy assault missile are absolutely fine at the moment. If you think the missiles need an overall change, then it should be in a separate topic.
You need to improve your reading and comprehension skills...
I said, "All missiles have problems". Thus the sentence that you agree and then state certain missiles are fine, doesn't work.
This is a missile thread and I am perfectly founded to post critics of CMLs and every other missile here. Since i know the devs actually might read the criticisms.
Regardless, missiles have inherent damage application issues. Not even counting the insanely long flight times for engagements at our outer limit of effective range. Missiles need to be viable in PvP and on par with turrets. Oh, one more thing FOF missiles are crap. If an ECM boat jams a missile boat, it is just like a turret boat. We can't fire either. FOF missiles could be loaded and fired. However, the mechanics for FOFs are unreliable and do pathetic damage.
A drone boat with drones out would be more effective against a jamming ECM ship.
I personally think that changing missile mechanics to be acceleration based with a consistent/fixed flight time to target would make it easier to balance missiles. Then the explosion radius, explosion velocity and damage values could be adjusted to bring missiles into balance with turrets and in parity.
Remember your turrets do instant damage and don't need a TP. Missiles need multiple TP and Webs (hams and torps) in order to deal full-damage. |

Morrigan LeSante
The Lost and Forgotten Troopers
261
|
Posted - 2013.04.30 16:49:00 -
[537] - Quote
Josilin du Guesclin wrote:Morrigan LeSante wrote: Then let's compare missile to turrets. Show me a turret capable of applying uniform, selectable damage from 0km to over 100km. Show me a turret capable of blowing up an ECM bird when jammed out. They're just different.
A turret ship can kill ECM ships just as well as a missile ship, and the damage lands much sooner. The only ships that can continue to put damage onto a ship when jammed are drone boats. Quote:Edit: A humble raven without the need for rigs/painters becomes at >110k ehp, 645 DPS from 0-weapon range (faction ammo so that's out to 250km) with fully selectable damage. I dont think that's remotely reasonable and thats BEFORE you consider torps, those are the cruise numbers. Furthermore I was in hurry, that'll be sub-optimal.  And how much of that will actually land? How many painters and rigs does it take to get that DPS to land? What can you do with that same number of mods for other weapon systems? Oh, and remember that Painters have optimals and falloff - once they're into falloff missile damage becomes less reliable.
I said when jammed out. How are you shooting an unlocked target...I don't recall FoF rounds for anything but missiles
My example was /IF/ it didn't need the painter rigs. If you're going to argue, rtfp.
My only error was forgetting to increase the DPS by 30% to account for the change. |

Bucca Zerodyme
Good For Nothing Corporation Union of Independence
20
|
Posted - 2013.04.30 17:27:00 -
[538] - Quote
Morrigan LeSante wrote:
I said when jammed out. How are you shooting an unlocked target...I don't recall FoF rounds for anything but missiles
My example was /IF/ it didn't need the painter rigs. If you're going to argue, rtfp.
My only error was forgetting to increase the DPS by 30% to account for the change.
i really dont want to do math, to show you how missiles sucks compare to turrets. Lets just say, if missiles are that great, why nobody uses them? |

Morrigan LeSante
The Lost and Forgotten Troopers
261
|
Posted - 2013.04.30 17:32:00 -
[539] - Quote
Bucca Zerodyme wrote:Morrigan LeSante wrote:
I said when jammed out. How are you shooting an unlocked target...I don't recall FoF rounds for anything but missiles
My example was /IF/ it didn't need the painter rigs. If you're going to argue, rtfp.
My only error was forgetting to increase the DPS by 30% to account for the change.
i really dont want to do math, to show you how missiles sucks compare to turrets. Lets just say, if missiles are that great, why nobody uses them?
....
/sigh
What part of "needing rigs and painters is part of the balance" is it you're stuggling with?
Do you think a 110k+ ehp raven dealing 900+ applied DPS, of selectable damage type ANYWHERE on grid would be /remotely/ balanced? Because if you do....I'll be honest, I've got nothing. There'd be no reasoning with you.
One last time, let's see if it sticks: needing rigs and painters is part of the balance.
Yes, no-one uses missiles, that's why HML were recently nerf after topping the charts for AGES. Yes, all those kills were because missiles sucked. And god knows, the caldari frigs are terribad too. NO-ONE flies those.
Finally, yes, missiles have some issues. These issues are unresolvable in the current metagame due to features of said bleedin' missiles. The second missiles compete with turrets at optimal there is NO REASON to EVER use a turret. |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
693
|
Posted - 2013.04.30 17:47:00 -
[540] - Quote
Morrigan LeSante wrote:Bucca Zerodyme wrote:Morrigan LeSante wrote:
I said when jammed out. How are you shooting an unlocked target...I don't recall FoF rounds for anything but missiles
My example was /IF/ it didn't need the painter rigs. If you're going to argue, rtfp.
My only error was forgetting to increase the DPS by 30% to account for the change.
i really dont want to do math, to show you how missiles sucks compare to turrets. Lets just say, if missiles are that great, why nobody uses them? .... /sigh What part of "needing rigs and painters is part of the balance" is it you're stuggling with? Do you think a 110k+ ehp raven dealing 900+ applied DPS, of selectable damage type ANYWHERE on grid would be /remotely/ balanced? Because if you do....I'll be honest, I've got nothing. There'd be no reasoning with you.
Unfortunately there are far too many people who truly believe that they should be doing 100% of their EFT DPS to their targets in pretty much all situations. I don't understand whether it's an absurd form of entitlement syndrome, or whether they just can't understand how to use the correct combination of weapons and modules in the appropriate circumstances.
I mean, look at Bucca's post on the previous page. It's just a series of statements about whether or not full damage is applied in a series of artificial situations. There's no mention of the actual % damage or the actual damage numbers, no discussion of the realism of the situations, no discussion of the synergy with the launch platform and combat environments and no comparisons to other ships in the class. It's just so lazy, so stupid. |
|

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
693
|
Posted - 2013.04.30 18:04:00 -
[541] - Quote
Hagika wrote:Bucca Zerodyme wrote:
Edit: Try to think of some situations, where you guns are out tracked and missiles still do Full DMG. I dont think there are many of them.
There actually isnt any.
Wrong again Hagika. Try thinking about your own ship's movement. |

Morrigan LeSante
The Lost and Forgotten Troopers
261
|
Posted - 2013.04.30 18:30:00 -
[542] - Quote
Gypsio III wrote:Hagika wrote:Bucca Zerodyme wrote:
Edit: Try to think of some situations, where you guns are out tracked and missiles still do Full DMG. I dont think there are many of them.
There actually isnt any. Wrong again Hagika. Try thinking about your own ship's movement.
But...they dont move in EFT  |

Bucca Zerodyme
Good For Nothing Corporation Union of Independence
20
|
Posted - 2013.04.30 18:34:00 -
[543] - Quote
Gypsio III wrote:
Unfortunately there are far too many people who truly believe that they should be doing 100% of their EFT DPS to their targets in pretty much all situations. I don't understand whether it's an absurd form of entitlement syndrome, or whether they just can't understand how to use the correct combination of weapons and modules in the appropriate circumstances.
I mean, look at Bucca's post on the previous page. It's just a series of statements about whether or not full damage is applied in a series of artificial situations. There's no mention of the actual % damage or the actual damage numbers, no discussion of the realism of the situations, no discussion of the synergy with the launch platform and combat environments and no comparisons to other ships in the class. It's just so lazy, so stupid.
If you really want some numbers i can give you some later. |

Dr Ted Kaper
Patriot Security Services
16
|
Posted - 2013.04.30 19:10:00 -
[544] - Quote
Mirel Dystoph wrote:When do you rebalance the ****** up missile skilltree? ^this^ |

Enya Sparhawk
State Protectorate Caldari State
7
|
Posted - 2013.04.30 21:26:00 -
[545] - Quote
Kenshi Hanshin wrote:
But you like the idea of ships accelerating right? Missiles are essentially no different in terms of physics. If CCP made use of that fact it could/would help a lot in the balancing of weapon systems.
That said, if I really want to be an ******* and technically so, bullets also are affected by acceleration. However, that would make things far more complicated than necassary.
Exactly, why make something more complicated (for the player or the system) when it doesn't need to be in the first place...
I disagree because factoring an acceleration/deceleration will only slam a wedge between already different weapon systems further separating the divide... When the goal here is trying to make them all fair and feasible in game... I realize you are trying to find a solution to the amount of time it takes to apply damage but unfortunately that is the trade off for hitting 100% of the time with a weapon...
I like the idea of ships accelerating because I can fly them... lol F+¡orghr+í: Gr+í na f+¡rinne D+¬an g+íire...Tiocfaidh +ír l+í |

Enya Sparhawk
State Protectorate Caldari State
7
|
Posted - 2013.04.30 21:41:00 -
[546] - Quote
MrDiao wrote: What I'm actually asking is: why should the missile damage reduction curve be smoother? It changes all missiles. Why should ccp changes all missiles just because the cruise and/or torpedo has problem?
Therein lies the dilemma... What solution creates a fair system to all class of missles over all ranges of ship sizes?
The answer can't be something shoehorned into a solution. F+¡orghr+í: Gr+í na f+¡rinne D+¬an g+íire...Tiocfaidh +ír l+í |

elitatwo
Congregatio
81
|
Posted - 2013.04.30 22:25:00 -
[547] - Quote
And the answer is... *drums*
Comment all missile tracking code from the missiles that came 6 years ago out and missiles are fixed.
You're welcome! |

Josilin du Guesclin
University of Caille Gallente Federation
23
|
Posted - 2013.05.01 00:42:00 -
[548] - Quote
Morrigan LeSante wrote: I said when jammed out. How are you shooting an unlocked target...I don't recall FoF rounds for anything but missiles. They might suck compared to regular rounds but they're a VERY rude shock for an ECM tanked falcon/rook.
Except that the Falcon/whatever is going to be 30-50km out, and his friends are almost certainly much closer. Who do you think the FoF missiles go for?
|

MrDiao
SUNDERING Goonswarm Federation
19
|
Posted - 2013.05.01 00:43:00 -
[549] - Quote
Bucca Zerodyme wrote: You cant prove, that my solution is better then the current mechanics and vice verse. I already provided a possible solution and showed some results, now you should pick whatever you feel is the best solution. ................... If you are worried about the other missiles then i can tell you thats not the issue, you can always adjust some values.
I understand what you saying as: "I'm not sure if this change can lead to a good consequence, nor I can prove that." "This change will affect all the other missiles, but ccp should spend time to re-balance them (again) to adjust them to suit my formula"
So you are just asking for a change that has global consequence without justifying its usefulness? It recalls me something similar before 
Bucca Zerodyme wrote: Plz dont sell me this, i know missiles sucks, dont try to sell something bad as good. Dont post rare cases where missiles work.
Whats your usually encounter with a drake or caracal fleet? ECM is ****, if you still using it, then you do something wrong. If just one ship is messing with your tactics, then just kill the Scorpion or jam it. What do you mean with preparation? What do you fit for you missiles boats and which ships do you want to fight?
Caracal fleet and drake fleet are fine and very popular now, so do the talwar fleet, corax fleet and even hawk fleet. Light missile and rocket are powerful in either solo and gang pvp, Plz dont sell us things like "all missile sucks", because it's simply not real.
Kenshi Hanshin wrote:MrDiao wrote:Kenshi Hanshin wrote:
All missiles have a problem. Not just the cruise, torps etc.
I'm totally agree that rocket, light missile, heavy missile and heavy assault missile are absolutely fine at the moment. If you think the missiles need an overall change, then it should be in a separate topic. You need to improve your reading and comprehension skills... I said, "All missiles have problems". Thus the sentence that you agree and then state certain missiles are fine, doesn't work. This is a missile thread and I am perfectly founded to post critics of CMLs and every other missile here. Since i know the devs actually might read the criticisms. ........... You need to improve your sense of humor actually
And this is a cruise missile thread. not a missile thread, not not a weapon re-balancing thread, not not not a "how to make eve better" thread. |

Josilin du Guesclin
University of Caille Gallente Federation
23
|
Posted - 2013.05.01 00:52:00 -
[550] - Quote
Enya Sparhawk wrote: I disagree because factoring an acceleration/deceleration will only slam a wedge between already different weapon systems further separating the divide... When the goal here is trying to make them all fair and feasible in game... I realize you are trying to find a solution to the amount of time it takes to apply damage but unfortunately that is the trade off for hitting 100% of the time with a weapon...
And here was me thinking that the tradeoff was that while missiles always hit they seldom hit for full damage, and are more sensitive to target size than guns are. In particular this means that missiles' alpha is rather lower than EFT/EVE in-game numbers suggest.
|
|

Hagika
LEGI0N
54
|
Posted - 2013.05.01 02:16:00 -
[551] - Quote
Gypsio III wrote:Hagika wrote:Bucca Zerodyme wrote:
Edit: Try to think of some situations, where you guns are out tracked and missiles still do Full DMG. I dont think there are many of them.
There actually isnt any. Wrong again Hagika. Try thinking about your own ship's movement.
If im orbiting at any decent speed, yes my battleship guns can be affected, but if im moving fast enough, when it comes to torps and cruise, they will be doing reduced damage as well.
Now if you are tagging me with a painter and web then i wont exactly be moving much and my sig will be mice and hi.
For smaller missile system then yes its possible. |

Kenshi Hanshin
Karl XII's Dragoner Apocalypse Now.
59
|
Posted - 2013.05.01 05:16:00 -
[552] - Quote
Enya Sparhawk wrote:Kenshi Hanshin wrote:
But you like the idea of ships accelerating right? Missiles are essentially no different in terms of physics. If CCP made use of that fact it could/would help a lot in the balancing of weapon systems.
That said, if I really want to be an ******* and technically so, bullets also are affected by acceleration. However, that would make things far more complicated than necassary.
Exactly, why make something more complicated (for the player or the system) when it doesn't need to be in the first place... I disagree because factoring an acceleration/deceleration will only slam a wedge between already different weapon systems further separating the divide... When the goal here is trying to make them all fair and feasible in game... I realize you are trying to find a solution to the amount of time it takes to apply damage but unfortunately that is the trade off for hitting 100% of the time with a weapon... I like the idea of ships accelerating because I can fly them... lol
Unless I was mistaken you have been advocating that missiles be different throughout the thread. So on that ground, changing the missile mechanics for range and flight would be fine.
And what you are missing is that the present missles are not fair and feasible in game. Unless you are PL or Goons or Test that use a swarm of hundreds. Ever heard the concept of "Quantity has a Quality all its' own" -Stalin. In terms of Eve if you put enough people in a sub-par ship with sub-par weapons, it will work anyway just due to numbers. As long as the numbers has reached or broken past that critical point.
Missiles don't hit 100% of the time. Inty's and some Faction Frigs can out-run missiles. Sufficient speed and small enough sig radius compared to explosion velocity and explosion radius nullify damage. In short, doesn't matter if you "hit 100%" if there is zero to paint-scratching damage. Missiles need mechanics changed. There is no reason that missiles can't be changed.
Hell, I would even take reducing damage if the application was better. Keep in mind that I protested the HML damage nerf. As it would affect my effectiveness severely at the skill-level at that point in time. I wouldn't care if missiles dealt damage in a pinpoint fashion that mimicked turrets. I want missile systems to be as effective at damage application as turrets.
Only when missiles can apply damage as efficiently as turrets will they be on even-ground. Till then they are not!
The mechanic change that I proposed wouldn't make it more complicated for the player. Definitely not for the sysem! I bet that having a freaking ball of drone-death puts far more strain on the servers. With the smart-tip tool as of last patch, all the player needs to see is range, damage, DPS, damage-type and number of rounds in magazine. To be honest, I bet you that it would less complicated for a newer player. Acceleration is an easy comcept. If they can't, that is their problem and probably wouldn't have lasted in Eve anyway.
Footnote: I would argue that doing mental math for optimal, falloff and tracking is a hell lot more tiring. Then having to do that for every single type of ammo you load. Even if it is easier like for lasers and hybrids (where damage-type stays constant). |

Morrigan LeSante
The Lost and Forgotten Troopers
262
|
Posted - 2013.05.01 06:41:00 -
[553] - Quote
Josilin du Guesclin wrote:Morrigan LeSante wrote: I said when jammed out. How are you shooting an unlocked target...I don't recall FoF rounds for anything but missiles. They might suck compared to regular rounds but they're a VERY rude shock for an ECM tanked falcon/rook.
Except that the Falcon/whatever is going to be 30-50km out, and his friends are almost certainly much closer. Who do you think the FoF missiles go for?
God forbid you fly your ship. That'd be heresy 
The point remains missiles are different and their existing feature set is at odds with them matching turrets in the way you want them to whilst remaining balanced.
I may be wrong, perhaps CCP can magic something up without a fundamental change - but I seriously doubt it. I've already attempted to explain why this is, but I dont think you get it.
Quote: but if im moving fast enough, when it comes to torps and cruise, they will be doing reduced damage as well
Since I must assume you are talking about your velocity and your missiles.....this actually couldnt be more wrong. Or do you not understand the point you quoted? I'm actually not sure which is better...... |

Hagika
LEGI0N
56
|
Posted - 2013.05.01 06:52:00 -
[554] - Quote
The irony in todays technology compared to Eve is that a railgun will fire a projectile at 7x the speed of sound, yet the fastest missile can go 23x the speed of sound.
Grant it the missile takes a little time to build up to that speed, the fact of the matter is, in game, the missile should be faster, but since the build up of speed is in order, I think it would be fair that a missile at max range should take only a couple seconds longer to hit than a round from a gun.
While technically Amarr weapons are the only ones that should hit almost instantly.
Though i would be willing to make the exception that missiles at long range should be about the 2 second mark and at close range, instant. |

terzho
StarFleet Enterprises Red Alliance
270
|
Posted - 2013.05.01 07:09:00 -
[555] - Quote
Remove travel time for missiles and make damage instant. **** logic problem solved. |

Hagika
LEGI0N
56
|
Posted - 2013.05.01 07:32:00 -
[556] - Quote
terzho wrote:Remove travel time for missiles and make damage instant. **** logic problem solved.
I would be all for it but, you will never hear the end of it from turret users. |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
694
|
Posted - 2013.05.01 07:55:00 -
[557] - Quote
Instant-hitting missiles are called turrets. We already have them. You don't have to like it, but you do have to accept it.  |

Hagika
LEGI0N
60
|
Posted - 2013.05.01 14:58:00 -
[558] - Quote
Gypsio III wrote:Instant-hitting missiles are called turrets. We already have them. You don't have to like it, but you do have to accept it. 
I have no problem if they arent instant hitting, but I doubt CCP will find the balance for them. Where they actually work well.
We can not snipe with them, and people claim, how the range on cruise are too far, yet even at 14 seconds with max skill, they are not a sniping weapon.
At this point, it would be better to make them like artillery, give them serious hitting power and shorten the range alot. Give them a base of like 120km.
Drop the travel time and increase flight speed so they hit within like 2-3 seconds of firing. |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
694
|
Posted - 2013.05.01 16:05:00 -
[559] - Quote
Missile flight time is simply not a problem solo or in small gang. It's only a problem in a mixed fleet with turret boats; but not only does Caldari have a top-notch fleet BS and ABC, but as Drake/Tengu spam showed, missile spam works in a pure missile fleet also.
You're not going to get 40 km/s missiles, be realistic. If you find yourself needing instant damage, use a turret boat - that's what they're there for. |

Hagika
LEGI0N
61
|
Posted - 2013.05.01 16:24:00 -
[560] - Quote
Gypsio III wrote:Missile flight time is simply not a problem solo or in small gang. It's only a problem in a mixed fleet with turret boats; but not only does Caldari have a top-notch fleet BS and ABC, but as Drake/Tengu spam showed, missile spam works in a pure missile fleet also.
You're not going to get 40 km/s missiles, be realistic. If you find yourself needing instant damage, use a turret boat - that's what they're there for.
Small gang is close up, and turrets will still preform better than missiles.
Top notch fleet BS? Tier 3 battle cruisers are beating it.
As for Drake and Tengu spam, yes it worked because Goon threw hundreds of people in a noob friendly ship and the ship had a large enough tank get reps in time.
To which people complained how it was too over powered because they were too lazy to do the counter. So the missile sstem was nerfed to hell when it has not been touched in years.
Thats the problem, someone finds a way to make a poor weapon system usable and then turret users complain.
They also make up the huge majority of the game because missiles in general suck.
I dont see a problem with having a fast missile system considering our modern day missiles can fly 8km/s and are actually faster than all turret weapons aside from lasers.
So it seems futuristic technology applies to all but the missile system.
|
|

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
694
|
Posted - 2013.05.01 19:05:00 -
[561] - Quote
Hagika wrote:Gypsio III wrote:Missile flight time is simply not a problem solo or in small gang. It's only a problem in a mixed fleet with turret boats; but not only does Caldari have a top-notch fleet BS and ABC, but as Drake/Tengu spam showed, missile spam works in a pure missile fleet also.
You're not going to get 40 km/s missiles, be realistic. If you find yourself needing instant damage, use a turret boat - that's what they're there for. Small gang is close up.
You need to do more small gang.  |

Trolly McForumalt
Republic University Minmatar Republic
0
|
Posted - 2013.05.01 21:38:00 -
[562] - Quote
I guess I sort of have an issue with the way we've been the missile 'problem.' We've tried looking at it from a formula viewpoint but I'd like to take a step back from that a bit. What should we expect from missiles in general?
Here is what I consider to be a reasonable expectation for missiles as a starting point: * Rockets and light missiles should do full damage to stationary frigate sized targets * Heavy missiles and HAMs should do full damage to stationary cruiser sized targets * Torpedoes and cruise missiles should do full damage to stationary battleship sized targets * Citadel torpedos and cruise missiles should do full damage to stationary capital sized targets and modest damage to BS sized targets * This should apply to all T2 variants as well
My suggestions: * Standardize explosion radius and explosion velocity for each tier of missiles (for example rockets and light missiles have the same precision stats). Let them differ on range, rof, and damage. The longer range variant should always do less DPS. * Reduce the explosion radii of light missiles, torpedoes, and citadels. The explosion radii of citadel weapons almost need to be halved. * Increase the explosion velocity of most missiles a small amount or slightly soften the damage falloff curve for moving targets. Again citadel weapons will likely need a large increase in this stat. * Introduce scriptable modules that modify a missiles explosion radius and explosion velocity while also introducing a counterbalancing ewar module (AFAIK there are no modules that reduce signature radius - this could be a good time to introduce one). * These changes could put some missiles in a over-powered state - raw damage could be adjusted to compensate.
I realize a few of my ideas (like modules that give bonuses) have already been mentioned quite a bit, but I wanted to put forth my ideas nonetheless. |

Kenshi Hanshin
Karl XII's Dragoner Apocalypse Now.
62
|
Posted - 2013.05.01 22:38:00 -
[563] - Quote
Technically you all know that is correct! Projectiles wouldn't be instant. Hybrids would also not be instant. The only one that would truly be anything close to instant over 200-km would be lasers.
Though just to be a bit of a jerk: lasers would actually take 667.13 microseconds to hit. Hybrids firing at ~1/4 the speed of light would take 2.67 milliseconds. Projectiles would be significantly longer than hybrids due to limitations in the speeds attainable via the technology cited. Now, I think that you gents and ladies don't want to push the "realistic" concept now.
Cause, if you do, CCP please input the travel times for the respective weapons in via a physics engine. I will know if you cheat on the projectiles, hybrids or lasers. Since I can figure out and run capture on shots at 200 km and double-check. Also, due to the energy-density limitations on projectile-tech cited in lore, the damage for all projectile turrets also needs to be severely reduced (kinetic-damage value predominately). Also, while I am on a roll of realism critics: lasers need to do primary and secondary damage due to sublimation of target material. Meaning that initially the laser would deal the EM and Thermal damage. However, material would be flash-converted (sublimation) to plasma and do secondary explosive and kinetic damage. Hybrids would also do some secondary explosive damage after impact due to expansion of melted/vaporized material. Projectiles would actually be more limited to a little kinetic and mostly secondary effects of the warhead: shock-waves from explosive charges, thermal heat from incendiary etc. Get cracking CCP, you got a lot of work cut out for you! 
Since I am reasonably certain now that you will show some sense and drop that stupidly pathetic "realistic" argument for instant-hitting turrets. Assuming that you are capable of realizing that, I will move on. If not, then I would suggest you all need to repeat all the physics and chemistry classes you ever took... Hopefully, you gents and ladies have more sense than to need that.
Back to missiles:
I agree in principle with Hagika that missiles need to have a fixed and constant damage-delay : 3-4 seconds max. It needs to be more than one second so as to be a noticeable difference from turrets. As has been mentioned before acceleration would be one way to do that. The other thing that should be changed with missiles is the damage application. Since at present it is rather pathetic against any moving target.
I can think of two possible solutions to the damage application:
1) Use the concept presently used in many modern RL missiles: uni-directional detonation. Most modern missiles when detonating send all the damage-causing fragments forward in a cone-like dispersion. This could be used in concept by Eve Online. The explosion radius could be changed to a distance value. The Explosion Range value would communicate the distance within the dispersion-cone that damage could be applied. The other part of the equation would be the explosion velocity values. The two values would work together to calculate the damage-applied value.
In game this would still result in a fast moving frigate to take less damage than a cruiser. Which is how it presently is and would be logical. Larger ships which are slower would be hit harder. Such a change to missile mechanics wouldn't need any change in the graphics. In Retribution the missiles were made to actually track the target ship as would be expected.
To counter missiles I think there are several ways we can go about it. One would be an ECM type module that interferes with missile tracking while in-flight. Another way would be a mid or top slot mounted energy-based anti-missile system akin to a smartbomb but not omnidirectional. Third, there could be a specialized disruption script for missiles for the TD or SB (whichever makes more sense).
An extension of this proposal could mean the elimination of the confusing and inaccurate "guided" and "unguided" nomenclature. Instead the terms "long-range" and "short-range" could be applied. This would clarify to the pilot (new and old) the missile's intended philosophy-of-use (POU) and range. In addition, it would be similar to that of turrets and aid learning via familiarity. |

Enya Sparhawk
State Protectorate Caldari State
7
|
Posted - 2013.05.01 22:54:00 -
[564] - Quote
Kenshi Hanshin wrote: Unless I was mistaken you have been advocating that missiles be different throughout the thread. So on that ground, changing the missile mechanics for range and flight would be fine.
I want missile systems to be as effective at damage application as turrets.
Only when missiles can apply damage as efficiently as turrets will they be on even-ground. Till then they are not!
I'm with you on the effective/efficient point here, 100%...
To be honest, I wasn't really advocating anything other than that one fact... sorry if it sounded that way... I'm pretty sure I mentioned this isn't a programming solution but a mathematical one (in relation to the damage calculation formula which is unbalanced to the full spectrum)... a few times I might have even gotten off of topic with other possible suggestions to the system. (though I always mention that it would be something I would do after the actually damage calculation formula was redressed)... a further redefining of their roles in combat...
If I disagree with you, I'm not calling you wrong... I'm just expressing an opinion...
We have the same endgoals afterall...
- Ens
F+¡orghr+í: Gr+í na f+¡rinne D+¬an g+íire...Tiocfaidh +ír l+í |

Kenshi Hanshin
Karl XII's Dragoner Apocalypse Now.
62
|
Posted - 2013.05.01 23:02:00 -
[565] - Quote
Enya Sparhawk wrote:I'm with you on the effective/efficient point here, 100%...
To be honest, I wasn't really advocating anything other than that one fact... sorry if it sounded that way... I'm pretty sure I mentioned this isn't a programming solution but a mathematical one (in relation to the damage calculation formula which is unbalanced to the full spectrum)... a few times I might have even gotten off of topic with other possible suggestions to the system. (though I always mention that it would be something I would do after the actually damage calculation formula was redressed)... a further redefining of their roles in combat...
If I disagree with you, I'm not calling you wrong... I'm just expressing an opinion...
We have the same endgoals afterall...
- Ens
No worries! I am glad that you clarified. I apologize that I didn't seem to have communicated necessarily well myself. Lol! Funny how hard it is to convey complicated concepts via text.. i would want to hear your opinion as you have been objective in what you have said in this discussion. 
I agree with you on that damage calculation formula needs to be redressed. The issue that I am having is not knowing what the formula exactly is. If I don't know what it is, it is hard for me to correct it, mathematically. What I have been trying is to think of reasonable ways to address the issue. Yet, it may require a rewriting of the damage-calculation formula. The question that I think I would like to figure out is if the end result would be better.
I take you sadly don't have that damage-calculation formula for missiles would you? 
That said, what do you think of the idea I mentioned above? |

Gimme more Cynos
Science and Trade Institute Caldari State
10
|
Posted - 2013.05.01 23:04:00 -
[566] - Quote
Trolly McForumalt wrote:
Here is what I consider to be a reasonable expectation for missiles as a starting point: * Rockets and light missiles should do full damage to stationary frigate sized targets * Heavy missiles and HAMs should do full damage to stationary cruiser sized targets * Torpedoes and cruise missiles should do full damage to stationary battleship sized targets * Citadel torpedos and cruise missiles should do full damage to stationary capital sized targets and modest damage to BS sized targets * This should apply to all T2 variants as well
So everyone (no matter which size he's in) should be able to mitigate a lot of dmg from missiles just because he double-clicked in space, and everyone beeing shot with bigger missiles should take literaly no dmg at all? This would happen if you change it that way while keeping the current formula..
The tough question in here is: how much damage should a missile do?
|

Trolly McForumalt
Republic University Minmatar Republic
0
|
Posted - 2013.05.01 23:13:00 -
[567] - Quote
Gimme more Cynos wrote:Trolly McForumalt wrote:
Here is what I consider to be a reasonable expectation for missiles as a starting point: * Rockets and light missiles should do full damage to stationary frigate sized targets * Heavy missiles and HAMs should do full damage to stationary cruiser sized targets * Torpedoes and cruise missiles should do full damage to stationary battleship sized targets * Citadel torpedos and cruise missiles should do full damage to stationary capital sized targets and modest damage to BS sized targets * This should apply to all T2 variants as well
So everyone (no matter which size he's in) should be able to mitigate a lot of dmg from missiles just because he double-clicked in space, and everyone beeing shot with bigger missiles should take literaly no dmg at all? This would happen if you change it that way while keeping the current formula.. The tough question in here is: how much damage should a missile do?
Uh... I never said anything like that... at all. I *was* saying that cruiser sized missile systems, including T2 variants like Rage, should do full damage to stationary cruiser-sized targets. Currently, they do not. The current signature radius part of the damage equation is probably fine. The velocity portion of the equation needs to be less harsh. I have no idea where you got what you wrote. |

Kenshi Hanshin
Karl XII's Dragoner Apocalypse Now.
62
|
Posted - 2013.05.01 23:18:00 -
[568] - Quote
Gimme more Cynos wrote:Trolly McForumalt wrote:
Here is what I consider to be a reasonable expectation for missiles as a starting point: * Rockets and light missiles should do full damage to stationary frigate sized targets * Heavy missiles and HAMs should do full damage to stationary cruiser sized targets * Torpedoes and cruise missiles should do full damage to stationary battleship sized targets * Citadel torpedos and cruise missiles should do full damage to stationary capital sized targets and modest damage to BS sized targets * This should apply to all T2 variants as well
So everyone (no matter which size he's in) should be able to mitigate a lot of dmg from missiles just because he double-clicked in space, and everyone beeing shot with bigger missiles should take literaly no dmg at all? This would happen if you change it that way while keeping the current formula.. The tough question in here is: how much damage should a missile do?
You are assuming that the present damage-calculation formula is balanced. Which has been proposed to be a false assumption.
Target velocity should have a mitigating effect on missile damage applied. That is not unreasonable. The question is the factors used to determine that. Under the present formula, the explosion radius and explosion velocity values play that role.
Sig radius is compared to explosion radius. Target velocity is compared to explosion velocity. The highest explosion velocity (unskilled/unbonused) is that of light missiles at 170 m/s. Since we all know that frigs can orbit at extremely high speeds comparatively (~1 km/s). The result is a very large reduction from that one ratio to damage-applied. Light missiles also have the smallest explosion radius (||) at 50 m. Compare this to the 'average' frig sig radius of around 40 m. This results in a further nerf to applied damage for light missiles of four-fifths. End result is a very large nerf to the applied damage. To offset that, CCP has had to increase the base damages of missiles to make it remotely worthwhile.
There are already at least two proposals in this topic that detail a better way to calculate damage-applied by missiles. Both proposals would require a change in missile mechanics from present. I would rather have the mechanics changed and the code re-written than try and 'balance' the present and deeply flawed system that makes parity borderline impossible. |

Trolly McForumalt
Republic University Minmatar Republic
0
|
Posted - 2013.05.02 00:16:00 -
[569] - Quote
Kenshi Hanshin wrote:
EDIT: @Trolly
Since when do you shoot at a stationary target with missiles or turrets? I bet you that is an extremely rare occurrence. Therefore, that shouldn't be used as the baseline for damage-applied. Turrets are not affected by a moving target as long as it is able to be tracked and within their optimal range. This puts turrets at an unfair advantage in actual Eve scenarios compared to missiles in a mechanic sense. CCP has continually suggested just increasing base-damage to compensate. Doing that 'works' in terms of on-paper. However, it doesn't do anything for the other glaring issues with missiles: absurdly delayed-alpha as distance increases within effective range, for example.
Well some baseline has to be used and if there is a scenario where full damage is applied, it would be stationary. I'm not saying the damage falloff for unmodified velocity (ie no prop mods) should be as steep as it is.
Also, the turret 'chance to hit' equation seems way more complicated than what you presented (though I understand the need to gloss over stuff when making a point). Turret shots won't do full damage on every shot even when in range and tracked (though some will do triple damage). |

Kenshi Hanshin
Karl XII's Dragoner Apocalypse Now.
62
|
Posted - 2013.05.02 00:49:00 -
[570] - Quote
Trolly McForumalt wrote: Well some baseline has to be used and if there is a scenario where full damage is applied, it would be stationary. I'm not saying the damage falloff for unmodified velocity (ie no prop mods) should be as steep as it is.
Also, the turret 'chance to hit' equation seems way more complicated than what you presented (though I understand the need to gloss over stuff when making a point). Turret shots won't do full damage on every shot even when in range and tracked (though some will do triple damage).
Agreed! I will admit that I simplified the turret damage equation for the sake of not going into a lot assumption statements. As I figured that you wouldn't appreciate the list of 'assumptions' and the accompanying math. The issue I have with the present system is as I said: the equation and application.
My personal opinion is that the issue would be too difficult to fix via the present equation. As certain values are just absurdly low (explosion velocity). Others are just technically wrong on physics principles of bodies in motion (explosion radius). I understand that as a Developer you want to simplify things for ease of implementation. However, there is a limit that you can do that without breaking how the object works.
In a game live Eve Online that for the most part makes use of physics, it wouldn't be unreasonable to apply it to say missiles. I went into some depth of applying that in that long post above. As long as the present system uses a fixed and instantaneous maximum flight velocity, the results will be gimped. Especially so if that flight velocity has no bearing on damage applied. Maybe there is an easier way than I suggested to implement the characteristics I explained.
Yet my opinion and position is that the present mechanics for missiles will prevent being able to truly balance them to turrets. As it will be too easy to either nerf them to be sub-par (present) or buff them to OP comparatively. The goal is parity between the effectiveness and efficiency of the weapon systems.
Turrets right now are well balanced except for some issues with powergrid, cap-use and cpu for beam lasers. Drones need their controls and ease-of-use be improved, at least. Drones are good at damage-application at present. Missiles have problems with damage-application and mechanics.
Missile-damage suffers from severe and unreasonable damage reduction (need 2 TP and 2 Webs to be able to deal full-damage even to a 'stationary' target). Missile range factors result in the absurdly long flight-times as distance increases within effective range. Then there is the delayed-alpha: flight time and launcher ROF. Delayed-alpha issue is directly responsible for the lousy dps of missiles (compared to turrets/drones) and thus the relegation to fail in pvp. All these issues that I summarize here are due to the existing formula and mechanics for missiles. |
|

Bucca Zerodyme
Good For Nothing Corporation Union of Independence
20
|
Posted - 2013.05.02 01:11:00 -
[571] - Quote
Kenshi Hanshin wrote:I agree with you on that damage calculation formula needs to be redressed. The issue that I am having is not knowing what the formula exactly is. If I don't know what it is, it is hard for me to correct it, mathematically. What I have been trying is to think of reasonable ways to address the issue. Yet, it may require a rewriting of the damage-calculation formula. The question that I think I would like to figure out is if the end result would be better. I take you sadly don't have that damage-calculation formula for missiles would you?  That said, what do you think of the idea I mentioned above?
Already done. it seems i got forgotten easily.
https://forums.eveonline.com/default.aspx?g=posts&m=2939186#post2939186
and
https://forums.eveonline.com/default.aspx?g=posts&m=2952112#post2952112 |

Bucca Zerodyme
Good For Nothing Corporation Union of Independence
20
|
Posted - 2013.05.02 01:15:00 -
[572] - Quote
Trolly McForumalt wrote:
Uh... I never said anything like that... at all. I *was* saying that cruiser sized missile systems, including T2 variants like Rage, should do full damage to stationary cruiser-sized targets. Currently, they do not. The current signature radius part of the damage equation is probably fine. The velocity portion of the equation needs to be less harsh. I have no idea where you got what you wrote.
Damage = Base_Damage * MIN(sig/Er, 1, (Ev/Er * sig/vel)^(log(drf) / log(5.5)))
sig = ship's signature vel = ship's velocity Er = Explosion Radius of missile Ev = Explosion Velocity of missile drf = Damage Reduction Factor of missile
See for yourself, as posted in my previous posts its a f(x) = 1/x function, which sucks as hell. |

Bucca Zerodyme
Good For Nothing Corporation Union of Independence
20
|
Posted - 2013.05.02 02:13:00 -
[573] - Quote
Okay i promised someone to post some math.
The calculation will be done without skills, except missiles, because they have 2 dmg application skills. Both dmg applications will be at 4.
There are some Links to understand how Turrets work.
http://wiki.eveonline.com/en/wiki/Tracking_Guide http://wiki.eveonline.com/en/wiki/Turret_damage
Okay Lets pick a Ship. Lets pick the worst-case, the Typhoon.
Typhoon max velocity: 130 Signature radius: 330
Traversal-velocity < max(my ship velocity, enemy ship velocity) So lets assume we dont move and the Typhoon is orbiting.
Lets pick the weapon with the worst tracking: 1400mm Howitzer Artillery II
Data so far: Traversal-velocity = 130 m/s Signature radius = 330 m Distance = [25KM,50KM] Explosion Velocity = 96.6 m/s Explosion Radius = 264 m Tracking = 0.009 rad/s Weapon Resolution = 400m
DMG Missiles = (Ev/Er * sig/vel)^(log(4.5) / log(5.5)) = (96.6/264 * 330/130)^(0.882287) = 0.93695 DMG Turrets = 0.5^((Traversal Velocity / (Distance * Tracking) * Weapon Resolution / Signature radius)^2) = 0.5^((130 / (50000 * 0.009) * 400 / 330)^2) = 0.5^(0.122617873) = 0.918519 Now 25KM: DMG Turrets = 0.5^((130 / (25000 * 0.009) * 400 / 330)^2) = 0.5^(0.490471493) = 0.71179
Okay missiles have an advantage, but lets increase the speed, lets double the speed:
DMG Missiles = (Ev/Er * sig/vel)^(log(4.5) / log(5.5)) = (96.6/264 * 330/260)^(0.882287) = 0.50830 DMG Turrets = 0.5^((Traversal Velocity / (Distance * Tracking) * Weapon Resolution / Signature radius)^2) = 0.5^((260 / (50000 * 0.009) * 400 / 330)^2) = 0.5^(0.490471493) = 0.71179 Now 25KM: DMG Turrets = 0.5^((260 / (25000 * 0.009) * 400 / 330)^2) = 0.5^(1.96188) = 0.25669
Lets be honest, if you get close missiles win, but if you have a proper range turrets are much better. See the plot: http://www.walterzorn.de/grapher/grapher.htm
Formula to use: Min(1, (86.6/264 * 330/x)^(log(4.5) / log(5.5))); 0.5^((x / (50000 * 0.009) * 400 / 330)^2)
Red: Missiles Green: Turrets
As you can see the DMG-Application of a Turret is much smoother. Why cant have missiles the same dmg-application-curve? |

Kenshi Hanshin
Karl XII's Dragoner Apocalypse Now.
62
|
Posted - 2013.05.02 02:50:00 -
[574] - Quote
Bucca Zerodyme wrote:Kenshi Hanshin wrote:I agree with you on that damage calculation formula needs to be redressed. The issue that I am having is not knowing what the formula exactly is. If I don't know what it is, it is hard for me to correct it, mathematically. What I have been trying is to think of reasonable ways to address the issue. Yet, it may require a rewriting of the damage-calculation formula. The question that I think I would like to figure out is if the end result would be better. I take you sadly don't have that damage-calculation formula for missiles would you?  That said, what do you think of the idea I mentioned above? Already done. it seems i got forgotten easily. https://forums.eveonline.com/default.aspx?g=posts&m=2939186#post2939186and https://forums.eveonline.com/default.aspx?g=posts&m=2952112#post2952112
I am sorry to cause you to feel that way. I honestly forgot if they had been posted. It is a really busy week for me. |

Morrigan LeSante
The Lost and Forgotten Troopers
262
|
Posted - 2013.05.02 07:04:00 -
[575] - Quote
Bucca Zerodyme wrote:Lets be honest, if you get close missiles win, but if you have a proper range turrets are much better. See the plot
That, right there, encapsulates the exact problem I've been trying to explain.
Missiles lose nothing from short ranges. Given a constant target speed they do the same damage at 0 as they do at 225+.
That is not possible to balance that situation without a radical shake up to the ENTIRE platform.
It what I've been trying to say, if you make missiles on a par with turrets at distance you're ALSO making them JUST as effective at point blank ranges, it wouldnt be balanced - not without the shakeup I mentioned. There could be no tactical flying - fighting a missile boat becomes a pure and simple DPS race - one which (if missiles are boosted more) the turret boat would lose, every time.
Basically what I'm saying is that it could be solved - but it cannot be solved tweaking individual missile stats alone - it's a bigger problem than that. Or - we accept the status quo that cruises just aint great in PvP. Remember, I'm a big missile user, it's a shame - but they're far from the only sub-par module choice in PvP.
Perhaps it's just one of those things. Perhaps I'm a little too magnanimous this time in the morning  |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
696
|
Posted - 2013.05.02 07:59:00 -
[576] - Quote
Trolly McForumalt wrote:
Here is what I consider to be a reasonable expectation for missiles as a starting point: * Rockets and light missiles should do full damage to stationary frigate sized targets * Heavy missiles and HAMs should do full damage to stationary cruiser sized targets * Torpedoes and cruise missiles should do full damage to stationary battleship sized targets * Citadel torpedos and cruise missiles should do full damage to stationary capital sized targets and modest damage to BS sized targets
This is what already happens in almost all circumstances. 
You also asked for T2 missiles to do the same. But this is clearly silly for Rage/Fury, as it leaves them without a role. |

Gimme more Cynos
Science and Trade Institute Caldari State
10
|
Posted - 2013.05.02 16:15:00 -
[577] - Quote
Trolly McForumalt wrote:
Uh... I never said anything like that... at all. I *was* saying that cruiser sized missile systems, including T2 variants like Rage, should do full damage to stationary cruiser-sized targets. Currently, they do not. The current signature radius part of the damage equation is probably fine. The velocity portion of the equation needs to be less harsh. I have no idea where you got what you wrote.
If full dmg is applied to stationary targets only, double-clicking in space would result in a huge dmg mitigation. That's where I got it out of. Obviously, that wasn't part of your suggestion. Sry 
Quote:You are assuming that the present damage-calculation formula is balanced. Which has been proposed to be a false assumption.
Nah, that's not what I'm doing. I guess all missile-users know where the flaw is. The point is, that you'ld need to figure out how much damage a missile should do against targets of various sizes and at various speeds before you change the formula. Yes, a new formula would make sense, but it's a thin line between OP and useless.
It isn't as easy as proposing a new formula based on RL physics.. It needs to fit for EvE..  |

Bucca Zerodyme
Good For Nothing Corporation Union of Independence
21
|
Posted - 2013.05.02 16:28:00 -
[578] - Quote
Gimme more Cynos wrote:Nah, that's not what I'm doing. I guess all missile-users know where the flaw is. The point is, that you'ld need to figure out how much damage a missile should do against targets of various sizes and at various speeds before you change the formula. Yes, a new formula would make sense, but it's a thin line between OP and useless. It isn't as easy as proposing a new formula based on RL physics.. It needs to fit for EvE.. 
It seems ppl dont want to read before posting, like "Its not easy to change the Formula". Already done, took me about 4 hours, no big deal. See my Post: https://forums.eveonline.com/default.aspx?g=posts&m=2962266#post2962266
Now Compare the Dmg-Application of both Formulas. Besides Missiles have the same Issue on ALL sizes. |

Hagika
LEGI0N
66
|
Posted - 2013.05.02 20:17:00 -
[579] - Quote
I would also like to address the fact that if a frig is standing still, a Cruise or Torp ship should be able to one shot it just as any turret ship would do, provided the weapon has enough damage to destroy it.
A torp or cruise would be like dropping a giant nuke on a tiny ship. It makes perfect sense for it to go splat right after. |

Hagika
LEGI0N
66
|
Posted - 2013.05.02 20:28:00 -
[580] - Quote
Gypsio III wrote:Hagika wrote:Gypsio III wrote:Missile flight time is simply not a problem solo or in small gang. It's only a problem in a mixed fleet with turret boats; but not only does Caldari have a top-notch fleet BS and ABC, but as Drake/Tengu spam showed, missile spam works in a pure missile fleet also.
You're not going to get 40 km/s missiles, be realistic. If you find yourself needing instant damage, use a turret boat - that's what they're there for. Small gang is close up. You need to do more small gang. 
Have done a ton of small gang.
My eve career has been spent doing piracy, Faction warfare, large alliance wars and even Red vs Blue.
Usually my small gang experiences ended up being ambush, silly station games, or running around faction war site gates popping people.
The one thing I have enjoyed most in Eve is piracy. I cant count the number of times I have gone from -10 back to positive sec so i can go back into highsec to do shopping or suicide ganks.
I get my jollies from blowing up and taking peoples hard earned ships and loot.
Emo rage and carebear tears make the yummiest of deserts.
|
|

Enya Sparhawk
State Protectorate Caldari State
7
|
Posted - 2013.05.02 21:52:00 -
[581] - Quote
Gimme more Cynos wrote:Nah, that's not what I'm doing. I guess all missile-users know where the flaw is. The point is, that you'ld need to figure out how much damage a missile should do against targets of various sizes and at various speeds before you change the formula. Yes, a new formula would make sense, but it's a thin line between OP and useless. It isn't as easy as proposing a new formula based on RL physics.. It needs to fit for EvE..  Agreed...
No disrespect to Bucca Zerodyme, (You do good work kid, but I just found your solution oversimplified where ideally the formula should be more complex as well as not be overly complicated)... it almost seems like to properly represent the damage instead of a smooth curve we would need something that graphs out as an S curve...
Or at least that is the image that is presently in my mind...
(Believe me when I say that my math is corroded beyond a little rusty; so this might not make sense)
Something that divides the curve into two parts, a curve representing the top part of 50% damage and an inverse of that curve representing the lower half...
Please tell me someone understands what I am trying to say... (because I'm not really sure how to explain it mathematically; at least not yet.) F+¡orghr+í: Gr+í na f+¡rinne D+¬an g+íire...Tiocfaidh +ír l+í |

Bucca Zerodyme
Good For Nothing Corporation Union of Independence
22
|
Posted - 2013.05.02 22:55:00 -
[582] - Quote
Enya Sparhawk wrote: Something that divides the curve into two parts, a curve representing the top part of 50% damage and an inverse of that curve representing the lower half...
Please tell me someone understands what I am trying to say... (because I'm not really sure how to explain it mathematically; at least not yet.)
You want to Split the function into 2 parts so far i get it, but the other part ... well in most cases a image of your function would be nice to understand what you mean. You can use even Paint to do it.
Edit: remember to explain, why do you think it need to be split into 2 parts. |

Itis Zhellin
Pagan INC 9th Company
22
|
Posted - 2013.05.03 08:58:00 -
[583] - Quote
Gypsio III wrote:Quote:These two improvements will be balanced by an increase in power grid need for the launchers, and a small explosion radius increase for the missiles. Reading is difficult, it seems. Also:
200 added power grid need for all Cruise Missile launchers
Yay, extra dps ... but none do the math for the new grid needed to have all the launchers fited. If that's 200/launcher then some of us will have to remove one or more launchers or use T1 versions :| |

Bucca Zerodyme
Good For Nothing Corporation Union of Independence
22
|
Posted - 2013.05.03 10:18:00 -
[584] - Quote
Itis Zhellin wrote: Also:
200 added power grid need for all Cruise Missile launchers
Yay, extra dps ... but none do the math for the new grid needed to have all the launchers fited. If that's 200/launcher then some of us will have to remove one or more launchers or use T1 versions :|
Dont want to do math for you, but a Raven have no problem at all with PG. Didnt checked the Tyhpoon. |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
697
|
Posted - 2013.05.03 10:22:00 -
[585] - Quote
Itis Zhellin wrote:Gypsio III wrote:Quote:These two improvements will be balanced by an increase in power grid need for the launchers, and a small explosion radius increase for the missiles. Reading is difficult, it seems. Also: 200 added power grid need for all Cruise Missile launchers Yay, extra dps ... but none do the math for the new grid needed to have all the launchers fited. If that's 200/launcher then some of us will have to remove one or more launchers or use T1 versions :|
If you're talking about the Raven, then I can only refer you back to the "reading is difficult" comment. Six additional launchers will take 1080 PG more, but since the Raven itself is getting 1875 PG more, then I don't think this will pose a fundamental problem... 
Nor should it be a problem for the Typhoon, which has even more PG. If you're referring to the CNR or Fleetphoon, then it's a fairer comment, because they haven't been rebalanced yet, although it seems to be really quite difficult to use all the PG on a PVE cruise CNR. Even with 7x CML, MJD, MWD, HCB and XLSB you only need a single PG mod. |

Morrigan LeSante
The Lost and Forgotten Troopers
262
|
Posted - 2013.05.03 11:15:00 -
[586] - Quote
Gypsio III wrote:although it seems to be really quite difficult to use all the PG on a PVE cruise CNR.
Probably because it has the CPU of a 1980's digital watch...... |

Bi-Mi Lansatha
The Scope Gallente Federation
94
|
Posted - 2013.05.03 12:20:00 -
[587] - Quote
In case someone hasn't seen it.
CCP Ytterbium wrote:
Ah yes, this makes me remember to tell you guys something that should make you happy - we're going to increase calibration on all Navy Ships from 350 to 400. While it makes sense for Tech2 hulls to have less rig sots due to the specialized nature of the ships, Navy hulls are supposed to be an improvement over Tech1, but is not always the case right now due to rig / calibration restrictions.
|

Itis Zhellin
Pagan INC 9th Company
22
|
Posted - 2013.05.03 13:36:00 -
[588] - Quote
Gypsio III wrote:Itis Zhellin wrote:Gypsio III wrote:Quote:These two improvements will be balanced by an increase in power grid need for the launchers, and a small explosion radius increase for the missiles. Reading is difficult, it seems. Also: 200 added power grid need for all Cruise Missile launchers Yay, extra dps ... but none do the math for the new grid needed to have all the launchers fited. If that's 200/launcher then some of us will have to remove one or more launchers or use T1 versions :| ... If you're referring to the CNR or Fleetphoon, then it's a fairer comment, because they haven't been rebalanced yet, although it seems to be really quite difficult to use all the PG on a PVE cruise CNR. Even with 7x CML, MJD, MWD, HCB and XLSB you only need a single PG mod. That and also Rattlesnake and more than anything.. Nemesis. Nemesis which is a damn tight fit ship. |

Nagarythe Tinurandir
Tormented of Destiny Cha Ching PLC
123
|
Posted - 2013.05.03 13:54:00 -
[589] - Quote
Enya Sparhawk wrote:Gimme more Cynos wrote:Nah, that's not what I'm doing. I guess all missile-users know where the flaw is. The point is, that you'ld need to figure out how much damage a missile should do against targets of various sizes and at various speeds before you change the formula. Yes, a new formula would make sense, but it's a thin line between OP and useless. It isn't as easy as proposing a new formula based on RL physics.. It needs to fit for EvE..  Agreed... No disrespect to Bucca Zerodyme, (You do good work kid, but I just found your solution oversimplified where ideally the formula should be more complex as well as not be overly complicated)... it almost seems like to properly represent the damage instead of a smooth curve we would need something that graphs out as an S curve... Or at least that is the image that is presently in my mind... ( Believe me when I say that my math is corroded beyond a little rusty; so this might not make sense) Something that divides the curve into two parts, a curve representing the top part of 50% damage and an inverse of that curve representing the lower half... Please tell me someone understands what I am trying to say... (because I'm not really sure how to explain it mathematically; at least not yet.)
i guess you refer to something like the way the "chance to hit" looks like in falloff ? http://wiki.eveonline.com/en/wiki/File:Falloff.png
if dmg applied vs signatur radius/ speed of target would look similar for missiles (maybe with a steeper slope) that would make sense. but then i do not know how it looks like atm.
|

Bucca Zerodyme
Good For Nothing Corporation Union of Independence
22
|
Posted - 2013.05.03 14:58:00 -
[590] - Quote
Nagarythe Tinurandir wrote:i guess you refer to something like the way the "chance to hit" looks like in falloff ? http://wiki.eveonline.com/en/wiki/File:Falloff.pngif dmg applied vs signatur radius/ speed of target would look similar for missiles (maybe with a steeper slope) that would make sense. but then i do not know how it looks like atm.
I dont know how often i have posted it on this thread. Current Missiles Formula:
Damage = Base_Damage * MIN(sig/Er, 1, (Ev/Er * sig/vel)^(log(drf) / log(5.5)))
If you want to make it more simple you can write:
Damage = min( 1, Ev/Er * sig/vel)
If you want it even more simpler:
Damage = min(1, 1/vel)
I hope i could help you. [No im not gonna plot it] see https://forums.eveonline.com/default.aspx?g=posts&t=226046&p=29 |
|

Hagika
LEGI0N
78
|
Posted - 2013.05.03 20:51:00 -
[591] - Quote
Bi-Mi Lansatha wrote:In case someone hasn't seen it.
CCP Ytterbium wrote:
Ah yes, this makes me remember to tell you guys something that should make you happy - we're going to increase calibration on all Navy Ships from 350 to 400. While it makes sense for Tech2 hulls to have less rig sots due to the specialized nature of the ships, Navy hulls are supposed to be an improvement over Tech1, but is not always the case right now due to rig / calibration restrictions.
Does nothing for the current missile issue at hand, much less the struggling raven issue. All the same, its a nice add on to navy ships |

Enya Sparhawk
State Protectorate Caldari State
7
|
Posted - 2013.05.03 21:40:00 -
[592] - Quote
Bucca Zerodyme wrote: You want to Split the function into 2 parts so far i get it, but the other part ... well in most cases a image of your function would be nice to understand what you mean. You can use even Paint to do it.
Edit: remember to explain, why do you think it need to be split into 2 parts.
A curve that looks like this... A normal reduction in damage to start out with and then a below normal reduction for the last part...
The idea being that the change in damage shouldn't be so severe at below 50% so that large missles aren't getting raped hitting small ships, while still not doing insane damage...
I got the idea from a W+¦hler curve used for determining material fatigue (I'm evening wondering if a similar formula could be retranslated and applied to what we need... It uses a logarithmic scale same as the current formula; treat missle base damage as the "material" and the formula like the fatigue, stress factors???) F+¡orghr+í: Gr+í na f+¡rinne D+¬an g+íire...Tiocfaidh +ír l+í |

Bucca Zerodyme
Good For Nothing Corporation Union of Independence
25
|
Posted - 2013.05.03 22:38:00 -
[593] - Quote
Enya Sparhawk wrote:A curve that looks like this...A normal reduction in damage to start out with and then a below normal reduction for the last part... The idea being that the change in damage shouldn't be so severe at below 50% so that large missles aren't getting raped hitting small ships, while still not doing insane damage... I got the idea from a W+¦hler curve used for determining material fatigue (I'm evening wondering if a similar formula could be retranslated and applied to what we need at least conceptually... It uses a logarithmic scale as does the current formula; treat missle base damage as the "material" and the formula like the fatigue, stress factors???) so plotting on a graph: Y = 0-1 (0 -100%), X = logarithmic scale factoring the explosion radius/velocity, sig, velocity in some relationship (max & min ranges defined by 0.5) Z = rdf (just for a three dimensional graph comparing how the scale visually affects all range of missles) Make sense?
The W+¦hler-Curve looks like this: http://upload.wikimedia.org/wikipedia/commons/f/f9/BrittleAluminium320MPA_S-N_Curve.jpg
Do you want the same behavior?
I dont understand what do you mean with X,Y, Z ? Is this a graph, which you want to explain?
If you want to have the same behavior as the W+¦hler-Curve, then there is a problem. This Graph, which i linked, is logarithmic scaled. That mean: - Short Version: You cant use the same formula - Long Version: If you really want to know, then look for yourself. |

Bi-Mi Lansatha
The Scope Gallente Federation
94
|
Posted - 2013.05.04 00:57:00 -
[594] - Quote
Hagika wrote: Does nothing for the current missile issue at hand, much less the struggling raven issue. All the same, its a nice add on to navy ships
With a 40-60M ISK increase in price... isn't the Raven already dead?
|

Hagika
LEGI0N
83
|
Posted - 2013.05.04 06:45:00 -
[595] - Quote
Bi-Mi Lansatha wrote:Hagika wrote: Does nothing for the current missile issue at hand, much less the struggling raven issue. All the same, its a nice add on to navy ships
With a 40-60M ISK increase in price... isn't the Raven already dead?
Yes, this last round of garbage thrown at it finally put the raven out of its misery.
It became a pve ship because in pvp it sucked horribly and now with the huge increase, it becomes a 200+ mil piece of garbage.
The scorp got a low slot though so it can armor tank now !
|

Diesel47
Bad Men Ltd.
624
|
Posted - 2013.05.04 07:24:00 -
[596] - Quote
Bouh Revetoile wrote:Jonas Sukarala wrote:intriguing changes i think people would be more likely to use them if you made them THE alpha damage platform ROF is less of an issue i think. They will be the best LR weapon for dps by far, and the second best for alpha... PS : you are looking at more than 800 dps with fury...
Which makes sense.
Caldari are suppose to be the long range specialists. Kinda balanced by the fact that it still takes them a while to reach their target. |

marVLs
131
|
Posted - 2013.05.04 11:00:00 -
[597] - Quote
Just one thing to help missiles (and torps) one tiny little thing that will help them more than some strange stats manipulating...
Move Target Painters to High Slot ffs |

Jezza McWaffle
EVOL Command Consortium Collective
22
|
Posted - 2013.05.04 11:31:00 -
[598] - Quote
Guns dont get tracking in their highs why should missiles. |

Bucca Zerodyme
Good For Nothing Corporation Union of Independence
29
|
Posted - 2013.05.04 11:33:00 -
[599] - Quote
Jezza McWaffle wrote:Guns dont get tracking in their highs why should missiles.
Because missiles dont have tracking enhancer |

Bucca Zerodyme
Good For Nothing Corporation Union of Independence
29
|
Posted - 2013.05.04 11:35:00 -
[600] - Quote
Diesel47 wrote:Bouh Revetoile wrote:Jonas Sukarala wrote:intriguing changes i think people would be more likely to use them if you made them THE alpha damage platform ROF is less of an issue i think. They will be the best LR weapon for dps by far, and the second best for alpha... PS : you are looking at more than 800 dps with fury... Which makes sense. Caldari are suppose to be the long range specialists. Kinda balanced by the fact that it still takes them a while to reach their target.
Yeah if you are looking for PvE, then yes. If you are looking for PvP, then no. Did you even read the whole thread? Missiles sucks and you can use Fury's only on bigger Targets. |
|

Gimme more Cynos
Science and Trade Institute Caldari State
11
|
Posted - 2013.05.04 11:41:00 -
[601] - Quote
marVLs wrote:Just one thing to help missiles (and torps) one tiny little thing that will help them more than some strange stats manipulating... Move Target Painters to High Slot ffs 
Are you serious? Moving the only long-range module which does have an impact on missile dmg application to a high-slot is bad..
|

Josilin du Guesclin
University of Caille Gallente Federation
24
|
Posted - 2013.05.04 12:39:00 -
[602] - Quote
marVLs wrote:Just one thing to help missiles (and torps) one tiny little thing that will help them more than some strange stats manipulating... Move Target Painters to High Slot ffs  WAT
That's nuts. Make their DPS increase mods compete for slots with the launchers themselves, or at best with their utility highs? Yeah, that makes tons of sense. I suppose if you're a Minnie fans it works, seeing as it gives you something to do with those highs on the Typhoon, but for the rest, it's daft.
|

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
700
|
Posted - 2013.05.04 13:01:00 -
[603] - Quote
Quote:Itis Zhellin wrote: If you're referring to the CNR or Fleetphoon, then it's a fairer comment, because they haven't been rebalanced yet, although it seems to be really quite difficult to use all the PG on a PVE cruise CNR. Even with 7x CML, MJD, MWD, HCB and XLSB you only need a single PG mod. That and also Rattlesnake and more than anything.. Nemesis. Nemesis which is a damn tight fit ship.
Oh absolutely, trying to fit cruise on a Nemesis is just crazy difficult. But, be fair, it's the same for all bombers. Personally, I just stick with torps... |

marVLs
132
|
Posted - 2013.05.04 13:26:00 -
[604] - Quote
Gimme more Cynos wrote:marVLs wrote:Just one thing to help missiles (and torps) one tiny little thing that will help them more than some strange stats manipulating... Move Target Painters to High Slot ffs  Are you serious? Moving the only long-range module which does have an impact on missile dmg application to a high-slot is bad..
So anyone use them on meds? Nope, almost every missile ship have free high slot, and that will help them a lot, buffing missiles? In some ways yes but only missile buff makes TP another useless (in terms no one use them) mod. Btw. TP help turrets too. With TP on higs slots ravens will be finally used at pvp, and think about typhoons... |

Super Chair
Project Cerberus Caldari State Capturing
500
|
Posted - 2013.05.04 19:16:00 -
[605] - Quote
Target painters in the highslot is a good idea, IMO. Helps heaps with almost every shield tanked missile boat that has a utility high but not enough PG to fit a decently sized neut there....so.... yeah.... Project Cerberus is recruiting for the US Timezone, click here |

Hagika
LEGI0N
93
|
Posted - 2013.05.04 20:32:00 -
[606] - Quote
Gypsio III wrote:Quote:Itis Zhellin wrote: If you're referring to the CNR or Fleetphoon, then it's a fairer comment, because they haven't been rebalanced yet, although it seems to be really quite difficult to use all the PG on a PVE cruise CNR. Even with 7x CML, MJD, MWD, HCB and XLSB you only need a single PG mod. That and also Rattlesnake and more than anything.. Nemesis. Nemesis which is a damn tight fit ship. Oh absolutely, trying to fit cruise on a Nemesis is just crazy difficult. But, be fair, it's the same for all bombers. Personally, I just stick with torps... 
I would kick a baby to have the new cruise on stealth bombers..I actually miss the old cruise bombers. Well not the fact they couldnt warp while cloaked but with this change, they would be amazing.
Actually, I would kick a whole orphanage full of babies. |

Gimme more Cynos
Science and Trade Institute Caldari State
12
|
Posted - 2013.05.04 20:35:00 -
[607] - Quote
marVLs wrote:Gimme more Cynos wrote:marVLs wrote:Just one thing to help missiles (and torps) one tiny little thing that will help them more than some strange stats manipulating... Move Target Painters to High Slot ffs  Are you serious? Moving the only long-range module which does have an impact on missile dmg application to a high-slot is bad.. So anyone use them on meds? Nope, almost every missile ship have free high slot, and that will help them a lot, buffing missiles? In some ways yes but only missile buff makes TP another useless (in terms no one use them) mod. Btw. TP help turrets too. With TP on higs slots ravens will be finally used at pvp, and think about typhoons...
It's better to have them in meds, as you do have the option to sacrifice a little tank for more gank that way. If it would be a highslot module, you would still have the option to fit them, yeah, but you are very limited on them (i.e 1 TP on most missile ships, including the phoon and the raven after their rebalance). Most ships would have to sacrifice launcherslots for dmg application - a little odd. ;)
Also, missiles suck because of delayed damage and their poor damage application.. how would a highslot TP help with that, if you're only having 1 TP at all?
Missiles could need a tracking enhancer, but TP in highslots wouldn't really help. |

marVLs
133
|
Posted - 2013.05.05 08:32:00 -
[608] - Quote
Gimme more Cynos wrote: Also, missiles suck because of delayed damage and their poor damage application.. how would a highslot TP help with that, if you're only having 1 TP at all?
Missiles could need a tracking enhancer, but TP in highslots wouldn't really help.
So who's flying alone in BS on pvp? Take 3xTyphoon with expl velo bonus and everyone have 1xTP, that gives 3xTP on a target... BC's and BS's would melt from Rage torpedoes Counter? Don't get in range like blasters Ravens have range but not expl velo bonus so need to speed tank portion of that damage
And no one sacrifice tank or something else for TP, BS's have weak tanks already (for their price and useful)
Other option is buff BS's tank for about 1/3 of it's current state and give them more meds or special slot that can be fitted only for one BS's designed modules like MJD or target breaker. |

Morrigan LeSante
The Lost and Forgotten Troopers
265
|
Posted - 2013.05.05 09:32:00 -
[609] - Quote
marVLs wrote:Gimme more Cynos wrote:marVLs wrote:Just one thing to help missiles (and torps) one tiny little thing that will help them more than some strange stats manipulating... Move Target Painters to High Slot ffs  Are you serious? Moving the only long-range module which does have an impact on missile dmg application to a high-slot is bad.. So anyone use them on meds? Nope, almost every missile ship have free high slot, and that will help them a lot, buffing missiles? In some ways yes but only missile buff makes TP another useless (in terms no one use them) mod. Btw. TP help turrets too. With TP on higs slots ravens will be finally used at pvp, and think about typhoons...
Clearly I'm dreaming about the two TPs attached to my CNR... |

Josilin du Guesclin
University of Caille Gallente Federation
25
|
Posted - 2013.05.05 10:09:00 -
[610] - Quote
I think the problem with mods is that CM and Torps were (as with all missiles) originally intended to not use or need an equivalent to a tracking or range mod. Target Painters were supposed to fill a similar slot to Tracking Disruptors, but in reverse - a TD reduces incoming DPS, a TP increases outgoing DPS.
However, over time big missiles have become unable to apply damage effectively without Painters, and so these have changed from being a reverse TD to being the missiles' equivalent to a Tracking Computer (but with better scaling because they aid your whole side, and more universal application because TPs buff guns as well). So we have a situation where CM and Torps need tracking/range mods, but have only one - the TP. Now the TP does have the effect of being a local and remote mod in one, but it's also far more limited in effect - for turrets you can get mid or low modules and they affect both range and tracking. Missiles just get the single, mid-only, 'tracking'-only module. [Not considering rigs, because all systems get those]
So, we need for either CMs and Torps to go back to not needing mods (and probably being a little worse than a turret system that has so many mods that the ship in question has forsaken everything else for gank, but better than an un-modded turret system), or for them to have the full range of mods and balanced around that. I favour the former because it's a point of difference, and simpler fitting makes up a little for harder to apply damage. |
|

Hagika
LEGI0N
100
|
Posted - 2013.05.05 15:23:00 -
[611] - Quote
oh, wanting to by cruise missile option on bombers..It was done originally, and no reason why we cant have both systems on them.
I miss the 150km+ love shots. Would be amazing after these changes. |

Gimme more Cynos
Science and Trade Institute Caldari State
15
|
Posted - 2013.05.05 20:34:00 -
[612] - Quote
marVLs wrote:Gimme more Cynos wrote: Also, missiles suck because of delayed damage and their poor damage application.. how would a highslot TP help with that, if you're only having 1 TP at all?
Missiles could need a tracking enhancer, but TP in highslots wouldn't really help.
So who's flying alone in BS on pvp? Take 3xTyphoon with expl velo bonus and everyone have 1xTP, that gives 3xTP on a target... BC's and BS's would melt from Rage torpedoes  Counter? Don't get in range like blasters Ravens have range but not expl velo bonus so need to speed tank portion of that damage And no one sacrifice tank or something else for TP, BS's have weak tanks already (for their price and useful) Other option is buff BS's tank for about 1/3 of it's current state and give them more meds or special slot that can be fitted only for one BS's designed modules like MJD or target breaker.
Damage remains laughable even with 3 TP's on small targets.. I can't hit fast moving cruisers in PvE with fury for more than half the dmg with dual rigor II's, max skills and a RF TP.. Now think about Rage torps on boats without rigors on player controlled targets.. ;)
It wouldn't change anything at all, besides the fact that you wouldn't be able to Dual TP a missile boat any longer..
Edit: Oh, and 20 m/s more explo-velocity wouldn't change much.. ;) |

Bucca Zerodyme
Good For Nothing Corporation Union of Independence
51
|
Posted - 2013.05.06 00:37:00 -
[613] - Quote
Change the Raven Velocity Bonus into: - 20% More Velocity from Missiles and -5% Flight Time of Missiles per Skill. |

Tenris Anis
Schattenengel Clan
57
|
Posted - 2013.05.06 21:09:00 -
[614] - Quote
James Amril-Kesh wrote:Good to know. I was under the impression that it was the HM nerf that did in missile doctrines, but since you two have way more experience for obvious reasons I defer to your judgment.
Maybe missiles should be given more HP?
Firewalls are fine, they should be a valid counter, because they come with a price. Remove insurance. |

Gimme more Cynos
Science and Trade Institute Caldari State
16
|
Posted - 2013.05.06 21:27:00 -
[615] - Quote
Tenris Anis wrote:James Amril-Kesh wrote:Good to know. I was under the impression that it was the HM nerf that did in missile doctrines, but since you two have way more experience for obvious reasons I defer to your judgment.
Maybe missiles should be given more HP? Firewalls are fine, they should be a valid counter, because they come with a price.
Wow, we've seen the worst post in this thread :D
Firewalls are not fine.. Yes, they come at a price, but the benefit can be way... way to huge.. Firewalling can mitigate just too much damage from missles. Besides that, there is no benefit of missiles which might be a justification for such a huge "counter"..
Just try to compare firewall and ECM.. and think over how much damage a dedicated ECM ship can mitigate.. now compare that to firewall.. |

Tenris Anis
Schattenengel Clan
57
|
Posted - 2013.05.06 21:45:00 -
[616] - Quote
Little Dragon Khamez wrote:MainDrain wrote:Caitlyn Tufy wrote:Righty, one by one:
5% increased rate of fire for all Cruise Missile Launchers 25% increase in base damage for all Cruise Missiles
Way more than I expected, tbh. Only problem I see: Rof means a rof bonused ship will go through cargo even faster and missiles are pretty large to carry around in the first place. Perhaps consider reducing the size of missiles?
Figure that has to be a key comment, with the Rate of Fire increasing its got to be a must to reduce the size, as well as the mineral requirements for building them. It shouldnt become more expensive (albeit slightly) to kill a target as a result of these changes, it should remain identical. Everything has to get more expensive these days, ccp are desperately trying to build more isk sinks into the game in order to rebalance the economy. It also means that mission rewards are slightly nerfed as it costs more to kill rats making the remaining isk more precious.
Not by much. Ammunition is no isk sink at all, it just means that part of your mission income will end up at some poor miner that is working for a slave wage so that you can shoot more. And on the way to this miner all involved middle mans will be happy. The ISK sink is when you buy something on the market, as the little market fee is the only isk sink that is involved. Remove insurance. |

Tenris Anis
Schattenengel Clan
57
|
Posted - 2013.05.06 21:49:00 -
[617] - Quote
Gimme more Cynos wrote:
Just try to compare firewall and ECM.. and think over how much damage a dedicated ECM ship can mitigate.. now compare that to firewall..
Yes compare how much damage a ECM ship can mitigate and now compare it against firewall ships. Use gun ships for the enemy fleet. ;-) Remove insurance. |

Gimme more Cynos
Science and Trade Institute Caldari State
16
|
Posted - 2013.05.06 23:52:00 -
[618] - Quote
Tenris Anis wrote:Gimme more Cynos wrote:
Just try to compare firewall and ECM.. and think over how much damage a dedicated ECM ship can mitigate.. now compare that to firewall..
Yes compare how much damage a ECM ship can mitigate and now compare it against firewall ships. Use gun ships for the enemy fleet. ;-)
please biomass yourself :D |

Tenris Anis
Schattenengel Clan
58
|
Posted - 2013.05.07 00:55:00 -
[619] - Quote
Gimme more Cynos wrote:
please biomass yourself :D
I have to concede to your cunning arguments. Remove insurance. |

Zetak
State War Academy Caldari State
5
|
Posted - 2013.05.08 06:13:00 -
[620] - Quote
Hey. I just wanted to post my proposal in there too. So in the caldari thread some of us are discussing some pretty good changes we would like to see happen to missile ships, but It might be a bit much. anyways I wanted to propose in light of the changes we want to make, please tone down the damage and rate of fire by 5%, to keep balance. but only if our changes would be voted green light by CCP Rise. |
|

Zetak
State War Academy Caldari State
7
|
Posted - 2013.05.08 08:56:00 -
[621] - Quote
14 sec flight time is still too much.
with max skill it is 21 sec flight time. totally worthless. Reduce the flight time to 10 sec and give more speed to the missile it is what is needed. waaay more.
To show you an example: I do caldari missions right? so that gives me a lot of npc ecm. I launch my missile to the enemy ship, which is usually 60 km away before my missile could hit, I'm ecm-ed and my missile which should have hit the enemy ship, possibly destroying it, does no damage at all, because I lost my lock. whats the point of the huge flight time if such things can happen? |

Meghel
SilfMeg Mining and Transportation Co
3
|
Posted - 2013.05.08 09:30:00 -
[622] - Quote
Zetak wrote:14 sec flight time is still too much.
with max skill it is 21 sec flight time. totally worthless. Reduce the flight time to 10 sec and give more speed to the missile it is what is needed. waaay more.
To show you an example: I do caldari missions right? so that gives me a lot of npc ecm. I launch my missile to the enemy ship, which is usually 60 km away before my missile could hit, I'm ecm-ed and my missile which should have hit the enemy ship, possibly destroying it, does no damage at all, because I lost my lock. whats the point of the huge flight time if such things can happen?
Sorry, as far as game mechanics work; when the missile is launched it will hit the ship. Even if you get jammed while it is underway.
If you start to Warp, the missile will not do damage. |

Zetak
State War Academy Caldari State
7
|
Posted - 2013.05.08 10:27:00 -
[623] - Quote
Meghel wrote:Zetak wrote:14 sec flight time is still too much.
with max skill it is 21 sec flight time. totally worthless. Reduce the flight time to 10 sec and give more speed to the missile it is what is needed. waaay more.
To show you an example: I do caldari missions right? so that gives me a lot of npc ecm. I launch my missile to the enemy ship, which is usually 60 km away before my missile could hit, I'm ecm-ed and my missile which should have hit the enemy ship, possibly destroying it, does no damage at all, because I lost my lock. whats the point of the huge flight time if such things can happen? Sorry, as far as game mechanics work; when the missile is launched it will hit the ship. Even if you get jammed while it is underway. If you start to Warp, the missile will not do damage.
Well, just the other day when I did a mission, Gurista I think, the thing happened just the way I described. An information box popped telling me that my missiles could not reach its target because the lack of lock. It wasn't because my target was killed. It was how I perceived the phenomena |

Debora Tsung
The Investment Bankers Guild
124
|
Posted - 2013.05.08 11:04:00 -
[624] - Quote
Super Chair wrote:Target painters in the highslot is a good idea, IMO. Helps heaps with almost every shield tanked missile boat that has a utility high but not enough PG to fit a decently sized neut there....so.... yeah....
That Idea is hilariously bad, my Torp CNR needs 2 TP's. :/ There's nothing a million chinese guys can't do cheaper. |

Debora Tsung
The Investment Bankers Guild
124
|
Posted - 2013.05.08 11:08:00 -
[625] - Quote
Tenris Anis wrote: Firewalls are fine, they should be a valid counter, because they come with a price.
lol, for a second I thought I read "... they come in peace" There's nothing a million chinese guys can't do cheaper. |

Malcanis
Vanishing Point. The Initiative.
9193
|
Posted - 2013.05.08 11:40:00 -
[626] - Quote
Zetak wrote:14 sec flight time is still too much.
with max skill it is 21 sec flight time. totally worthless. Reduce the flight time to 10 sec and give more speed to the missile it is what is needed. waaay more.
To show you an example: I do caldari missions right? so that gives me a lot of npc ecm. I launch my missile to the enemy ship, which is usually 60 km away before my missile could hit, I'm ecm-ed and my missile which should have hit the enemy ship, possibly destroying it, does no damage at all, because I lost my lock. whats the point of the huge flight time if such things can happen?
Missiles already in flight after you get ECM'd still hit.
You are also neglecting to mention that there are very very few PvE cases where the new cruise missile will actually need to be in flight for the full 21 seconds. On a Raven your lock range is, what? 93Km?
1 Kings 12:11
|

Zetak
State War Academy Caldari State
7
|
Posted - 2013.05.08 11:52:00 -
[627] - Quote
Malcanis wrote:Zetak wrote:14 sec flight time is still too much.
with max skill it is 21 sec flight time. totally worthless. Reduce the flight time to 10 sec and give more speed to the missile it is what is needed. waaay more.
To show you an example: I do caldari missions right? so that gives me a lot of npc ecm. I launch my missile to the enemy ship, which is usually 60 km away before my missile could hit, I'm ecm-ed and my missile which should have hit the enemy ship, possibly destroying it, does no damage at all, because I lost my lock. whats the point of the huge flight time if such things can happen? Missiles already in flight after you get ECM'd still hit. You are also neglecting to mention that there are very very few PvE cases where the new cruise missile will actually need to be in flight for the full 21 seconds. On a Raven your lock range is, what? 93Km?
if you say so. it was just one example btw.
that is the point. why would i need 150km range? when i could just warp into 0m? t2 long range cruise would be perfectly fine for the long range. more velocity is what we need.
yes around that number i cannot recall exactly. but with scripted sensor boosters you can have 200+km target range. |

Malcanis
Vanishing Point. The Initiative.
9193
|
Posted - 2013.05.08 12:15:00 -
[628] - Quote
Let's be realistic here: cruise missile are getting a massive buff, perhaps the single biggest buff I've seen in the nearly 7 years I've been playing.
This isn't the time to be asking for even more. It's the time take the opportunity to see how these changes play out in practice.
My gut feeling is that it's going to mean an absolutely huge buff to the Raven as a PvE platform. Compared to the current Raven, it'll be a jump from 8 "effective launchers" to 10.5 "effective launchers".
To put that in perspective: a NewCruiseGäó Raven is going to do over 1/8th more raw DPS than an OldCruise Navy Raven does now.
In these circumstances, I don't feel that we should be quibbling.
1 Kings 12:11
|

Bucca Zerodyme
Good For Nothing Corporation Union of Independence
63
|
Posted - 2013.05.08 12:28:00 -
[629] - Quote
Malcanis wrote:Let's be realistic here: cruise missile are getting a massive buff, perhaps the single biggest buff I've seen in the nearly 7 years I've been playing.
This isn't the time to be asking for even more. It's the time take the opportunity to see how these changes play out in practice.
My gut feeling is that it's going to mean an absolutely huge buff to the Raven as a PvE platform. Compared to the current Raven, it'll be a jump from 8 "effective launchers" to 10.5 "effective launchers".
To put that in perspective: a NewCruiseGäó Raven is going to do over 1/8th more raw DPS than an OldCruise Navy Raven does now.
In these circumstances, I don't feel that we should be quibbling.
You miss the Point CSM-Guy. Missiles were always fine for PvE. Its not the dmg we need, we need a better dmg-application for PvP. Did you even read the previous posts? Seems not otherwise you would know, we are looking for a PvP Solution and not for a PvE Solution.
The Current changes are crap, worthless like defender missiles. You may now do more dmg but it wont solve the overall problem. As you already said CCP-Guy it took 7 years for CCP to do something about Missiles, dont except them to do anything else in the next 5 years for the missiles. If we dont speak up now, we will be ignored again. |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
715
|
Posted - 2013.05.08 12:50:00 -
[630] - Quote
Putting it bluntly, there's only a damage application problem if you're using the wrong ammo. Like using Fury against cruisers, or something stupid like that. Elsewhere, it's entirely appropriate that smaller faster stuff is able to mitigate damage. This isn't a problem, it's good design.
Cruise's problems will remain the product of its underwhelming launch platforms. |
|

Meghel
SilfMeg Mining and Transportation Co
5
|
Posted - 2013.05.08 12:51:00 -
[631] - Quote
Zetak wrote:
Well, just the other day when I did a mission, Gurista I think, the thing happened just the way I described. An information box popped telling me that my missiles could not reach its target because the lack of lock. It wasn't because my target was killed. It was how I perceived the phenomena
As Malcanis said, this is incorrect.
What DID happen is that you activated your launcher and launched the first batch of missiles. Thats all fine and dandy.
While this batch is flying, you get jammed and loose your target.
What happens NOW is that your launchers shut off because you do not have a target. That is the regular occurance and is completely normal. You will now get a boxed message stating that your launchers deactivated as you do not have a target 
The missiles in transit are still flying and will hit the target.
|

Bi-Mi Lansatha
The Scope Gallente Federation
104
|
Posted - 2013.05.08 12:53:00 -
[632] - Quote
Bucca Zerodyme wrote:... Its not the dmg we need, we need a better dmg-application for PvP..... Is not the 20-30% increase in Cruise Missile damage... and increase in damage applied?
|

Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
661
|
Posted - 2013.05.08 12:53:00 -
[633] - Quote
Bucca Zerodyme wrote:...You miss the Point CSM-Guy... Don't knock the CSM, not their fault that they are forced to drink from the same Kool-Aid fountain as CCP employees. Ducks in a row and all that.
Damage is irrelevant, application is everything.
Adding a ton of damage and then adding a bit to exp.radius will just make them god-weapons against cruisers and up at ranges where Torps previously held the field .. Torps will be limited to bombers and BS slug-outs (rare!) and cruise remain utterly hopeless beyond 50km .. cannot design a system to only work as intended under TiDi, and those are the only conditions where cruise will ever get to use their range.
Only upside is that TP's may see some general use again .. 
Alternates (previously suggested): - Install MJD in Cruise missiles and reduce flight time to achieve 80-90km (+100km from MJD). - Let Cruise go after nearest locked target should target at which it was launched decide to bail.
|

Bucca Zerodyme
Good For Nothing Corporation Union of Independence
63
|
Posted - 2013.05.08 12:56:00 -
[634] - Quote
Gypsio III wrote:Putting it bluntly, there's only a damage application problem if you're using the wrong ammo. Like using Fury against cruisers, or something stupid like that. Elsewhere, it's entirely appropriate that smaller faster stuff is able to mitigate damage. This isn't a problem, it's good design.
Cruise's problems will remain the product of its underwhelming launch platforms.
Already showed, that you are not right.
https://forums.eveonline.com/default.aspx?g=posts&m=2962427#post2962427
Missiles sucks to hard compared to turrets, speed tanking missiles is more easy then turrets (at a proper range), so we dont need a dmg buff we need better dmg application. With the dmg buff you cant solve this problem, you make it even worse. because if you attempt to solve it later all turrets user will complain, how missiles are OP in close range. |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
715
|
Posted - 2013.05.08 13:10:00 -
[635] - Quote
Bucca Zerodyme wrote:Gypsio III wrote:Putting it bluntly, there's only a damage application problem if you're using the wrong ammo. Like using Fury against cruisers, or something stupid like that. Elsewhere, it's entirely appropriate that smaller faster stuff is able to mitigate damage. This isn't a problem, it's good design.
Cruise's problems will remain the product of its underwhelming launch platforms. Already showed, that you are not right. https://forums.eveonline.com/default.aspx?g=posts&m=2962427#post2962427
Your assumptions are silly (not using skills at V, ABing Typhoon, wtf?). It seems what you've actually proved there is that Cruise doesn't have a damage application problem, as a full-speed Typhoon will receive, by your own numbers, 92% of EFT damage from CN cruise.
In any case, you didn't bother to apply these damage application percentages to the raw damage numbers, or to consider issues of ship fitting etc. As analysis goes, it's poor. |

Sal Landry
School of Applied Knowledge Caldari State
58
|
Posted - 2013.05.08 13:26:00 -
[636] - Quote
Malcanis wrote:Let's be realistic here: cruise missile are getting a massive buff, perhaps the single biggest buff I've seen in the nearly 7 years I've been playing.
This isn't the time to be asking for even more. It's the time take the opportunity to see how these changes play out in practice.
My gut feeling is that it's going to mean an absolutely huge buff to the Raven as a PvE platform. Compared to the current Raven, it'll be a jump from 8 "effective launchers" to 10.5 "effective launchers".
To put that in perspective: a NewCruiseGäó Raven is going to do over 1/8th more raw DPS than an OldCruise Navy Raven does now.
In these circumstances, I don't feel that we should be quibbling. It is a massive buff to anyone using cruise missiles in PvE, so much that I'm going to start training cruise 5 myself in a few days. However, it remains to be seen whether it will be able to apply that dps well enough in an actual PvP situation, where your target is going to have a prop mod and likely be smaller than you'd like it.
Congrats on your shiny new CSM posting tag btw  |

Josilin du Guesclin
University of Caille Gallente Federation
50
|
Posted - 2013.05.08 13:38:00 -
[637] - Quote
Gypsio III wrote:Putting it bluntly, there's only a damage application problem if you're using the wrong ammo. Like using Fury against cruisers, or something stupid like that. Elsewhere, it's entirely appropriate that smaller faster stuff is able to mitigate damage. This isn't a problem, it's good design.
Cruise's problems will remain the product of its underwhelming launch platforms. I'm fairly happy with Cruise Missiles with the buff - for PvE. For PvP they retain the problems they've had for years, and I don't think there's an easy way of fix them that doesn't just turn them into another type of gun.
Torpedoes, on the other hand, need a fix. They take too long to deliver damage, despite having terrible reach, and are ridiculously poor at applying damage to anything smaller than a capita ship. However, because they are a short range system, reducing the flight time doesn't require making them stupidly fast. A simply 50% velocity increase fixes the range and much of the time delay in one simple buff. A slight buff to explosion velocity and radius would go some way to fixing the other issue (and if that makes DPS on battleships and BCs too high a slight reduction to the base damage would fix that).
It seems fairly clear to me that CCP is not, at this time, going to be considering a radical overhaul of missiles, so any fixes proposed should be straightforward and not too big.
|

Bucca Zerodyme
Good For Nothing Corporation Union of Independence
63
|
Posted - 2013.05.08 14:02:00 -
[638] - Quote
Gypsio III wrote: Your assumptions are silly (not using skills at V, ABing Typhoon, wtf?). It seems what you've actually proved there is that Cruise doesn't have a damage application problem, as a full-speed Typhoon will receive, by your own numbers, 92% of EFT damage from CN cruise.
In any case, you didn't bother to apply these damage application percentages to the raw damage numbers, or to consider issues of ship fitting etc. As analysis goes, it's poor.
You seems not to get it, i already said numerous times, thats its a speed issue, and who said ABing is bad? if everyone is using missiles, then ABing is becoming more popular because you can better speed-tank missiles.
Anyway you seems to lack basic math skills, it doesnt matter if i put them on all V or all 0 Skills. - 25% more speed - 25% better trackling Have a educated guess, it doesnt matter. You wont hit better because your drawback is increased by 25% which is the same number you get from your boost. - Traversal Velocity / (Distance * Tracking) [All 0 Skills] - Traversal Velocity * 1.25 / (Distance * Tracking *1.25) [All 5 Skills] - Use basic mathematic skills - Traversal Velocity / (Distance * Tracking) [All 5 Skills]
Its the same numbers, you dont get anything if you put all 5 skills.
Edit: There is no reason, why should i include ship fittings, if i want to show, that missiles have a speed-issue? |

Zetak
State War Academy Caldari State
9
|
Posted - 2013.05.08 14:54:00 -
[639] - Quote
Meghel wrote:Zetak wrote:
Well, just the other day when I did a mission, Gurista I think, the thing happened just the way I described. An information box popped telling me that my missiles could not reach its target because the lack of lock. It wasn't because my target was killed. It was how I perceived the phenomena
As Malcanis said, this is incorrect. What DID happen is that you activated your launcher and launched the first batch of missiles. Thats all fine and dandy. While this batch is flying, you get jammed and loose your target. What happens NOW is that your launchers shut off because you do not have a target. That is the regular occurance and is completely normal. You will now get a boxed message stating that your launchers deactivated as you do not have a target  The missiles in transit are still flying and will hit the target.
That makes sense. Now if I think about it maybe I did not see a change because it did not penetrated the said npc-s shields, and I was in jam long enough it to regen it`s shields fully.
Well, that is good info thanks for putting things in perspective.
I still think though that missile flight time is too much and missile speed is too slow.
Thanks anyway
|

Veinnail
FinFleet Raiden.
78
|
Posted - 2013.05.08 15:21:00 -
[640] - Quote
liked, now fix FOFs so they don't shoot the non-combat pirate structures, like walls, elevators, and all that other collidable destructable stuff. |
|

Hagika
LEGI0N
150
|
Posted - 2013.05.08 15:24:00 -
[641] - Quote
Malcanis wrote:Zetak wrote:14 sec flight time is still too much.
with max skill it is 21 sec flight time. totally worthless. Reduce the flight time to 10 sec and give more speed to the missile it is what is needed. waaay more.
To show you an example: I do caldari missions right? so that gives me a lot of npc ecm. I launch my missile to the enemy ship, which is usually 60 km away before my missile could hit, I'm ecm-ed and my missile which should have hit the enemy ship, possibly destroying it, does no damage at all, because I lost my lock. whats the point of the huge flight time if such things can happen? Missiles already in flight after you get ECM'd still hit. You are also neglecting to mention that there are very very few PvE cases where the new cruise missile will actually need to be in flight for the full 21 seconds. On a Raven your lock range is, what? 93Km?

Is it really some dev disease that goes around and ignores the countless posts of PVP issue? They are fine for PVE. Its pvp where it becomes a problem. Remove the 10% increase to explosion radius, and increase the velocity a bit more. Base flight of 7 seconds.
Also about this being the single biggest buff in 7 years..There hasnt been a buff in that long. That is the problem. CCP has ignored it till now. That is not a player fault, that is a serious lazy streak by the devs. This would be like taking your car to a mechanic for a bad running engine, and then 7 years later he finally gets back to you and says.. Well I have it running better now though it still runs a little rough.
Then he wonders why you are mad. Its because it has been 7 years, then has the nerve to tell us we should be happy. Yet it is still not fully fixed, then explains it will run alright for city driving (PVE) but not highway driving (PVP) and you wonder why people want it fully fixed?
That is because taking back to the mechanic might have us waiting for another 7 years to get it running the way it should. Really the simplest solution is to fire the mechanic and get better ones, though players can not fire devs, but we can sure not pay them.
So when can we get our transmission fixed (Torpedoes) ? Is that a few years away from now? |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
715
|
Posted - 2013.05.08 15:43:00 -
[642] - Quote
Bucca Zerodyme wrote:You seems not to get it, i already said numerous times, thats its a speed issue, and who said ABing is bad? if everyone is using missiles, then ABing is becoming more popular because you can better speed-tank missiles.
Your analysis needs to reflect reality - and the reality is that ABing battleships are deeply uncommon. Since you are not arguing that everyone will be using cruise, then you cannot simultaneously argue that BS will suddenly start fitting ABs to mitigate missile damage, it's a logical absurdity.
Quote:Anyway you seems to lack basic math skills, it doesnt matter if i put them on all V or all 0 Skills. - 25% more speed - 25% better trackling Have a educated guess, it doesnt matter. You wont hit better because your drawback is increased by 25% which is the same number you get from your boost. - Traversal Velocity / (Distance * Tracking) [All 0 Skills] - Traversal Velocity * 1.25 / (Distance * Tracking *1.25) [All 5 Skills] - Use basic mathematic skills - Traversal Velocity / (Distance * Tracking) [All 5 Skills]
Its the same numbers, you dont get anything if you put all 5 skills.
For guns, yes - although only if you have max transversal. For missiles, no - TNP and GMP, and the formula handles the data differently anyway. Maths, eh?
Quote:Edit: There is no reason, why should i include ship fittings, if i want to show, that missiles have a speed-issue?
Do you frequently PVP in unfit ships?
In any case, it's not a problem if missiles have a speed issue in itself - what matters is whether the ships are usable and balanced, and a missile speed issue is only one of the many elements to consider - we don't fly missiles, we fly ships. You haven't even tried to compare the actual applied DPS across various ranges, you've framed the argument purely in terms of applied damage percentages, which is meaningless in itself. Looking back, you did exactly the same thing on page 26. It's not useful.
Indeed, it is readily arguable that, as long as a missile ship* is well balanced overall, a missile speed issue is a good thing, as it means that a pilot can gain access to additional damage via the appropriate support mechanisms. This rewards player knowledge and takes us away from a dull, predictable and homogeneous "you will always deal ~X amount of damage using this missile regardless of what you or your target does".
*The problem with the future cruise Raven isn't cruise, it's the Raven, and its inferiority relative to ABCs as a large-weapon skirmish platform in terms of mobility, cost and MWDing cap consumption. These are problems common to all ABS. Ironically, the new cruise would make a cruise Naga quite attractive now (it should not be changed!). |

Bucca Zerodyme
Good For Nothing Corporation Union of Independence
66
|
Posted - 2013.05.08 16:03:00 -
[643] - Quote
Gypsio III wrote:Bucca Zerodyme wrote:You seems not to get it, i already said numerous times, thats its a speed issue, and who said ABing is bad? if everyone is using missiles, then ABing is becoming more popular because you can better speed-tank missiles. Your analysis needs to reflect reality - and the reality is that ABing battleships are deeply uncommon. Since you are not arguing that everyone will be using cruise, then you cannot simultaneously argue that BS will suddenly start fitting ABs to mitigate missile damage, it's a logical absurdity. Quote:Anyway you seems to lack basic math skills, it doesnt matter if i put them on all V or all 0 Skills. - 25% more speed - 25% better trackling Have a educated guess, it doesnt matter. You wont hit better because your drawback is increased by 25% which is the same number you get from your boost. - Traversal Velocity / (Distance * Tracking) [All 0 Skills] - Traversal Velocity * 1.25 / (Distance * Tracking *1.25) [All 5 Skills] - Use basic mathematic skills - Traversal Velocity / (Distance * Tracking) [All 5 Skills]
Its the same numbers, you dont get anything if you put all 5 skills. For guns, yes - although only if you have max transversal. For missiles, no - TNP and GMP, and the formula handles the data differently anyway. Maths, eh? Quote:Edit: There is no reason, why should i include ship fittings, if i want to show, that missiles have a speed-issue? Do you frequently PVP in unfit ships? In any case, it's not a problem if missiles have a speed issue in itself - what matters is whether the ships are usable and balanced, and a missile speed issue is only one of the many elements to consider - we don't fly missiles, we fly ships. You haven't even tried to compare the actual applied DPS across various ranges, you've framed the argument purely in terms of applied damage percentages, which is meaningless in itself. Looking back, you did exactly the same thing on page 26. It's not useful. Indeed, it is readily arguable that, as long as a missile ship* is well balanced overall, a missile speed issue is a good thing, as it means that a pilot can gain access to additional damage via the appropriate support mechanisms. This rewards player knowledge and takes us away from a dull, predictable and homogeneous "you will always deal ~X amount of damage using this missile regardless of what you or your target does". *The problem with the future cruise Raven isn't cruise, it's the Raven, and its inferiority relative to ABCs as a large-weapon skirmish platform in terms of mobility, cost and MWDing cap consumption. These are problems common to all ABS. Ironically, the new cruise would make a cruise Naga quite attractive now (it should not be changed!).
Listen, this is my last post, i wont ever talk to you again, because you fail to understand anything im trying to point out. Player complained about Dmg-Application of Missiles, then i tried to find the cause and why missiles suck compared to Turrets. Then i posted the cause from my point of view and my reasoning why its bad. Yet its true that my work only is theoretically, but the issue, which dont let missiles work in practice is still the same.
Besides you, i have tried to be productive, yet you still refuse to post a proper argument except "use the right ammo, missiles are fine". You did never tried to explain your reasoning and never posted a proper suggestion. |

Jill Antaris
Imperial Academy Amarr Empire
45
|
Posted - 2013.05.08 17:15:00 -
[644] - Quote
Gypsio III wrote:Ironically, the new cruise would make a cruise Naga quite attractive now (it should not be changed!).
But, but, but I liked the naga with missiles as it was on sissi. 
Bucca Zerodyme wrote:Listen, this is my last post, i wont ever talk to you again, because you fail to understand anything im trying to point out. Players complained about Dmg-Application of Missiles, then i tried to find the cause and why missiles suck compared to Turrets. Then i posted the cause from my point of view and my reasoning why its bad. Yet its true that my work only is theoretically, but the issue, which dont let missiles work in practice is still the same. Besides you, i have tried to be productive, yet you still refuse to post a proper argument except "use the right ammo, missiles are fine". You did never tried to explain your reasoning and never posted a proper suggestion.
Don't mind Gypsio he can be a bit harsh, however if it includes missiles and math he is practically always right.
Let me give you a few tips where your scenario and math might have flaws to it:
- You did chose the smallest BS in eve, damage application against every other will be better and I guess it is more sensible to use a average BS size to get more comparable data, this is basically something people always use to make a point(like using blaster dps as reference when people want more dps for her weapon, excluding big differences in the effective combat range and horrible tracking at blaster optimal or when people demanded that minmatar ships with acs should deal just as much dps at range as scorch lasers fitted hulls, excluding the far bigger cap and fitting requires and the lower speed)
- You use a thing that isn't used in eve for your calculations(AB BS in pvp)
- You missing damage types and fittings, what most of the time gives missile ships that are not restricted by the kinetic damage bonus a substantial advantage against projectiles(purity of damage) and even higher against lasers\hybrids since they can't change damage types at all.
-You assume turrets wouldn't have optimal and falloff since you skipped that part of the turret damage formula, missiles keep her dps at any range, on the other hand turrets will lose dps to falloff behind optimal range or by being forced to use weaker long range ammo and a lot of tracking when using T2 long range ammo -> overall the new raven can out damage every other turret BS at around 80km+. Also you calculated hit chance, not damage applied, since it excludes the wrecking hits and hit chance doesn't scale linear with dps(50% hit chance give a lot less than 50% dps since every hit that got more damage than 50% will get cut off(damage scales betweeen 1,5 and 0,5 so at 50% hit chance you will to get hits between 50 and 100, so a average about 75%), leaving you with 0.52 x 0,75 = 0,39 = 39% of your dps).
The main reason for the CM damage buff to me seams actually that CCP balancing missiles around not doing full damage in most situations and rewarding gang concepts that can archive full damage with them. That is a very good thing, in my opinion. |

Frostys Virpio
Lame Corp Name
390
|
Posted - 2013.05.08 17:52:00 -
[645] - Quote
Jill Antaris wrote:
The main reason for the CM damage buff to me seams actually that CCP balancing missiles around not doing full damage in most situations and rewarding gang concepts that can archive full damage with them. That is a very good thing, in my opinion.
I really don't see how this will be that usefull compared to a short range battleship bringning more paper dps. The only way a raven will apply high dps in a gang is if the gang put painters and web on the target to reduce the target velocity and increase it's signature. At the same time, the short range battleship also get much less problem of transversal speed/sig radius because the same target is also webbed/painted.
If you have logi support, the range bonus will become a liability in case they get probed and warped to because the logi pretty much ahve to be with the short range/web/painter part of the gang since they are the one most likely to take damage but if the enemy pull off a probe->warp then your raven are stuck with a weak tank and no support while the rest of your fleet is stuck out of range.
The typhoon will probably be viable in gang but will ahve to skip the range advantage of cruise to stay with it's gang but at least it has an application bonus to not have it's dps completely reliant on the rest of the fleet. |

Bucca Zerodyme
Good For Nothing Corporation Union of Independence
67
|
Posted - 2013.05.08 17:55:00 -
[646] - Quote
Jill Antaris wrote:Gypsio III wrote:Ironically, the new cruise would make a cruise Naga quite attractive now (it should not be changed!). But, but, but I liked the naga with missiles as it was on sissi.  Bucca Zerodyme wrote:Listen, this is my last post, i wont ever talk to you again, because you fail to understand anything im trying to point out. Players complained about Dmg-Application of Missiles, then i tried to find the cause and why missiles suck compared to Turrets. Then i posted the cause from my point of view and my reasoning why its bad. Yet its true that my work only is theoretically, but the issue, which dont let missiles work in practice is still the same. Besides you, i have tried to be productive, yet you still refuse to post a proper argument except "use the right ammo, missiles are fine". You did never tried to explain your reasoning and never posted a proper suggestion. Don't mind Gypsio he can be a bit harsh, however if it includes missiles and math he is practically always right. Let me give you a few tips where your scenario and math might have flaws to it: - You did chose the smallest BS in eve, damage application against every other will be better and I guess it is more sensible to use a average BS size to get more comparable data, this is basically something people always use to make a point(like using blaster dps as reference when people want more dps for her weapon, excluding big differences in the effective combat range and horrible tracking at blaster optimal or when people demanded that minmatar ships with acs should deal just as much dps at range as scorch lasers fitted hulls, excluding the far bigger cap and fitting requires and the lower speed) - You use a thing that isn't used in eve for your calculations(AB BS in pvp) - You missing damage types and fittings, what most of the time gives missile ships that are not restricted by the kinetic damage bonus a substantial advantage against projectiles(purity of damage) and even higher against lasers\hybrids since they can't change damage types at all. -You assume turrets wouldn't have optimal and falloff since you skipped that part of the turret damage formula, missiles keep her dps at any range, on the other hand turrets will lose dps to falloff behind optimal range or by being forced to use weaker long range ammo and a lot of tracking when using T2 long range ammo -> overall the new raven can out damage every other turret BS at around 80km+. Also you calculated hit chance, not dps, since it excludes the wrecking hits and hit chance doesn't scale linear with dps. 50% hit chance give a lot less than 50% dps since htis that give you high damage will get cut off first and count as misses(damage scales between 1,5 and 0,5, basically hit chance + 0,5, so at 50% hit chance you will to get hits between 50% and 100%, so a average about 75%), leaving you with 0.52 x 0,75 = 0,39 = 39% of your dps. The main reason for the CM damage buff to me seams actually that CCP balancing missiles around not doing full damage in most situations and rewarding gang concepts that can archive full damage with them. That is a very good thing, in my opinion.
I dont read your whole post. You dont get it either, i wont talk to ppl like you anymore because you dont know anything about a proper argument. |

Hagika
LEGI0N
153
|
Posted - 2013.05.08 18:10:00 -
[647] - Quote
Jill Antaris wrote:Gypsio III wrote:Ironically, the new cruise would make a cruise Naga quite attractive now (it should not be changed!). But, but, but I liked the naga with missiles as it was on sissi.  Bucca Zerodyme wrote:Listen, this is my last post, i wont ever talk to you again, because you fail to understand anything im trying to point out. Players complained about Dmg-Application of Missiles, then i tried to find the cause and why missiles suck compared to Turrets. Then i posted the cause from my point of view and my reasoning why its bad. Yet its true that my work only is theoretically, but the issue, which dont let missiles work in practice is still the same. Besides you, i have tried to be productive, yet you still refuse to post a proper argument except "use the right ammo, missiles are fine". You did never tried to explain your reasoning and never posted a proper suggestion. Don't mind Gypsio he can be a bit harsh, however if it includes missiles and math he is practically always right. Let me give you a few tips where your scenario and math might have flaws to it: - You did chose the smallest BS in eve, damage application against every other will be better and I guess it is more sensible to use a average BS size to get more comparable data, this is basically something people always use to make a point(like using blaster dps as reference when people want more dps for her weapon, excluding big differences in the effective combat range and horrible tracking at blaster optimal or when people demanded that minmatar ships with acs should deal just as much dps at range as scorch lasers fitted hulls, excluding the far bigger cap and fitting requires and the lower speed) - You use a thing that isn't used in eve for your calculations(AB BS in pvp) - You missing damage types and fittings, what most of the time gives missile ships that are not restricted by the kinetic damage bonus a substantial advantage against projectiles(purity of damage) and even higher against lasers\hybrids since they can't change damage types at all. -You assume turrets wouldn't have optimal and falloff since you skipped that part of the turret damage formula, missiles keep her dps at any range, on the other hand turrets will lose dps to falloff behind optimal range or by being forced to use weaker long range ammo and a lot of tracking when using T2 long range ammo -> overall the new raven can out damage every other turret BS at around 80km+. Also you calculated hit chance, not dps, since it excludes the wrecking hits and hit chance doesn't scale linear with dps. 50% hit chance give a lot less than 50% dps since htis that give you high damage will get cut off first and count as misses(damage scales between 1,5 and 0,5, basically hit chance + 0,5, so at 50% hit chance you will to get hits between 50% and 100%, so a average about 75%), leaving you with 0.52 x 0,75 = 0,39 = 39% of your dps. The main reason for the CM damage buff to me seams actually that CCP balancing missiles around not doing full damage in most situations and rewarding gang concepts that can archive full damage with them. That is a very good thing, in my opinion.
Buff the phoon and tempest tanks a bit and then raise the sig rad to meet the rest of the ships. Nerf their speed to be on course with the rest of the ships. Matar enjoys benefits that few other in game ships get. Whats interesting how he picked the smallest BS in game when in fact, it is a battleship and it can have a battleship tank, it nearly matches the raven, yet its sig radius is battle cruiser size and it is still faster with 2 armor plates and rigs on. The raven is faster by 8 m/s if you stick a nano fiber in a low slot.
A battleship weapon should be able to hit all battleships without difficulty. Irony... the phoon using the same weapons can hit the raven and other battleships with no issue with its bonus, fair? Of course not.. It has advantages in every category except range. So it is better than the raven, so his example shows exactly why they need to be apply damage better.
So as you mention how CCP is buffing missiles around rewarding game concept, I would like to point out a matar missile ship that can do solo work with missiles and it uses a caldari weapon and is better at using it than caldari ! Not only that, every other weapon system and race in game uses a weapon system that can be used very well for solo or gang work and yet again, the caldari is the exception.
Surely we can not actually enforce the game lore of a race with superior weapons and defense to actually be better than others, of course not..We cant even have them on equal footing, never ! A handful of people want them behind everyone.
Do you see something wrong with that? You dont obviously.. Is that balance? It is not. So your rewarding game concept comes at the cost of a race's ships and the people who fly them to be unhappy with the time and money they spend and I am betting your response will be either fly another race or dont play eve.. That about right?
Also Gypsio will pick and choose his battles carefully and throw what evidence he can, but he will argue against something does not produce the proper argument, as already stated.
No one is right all the time. Also with eve and with all modules and possibilities and ideas of people, to say that Afterburners are not used, is a load of crap.
|

Josilin du Guesclin
University of Caille Gallente Federation
53
|
Posted - 2013.05.08 21:45:00 -
[648] - Quote
Frostys Virpio wrote: The typhoon will probably be viable in gang but will ahve to skip the range advantage of cruise to stay with it's gang but at least it has an application bonus to not have it's dps completely reliant on the rest of the fleet.
As soon as we're talking torpedoes the Raven's shield tank becomes an issue, because it forces it to rely on support ships to provide tackle, etc., whereas the Typhoon can provide this itself, though it is ture that if you want a really massive tank the Typhoon loses DPS to fit it.
|

TZeer
Dirt Nap Squad Dirt Nap Squad.
12
|
Posted - 2013.05.08 23:58:00 -
[649] - Quote
Can someone enlighten me the point of cruisemissiles having 200km ++ range?
Except NPC killing.
You will never be able to use that range to your advantage. Any close range/medium range setup will simply warp to you before any of the missiles have reached the target.....
CCP, WAKE UP, and fix the god damn scanning mechanic! How many years have it been now? 2-3? |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
715
|
Posted - 2013.05.09 00:05:00 -
[650] - Quote
I had a good look at the "attack" BS earlier, using the Failheap EFT files, to get a proper comparison between cruise Raven/Typhoon and the turret ships when fitted for 50-100 km ranges. Honestly, the turret ships look poor. They don't have the tank of the combat BS and most have risible mobility. The Apoc has entertaining cap problems and they're all flimsy. They're caught in a horrible middle ground, not having the brawling abilities of combat BS and not having the mobility of ABCs.
So these are the peers of the cruise Raven/Typhoon, which look quite good in comparison. Both can be shield fit, either ASB for local reps or buffer/resists and they have generally superior damage projection, in exchange for the delay ofc. Shield Typhoon can go 1439 m/s with a 831 DPS overloaded tank; ASB Raven can do 1125 m/s with a 1226 DPS overloaded tank, while keeping room for a painter. Both do 681 DPS out to lock range, with no real damage application problems against BS and really fat Drake-like BCs.
Which is better as a cruise boat? Hard to say, really. Raven is tougher but slower and is better when hostile logi are on the field; Typhoon applies damage better to sub-BS, if you don't have ranged webbing support. The different drone bays don't really come into it much, as the best use of drones for a ship attempting to operate in the 50-100 km window is as anti-tackle defence, and the larger drone bay of the Typhoon gives it no particular advantage there. I think I'd choose shield Typhoon in a smaller gang that needed as much mobility as it could get, and Raven in a larger one, where reduced flight time and additional toughness/ewar was more important. Maybe the Typhoon should be more clearly forced into being an armour boat?
As for torps, well, I'm still hoping that torps get a bit more range, to greatly help the Raven's damage projection abilities in a world of Barrage and Scorch. Given the magnitude of the cruise damage boost, they may well need a bit more damage too, to clearly differentiate them. With GMP now affecting torps their damage application is generally okay, although a bit more explosion velocity may lessen the need for a web. An ASB torp Raven can fit 3 BCS with a 1057 DPS overloaded tank, with MWD, ASB, point, painter and web. Torp Typhoon is a bit odd - it's restricted to web range really, which means that the explosion velocity bonus doesn't really help it. Active armour torp Typhoon look pretty flimsy, really; buffer Typhoon seems much better, having buffer similar to a Raven while retaining dual BCS, but with additional tackle/ewar slots.
So for torp boats, a choice between buffer Typhoon and ASB Raven? Both seem viable, tbh. I'd still like to see torps get a bit more range though. |
|

Hagika
LEGI0N
158
|
Posted - 2013.05.09 03:38:00 -
[651] - Quote
As for torps, well, I'm still hoping that torps get a bit more range, to greatly help the Raven's damage projection abilities in a world of Barrage and Scorch. Given the magnitude of the cruise damage boost, they may well need a bit more damage too, to clearly differentiate them. With GMP now affecting torps their damage application is generally okay, although a bit more explosion velocity may lessen the need for a web. An ASB torp Raven can fit 3 BCS with a 1057 DPS overloaded tank, with MWD, ASB, point, painter and web. Torp Typhoon is a bit odd - it's restricted to web range really, which means that the explosion velocity bonus doesn't really help it. Active armour torp Typhoon look pretty flimsy, really; buffer Typhoon seems much better, having buffer similar to a Raven while retaining dual BCS, but with additional tackle/ewar slots.
So for torp boats, a choice between buffer Typhoon and ASB Raven? Both seem viable, tbh. I'd still like to see torps get a bit more range though.[/quote]
Yes with the current cruise buff, torps do need a little more damage, and definitely range, also apply damage a bit better.
Unfortunately no word on any possible torp changes. I do hope they make Rage hit well enough to do more damage against Battleship sized ships.
If they do disappoint and keep them a cap ship and structure weapon, then they need to buff the damage significantly. As it sits, they are only about 50 more dps over void and blaster ships can use that against small ships.
|

Jill Antaris
Imperial Academy Amarr Empire
45
|
Posted - 2013.05.09 05:05:00 -
[652] - Quote
Bucca Zerodyme wrote: I dont read your whole post. You dont get it either, i wont talk to ppl like you anymore because you dont know anything about a proper argument.
You are right I don't get your argument. It is based around wrong calculations, flawed scenarios and has nothing other than your opinion "I'm right, you are wrong." to defend it. If this is a proper argument, the discussion around it is pointless.
Frostys Virpio wrote:Jill Antaris wrote:
The main reason for the CM damage buff to me seams actually that CCP balancing missiles around not doing full damage in most situations and rewarding gang concepts that can archive full damage with them. That is a very good thing, in my opinion.
I really don't see how this will be that usefull compared to a short range battleship bringning more paper dps. The only way a raven will apply high dps in a gang is if the gang put painters and web on the target to reduce the target velocity and increase it's signature. At the same time, the short range battleship also get much less problem of transversal speed/sig radius because the same target is also webbed/painted.
CMs are a long range weapon system and should be compared to long range weapon systems. If you compare CM DPS against auto cannon and blaster dps in falloff, add the utility of the massive range, the free damage type selection and the ability to hit smaller ships at close range it is actually pretty awesome for a long range weapon system.
Hagika wrote:Buff the phoon and tempest tanks a bit and then raise the sig rad to meet the rest of the ships. Nerf their speed to be on course with the rest of the ships. Matar enjoys benefits that few other in game ships get. Whats interesting how he picked the smallest BS in game when in fact, it is a battleship and it can have a battleship tank, it nearly matches the raven, yet its sig radius is battle cruiser size and it is still faster with 2 armor plates and rigs on. The raven is faster by 8 m/s if you stick a nano fiber in a low slot.
Most pests and phoons are shield tanked, will have a sig above 400 and you will probably fit at least one painter on a CM BS. Also with lower ehp, the slightly reduced damage will not be a issue, since it would take under realistic situations take a similar time to take it down as if you buff it. One advantage of having a sig/speed tank for missile DPS actually is that it can be easy negated by webs and painters, giving you full dps against the lower ehp.
Hagika wrote:A battleship weapon should be able to hit all battleships without difficulty. Irony... the phoon using the same weapons can hit the raven and other battleships with no issue with its bonus, fair? Of course not.. It has advantages in every category except range. So it is better than the raven, so his example shows exactly why they need to be apply damage better.
That is not really how eve works, and if it would be the case I doubt CCP would improve CM dps by this much. You can migrate or even completely avoid turret dps at close range, especially with long range turrets and reduce it at range with falloff. Turret based BS also have to web targets to archive reasonable dps on them, if you don't work at high ranges and still within optimal(one reason why lasers got the best effective tracking and damage on the target in gang fights at medium range, even if they have the lowest tracking value). In my opinion CMs are at a very good spot with the damage buff compared to turrets, they are even a bit to good if you purely look at the dps combined with the high range.
|

Jill Antaris
Imperial Academy Amarr Empire
45
|
Posted - 2013.05.09 05:05:00 -
[653] - Quote
Gypsio III wrote: So for torp boats, a choice between buffer Typhoon and ASB Raven? Both seem viable, tbh. I'd still like to see torps get a bit more range though.
Well phoon is better as torp brawler in solo/small gang, given it can fit all the tackle and a painter to apply good torp dps without relaying on extra tacklers. What I would really like for torps if the influence of speed negation is lessoned and more based around sig, so mwding BCs outside of tackle range would take high dps after painting, making the raven more of a med range ship, that relay's less on hard tackling(web/scram) and more on simply painting targets and engaging at 20km+. |

Zetak
State War Academy Caldari State
10
|
Posted - 2013.05.09 05:48:00 -
[654] - Quote
Hagika wrote: A battleship weapon should be able to hit all battleships without difficulty. Irony... the phoon using the same weapons can hit the raven and other battleships with no issue with its bonus, fair? Of course not.. It has advantages in every category except range. So it is better than the raven, so his example shows exactly why they need to be apply damage better.
So as you mention how CCP is buffing missiles around rewarding game concept, I would like to point out a matar missile ship that can do solo work with missiles and it uses a caldari weapon and is better at using it than caldari ! Not only that, every other weapon system and race in game uses a weapon system that can be used very well for solo or gang work and yet again, the caldari is the exception.
Surely we can not actually enforce the game lore of a race with superior weapons and defense to actually be better than others, of course not..We cant even have them on equal footing, never ! A handful of people want them behind everyone.
Do you see something wrong with that? You dont obviously.. Is that balance? It is not. So your rewarding game concept comes at the cost of a race's ships and the people who fly them to be unhappy with the time and money they spend and I am betting your response will be either fly another race or dont play eve.. That about right?
I can only support this statement. I expected that the amarr will get the missile focused ships. Why? oh yeah, because of high tech Khanid Kingdom? No? Nothing? I did not expect that the minmatar nation will get missiles and it is interesting that the matari nation mastered the missile platform suddenly...
I mean before the rebalancing the ships, mostly khanid ships were using missile systems. With the exception of phoon and their dreadnough. Khanid ships were plain awsome missile platforms, armor tanked, but there was one thing that was mandatory: they had one less missile launcher slot. I know it was assault focused, but still it was put down plainly. |

Andy Landen
Air Initiative Mercenaries
119
|
Posted - 2013.05.09 16:07:00 -
[655] - Quote
Even in a Raven, who wants to wait 10s before the volley damage is applied? Every other buff in the world is meaningless if the damage is never applied. ... ohhhh .. he warped off too fast ... ohhhh ... he burned back to the gate too fast and jumped through .. ohhhhh ... we all wasted a volley or two on a ship that popped already.
Now if missiles could change target mid-flight, at least we could minimize wasting dps. Or we could redirect them at the real primary at the last second to confuse logi. At the moment, missiles only makes sense for pvp on stealth bombers only because the platform does not have a turret option. |

Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
663
|
Posted - 2013.05.09 16:56:00 -
[656] - Quote
Hagika wrote:...No one is right all the time. Also with eve and with all modules and possibilities and ideas of people, to say that Afterburners are not used, is a load of crap. In competitive PvP on the BS scale?
Never seen an AB fit even in BS's heyday, granted there was a few weeks after the scram changes where people experimented to sidestep the MWD killing effect, but the ability to move a hunk of junk at 1k/s outweighed the 'what if scenario' thus ending the brief period ... and with the BS hulls being all but extinct the number of actual AB users is likely so small that "not being used at all" is a lot closer to reality than "used by some".
Zetak wrote: I can only support this statement. I expected that the amarr will get the missile focused ships. Why? oh yeah, because of high tech Khanid Kingdom? No? Nothing? I did not expect that the minmatar nation will get missiles and it is interesting that the matari nation mastered the missile platform suddenly...  Pretty logical progression if you ask me, tribal people throwing rocks at each other -> tribal people invent gunpowder and rudimentary rockets -> tribal people strap rocket to rock.
If CCP were to be completely anal about it they'd make it unguided ordnance (Rockets/HAMS/Torps) to emphasise the rudimentary part .. plays nicely into the idea of cave people finding out that shining a good old flashlight into the enemy's neighboring cave makes the rock(ets) hit better thus giving rise to their TP specialty. 
Zetak wrote:I mean before the rebalancing the ships, mostly khanid ships were using missile systems. With the exception of phoon and their dreadnough. Khanid ships were plain awsome missile platforms, armor tanked, but there was one thing that was mandatory: they had one less missile launcher slot. I know it was assault focused, but still it was put down plainly. Khanid is separate from Amarr and there should never be a missile bonus on any ship not sporting a black paint job .. if anything the other bloodlines should be revised to be as distinct as Khanid instead of 'more of the same with a slight tilt' that they ended up being. |

Maximus Andendare
Future Corps Sleeper Social Club
147
|
Posted - 2013.05.09 17:26:00 -
[657] - Quote
Jonas Sukarala wrote:intriguing changes i think people would be more likely to use them if you made them THE alpha damage platform ROF is less of an issue i think. -increase the missile velocity much more/reduce flight time - improve tracking
New modules? .... TD changes at all? I could see this idea having some merit. The trade off would be delayed damage for the highest alpha. Not sure how the NullMaels would feel about this sort of change. I personally lean toward it benefiting missiles (on the whole as the weapon system) as well as lowering the "High Alpha" fleet doctrines currently causes all the ruckus to the other areas of game balance.
|

Corine Noas
Russian Thunder Squad Darkness of Despair
15
|
Posted - 2013.05.13 19:10:00 -
[658] - Quote
We've recently made a test server fleet fight using cruise missile setup and all I can say is that in order to make cruise missiles viable fleet weapon you need to buff their HP a lot. I mean 70 structure, same hp as heavy missiles, is not even funny - one large smartbomb activation vanquishes a whole cruise missile volley. Now imagine a few dedicated firewall battleships... Yes, you might say firewall is countered by the right positioning, webs etc, but 70 hp is still too low in my opinion. Citadels have ~2k hp (btw why such a huge gap between capital and bs sized?) and still have problems with overcoming carrier/mothership smartbomb firewall. |

Kansas Winndu
DMoney Corp
0
|
Posted - 2013.05.13 20:18:00 -
[659] - Quote
Nice to see that raven is back to the thorn of Mission ships, though nobody will use cruise in PVP, if they had ever heard about torpedo. |

Pohbis
Neo T.E.C.H.
330
|
Posted - 2013.05.14 10:17:00 -
[660] - Quote
With the increase to explosion radius, and no increase to explosion velocity, this change might as well not happen. At least when talking PvP.
Mission runners will be happy tho  |
|

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
721
|
Posted - 2013.05.14 11:02:00 -
[661] - Quote
Pohbis wrote:With the increase to explosion radius, and no increase to explosion velocity, this change might as well not happen. At least when talking PvP. Mission runners will be happy tho 
When I looked into the interaction of the numbers, I found that future cruise will do a minimum of 21% more applied damage to all targets for most sensible combinations of sig and speed. It did seem to break down to a minimum of 19.6% in some odd combinations of speed and sig, but basically you're looking at a minimum of 20% more damage from cruise in all situations. |

Kagura Nikon
Mentally Assured Destruction Whores in space
250
|
Posted - 2013.05.14 11:05:00 -
[662] - Quote
Cruisers are now again great for the old Burn Eden tactics of tackle with cheap firgates at gates and obliterate from 100+ km with cruise ravens, with enough distance to gtfo if somethign dangerous comes by. |

Deerin
Murientor Tribe Defiant Legacy
141
|
Posted - 2013.05.14 11:31:00 -
[663] - Quote
Veshta Yoshida wrote: tribal people strap rocket to rock.
...and thus explosive ammo was born |

Malcanis
Vanishing Point. The Initiative.
9345
|
Posted - 2013.05.14 11:36:00 -
[664] - Quote
Gypsio III wrote:Pohbis wrote:With the increase to explosion radius, and no increase to explosion velocity, this change might as well not happen. At least when talking PvP. Mission runners will be happy tho  When I looked into the interaction of the numbers, I found that future cruise will do a minimum of 21% more applied damage to all targets for most sensible combinations of sig and speed. It did seem to break down to a minimum of 19.6% in some odd combinations of speed and sig, but basically you're looking at a minimum of 20% more damage from cruise in all situations.
THANK YOU
1 Kings 12:11
|

Itis Zhellin
Pagan INC 9th Company
22
|
Posted - 2013.05.14 11:55:00 -
[665] - Quote
I love Vic. He was my hero in the Retribution cinematics. He was such a though guy that he managed to bring down a couple of evil Ventures even without using any drone on his awesome Rattlesnake. So I though that I try to replicate his heroic action on SiSi and asked few friends to RP an evil miner in a Venture and also a gang of bounty hunters in some small/fast ships. I gave my word that I will use only the caldari side on my Rattlesnake, no drone will leave the bay, only cruise missiles.
So, I undock and warp to one of the nearby belts where I found this dude sitting in his Venture about 80 km distance from me, I put on my disco glases, lock, point and release my awesome salvo of 4 cruise missiles, exactly like Vic did in the cinematic. The evil Venture turn on the engines and try to escape speeding with over 3K away from me. Eventually my awesome missiles catch him up and... and... barely scratch the Venture, 4 cruise missile did only 10% damage on his shield. The next salvo was a miss as the evil Venture was already over 300 km away from me. Next, 2 Corax and a Nemesis show up and the finale was short but epic, exactly like in the cinematic. No destroyer or bomber was hurt or even scratched during the encounter.. not to mention the venture.
So here I am politely asking a CCP dev to be so kind and link me the fit that Vic used in the Retribution cinematic where a single missile poped the evil Venture. Because apparently a salvo of 4 cruise missile are not enough to pop a Venture. Or maybe I should use short range torpedoes and a scout that will help me to land right on top of the evil Venture. Or maybe I just should use a Titan and a gank fleet next time, so I make sure the Venture will have no escape.
Also tested the missiles in a random npc combat site (no drones used), took me about 10 minutes to bring down a cruiser, no chance to do anything else on a BS than just to ruin his cammo paint. Is the cruise missiles really getting buffed or I'm doing something wrong? Or maybe the Rattlesnake only purpose is to be used in movies, because the caldari side is completely worthless, luck with the gallente side and the really powerful drones. But if I wanna use a drone boat, then I use a proper one. |

Debora Tsung
The Investment Bankers Guild
128
|
Posted - 2013.05.14 13:55:00 -
[666] - Quote
Itis Zhellin wrote:I love Vic. He was my hero in the Retribution cinematics. He was such a though guy that he managed to bring down a couple of evil Ventures even without using any drone on his awesome Rattlesnake. So I though that I try to replicate his heroic action on SiSi and asked few friends to RP an evil miner in a Venture and also a gang of bounty hunters in some small/fast ships. I gave my word that I will use only the caldari side on my Rattlesnake, no drone will leave the bay, only cruise missiles.
pssst, he used a Widow.  There's nothing a million chinese guys can't do cheaper. |

Itis Zhellin
Pagan INC 9th Company
22
|
Posted - 2013.05.14 14:29:00 -
[667] - Quote
Debora Tsung wrote:Itis Zhellin wrote:I love Vic. He was my hero in the Retribution cinematics. He was such a though guy that he managed to bring down a couple of evil Ventures even without using any drone on his awesome Rattlesnake. So I though that I try to replicate his heroic action on SiSi and asked few friends to RP an evil miner in a Venture and also a gang of bounty hunters in some small/fast ships. I gave my word that I will use only the caldari side on my Rattlesnake, no drone will leave the bay, only cruise missiles.
pssst, he used a Widow.  /facepalm
Your right and I'm blind like a frackin bat.... he used a black op to hunt down those evil frigates. I need to make a poster with Vic, he is a really fearsome and clever individual, I never imagined that it requires to use a black op against those evil Ventures, thought that a simple Rattlesnake will do it. But just to be sure, I will skill up and next time I will use a Titan. Then I will have my revenge!!
Fact is that cruise missiles are not doing to good at all atm, pve or pvp. |

Rebecha Pucontis
Tribal Liberation Force Minmatar Republic
326
|
Posted - 2013.05.14 14:45:00 -
[668] - Quote
Malcanis wrote:Gypsio III wrote:Pohbis wrote:With the increase to explosion radius, and no increase to explosion velocity, this change might as well not happen. At least when talking PvP. Mission runners will be happy tho  When I looked into the interaction of the numbers, I found that future cruise will do a minimum of 21% more applied damage to all targets for most sensible combinations of sig and speed. It did seem to break down to a minimum of 19.6% in some odd combinations of speed and sig, but basically you're looking at a minimum of 20% more damage from cruise in all situations. THANK YOU Its always nice when people use the strange and unusual practice of backing up their assertions with facts. :) |

Airto TLA
Puppeteers of Doom
35
|
Posted - 2013.05.15 18:46:00 -
[669] - Quote
Rebecha Pucontis wrote:Malcanis wrote:Gypsio III wrote:Pohbis wrote:With the increase to explosion radius, and no increase to explosion velocity, this change might as well not happen. At least when talking PvP. Mission runners will be happy tho  When I looked into the interaction of the numbers, I found that future cruise will do a minimum of 21% more applied damage to all targets for most sensible combinations of sig and speed. It did seem to break down to a minimum of 19.6% in some odd combinations of speed and sig, but basically you're looking at a minimum of 20% more damage from cruise in all situations. THANK YOU Its always nice when people use the strange and unusual practice of backing up their assertions with facts. :)
Not a big missle guy, have a quick question at range of speeds and sigs do I drop to 21% increase in basically no damage, (ex. 10 pts x 1.2 = 12, oh boy).
I would assume the increased speed would also help in fringe cases where the ship moves out of range/or warps away/you warp while missles are in flight?
I also assume that why the missles never get worse under this scenerio is because the damage can not go to zero like guns can? And the explosion radius to sig produces a more linear relationship? |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
724
|
Posted - 2013.05.15 21:45:00 -
[670] - Quote
Airto TLA wrote:Not a big missle guy, have a quick question at range of speeds and sigs do I drop to 21% increase in basically no damage, (ex. 10 pts x 1.2 = 12, oh boy).
I would assume the increased speed would also help in fringe cases where the ship moves out of range/or warps away/you warp while missles are in flight?
I also assume that why the missles never get worse under this scenerio is because the damage can not go to zero like guns can? And the explosion radius to sig produces a more linear relationship?
a) I don't follow the question, sorry.
b) Yes, it reduces the damage delay, which is almost always good (really fringe cases of cruise following an inty out to 300 km, or citadels following a Mach into a POS shield and volleying it after it stops with MWD on. Note that if you activate warp, then your missiles in flight will do zero damage (last time I checked, anyway).
c) The increased reduction in damage by sig issues is at maximum 9.1%, because, er, 100*(1-1/1.1), where 1.1 is the factor of increase of explorad of new cruise. However, this is always combined with the 31.6% increase in damage, resulting in a minimum damage increase of 19.6%, as calculated by multiplying the aforementioned 1/1.1 by 1.316, giving 1.196. |
|

Airto TLA
Puppeteers of Doom
35
|
Posted - 2013.05.15 22:03:00 -
[671] - Quote
Gypsio III wrote:Airto TLA wrote:Not a big missle guy, have a quick question at range of speeds and sigs do I drop to 21% increase in basically no damage, (ex. 10 pts x 1.2 = 12, oh boy).
I would assume the increased speed would also help in fringe cases where the ship moves out of range/or warps away/you warp while missles are in flight?
I also assume that why the missles never get worse under this scenerio is because the damage can not go to zero like guns can? And the explosion radius to sig produces a more linear relationship? a) I don't follow the question, sorry. b) Yes, it reduces the damage delay, which is almost always good (really fringe cases of cruise following an inty out to 300 km, or citadels following a Mach into a POS shield and volleying it after it stops with MWD on. Note that if you activate warp, then your missiles in flight will do zero damage (last time I checked, anyway). c) The increased reduction in damage by sig issues is at maximum 9.1%, because, er, 100*(1-1/1.1), where 1.1 is the factor of increase of explorad of new cruise. However, this is always combined with the 31.6% increase in damage, resulting in a minimum damage increase of 19.6%, as calculated by multiplying the aforementioned 1/1.1 by 1.316, giving 1.196.
A) I was asking at what point is a normal cruise missle is basically a pointless operation, since it will do some dmage but not enough to really matter. |

Roime
Ten Thousand Years Shinjiketo
2852
|
Posted - 2013.05.17 06:56:00 -
[672] - Quote
Hi,
this buff is insanely over the board and needs to be halved.
-á- All I really wanted was to build a castle among the stars - |

lovatus
Universal Conquest Catastrophic Uprising
36
|
Posted - 2013.05.17 09:22:00 -
[673] - Quote
I question the wisdom of having long range missiles in general. the amount of flight time pretty much rules out their use in pvp. and if this is intended to be a long range sysem I'd rather take a bigger velocity boost over out and out damage |

stoicfaux
2707
|
Posted - 2013.05.17 17:24:00 -
[674] - Quote
https://forums.eveonline.com/default.aspx?g=posts&t=230551&find=unread
PDF Reports comparing the Odyssey cruise missile/ship changes are available in the above link: * cnr_flare_v_rigor_odyssey.pdf * cnr_rigs_odyssey.pdf * cnr_v_fleet_typhoon_odyssey.pdf * cnr_v_typhoon_v_raven_v_fleet_typhoon_v_sni_v_golem_odyssey.pdf * cruise_cnr_v_torp_golem.pdf * raven_v_cnr_odyssey.pdf * tengu_ham_v_hml.pdf
It should help answer the CNR is just a Golem-Lite question. Or whether the CNR's "applied damage" bonus sets it apart from the "everything now has 8 effective launchers" ship changes.
You can also mess around with the easy to read spreadsheet.[1]
[1] I think Perl is easy to read. That's your only warning.
|

Godhevel I
Mordu's Military Industrial Command Circle-Of-Two
0
|
Posted - 2013.05.18 03:42:00 -
[675] - Quote
violator2k5 wrote:raven mission runners will be happy with this change, doubt it'll do much for pvp though, ravens really are not a good choice of ship for pvp in general
I wish they were viable, since most Caldari ships ( Besides Cruisers and Tech 2s ) above cruisers are barely even used outside of mission running. Though I am not the best one to say this ( Haven't been much into PVP ), I think that they should be a hell of a lot faster and maybe even stronger. |

Godhevel I
Mordu's Military Industrial Command Circle-Of-Two
0
|
Posted - 2013.05.18 04:00:00 -
[676] - Quote
Quote:
Buff the phoon and tempest tanks a bit and then raise the sig rad to meet the rest of the ships. Nerf their speed to be on course with the rest of the ships. Matar enjoys benefits that few other in game ships get. Whats interesting how he picked the smallest BS in game when in fact, it is a battleship and it can have a battleship tank, it nearly matches the raven, yet its sig radius is battle cruiser size and it is still faster with 2 armor plates and rigs on. The raven is faster by 8 m/s if you stick a nano fiber in a low slot.
A battleship weapon should be able to hit all battleships without difficulty. Irony... the phoon using the same weapons can hit the raven and other battleships with no issue with its bonus, fair? Of course not.. It has advantages in every category except range. So it is better than the raven, so his example shows exactly why they need to be apply damage better.
So as you mention how CCP is buffing missiles around rewarding game concept, I would like to point out a matar missile ship that can do solo work with missiles and it uses a caldari weapon and is better at using it than caldari ! Not only that, every other weapon system and race in game uses a weapon system that can be used very well for solo or gang work and yet again, the caldari is the exception.
Surely we can not actually enforce the game lore of a race with superior weapons and defense to actually be better than others, of course not..We cant even have them on equal footing, never ! A handful of people want them behind everyone.
Do you see something wrong with that? You dont obviously.. Is that balance? It is not. So your rewarding game concept comes at the cost of a race's ships and the people who fly them to be unhappy with the time and money they spend and I am betting your response will be either fly another race or dont play eve.. That about right?
Also Gypsio will pick and choose his battles carefully and throw what evidence he can, but he will argue against something does not produce the proper argument, as already stated.
No one is right all the time. Also with eve and with all modules and possibilities and ideas of people, to say that Afterburners are not used, is a load of crap.
What he said hits the nail right on the freak'n head.
|

stoicfaux
2718
|
Posted - 2013.05.20 02:20:00 -
[677] - Quote
In the context of PvE, Fury cruise missiles outperform torps in PvE, meaning, there's not a lot reasons to fly torps in PvE.
https://docs.google.com/file/d/0B_CLlTV8bSxNMGFTNldabVdETFk/edit
Basically, Fury cruise missiles can kill most common types/range of NPCs almost as quickly as torpedoes, and do so without the range limitations of torps and without having to switch ammo due to Fury missiles being able to efficiently kill cruiser NPCs.
So... Fury missiles might need a bigger explosion radius penalty.
|

Alvatore DiMarco
Capricious Endeavours Ltd
133
|
Posted - 2013.05.20 03:49:00 -
[678] - Quote
I would think that the cost of T2 cruises vs T1 torps might give a reason to use the T1 torps for PvE. |

Malcanis
Vanishing Point. The Initiative.
9455
|
Posted - 2013.05.20 06:17:00 -
[679] - Quote
Alvatore DiMarco wrote:I would think that the cost of T2 cruises vs T1 torps might give a reason to use the T1 torps for PvE.
Pretty much no. The cost of ammo, even T2 missiles, is small compared to the rewards.
1 Kings 12:11
|

Kagura Nikon
Mentally Assured Destruction Whores in space
310
|
Posted - 2013.05.20 11:33:00 -
[680] - Quote
Godhevel I wrote:Quote:
Buff the phoon and tempest tanks a bit and then raise the sig rad to meet the rest of the ships. Nerf their speed to be on course with the rest of the ships. Matar enjoys benefits that few other in game ships get. Whats interesting how he picked the smallest BS in game when in fact, it is a battleship and it can have a battleship tank, it nearly matches the raven, yet its sig radius is battle cruiser size and it is still faster with 2 armor plates and rigs on. The raven is faster by 8 m/s if you stick a nano fiber in a low slot.
A battleship weapon should be able to hit all battleships without difficulty. Irony... the phoon using the same weapons can hit the raven and other battleships with no issue with its bonus, fair? Of course not.. It has advantages in every category except range. So it is better than the raven, so his example shows exactly why they need to be apply damage better.
So as you mention how CCP is buffing missiles around rewarding game concept, I would like to point out a matar missile ship that can do solo work with missiles and it uses a caldari weapon and is better at using it than caldari ! Not only that, every other weapon system and race in game uses a weapon system that can be used very well for solo or gang work and yet again, the caldari is the exception.
Surely we can not actually enforce the game lore of a race with superior weapons and defense to actually be better than others, of course not..We cant even have them on equal footing, never ! A handful of people want them behind everyone.
Do you see something wrong with that? You dont obviously.. Is that balance? It is not. So your rewarding game concept comes at the cost of a race's ships and the people who fly them to be unhappy with the time and money they spend and I am betting your response will be either fly another race or dont play eve.. That about right?
Also Gypsio will pick and choose his battles carefully and throw what evidence he can, but he will argue against something does not produce the proper argument, as already stated.
No one is right all the time. Also with eve and with all modules and possibilities and ideas of people, to say that Afterburners are not used, is a load of crap.
What he said hits the nail right on the freak'n head.
No he is completely WRONG. Stop tryign to neutralzie race differences.
Minamtar shoudl be smaller and faster. Its enough that they made the absurd of making caldari more agile than minmatar. What minmatar ships need is less than other races and less capacitor and be a bit faster and a bit more agile.
The so called advantages taht somespeak are mostly lies at battleship level. No cap usage for gusn is HARDLY relevant on pvp on battleship level except if you are facing a dedicated neutralizing ship. BTw caldari has exact same advantage.
Races need MORE, INCREASED, and EXPANDED RACIAL DIFFERENCES. TO hell with homogenization!
|
|

Moonaura
The Dead Rabbit Society
283
|
Posted - 2013.05.20 13:16:00 -
[681] - Quote
I'm guessing Torpedos's aren't going to make the cut? In the post about the Typhoon changes, it is mentioned that Torpedo's were being looked at. Will they be addressed in a .point release? They are pretty useless right now because of their inability to scale to smaller / faster targets in any meaningful way, and T2 versions are worse than faction (Which at least hit smaller than battleship targets better). We are recruiting talented pilots for innovative small gang PvP
https://forums.eveonline.com/default.aspx?g=posts&t=175061
http://www.thedeadrabbitsociety.com |

Ocih
Space Mermaids Somethin Awfull Forums
620
|
Posted - 2013.05.20 17:35:00 -
[682] - Quote
Torps were boned when they became the primary weapon of a frigate. They were balanced around use by that ship and any torp fit battleship became an unwieldy dump truck. |

Hagika
LEGI0N
180
|
Posted - 2013.05.21 07:40:00 -
[683] - Quote
Ocih wrote:Torps were boned when they became the primary weapon of a frigate. They were balanced around use by that ship and any torp fit battleship became an unwieldy dump truck.
Would kill if they swapped the new cruise in the bombers for torps, like when they were originally made. |

Carniflex
StarHunt Intrepid Crossing
81
|
Posted - 2013.05.21 09:26:00 -
[684] - Quote
I spotted an significant oversight in test server with cruise missiles. While the intial post says that the change affects ALL cruise missiles it seems that the FOF variants still have the old stats.
So is it possible to modify the FOF variants as well before release? Some of the FOF variants are after all also considered "cruise missiles". Here, sanity... niiiice sanity, come to daddy... okay, that's a good sanity... *THWONK!* GOT the bastard. |

Carniflex
StarHunt Intrepid Crossing
85
|
Posted - 2013.05.23 08:32:00 -
[685] - Quote
Carniflex wrote:I spotted an significant oversight in test server with cruise missiles. While the intial post says that the change affects ALL cruise missiles it seems that the FOF variants still have the old stats.
So is it possible to modify the FOF variants as well before release? Some of the FOF variants are after all also considered "cruise missiles".
While you are at it I should add that in addition to normal FOF missiles there still exist also the faction variants. While you no longer can get them from LP store for some reason people still have these around and they are used in very limited quantities. So would you be able to address the cruise FOF missiles before the patch hits please do not forget the faction variants. Here, sanity... niiiice sanity, come to daddy... okay, that's a good sanity... *THWONK!* GOT the bastard. |

Florian Kuehne
Tech3 Company
11
|
Posted - 2013.05.23 10:46:00 -
[686] - Quote
I think the changes are a bit good. The Damage would be to high in comparison with the torps.
And before changing stuff, fix your missiles so that they work correctly  |
|

CCP Rise
C C P C C P Alliance
950

|
Posted - 2013.05.23 11:49:00 -
[687] - 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! |
|

Gabriel Karade
Noir. Noir. Mercenary Group
106
|
Posted - 2013.05.23 14:39:00 -
[688] - Quote
So, I only fly Gallente stuff, but having a few million SP available (mass test \0/) I stuck my alt in a cruise missile Raven...
... holy cow 
Gallente MkII: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1227770 War Machine: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=386293 |

Kenshi Hanshin
Karl XII's Dragoner Apocalypse Now.
93
|
Posted - 2013.05.23 18:39:00 -
[689] - Quote
CCP Rise wrote: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!
One more oversight:
Missile mechanics need to be modernized to reflect actual physics aka damage-application & mitigate the absurd flight times. There are numerous suggested methods in the thread. I am sure you can find them. |

elitatwo
Congregatio
85
|
Posted - 2013.05.25 10:17:00 -
[690] - Quote
After days of thinking one question or better one tiny request remains.
CCP Team Game Of Drones, can you please increase the number of cruise missiles a lanucher can carry to 50 instead of 27 (for the tech2 launcher) or at least to 40 missiles and the faction lanuchers accordingly? |
|

Knives Thomsan
School of Applied Knowledge Caldari State
0
|
Posted - 2013.05.25 15:04:00 -
[691] - Quote
This changes nothing. No one is going to use cruise missiles. The problem is not flight time. Having a 10 second delay before your first damage hits was a good enough penalty for the fact that your subsequent missiles are sure to hit unlike guns. Damage is the problem and this change actually decreases the DPS for a Navy Raven. It does increase alpha, but that doesn't help when you're fighting tanky cruisers to battleships at range. |

TehCloud
Carnivore Company
47
|
Posted - 2013.05.25 16:57:00 -
[692] - Quote
Knives Thomsan wrote:This changes nothing. No one is going to use cruise missiles. The problem is not flight time. Having a 10 second delay before your first damage hits was a good enough penalty for the fact that your subsequent missiles are sure to hit unlike guns. Damage is the problem and this change actually decreases the DPS for a Navy Raven. It does increase alpha, but that doesn't help when you're fighting tanky cruisers to battleships at range.
Could you be telling any more bullcrap? I don't think thats possible.
4700m/sec base missile velocity for all Cruise Missiles (up from 3750m/sec) - Damage is now applied faster after firing
25% increase in base damage for all Cruise Missiles - a 25% increase in Damage is a nerf? Please do explain me how.
My Condor costs less than that module! |

Devil Inside Us
Republic Military School Minmatar Republic
0
|
Posted - 2013.05.25 18:00:00 -
[693] - Quote
Knives Thomsan wrote:This changes nothing. No one is going to use cruise missiles. The problem is not flight time. Having a 10 second delay before your first damage hits was a good enough penalty for the fact that your subsequent missiles are sure to hit unlike guns. Damage is the problem and this change actually decreases the DPS for a Navy Raven. It does increase alpha, but that doesn't help when you're fighting tanky cruisers to battleships at range.
Reading is for chumps....
... I mean champs... reading is for champs... |

Moonaura
The Dead Rabbit Society
284
|
Posted - 2013.05.26 09:45:00 -
[694] - Quote
Knives Thomsan wrote:This changes nothing. No one is going to use cruise missiles. The problem is not flight time. Having a 10 second delay before your first damage hits was a good enough penalty for the fact that your subsequent missiles are sure to hit unlike guns. Damage is the problem and this change actually decreases the DPS for a Navy Raven. It does increase alpha, but that doesn't help when you're fighting tanky cruisers to battleships at range.
How can 5% increase in ROF, and a 25% increase in damage, with a minor penalty to explosion radius (which was pretty good already) be a reduction in damage? We are recruiting talented pilots for innovative small gang PvP
https://forums.eveonline.com/default.aspx?g=posts&t=175061
http://www.thedeadrabbitsociety.com |

marVLs
159
|
Posted - 2013.05.26 10:29:00 -
[695] - Quote
Yeah increase number of missiles in t2 launcher |

Lugalzagezi666
149
|
Posted - 2013.05.26 15:51:00 -
[696] - Quote
marVLs wrote:Yeah increase number of missiles in t2 launcher Lowering the volume of missiles would be better imo.
|

Roime
Ten Thousand Years Shinjiketo
3009
|
Posted - 2013.05.29 13:54:00 -
[697] - Quote
So any comments from CCP why these long range weapons received such an absurdly ridiculous overbuff?
I guess balancing range with dps was a boring idea and had to be scrapped.
-á- All I really wanted was to build a castle among the stars - |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
740
|
Posted - 2013.05.29 14:48:00 -
[698] - Quote
Roime wrote:So any comments from CCP why these long range weapons received such an absurdly ridiculous overbuff?
I guess balancing range with dps was a boring idea and had to be scrapped.
Is it an overbuff? It seems to be that rail/tachyon BS get similar DPS figures around the 50-70 km mark, without the problem of delayed damage. This gives cruise a niche beyond that range, up to the soft 150 km cap, although if we include the Naga in this then cruise only has a meaningful DPS advantage beyond 120 km or so. Indeed, it seems that this is a good example of "balancing range with DPS", as the DPS advantage of cruise only manifests itself at range, where it is countered by the delay.
Now, sure, there are many other factors to consider, such as host platform mobility, tank and fittings, damage types, cap use, "tracking" close-up etc, but you criticised the weapon itself, not the Raven and Typhoon when fitted with cruise specifically, nor in comparison to their attack BS counterparts or ABCs. |

Nick Bete
The Scope Gallente Federation
219
|
Posted - 2013.05.29 15:40:00 -
[699] - Quote
You can safely ignore anything that Roime character said. Reading his posts in other threads he comes off as an arrogant bittervet who thinks he knows what's best for the game more so than CCP. |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
740
|
Posted - 2013.05.29 16:19:00 -
[700] - Quote
Nick Bete wrote:You can safely ignore anything that Roime character said. Reading his posts in other threads he comes off as an arrogant bittervet who thinks he knows what's best for the game more so than CCP.
If I did that I'd ignore all my own posts too. Actually I find Roime's posts to be pretty sensible generally, so I was surprised to see him suggest that new cruise was much too good. |
|

Sal Landry
School of Applied Knowledge Caldari State
67
|
Posted - 2013.05.29 16:40:00 -
[701] - Quote
Gypsio III wrote:If I did that I'd ignore all my own posts too. Actually I find Roime's posts to be pretty sensible generally, so I was surprised to see him suggest that new cruise was much too good.
He hates all missiles for some reason, and constantly advocates nerfs for them and the ships that use them. |

Roime
Ten Thousand Years Shinjiketo
3019
|
Posted - 2013.05.29 20:53:00 -
[702] - Quote
Well this got personal. Nick is probably referring to my posts about hisec, which are far from sensible and certainly arrogant, but I do have many years until vet status. No idea where Sal got the missile hate idea from.
Gypsio III wrote:Roime wrote:So any comments from CCP why these long range weapons received such an absurdly ridiculous overbuff?
I guess balancing range with dps was a boring idea and had to be scrapped. Is it an overbuff? It seems to be that rail/tachyon BS get similar DPS figures around the 50-70 km mark, without the problem of delayed damage. This gives cruise a niche beyond that range, up to the soft 150 km cap, although if we include the Naga in this then cruise only has a meaningful DPS advantage beyond 120 km or so. Indeed, it seems that this is a good example of "balancing range with DPS", as the DPS advantage of cruise only manifests itself at range, where it is countered by the delay. Now, sure, there are many other factors to consider, such as host platform mobility, tank and fittings, damage types, cap use, "tracking" close-up etc, but you criticised the weapon itself, not the Raven and Typhoon when fitted with cruise specifically, nor in comparison to their attack BS counterparts or ABCs.
Cruises outdps rails already at short range ammo, and do over twice as much damage at extreme ranges. Tachyons hold up at medium range, yes, but turrets lose damage with range, cruises are equal or better at medium range and get progressively better with range.
Disadvantage of delayed damage is real, but also situational.
When fitted on ships things gets more bizarre- Cruise TFI outdamages a blaster NMega shooting CNAM. Slot layout and drones play a big part, but imho something is very wrong.
-á- All I really wanted was to build a castle among the stars - |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
740
|
Posted - 2013.05.30 00:10:00 -
[703] - Quote
Roime wrote:Cruises outdps rails already at short range ammo, and do over twice as much (and way more) damage at extreme ranges.
When fitted on ships things gets more bizarre- Cruise TFI outdamages a blaster NMega shooting CNAM. Slot layout and drones play a big part, but imho something is very wrong.
Yeah, I think it's your numbers that are wrong, because as far as I can tell, none of this is true. |

Roime
Ten Thousand Years Shinjiketo
3022
|
Posted - 2013.05.30 06:39:00 -
[704] - Quote
That's always possible, would be cool. Without ship bonuses, V skills.
450mm II / AM / 29+24 / 40dps Cruise Missile Launcher II / Mjolnir Cruise / 65.8 45dps Tachyon II / Multif. / 26+20 / 46dps
450mm II / Spike / 130+3 / 27dps Tachyon II / Aurora / 119+25 / 30dps Cruise Missile Launcher II / Mjolnir Fury / 105.8 / 63dps
-á- All I really wanted was to build a castle among the stars - |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
740
|
Posted - 2013.05.30 07:56:00 -
[705] - Quote
Very interesting, but we don't fly weapons, we fly ships. The DPS numbers of fitted ships shows no particular DPS advantage to cruise at medium-ish ranges (50-70 km). One reason for this is because the six-launcher Raven and Typhoon are competing with 7- and 8-turreted BS. Also, it's absurd to compare Fury with Spike and Aurora.
Now, sure, there are questions of additional modules needed to achieve that range on the turret boats, tank and ease of fitting etc. But these factors already exist with current cruise, and let's just say that nobody finds them convincing at the moment. It may be that the combination of >20% more damage and the reworked Raven and Typhoon becomes sufficiently attractive to "flip" current usage patterns, but given the expected superiority of ABCs in the "attack BS" role I don't see it. In any case, CCP is showing a willingness to tweak ships fairly soon after changes are made, so I'm not particularly concerned if Typhoon/Raven do turn out to be too popular. |

Trolly McForumalt
Republic University Minmatar Republic
14
|
Posted - 2013.05.30 14:01:00 -
[706] - Quote
Roime wrote:That's always possible, would be cool. Without ship bonuses, V skills.
450mm II / AM / 29+24 / 40dps Cruise Missile Launcher II / Mjolnir Cruise / 65.8 45dps Tachyon II / Multif. / 26+20 / 46dps
450mm II / Spike / 130+3 / 27dps Tachyon II / Aurora / 119+25 / 30dps Cruise Missile Launcher II / Mjolnir Fury / 105.8 / 63dps
Uh, why don't you compare Fury with Javelin and Gleam instead there chief? You wouldn't want people to think you were picking stats to support your predetermined conclusion would you? ;)
OR.... you could just not be bad and use faction ammo as a comparison, ya know, since missiles have exactly ZERO analogues with T2 turret ammo.
Fact: Cruise missiles/launchers were WAY underpowered and needed a considerable buff. |

Samas Sarum
Imperial Academy Amarr Empire
34
|
Posted - 2013.05.30 14:23:00 -
[707] - Quote
Trolly McForumalt wrote:Roime wrote:That's always possible, would be cool. Without ship bonuses, V skills.
450mm II / AM / 29+24 / 40dps Cruise Missile Launcher II / Mjolnir Cruise / 65.8 45dps Tachyon II / Multif. / 26+20 / 46dps
450mm II / Spike / 130+3 / 27dps Tachyon II / Aurora / 119+25 / 30dps Cruise Missile Launcher II / Mjolnir Fury / 105.8 / 63dps
Uh, why don't you compare Fury with Javelin and Gleam instead there chief? You wouldn't want people to think you were picking stats to support your predetermined conclusion would you? ;) OR.... you could just not be bad and use faction ammo as a comparison, ya know, since missiles have exactly ZERO analogues with T2 turret ammo. Fact: Cruise missiles/launchers were WAY underpowered and needed a considerable buff.
I don't think he was cherry picking, he was picking the long-range ammo equivalent. It wouldn't make sense to compare a 105.8km Fury with a 17+25km Gleam. That would be cherry picking on YOUR part.
|

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
741
|
Posted - 2013.05.30 14:30:00 -
[708] - Quote
Samas Sarum wrote:
I don't think he was cherry picking, he was picking the long-range ammo equivalent. It wouldn't make sense to compare a 105.8km Fury with a 17+25km Gleam. That would be cherry picking on YOUR part.
Yeah, looking at it more, I think he's trying to pick the most powerful ammo available for use at "long" range. For turrets, that has to be long-range T2 ammo, but Fury cruise still has sufficient range to be considered.
But I really don't think the comparison is meaningful because the ranges and DPS figures neglect everything from skills, modules and ships. I mean, that sort of comparison would suggest that current Cruise is hilariously OP, but then reality comes crashing home. I think it's a case of posting numbers without thinking hard enough about what they actually mean. |

Trolly McForumalt
Republic University Minmatar Republic
14
|
Posted - 2013.05.30 14:38:00 -
[709] - Quote
Samas Sarum wrote:Trolly McForumalt wrote:Roime wrote:That's always possible, would be cool. Without ship bonuses, V skills.
450mm II / AM / 29+24 / 40dps Cruise Missile Launcher II / Mjolnir Cruise / 65.8 45dps Tachyon II / Multif. / 26+20 / 46dps
450mm II / Spike / 130+3 / 27dps Tachyon II / Aurora / 119+25 / 30dps Cruise Missile Launcher II / Mjolnir Fury / 105.8 / 63dps
Uh, why don't you compare Fury with Javelin and Gleam instead there chief? You wouldn't want people to think you were picking stats to support your predetermined conclusion would you? ;) OR.... you could just not be bad and use faction ammo as a comparison, ya know, since missiles have exactly ZERO analogues with T2 turret ammo. Fact: Cruise missiles/launchers were WAY underpowered and needed a considerable buff. I don't think he was cherry picking, he was picking the long-range ammo equivalent. It wouldn't make sense to compare a 105.8km Fury with a 17+25km Gleam. That would be cherry picking on YOUR part.
BZZT
He is comparing dps values so the relevant stat here is damage. Fury is the high dps missile whereas the the other two are low dps ammos - remember I *said* missiles and turrets don't have T2 equivalents.
ALSO - fury has a lower flight time with the same velocity (hence smaller range) than T1 so I KNOW his numbers are wrong. |

Roime
Ten Thousand Years Shinjiketo
3032
|
Posted - 2013.05.30 15:29:00 -
[710] - Quote
Gypsio,
first you critisized my assertion for not focusing solely on the weapon system, but when I didn't include ship stats then you critisize that? Considering all ships have either a RoF or damage bonus, their effect is not as big as you might think, the numbers just get bigger but relations stay the same.
Yes, large LR turrets and the new cruises are pretty much equal at medium ranges. Same missiles are superior damage-vise at shorter and longer ranges. I'm also aware that under certain conditions turret tracking formula has advantages over missile damage formula, and vice versa, and I'm not ignoring delayed damage, which is also situational.
I just don't think that large rails are a weak weapon system, and cruises outdamaging them at all ranges with no cap penalty and selectable damage type means that they were overbuffed. I'm also not saying that cruises didn't need a buff, just that less would have been sufficient. I'm also unsure whether the current missile BS were rebalanced for the new cruise stats or old ones, but they do seem incredibly powerful in the damage department compared to the traditionally highest damage platforms.
And for the others, feel free to compare high-damage close range turret ammo with the missiles. I chose T2 LR ammos for turrets to reach similar range to the missiles.
Trolly,
if you can supply the numbers that you KNOW are correct, please do so. I do not guarantee that my numbers are the absolute truth and I'm ready to reconsider my opinion if proven wrong.
-á- All I really wanted was to build a castle among the stars - |
|

Bouh Revetoile
TIPIAKS
339
|
Posted - 2013.05.30 15:35:00 -
[711] - Quote
Cruise missiles are over buffed IMO and will become similar to what HML were : better than torp in almost all situations and better than most LR weapons in almost all situations. |

ExAstra
Echoes of Silence
125
|
Posted - 2013.05.30 16:59:00 -
[712] - Quote
Bouh Revetoile wrote:Cruise missiles are over buffed IMO and will become similar to what HML were : better than torp in almost all situations and better than most LR weapons in almost all situations. This is fine because cruise missiles have a way cooler launching animation with that sudden acceleration. Justifies everything. Save the drones! |

Lloyd Roses
Artificial Memories
93
|
Posted - 2013.05.30 17:08:00 -
[713] - Quote
I really doubt that CM are to good. They are very strong on a typhoon with that precision bonus, and cause the typhoon is that fast. On any other ship though, the applied damage seemed - at least on SiSi - still considerably low. And missiles work completely different compared to turrets, just setting those numbers up and deducting anything from it seems to simple. In addition, nothing besides a couple battleships uses CM - and one more well-working damage system won't turn any tide towards everyone using mysterious OP-CMs.
So CMs are at least good now, just want to experience a scenario on TQ featuring a CM-Battleship-gang/fleet/roam. |

ExAstra
Echoes of Silence
125
|
Posted - 2013.05.30 17:52:00 -
[714] - Quote
Lloyd Roses wrote:I really doubt that CM are to good. They are very strong on a typhoon with that precision bonus, and cause the typhoon is that fast. On any other ship though, the applied damage seemed - at least on SiSi - still considerably low. And missiles work completely different compared to turrets, just setting those numbers up and deducting anything from it seems to simple. In addition, nothing besides a couple battleships uses CM - and one more well-working damage system won't turn any tide towards everyone using mysterious OP-CMs.
So CMs are at least good now, just want to experience a scenario on TQ featuring a CM-Battleship-gang/fleet/roam. Disagreed. I had a Rattlesnake with cruise missiles and Bouncers being used to great effect alongside a Snicopalypse. Cruise missiles are doing really well right now, though I don't know if there will be a metagame shift or not. Save the drones! |

Bouh Revetoile
TIPIAKS
339
|
Posted - 2013.05.30 18:08:00 -
[715] - Quote
ExAstra wrote:So CMs are at least good now, just want to experience a scenario on TQ featuring a CM-Battleship-gang/fleet/roam. Disagreed. I had a Rattlesnake with cruise missiles and Bouncers being used to great effect (dps was boner-worthy) alongside a Snicopalypse. Cruise missiles are doing really well right now, though I don't know if there will be a metagame shift or not.[/quote] As far as nullsec go, metagame might not shift, because they already heavily rely on AHAC/T3 which are counters to missiles, unless good support allow these missiles to hit these cruisers for good damage (phoon with precision maybe ?) |

Aglais
Liberation Army Li3 Federation
292
|
Posted - 2013.05.30 18:24:00 -
[716] - Quote
Bouh Revetoile wrote:Cruise missiles are over buffed IMO and will become similar to what HML were : better than torp in almost all situations and better than most LR weapons in almost all situations.
You see, the whole problem there comes from torps, not cruise missiles. The fact that cruise missiles have an actual function now automatically makes them better than torpedoes in a great deal of situations. Also there's the hilarious fact that if I want an active tanked torp raven (I personally wouldn't bother with a close range buffer+torp setup due to the Raven's utterly anemic passive tank), it has LESS DPS than a buffer tanked cruise raven due to CPU constraints, has to be closer to the target which means you're competing with high DPS guns that will tear the Raven apart in short order given it's previously mentioned poor tank, not to mention that if you get neuted out, your tank is done (cap boosters and regular shield boosters or ASBs is irrelevant; either way your tank is wholly unsustainable and you likely don't have enough punch to end the fight first).
The Typhoon is in a different situation due to it's retardedly small signature radius, similar if not superior speed to the Raven even when you've got two 1600mm II plates and rigs on it (seriously?), and a bonus that means it might actually hurt more with torps if only by doing almost all of the advertised damage per volley. |

Zheketri
Caldari Provisions Caldari State
20
|
Posted - 2013.05.30 21:59:00 -
[717] - Quote
If this has already been asked, pardon me.
Will we be seeing a Battlecruiser platform for Battleship sized launchers at some point, then? "Once you have taken his place, have you then defeated your enemy?" |

Bouh Revetoile
TIPIAKS
339
|
Posted - 2013.05.30 22:31:00 -
[718] - Quote
Aglais wrote:You see, the whole problem there comes from torps, not cruise missiles. The fact that cruise missiles have an actual function now automatically makes them better than torpedoes in a great deal of situations. Also there's the hilarious fact that if I want an active tanked torp raven (I personally wouldn't bother with a close range buffer+torp setup due to the Raven's utterly anemic passive tank), it has LESS DPS than a buffer tanked cruise raven due to CPU constraints, has to be closer to the target which means you're competing with high DPS guns that will tear the Raven apart in short order given it's previously mentioned poor tank, not to mention that if you get neuted out, your tank is done (cap boosters and regular shield boosters or ASBs is irrelevant; either way your tank is wholly unsustainable and you likely don't have enough punch to end the fight first).
The Typhoon is in a different situation due to it's retardedly small signature radius, similar if not superior speed to the Raven even when you've got two 1600mm II plates and rigs on it (seriously?), and a bonus that means it might actually hurt more with torps if only by doing almost all of the advertised damage per volley. Torp already have blaster like damage up to 30km, and since the GMP skill apply to them, they have no problem applying their damage on BS.
The problem with cruise is that they now have the same damage than pulse with twice the range.
Of course they don't apply it well on smaller targets, but large LR weapons have trouble for this too. And in fleet with proper support, I think they can really hurt even cruisers, moreover with the Typhoon and precision missiles.
That have the potential to obsolete almost all BS IMO. |

penifSMASH
ElitistOps Pandemic Legion
292
|
Posted - 2013.05.31 01:05:00 -
[719] - Quote
Hi I don't know if devs are still reading this thread, but can you increase the HP of cruise missiles? It makes no sense that Torpedo HP is 250ish while Cruise missile HP remains at 70. All the other changes are great. Thanks! |

ITTigerClawIK
Galactic Rangers R O G U E
249
|
Posted - 2013.05.31 14:53:00 -
[720] - Quote
any ETA on any torpedo changes? |
|

Samas Sarum
Imperial Academy Amarr Empire
44
|
Posted - 2013.05.31 20:46:00 -
[721] - Quote
ITTigerClawIK wrote:any ETA on any torpedo changes?
Read Dev posts in the Small Navy Boosters thread. Short Answer: What torp changes? |

MeBiatch
Republic University Minmatar Republic
1053
|
Posted - 2013.05.31 21:05:00 -
[722] - Quote
Samas Sarum wrote:ITTigerClawIK wrote:any ETA on any torpedo changes? Read Dev posts in the Small Navy Boosters thread. Short Answer: What torp changes?
yeah unfortuantly our call to boost torps will now result in a nerf to ham and rocket range 
maybe then we can get te/tc to work for missiles... Ok, so you've corrected my spelling,do you care to make a valid point? -áThere are no stupid Questions... just stupid people... |

ITTigerClawIK
Galactic Rangers R O G U E
249
|
Posted - 2013.06.02 11:57:00 -
[723] - Quote
Samas Sarum wrote:ITTigerClawIK wrote:any ETA on any torpedo changes? Read Dev posts in the Small Navy Boosters thread. Short Answer: What torp changes?
kinda weird id have to go to the cap booster thread of all places for this kidna info lol
|

Baracuda
FinFleet Raiden.
35
|
Posted - 2013.06.03 11:33:00 -
[724] - Quote
What about fixing Torps too? |

Samas Sarum
Imperial Academy Amarr Empire
47
|
Posted - 2013.06.03 13:28:00 -
[725] - Quote
Baracuda wrote:What about fixing Torps too?
Read the thread before posting |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
747
|
Posted - 2013.06.04 10:45:00 -
[726] - Quote
Roime wrote:Gypsio,
first you critisized my assertion for not focusing solely on the weapon system, but when I didn't include ship stats then you critisize that? Considering all ships have either a RoF or damage bonus, their effect is not as big as you might think, the numbers just get bigger but relations stay the same.
Yes, large LR turrets and the new cruises are pretty much equal at medium ranges. Same missiles are superior damage-vise at shorter and longer ranges. I'm also aware that under certain conditions turret tracking formula has advantages over missile damage formula, and vice versa, and I'm not ignoring delayed damage, which is also situational.
I just don't think that large rails are a weak weapon system, and cruises outdamaging them at all ranges with no cap penalty and selectable damage type means that they were overbuffed. I'm also not saying that cruises didn't need a buff, just that less would have been sufficient. I'm also unsure whether the current missile BS were rebalanced for the new cruise stats or old ones, but they do seem incredibly powerful in the damage department compared to the traditionally highest damage platforms.
And for the others, feel free to compare high-damage close range turret ammo with the missiles. I chose T2 LR ammos for turrets to reach similar range to the missiles.
I don't recall this confusion about focusing on weapons or fitted ships, so no comment.
All ships may have a ROF or damage bonus, but they don't all have the same number of weapons. The actual raw DPS figures for CN cruise Typhoon/Raven look very similar to those of other BS carrying LR guns with close range ammo, disregarding secondary weapons and drones. Hmm reading on it seems we agree here.
I don't think large rails are a weak weapon either. Certainly I'd agree that it's more likely that cruise has been overbuffed rather than underbuffed, and I think it's very easy to argue that cruise is too easy to fit. I am, however, wary of the comment that cruise outdamages rails at all ranges. While a CN cruise Raven/Typhoon does 681 DPS and a Rokh can do 609 DPS (although AFAIK fleet Rokhs tend to be dual-MFS), the fact remains that people fly fleet Rokhs not for their raw damage output, but for their toughness and damage projection abilities. Even with the seventh medslot and formidable damage projection, the future Raven is flimsy and, for that reason, it will be unlikely to replace the Rokh as a fleet battleship.
So if the Raven/Typhoon isn't going to be used in large fleets much, where will they be used? On the small scale, I see ABCs being a much preferable choice because of the mobility advantage, although I'm of the opinion that of the ABS, the Raven and Typhoon are probably the best, certainly superior to the Tempest. What of medium-scale fleets? I'm not sure that this exists as a discrete area of gamespace.
Actually, playing with fleet Raven fits more, I think we can drop the cap booster and SeBo and just rely on natural cap and a sig amp in low for extra lock range. That frees up medslots to fit a tank comparable to that of a fleet Rokh. What do you think? Do you see the Raven complementing or replacing the Rokh as a fleet BS? |

Maximus Aerelius
PROPHET OF ENIGMA
129
|
Posted - 2013.06.06 20:45:00 -
[727] - Quote
When are these going be unstickied to give Page 1 back to Player Posts? Odyssey is in and the Feedback and Issues threads are active. Why not replace these with a "Link Sticky" to those two threads?
We all know how lazy we are to go clicking...wait for it...past Page 3 of this Forum section.  My Feature\Idea:-á Fast Character Switching "XP Stylee"
Here's my tear jar > |_| < Fill 'er up! |

Kenshi Hanshin
Karl XII's Dragoner Apocalypse Now.
97
|
Posted - 2013.06.06 22:28:00 -
[728] - Quote
Here is my overall observations since patch release. CCP Rise pay attention!
1) CMLs still have the absurdly long range (more apparent with Raven than new Typhoon or Armaggedon). 1a) CML do not need a 100 km+ range. As we will never engage that far out since it would be pointless.
2) Typhoon from my testing/evaluation outdamages the Raven in *99% of situations. So it is one more point for WINmatar and another jab with the rod in the rectum of Caldari.
*Not 100% so as to account for the improbable situation where the statement is untrue
3) Missile mechanics are still screwed up as I elaborated on before. So for the sake of everyone's sanity I will summarize it below somewhere...
4) Torps need to be re-evaluated/rebalanced now to fit properly in contrast to the new CML. ________
#3:
Missiles as a generic rule have extremely (absurdly in HML, CML cases) amusingly long flight times. In terms of reality and physics missiles would constantly accelerate till 'terminal velocity' is reached. 'Terminal velocity' being the point where the thrust of the engine is no longer sufficient to increase velocity meaningfully. Yet, to do that in a video game engine would be a too costly use of server resources.
As such, it was proposed to increase flight velocity while reducing the flight times to maintain range and add a semblence of reasonable time-to-target. Since a flight time of "12 seconds" for CM is ridiculous to the point of absurdity. This proposal would not require any change in the flight mechanics of missiles. It would mitigate damage-delay at outer-edge of range to a reasonable level. If the present missile velocity mechanics are built well there will be no significant difference in time-on-target at closer ranges.
In bullet-point form:
1) Set range as constant 2) Increase missile maximum velocity >ergo> decrease flight time 3) Solve such that: range-final = range-initial for a high Vmax-final versus Vmax-initial
I could solve this problem with a Ti-89 for every missile type based on default or base-range. Yet, I am not being paid to do that so I am not going to.
End result of the proposal summary above would be No Effect on game-dynamics by missiles overall.
*Note: Proposal summarized above was based on a ~100 Km 'maximum' range for CMLs. |

Samas Sarum
Imperial Academy Amarr Empire
51
|
Posted - 2013.06.06 23:25:00 -
[729] - Quote
Kenshi Hanshin wrote:Here is my overall observations since patch release. CCP Rise pay attention!
1) CMLs still have the absurdly long range (more apparent with Raven than new Typhoon or Armaggedon). 1a) CML do not need a 100 km+ range. As we will never engage that far out since it would be pointless.
2) Typhoon from my testing/evaluation outdamages the Raven in *99% of situations. So it is one more point for WINmatar and another jab with the rod in the rectum of Caldari.
*Not 100% so as to account for the improbable situation where the statement is untrue
3) Missile mechanics are still screwed up as I elaborated on before. So for the sake of everyone's sanity I will summarize it below somewhere...
4) Torps need to be re-evaluated/rebalanced now to fit properly in contrast to the new CML. ________
#3:
Missiles as a generic rule have extremely (absurdly in HML, CML cases) amusingly long flight times. In terms of reality and physics missiles would constantly accelerate till 'terminal velocity' is reached. 'Terminal velocity' being the point where the thrust of the engine is no longer sufficient to increase velocity meaningfully. Yet, to do that in a video game engine would be a too costly use of server resources.
As such, it was proposed to increase flight velocity while reducing the flight times to maintain range and add a semblence of reasonable time-to-target. Since a flight time of "12 seconds" for CM is ridiculous to the point of absurdity. This proposal would not require any change in the flight mechanics of missiles. It would mitigate damage-delay at outer-edge of range to a reasonable level. If the present missile velocity mechanics are built well there will be no significant difference in time-on-target at closer ranges.
In bullet-point form:
1) Set range as constant 2) Increase missile maximum velocity >ergo> decrease flight time 3) Solve such that: range-final = range-initial for a high Vmax-final versus Vmax-initial
I could solve this problem with a Ti-89 for every missile type based on default or base-range. Yet, I am not being paid to do that so I am not going to.
End result of the proposal summary above would be No Effect on game-dynamics by missiles overall.
*Note: Proposal summarized above was based on a ~100 Km 'maximum' range for CMLs.
Correct me if I'm wrong but would missiles in space even have a terminal velocity? There's no drag or gravity (for the most part). So wouldn't they continue accelerating as long as there's fuel?
|

TehCloud
Carnivore Company
51
|
Posted - 2013.06.07 01:41:00 -
[730] - Quote
Samas Sarum wrote:Kenshi Hanshin wrote:*snip* Correct me if I'm wrong but would missiles in space even have a terminal velocity? There's no drag or gravity (for the most part). So wouldn't they continue accelerating as long as there's fuel?
Think about EVE as a game about submarines in terms of logic :3 My Condor costs less than that module! |
|

Josilin du Guesclin
University of Caille Gallente Federation
86
|
Posted - 2013.06.07 14:38:00 -
[731] - Quote
Samas Sarum wrote: Correct me if I'm wrong but would missiles in space even have a terminal velocity? There's no drag or gravity (for the most part). So wouldn't they continue accelerating as long as there's fuel?
In EVE's universe space is fairly obviously a fluid medium.
|

Goldensaver
ArTech Expeditions
181
|
Posted - 2013.06.07 18:29:00 -
[732] - Quote
Josilin du Guesclin wrote:Samas Sarum wrote: Correct me if I'm wrong but would missiles in space even have a terminal velocity? There's no drag or gravity (for the most part). So wouldn't they continue accelerating as long as there's fuel?
In EVE's universe space is fairly obviously a fluid medium.
It's actually supposed to have something to do with the warp drive on a ship amplifying the gravity of nearby celestials or something like that, and that's why everything behaves as if in a gravitational field. Also, it's far easier to code, and less stressful on the servers.
Point is, they have some strange lore-ey things going on to explain it.
Samas Sarum wrote: Correct me if I'm wrong but would missiles in space even have a terminal velocity? There's no drag or gravity (for the most part). So wouldn't they continue accelerating as long as there's fuel?
There's this crazy mathy science **** where adding energy adds mass, etc. etc. up until the point where you would need infinite energy to accelerate any more, or something like that, therefore based on the fuel one missile could carry and all that there would be a speed cap.
I probably got some of that wrong. I should have paid more attention during science classes. |

Akimo Heth
State War Academy Caldari State
0
|
Posted - 2013.06.07 19:35:00 -
[733] - Quote
Goldensaver wrote:Josilin du Guesclin wrote:Samas Sarum wrote: Correct me if I'm wrong but would missiles in space even have a terminal velocity? There's no drag or gravity (for the most part). So wouldn't they continue accelerating as long as there's fuel?
In EVE's universe space is fairly obviously a fluid medium. It's actually supposed to have something to do with the warp drive on a ship amplifying the gravity of nearby celestials or something like that, and that's why everything behaves as if in a gravitational field. Also, it's far easier to code, and less stressful on the servers. Point is, they have some strange lore-ey things going on to explain it. Samas Sarum wrote: Correct me if I'm wrong but would missiles in space even have a terminal velocity? There's no drag or gravity (for the most part). So wouldn't they continue accelerating as long as there's fuel?
There's this crazy mathy science **** where adding energy adds mass, etc. etc. up until the point where you would need infinite energy to accelerate any more, or something like that, therefore based on the fuel one missile could carry and all that there would be a speed cap. I probably got some of that wrong. I should have paid more attention during science classes.
From Wikipedia: http://en.wikipedia.org/wiki/Space_travel_using_constant_acceleration
Bottomline: At the speeds we're dealing with, the missiles should keep accelerating.
A Half Myth: It gets harder to push a ship faster as it gets closer to the speed of light
This is a half myth because it depends on the frame of reference. This is true for those watching from the planetary reference frame. For those experiencing the journey-those in the ship reference frame-this is not true. For both the planetary frame, and in the ship reference frame the ship will change speed in a Newtonian wayGÇöpush it a little and it speeds up a little, push it a lot and it speeds up a lot. However, in the planetary frame the ship will appear to be gaining mass due to its high kinetic energy, and the Mass-energy equivalence principle. Should the engines be giving a constant thrust, this will result in progressively smaller acceleration due to the higher mass it is required to accelerate.
From the ships frame, the acceleration would continue at the same rate. However, due to the Lorentz contraction The galaxy around the ship would appear to become squashed in the direction of travel, and a destination many light years away, would appear to become much closer. Traveling to this destination at sub luminal speeds would become practical for the onboard travellers. Ultimately, from the ships frame, it would be possible to reach anywhere in the visible universe, before the ship has time to accelerate to light speed.
|

Sir Dragon
Einherjar Yggdrasils
22
|
Posted - 2013.06.09 06:55:00 -
[734] - Quote
Comment. If an event that drives you to consider rebalancing, is an logical event that follows plausible [in game] physics, then changing such events, would inevitably cause more knots; knots that lead to more knots.
Logic example (likely-hood of . . ). It is logical to dodge a missile : It is illogical to dodge a bullet.
Follow these steps. 1) Leave this rebalancing madness and run, seriously. 2) Do what thou wilt.
Why? Do not let a group of whiners define how the game rules are defined. [Lt. Cmdr. Data]: "Perhaps. Perhaps not, sir." [Capt. Picard]: "That's hardly a scientific observation, Commander. "[Data]: "Captain, the most elementary and valuable statement in science, the beginning of wisdom, is, 'I do not know'. I do not know what that is, sir." |
|
|
|
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 .. 25 :: [one page] |