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Bouh Revetoile
TIPIAKS
434
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Posted - 2013.12.05 22:29:00 -
[91] - Quote
Aivo Dresden wrote:To be honest, he has a point. You turret guys always argue guns can miss. You never mention they also get wrecking hits for triple damage. It is fair to take that in to consideration when discussing sustained dps. I hate when people don't understand statistics and yet try to argue about turrets...
Please, if you don't understand how turret dps work, don't talk about it. You don't need to be ridiculous. |

Marcus Walkuris
Aww yeahhh
37
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Posted - 2013.12.05 22:31:00 -
[92] - Quote
Kitty Bear wrote:Marcus I don't cherry pick specific ammo types, whilst ignoring the others to give my numbers credence
I compared all 4 T1 heavy missiles to all 8 T1 projectile rounds all I added is what most 'turret posters' deliberately avoid posting "the effects of a critical hit in the dps figures"
and as I have already stated .. it then turns the turret dps figures into a 'damage range value' as opposed to the static figure generally quoted for them, where due to the lack of critical hits missiles can be accurately represented with a static dps figure
it's not rocket science ffs ... it's basic math
I never said as much as that. Just going by all crits isn't realistic and far from "average" dps and as such paints a beautiful picture of gunnery that is far outside the realm of likely possibilities. That is my message; "you wanted big numbers, have some numbers". Cherry pick as in show reality favorably to me me me, no reference to you picking the wrong ammo comparison. |

Bouh Revetoile
TIPIAKS
434
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Posted - 2013.12.05 22:34:00 -
[93] - Quote
Aivo Dresden wrote:Niena Nuamzzar wrote:Oh come on, please. Maxed RLML frig-killer Cerberus with Scourge Precision will do 280dps before drones (out of 544 total). No HAM or HM ship can dream of anything even close to 200dps. I've already put down the math for a Drake shooting at a 5km/s Malediction, You should consider yourself lucky if you're hitting 50 dps. Oh and I like how missiles users just *have to* shoot *only* at the fastest and nimblest targets in the game whereas this target would just fly strait right into the turret ship and then sit down in its optimal range for him to perfectly apply its dps.
Large and slow ships don't exist in missiles users' world. |

Aivo Dresden
Red Federation RvB - RED Federation
132
|
Posted - 2013.12.05 22:35:00 -
[94] - Quote
Bouh Revetoile wrote:I hate when people don't understand statistics and yet try to argue about turrets... Please, if you don't understand how turret dps work, don't talk about it. You don't need to be ridiculous. How is me saying both misses and wrecking hits should be taken in to consideration have anything to do with my knowledge of how turrets work; or even remotely suggest my point is ridiculous. If anything it makes you look ignorant and oblivious yourself.
Bouh Revetoile wrote:Large and slow ships don't exist in missiles users' world. Thanks for proving my point. This just show you have no idea of the effects of speed and signature radius on the applied damage of heavy missiles being discussed here. |

Kitty Bear
Disturbed Friends Of Diazepam Disturbed Acquaintance
1006
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Posted - 2013.12.05 22:42:00 -
[95] - Quote
Bouh Revetoile wrote: 1) take a dictionnary and look at "statisticaly" definition. 2) expend "dps" to full words. 3) link 1 and 2 and think about what you've said.
Now, what missiles user don't understand is that missiles are a reliable weapon system : they never have good stats (except for range) but they never have garbage stats (like turrets can have) for the job they are meant to do.
That mean that for any possible scenario, there is turret better than missiles ; but for any scenario, there is a turret worse than missiles.
That is the price for reliability. If you are good enough that you'll never have to deal with turrets drawback, don't bother with missiles, they are not for you. Missiles are useless to "good enough" people. That is by design. You can't have a balanced missile system better than all turrets in a given situation (except at highest ranges). Missiles things are range and reliability, deal with it.
im not just talking statistics, im talking probabilities as well. ive tried to keep it nice and simple, so that people with limited understanding such as yourself can follow what im trying to put across, but I just cant display it in a 1+1=2 format.
the dps figures given by [rab see] are based on a turret based weapon hitting for standard 1x damage because that is how the 3rd party tools display the raw data. those tools do NOT factor in misses or critical hits, or any of the other hit variables used in eve's damage calculation so when you triple the theoretical maximum volley damage, you also triple the maximum theoretical dps
as were all quoting theoretical numbers from a 3rd party calculator (eft/pyfa/evehq) it's equally justifiable to give those theoretical numbers thier maximum values as well hence I quoted a number range 0, x
im sorry if those possible damage ranges discount your argument regarding the weakness of turrets when compared to missiles but critical hits change turret performance values significantly. |

Marcus Walkuris
Aww yeahhh
37
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Posted - 2013.12.05 22:45:00 -
[96] - Quote
Bouh Revetoile wrote:Aivo Dresden wrote:Niena Nuamzzar wrote:Oh come on, please. Maxed RLML frig-killer Cerberus with Scourge Precision will do 280dps before drones (out of 544 total). No HAM or HM ship can dream of anything even close to 200dps. I've already put down the math for a Drake shooting at a 5km/s Malediction, You should consider yourself lucky if you're hitting 50 dps. Oh and I like how missiles users just *have to* shoot *only* at the fastest and nimblest targets in the game whereas this target would just fly strait right into the turret ship and then sit down in its optimal range for him to perfectly apply its dps. Large and slow ships don't exist in missiles users' world. Do you see us arguing against turret users? Your stigmatism really just screams raving, not logic. The whole point here is that missile ships are whale hunters,so yes flying missile boats you know plenty about "big and slow". Any more rhetorical questions and statements wrapped in suggestions and questions? |

Aivo Dresden
Red Federation RvB - RED Federation
133
|
Posted - 2013.12.05 22:46:00 -
[97] - Quote
Here's a chart that shows damage of all heavy missiles at max skills, with a painter, shooting a completely standard Malediction (33 sig and 435m/s base stats) at all speeds between 0ms - 435 m/s: LINK That's a maximum of 8 dps per launcher, with all skills at V and a painter ...
For a Maller, we get anything between 22 and 19dps, depending on the missile. With 6 launchers that is an absolute maximum of 132 applied dps , on an untanked Maller, just cruising around. You're right, completely working fine that. 
No amount of BCUs, hull bonuses or other mods can compensate for the fact the applied damage of heavy missiles is just way too low to be a viable weapons platform. |

Marcus Walkuris
Aww yeahhh
37
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Posted - 2013.12.05 22:59:00 -
[98] - Quote
Aivo Dresden wrote:Here's a chart that shows damage of all heavy missiles at max skills, with a painter, shooting a completely standard Malediction (33 sig and 435m/s base stats) at all speeds between 0ms - 435 m/s: LINKThat's a maximum of 8 dps per launcher, with all skills at V and a painter ... For a Maller, we get anything between 22 and 19dps, depending on the missile. With 6 launchers that is an absolute maximum of 132 applied dps , on an untanked Maller, just cruising around. You're right, completely working fine that.  No amount of BCUs, hull bonuses or other mods can compensate for the fact the applied damage of heavy missiles is just way too low to be a viable weapons platform.
Is there a similar browser based calculator for guns? I would love to pair up and compare some guns and missiles in comparable categories.
|

Aivo Dresden
Red Federation RvB - RED Federation
137
|
Posted - 2013.12.05 23:30:00 -
[99] - Quote
Not that I'm aware of, but I'm sure you could run it through EFT or something. |

Frostys Virpio
Lame Corp Name
784
|
Posted - 2013.12.05 23:36:00 -
[100] - Quote
Marcus Walkuris wrote:Aivo Dresden wrote:Here's a chart that shows damage of all heavy missiles at max skills, with a painter, shooting a completely standard Malediction (33 sig and 435m/s base stats) at all speeds between 0ms - 435 m/s: LINKThat's a maximum of 8 dps per launcher, with all skills at V and a painter ... For a Maller, we get anything between 22 and 19dps, depending on the missile. With 6 launchers that is an absolute maximum of 132 applied dps , on an untanked Maller, just cruising around. You're right, completely working fine that.  No amount of BCUs, hull bonuses or other mods can compensate for the fact the applied damage of heavy missiles is just way too low to be a viable weapons platform. Is there a similar browser based calculator for guns? I would love to pair up and compare some guns and missiles in comparable categories.
People could make a bunch of ship in EFT but part of the problem is gunnery damage application is linked to player piloting. Being able to keep a good orbit/breaking the target's orbit to help your tracking. VS missile, your orbit can be complete crap all the way to a god damn straight line and you still evade just as much damage. All dps cahrt where a radial velocity will be applied will always be representing a perfect orbiting pilot who never make misstakes and a shooter who can't be arsed to stop being an immobile brick to mess up with the target's orbit. Gunnery dps charts will always be a ballpark figure because how the fight happen has a **** load of consequence on the results. For missile, keep the AB running and don't do sharp turns and he will never get perfect application because you are moving too fast.
They are litterally apples and oranges. |

Aivo Dresden
Red Federation RvB - RED Federation
138
|
Posted - 2013.12.05 23:57:00 -
[101] - Quote
Yes of course and I'm not disputing that in any way. The only message I'm conveying is that the applied damage for heavy missiles is a bit crap making its viability in pvp questionable. A slight change in heavy missile damage reduction from signature radius would probably put it on the same level as the other weapon systems. |

Gimme more Cynos
Science and Trade Institute Caldari State
90
|
Posted - 2013.12.06 00:03:00 -
[102] - Quote
Bouh Revetoile wrote:
Now, what missiles user don't understand is that missiles are a reliable weapon system
until the target accidently activates the afterburner... 
Please, stop the fairytales now. Missiles do have their issues (not as dramatic as some might say), and if you fail to notice that, you should probably shoot yourself for beeing an idiot.
|

Aivo Dresden
Red Federation RvB - RED Federation
138
|
Posted - 2013.12.06 00:07:00 -
[103] - Quote
I agree that rockets and light missiles are in a good place, same for cruise missiles. They are very competitive compared to their turret counterparts. The medium sized launchers however are under performing which is largely caused by the ammo being used in them, hence the discussion about it here. :) |

Hrett
Justified Chaos
263
|
Posted - 2013.12.06 00:31:00 -
[104] - Quote
Marcus Walkuris wrote:Hrett wrote:So why do people say HMLs are broken? Im not being a smart ass. I am curious as to the argument.
Unless I am missing something: They apply good consistent (and selectable) DPS at huge ranges. Their damage is effected by target speed and explosion velocity, but the same goes for turrets (and in fact, turret damage is effected by target AND shooter speed and gun resolution). In the example the guy posted above - whatever the damage they do to a Maller at 0 at X speed, they do the same damage to that Maller at X speed out to 60k-ish, and vice-versa. Try that with any medium turret weapon system.
Again - Im not being a smart ass here - I just dont understand the gripe. It sounds as if the gripe is "I want HMLs to be what they were before." Before, they were broken.
Not to be a smart ass either, but if you have to ask these questions you have not read much into this thread. Essentially the gripe is: That as you are stating perceived characteristics of missiles, these are created by hearsay and believable since you (clearly) don't use HM or missiles in general. Read things over missiles suffer damage reduction against stationary targets, at larger ranges they do FAR less damage then turrets since they increase hit chance by kiting. Wth, just read things over it has all been said. (not trying to be short appreciate you trying to jump in, just read a bit).
I did read the thread. Your "increase hit chance by kiting" example, while technically true, only works if your target has no traversal. All of your complaints about HMLs have the equivalent drawback in turret systems.
Example of (Over-simplified) damage status now, for tracking, range, etc:
Blasters 10--5---0 Rails 0---5---10 HML 5---5---5
Different, but equal.
What HML users want:
7.5---7.5---7.5
People would rarely use anything else. You know - kind of like HMLs were before, and RLMLs were until recently.
So again - what is your complaint that isnt also a drawback of a turret system? I still dont get it. I'm probably typing on an iPad, which means the auto-correct is silly and fixing typos is a pain. I ain't fixing them. |

Maxor Swift
Science and Trade Institute Caldari State
0
|
Posted - 2013.12.06 00:54:00 -
[105] - Quote
I know nothing about the under lying machanics of this game but what i do know is that if a shoot anything smaller than a stationary cruiser with HMs or HAMs i do effectively 0 damage.
And now that RLMLs are too painful to use, i have ZERO options below cruises good job CCP. |

Aivo Dresden
Red Federation RvB - RED Federation
138
|
Posted - 2013.12.06 01:01:00 -
[106] - Quote
Hrett, to use your over simplified example; For rockets and light missiles sure, lets agree on those numbers. Now when it comes to heavy missiles, you're more looking at (lets say those distances are 0km-10km-20km): Blasters 10-5-0 Rails 0-5-10 HML 2-2-2
If you're shooting anything smaller than a stationary cruiser, you're looking at 0.5 - 0.5 - 0.5 |

Hrett
Justified Chaos
263
|
Posted - 2013.12.06 01:50:00 -
[107] - Quote
Aivo Dresden wrote:Hrett, to use your over simplified example; For rockets and light missiles sure, lets agree on those numbers. Now when it comes to heavy missiles, you're more looking at (lets say those distances are 0km-10km-20km): Blasters 10-5-0 Rails 0-5-10 HML 2-2-2
If you're shooting anything smaller than a stationary cruiser, you're looking at 0.5 - 0.5 - 0.5
I disagree on your distances - it should be more like 0-20-60. At least 60kish is how far away my rail thorax was killed by a gang of HML caracal's last night - and I was not stationary. 
The point is - they are cruiser sized weapons. They should not hit moving things smaller than a cruiser very hard. Turrets dont if there is any transversal. That is what RLMLs are for (and RLMLs are still good for killing frigates and burst DPS on larger targets, IMHO).
Being a rail user since 2007 or so, I can sympathize with gimped weapon systems. But I dont think HMLs are gimped - they (and RLMLs) just arent as all powerful as they used to be. They both used to be "good in every situation." Now they both have trade-offs (just like other weapon systems). That seems balanced to me.
I'm probably typing on an iPad, which means the auto-correct is silly and fixing typos is a pain. I ain't fixing them. |

Bouh Revetoile
TIPIAKS
435
|
Posted - 2013.12.06 08:16:00 -
[108] - Quote
Gimme more Cynos wrote:Bouh Revetoile wrote:
Now, what missiles user don't understand is that missiles are a reliable weapon system
until the target accidently activates the afterburner...  Please, stop the fairytales now. Missiles do have their issues (not as dramatic as some might say), and if you fail to notice that, you should probably shoot yourself for beeing an idiot. Oh geez ! I forgot nobody should ever have any way to counter missiles damage or that would unfair !
CCP must hate all missiles users to allow other ships to fit to tank missile dps... |

Marcus Walkuris
Aww yeahhh
37
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Posted - 2013.12.06 08:33:00 -
[109] - Quote
My point so far has been that the current formula for missiles just seems to not work. Missiles essentially don't add to the game it removes mechanics for constant average dps which happens to be quite anemic. What do you do apply an average percentage of dps of?? Good players with gunnery? The gunnery stats? Average gunnery player damage?? You will always pingpong between useless dps and an average high enough that it makes everyone cry OP.
Also Hrett, a gang of anything is the worst way to start any kind of example. Unless you measured the average time to die against an equal amount of thorax lately. Arguing balance based on your opinion becomes a very empty sound if that is all you wish to base it off, especially with Avio being as courteous and factual as possible, and he is not the first prophet of missile use.
|

Bouh Revetoile
TIPIAKS
435
|
Posted - 2013.12.06 08:54:00 -
[110] - Quote
Kitty Bear wrote:im not just talking statistics, im talking probabilities as well. ive tried to keep it nice and simple, so that people with limited understanding such as yourself can follow what im trying to put across, but I just cant display it in a 1+1=2 format.
the dps figures given by [rab see] are based on a turret based weapon hitting for standard 1x damage because that is how the 3rd party tools display the raw data. those tools do NOT factor in misses or critical hits, or any of the other hit variables used in eve's damage calculation so when you triple the theoretical maximum volley damage, you also triple the maximum theoretical dps
as were all quoting theoretical numbers from a 3rd party calculator (eft/pyfa/evehq) it's equally justifiable to give those theoretical numbers thier maximum values as well hence I quoted a number range 0, x
im sorry if those possible damage ranges discount your argument regarding the weakness of turrets when compared to missiles but critical hits change turret performance values significantly. You definitely don't understand turrets hit formula...
Here is how it works : Dependind on ennemy relative transversal velocity and distance from you, the formula gives you a hit chance, a number between 0,01 and 1, let's call it H.
Then the computer draw a random number between 0 and 1. Let's call it X.
If X < 0,01, it's a critical hit. And if X < H, it's a hit.
Here, you computed to know if you hit the target. THEN you compute the damage.
Damage is simple : multiply your base damage by 0,5+X.
What does that mean ?
1) If you had 100% chances to hit (a stationary target in optimal range), a hit do between 51% and 150% damage OR critical hit with 300% damage.
2) If your chances to hit were 50% (tracking = transversal XOR distance = optimal + falloff), a hit will do between 51% and 100% base damage OR critical hit for 300% damage.
3) If your chances to hit were 25%, a hit will do between 51% and 75% base damage OR critical hit for 300% damage.
But this is for ONE hit. That is NOT what your dps will be.
So what does statistical means ? That means that you CANNOT compute turret dps based on one hit. For turret dps to have any meaning, you need a statisticaly relevant set of data. 100 draws are not not enough yet, but we'll start to see what happen.
So, in case 1, we have 100% hit chances, so all 100 bullets will hit. Each will do between 51 and 150% damage but one which will do 300%. In this case, the dps will be 103% * base damage / rof.
In case 2, now that become interesting : half the shot will miss and of the 50 hitting shots, 1 will be a critical, and all the 49 others will do between 51 and 100% base damage. Hence, your dps will be 40% * base damage / rof.
Why ? Because you won't have any hit with X above 0,5 so no hit will do more than 100% base damage to compensate those doing less than base damage. And that is for the hits, because you still have half your shot which completely missed the target.
Case 3, to be sure you understand : now only 25 shot on the 100 you fired will hit, and the damage of each hit will do between 50 and 75% base damage with one doing 300%. Here your dps should fall to around 20% base damage/rof.
Most if not all softwares showing dps already take this into account.
So, you see ? Saying that you should consider critical hit is stupid, because they already are considered when you talk about dps, as are the miss. The sad truth is that turret dps fall drasticaly when hit chances fall too much because of these miss, and one shot here and there won't change the outcome if a frigate managed to settle the orbit around you.
The dps figures for turrets show the average damage per second you will do with turrets when you factor in all the miss, bad, good and critical hits.
You fool ! I told you not to play with me on this ground.
I'll make a spreadsheet with missile damage to average cruisers and frigates to show actual numbers and not finely picked ones. |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
168
|
Posted - 2013.12.06 12:56:00 -
[111] - Quote
Bouh Revetoile wrote: I'll make a spreadsheet with missile damage to average cruisers and frigates to show actual numbers and not finely picked ones.
You're biased and you'll most likely lie and cheat so why bother? |

Hrett
Justified Chaos
265
|
Posted - 2013.12.06 13:50:00 -
[112] - Quote
Marcus Walkuris wrote:My point so far has been that the current formula for missiles just seems to not work. Missiles essentially don't add to the game it removes mechanics for constant average dps which happens to be quite anemic. What do you do apply an average percentage of dps of?? Good players with gunnery? The gunnery stats? Average gunnery player damage?? You will always pingpong between useless dps and an average high enough that it makes everyone cry OP.
Also Hrett, a gang of anything is the worst way to start any kind of example. Unless you measured the average time to die against an equal amount of thorax lately. Arguing balance based on your opinion becomes a very empty sound if that is all you wish to base it off, especially with Avio being as courteous and factual as possible, and he is not the first prophet of missile use.
I wasn't using the gang example to say HMLs are fine, I was using it to show their ranges.
Avio has yet to produce any missile drawbacks that don't have an equal in turrets, other than their damage is lower. That is as it should be. Having the best effective range by far and equal damage to other systems is broken. That is not an opinion.
But I will step out now and y'all can continue. Good luck. I'm probably typing on an iPad, which means the auto-correct is silly and fixing typos is a pain. I ain't fixing them. |

Bouh Revetoile
TIPIAKS
436
|
Posted - 2013.12.06 14:06:00 -
[113] - Quote
Niena Nuamzzar wrote:Bouh Revetoile wrote: I'll make a spreadsheet with missile damage to average cruisers and frigates to show actual numbers and not finely picked ones.
You're biased and you'll most likely lie and cheat so why bother? Because numbers don't lie, but I don't expect you to understand what honesty or curiosity mean.
So far what I find is enlightening : do you know that tank and rigs make a HUGE difference in missiles damage application ? You'll do 30% more damage with HAM to a cruiser with LSE2+3shield rigs than the same cruiser without tank. And that bonus is only 15% with armor tank, but I think you'll get it back with prop mod. |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
168
|
Posted - 2013.12.06 14:21:00 -
[114] - Quote
Bouh Revetoile wrote:You'll do 30% more damage with HAM to a cruiser with LSE2+3shield rigs than the same cruiser without tank. And that bonus is only 15% with armor tank, but I think you'll get it back with prop mod. Your point being? Giev numbers. |

Gimme more Cynos
Science and Trade Institute Caldari State
91
|
Posted - 2013.12.06 15:03:00 -
[115] - Quote
Hrett wrote:
I wasn't using the gang example to say HMLs are fine, I was using it to show their ranges.
Avio has yet to produce any missile drawbacks that don't have an equal in turrets, other than their damage is lower. That is as it should be. Having the best effective range by far and equal damage to other systems is broken. That is not an opinion.
But I will step out now and y'all can continue. Good luck.
Missiles lack an equivalent to tracking enhancing modules for low-slots. Missiles have mids and rigs, nothing else. This is the inherit problem in my opinion - especially if you consider that you can fit mitigation for missile-damage in lowslots. Turrets have the advantage of having tracking enhancers - missiles don't.
As I said in another post - I think missiles do infact need damage application-modules for low-slots. This way, one could have the choice of more application vs more damage/Rof - which seems to be a fair trade, given that application vs tank is allready covered on midslots.
To the guy who says missiles are reliable damage:
They don't. Missile damage is more stable, yes. Reliable is different though. This would only be true if there would be a damage-reduction cap for ExVel, and as we all know, there is none. |

Marcus Walkuris
Aww yeahhh
37
|
Posted - 2013.12.06 15:50:00 -
[116] - Quote
Bouh Revetoile wrote:Niena Nuamzzar wrote:Bouh Revetoile wrote: I'll make a spreadsheet with missile damage to average cruisers and frigates to show actual numbers and not finely picked ones.
You're biased and you'll most likely lie and cheat so why bother? Because numbers don't lie, but I don't expect you to understand what honesty or curiosity mean. So far what I find is enlightening : do you know that tank and rigs make a HUGE difference in missiles damage application ? You'll do 30% more damage with HAM to a cruiser with LSE2+3shield rigs than the same cruiser without tank. And that bonus is only 15% with armor tank, but I think you'll get it back with prop mod.
Yes and in the EvE we all play drake blobs cloud out the sky? I'm sorry but just because you have an idea of how turret tracking works doesn't mean you are actually showing numbers here at all.
I was around during the HML supremacy and the only thing that was scary about HML were Tengu's. Drakes were a null sec (blob) and PvE thing more then anything, unless you consider being chased by a turtle scary. Missile launchers where massive on cpu and it was perfect fitting skills or go home essentially for a techII basic fit for most caldari missile boats. What was really popular?? Not E-war aside from Caldari E-war. Hurricanes, they got nerfed too but they were sensible enough not to stomp auto-cannons into the ground with it. At the high point of missile supremacy missiles were not the "go to" weapon-system. Today they aren't and there is an obvious reason for that.
You keep stressing variables for gunnery with incredible implication this is somehow BAD!! It is neutral and favors good piloting while punishing poor piloting.The ONLY thing you have to say because you can't sketch a realistic picture of an engagement without looking like a fool. It is this extreme reliance and reward for flying behavior that makes gunnery preferable. And especially in a match up of medium sized hulls one missiles the other gunnery you luck out with gunnery since you have nothing to dodge and stick to your engagement to be optimal or fail! With missiles there is no such option. And to top it off when it comes to medium/large missiles vs medium and small hulls; you have been given a link to damage values and they don't compete at all..
Why?? Because you are horrendously over-exaggerating the difficulty of closing in range or keeping distance in which both scenarios missiles tend to lose out especially when fighting a lower hull size. You hug someone with autocannons, guess what close range weapons track well!! You keep distance?? Neat you can USE your range to increase tracking OR disengage. The truth remains that missiles tend to do best in the ranges in-between turret preferable ranges or in brawler fits. Please don't bring Stealth Bombers into this. You emphasize missile range constantly! Any idea how preposterous that sounds? Everyone and their uncle know that at a certain range past long point you are only talking blob vs blob. Stop emphasizing things that are MEANINGLESS. I know this and I barely know 2 things about pvp, living in low sec has been a long time back. Missile ships have too many bonuses focussing on range while they have no place there with their delayed damage. They truly seem to be calibrated for PvE only, and the only argument people seem to be able to hold is that small launchers compete since they don't suffer from eternal travel time. |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
168
|
Posted - 2013.12.06 16:51:00 -
[117] - Quote
Marcus Walkuris wrote:You emphasize missile range constantly! Any idea how preposterous that sounds? Everyone and their uncle know that at a certain range past long point you are only talking blob vs blob. Stop emphasizing things that are MEANINGLESS. I know this and I barely know 2 things about pvp, living in low sec has been a long time back. Missile ships have too many bonuses focussing on range while they have no place there with their delayed damage. They truly seem to be calibrated for PvE only, and the only argument people seem to be able to hold is that small launchers compete since they don't suffer from eternal travel time. Exactly this^^ Grant new bonuses to Caldari cruiser hulls, something like 60 km points and 30 km webs and you don't have to touch missiles AT ALL, nothing to fix anymore. Simply leave them as they are, thank you. |

Wayward Hero
Wayward Ventures
0
|
Posted - 2013.12.06 17:20:00 -
[118] - Quote
- Scripts for Tracking Computers to boost explosion velocity and explosion radius of missiles
- Similar static bonus to Tracking Enhancers
- Increase bonuses from Track Computers and Enhancers slightly for all weapon systems
- Remove single damage bonus from all hulls with single damage bonus, replace with an all damage type bonus, possibly for single weapon system (rockets, lights, heavies, torps, etc.) if it makes SENSE
- Scripts for Tracking Disruptors to reduce explosion radius of missiles
- Scripts for Tracking Links to boost explosion velocity and explosion radius of missiles
- Change missile damage ratios from 100% single damage type to dual damage types
- Scourge - 75% Kinetic, 25% Explosive
- Inferno - 75% Thermal, 25% EM
- Nova - 75% Explosive, 25% Thermal
- Mjolnir - 75% EM, 25% Kinetic
- Rapid Launchers, 15 sec reload time, reduce clip size further, monstrous fire rate. Make into an actual "alpha" type weapon if that is what you are going for
- Heavy Missiles, reduce the explosion radius slightly and boost the damn explosion velocity FFS
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Bouh Revetoile
TIPIAKS
436
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Posted - 2013.12.06 18:06:00 -
[119] - Quote
Marcus Walkuris wrote:You keep stressing variables for gunnery with incredible implication this is somehow BAD!! It is neutral and favors good piloting while punishing poor piloting.The ONLY thing you have to say because you can't sketch a realistic picture of an engagement without looking like a fool. It is this extreme reliance and reward for flying behavior that makes gunnery preferable. And especially in a match up of medium sized hulls one missiles the other gunnery you luck out with gunnery since you have nothing to dodge and stick to your engagement to be optimal or fail! With missiles there is no such option. And to top it off when it comes to medium/large missiles vs medium and small hulls; you have been given a link to damage values and they don't compete at all.. If you don't like how missiles work, don't use them.
Missile damage are independant from your position. That is the essence of missiles. Complaining that you can't pilot better to increase damage is stupid then, because that's how missiles work. Turrets are the weapon system that allow you to pilot better to better apply your damage.
I repeat : missile damage is independant from your position. It only rely on the statistics of the ship they hit.
And finaly, the thing missiles do well is hiting hard at long range. They hit harder at long range than any turret of the same class.
It's normal if some ships are better than other for some things. It's normal if a Thorax is better at brawling than a Caracal, because brawling is the only thing blasters can do. If you want the best weapon at close range to brawl, blasters are what you want, not missiles. If you want to be a PGM and blap frigates, missiles again are not a good weapon for you. Missiles are ideal in fleet because they have extremely good projection : your fleet can focus on positioning and just hit F1 to kill the ennemies. That's something AC can do too, but their dps is far from what missiles do. Pulse are the closest contenders to missiles : they have comparable range and dps, but pulse have rather bad tracking so missiles will do more damage than them at close range ; and missiles have more raw dps at long range than pulse. Even considering damage application I think HAM are very close from pulse numbers.
The problem is that missiles users don't want to use anything to help them apply missile damage whereas they think obvious turrets will need two web to have any chance to apply damage to a closely orbiting target. That's just mindbogling. |

Aivo Dresden
Red Federation RvB - RED Federation
141
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Posted - 2013.12.06 18:18:00 -
[120] - Quote
More people throwing statements around without any factual proof. At least I went through the trouble of documenting all my claims and statements. Just yelling missiles this and turrets that is a little daft if you can't produce numbers to back up your statements.
To the guy above me, any range past 30km is useless, since you can't keep a point at that range anyway. The only thing you're doing is spouting crap. You've not once backed up a statement with numbers.
"Missiles are ideal in fleet" ... you do realize of course that it takes time for a missile to land and by then the target will be gone already? I don't know what you're shooting at but even the people who barely know anything about this topic have brought this up more than once. |
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