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Void Weaver
R-isk-Y
1
|
Posted - 2013.12.03 01:44:00 -
[1] - Quote
Hi there people,
A little Background: There is a problem with missiles as a whole these days...in fact I can remember when I started playing this game almost 2 years ago there was a problem with missiles then... Caldari were never good ships for PVP except for a few that were usable. However it feels like these days that there is just too few options for Caldari missile users in PVP beyond frigates.
What I would like to discuss here are some of the core reasons why missiles are not competing overall with turrets. I know most of the points I will make have been discussed in other threads however i believe the real core issues keep getting diluted amongst the pile...
1. The Graph is way off I believe the formula used to calculate missile damage is not producing the desired results. To me what this formula should do is limit the effectiveness of the missile in a situation which the missile should be at a disadvantage.
The Disadvantageous Situations 1. Engaging a ship in a smaller class 2. Engaging outside the defined effective range of the missile 3. Engaging a ship in the same class but with a low signature and high speed(i.e. afterburner without web)
So according to that: Cruiser missiles should not apply as much effective damage to frigs as to cruisers...basic
Missiles could be given a value similar to falloff which could reduce damage if the missile goes beyond that point, giving more options to give missiles range without making them fire and forget win all style weapons.
The missile should apply reduced damage to any unwebbed afterburning ship in its class. So base damage more on speed when the signature is below a certain point.
But key, in all other situations missiles should apply near full or full damage to the target.
In all I believe the damage curve should be more of an "ease in out curve" based more on signature radius instead of what it currently is. I know this is general but with the right tweaks maybe this could provide a base to balance from.
2. More Choice Please This is simple really, even with the new RHML I don't believe there is enough options for missile users. This can be seen by the amount of people complaining about the RLML launcher nerf... for the most part there is simply no other options and it has resulted in a lot of frustration from players who feel this.
I believe the Heavy missile class needs to be split into 2 and totally overhauled, A long range version and a Med range version each with corresponding damage multipliers/fitting. This could also go for Cruise missiles as well.
Conclusion Ya i know another missile moaning thread... but I would like to know if others feel this is the direction CCP should take on this matter instead of all the minor duct tape and machete cuts 
|

Rowells
Unknown Soldiers Against ALL Authorities
189
|
Posted - 2013.12.03 01:49:00 -
[2] - Quote
i think what would really help this, specifically for caldari ships, would be bonuses focused more on damage application instead of range. So, rather than having a really long range ship that doesnt apply well you could have a closer range ship with better application. Just my take. |

Arthur Aihaken
The.VOID
718
|
Posted - 2013.12.03 02:39:00 -
[3] - Quote
The problem with missiles... is that they keep f**king around with them. And by f**king, I mean nerf. And by around, I mean buffing every other weapons system. I am currently away, traveling through time and will be returning last week. |

Seranova Farreach
Lion Squadron
461
|
Posted - 2013.12.03 03:07:00 -
[4] - Quote
i some how disagree.. missles seem to work for frigs and dessys(mostly) but yes other then those ships turrets seem to be better over all :| |

Arthur Aihaken
The.VOID
719
|
Posted - 2013.12.03 04:12:00 -
[5] - Quote
Seranova Farreach wrote:i some how disagree.. missles seem to work for frigs and dessys(mostly) but yes other then those ships turrets seem to be better over all :| Frigates and destroyers... that's it? So basically you mean rockets. That's 1/8 missile systems. I am currently away, traveling through time and will be returning last week. |

Zvaarian the Red
Evil Leprechaun Brigade
140
|
Posted - 2013.12.03 04:21:00 -
[6] - Quote
Arthur Aihaken wrote:Seranova Farreach wrote:i some how disagree.. missles seem to work for frigs and dessys(mostly) but yes other then those ships turrets seem to be better over all :| Frigates and destroyers... that's it? So basically you mean rockets. That's 1/8 missile systems.
And light missiles. Such a wealth of choices... |

Arthur Aihaken
The.VOID
719
|
Posted - 2013.12.03 04:33:00 -
[7] - Quote
Zvaarian the Red wrote:And light missiles. Such a wealth of choices... How many Hawks or Coraxs have you seen running light missile launchers?  I am currently away, traveling through time and will be returning last week. |

Zvaarian the Red
Evil Leprechaun Brigade
140
|
Posted - 2013.12.03 05:09:00 -
[8] - Quote
Arthur Aihaken wrote:Zvaarian the Red wrote:And light missiles. Such a wealth of choices... How many Hawks or Coraxs have you seen running light missile launchers? 
I don't measure quality by use. That's CCP's schtick. Light missile launchers are quite good at their intended purpose. |

Arthur Aihaken
The.VOID
719
|
Posted - 2013.12.03 05:19:00 -
[9] - Quote
Zvaarian the Red wrote:I don't measure quality by use. That's CCP's schtick. Light missile launchers are quite good at their intended purpose. Yes, convincing players they should've trained into rockets intead.  I am currently away, traveling through time and will be returning last week. |

Zvaarian the Red
Evil Leprechaun Brigade
142
|
Posted - 2013.12.03 05:46:00 -
[10] - Quote
Arthur Aihaken wrote:Zvaarian the Red wrote:I don't measure quality by use. That's CCP's schtick. Light missile launchers are quite good at their intended purpose. Yes, convincing players they should've trained into rockets intead. 
Please, keep muddying the waters by calling one of the few decent missile systems bad. It really helps the greater missile problem when you do that. It doesn't at all create the impression that missile users are ingrates that are never happy with anything. Not at all... |

Teckos Pech
The Executives Executive Outcomes
2154
|
Posted - 2013.12.03 05:51:00 -
[11] - Quote
Arthur Aihaken wrote:Seranova Farreach wrote:i some how disagree.. missles seem to work for frigs and dessys(mostly) but yes other then those ships turrets seem to be better over all :| Frigates and destroyers... that's it? So basically you mean rockets. That's 1/8 missile systems.
Welcome to how it was being Gallente trained a few years back. Now you Caldari guys get to spend some time in the wilderness....good luck.
Upgrading Local to Eliminate All AFK Influence So Local Chat vanished, now what? |

Arthur Aihaken
The.VOID
721
|
Posted - 2013.12.03 06:00:00 -
[12] - Quote
Teckos Pech wrote:Welcome to how it was being Gallente trained a few years back. Now you Caldari guys get to spend some time in the wilderness....good luck. I've been playing EVE for less than a year, so I'm still lost in the wilderness... I am currently away, traveling through time and will be returning last week. |

Zvaarian the Red
Evil Leprechaun Brigade
142
|
Posted - 2013.12.03 06:04:00 -
[13] - Quote
Teckos Pech wrote:Arthur Aihaken wrote:Seranova Farreach wrote:i some how disagree.. missles seem to work for frigs and dessys(mostly) but yes other then those ships turrets seem to be better over all :| Frigates and destroyers... that's it? So basically you mean rockets. That's 1/8 missile systems. Welcome to how it was being Gallente trained a few years back. Now you Caldari guys get to spend some time in the wilderness....good luck.
Is it so much to ask to have every faction be viable for the most part? |

Teckos Pech
The Executives Executive Outcomes
2154
|
Posted - 2013.12.03 06:20:00 -
[14] - Quote
Zvaarian the Red wrote:Teckos Pech wrote:Arthur Aihaken wrote:Seranova Farreach wrote:i some how disagree.. missles seem to work for frigs and dessys(mostly) but yes other then those ships turrets seem to be better over all :| Frigates and destroyers... that's it? So basically you mean rockets. That's 1/8 missile systems. Welcome to how it was being Gallente trained a few years back. Now you Caldari guys get to spend some time in the wilderness....good luck. Is it so much to ask to have every faction be viable for the most part?
Seen anyone flying a Deimos (aka Diemost) recently? That should answer your question. Upgrading Local to Eliminate All AFK Influence So Local Chat vanished, now what? |

Void Weaver
R-isk-Y
1
|
Posted - 2013.12.03 10:55:00 -
[15] - Quote
Rowells wrote:i think what would really help this, specifically for caldari ships, would be bonuses focused more on damage application instead of range. So, rather than having a really long range ship that doesnt apply well you could have a closer range ship with better application. Just my take.
Yes I believe this would help a lot. The Caldari ships atm seem to have too much range and crap damage application. It was this engagement range that made the Drake overpowered in large fleets I believe. Still tho maybe the way in which the damage is calculated could do with an overhaul I think, just adding damage application bonuses could be more like a duct tape fix but it would help small gang and solo a lot.
|

Mike Whiite
Stupid Stunts The Wolfpack Nexus
240
|
Posted - 2013.12.03 11:41:00 -
[16] - Quote
I copied this from my post in the Rapid missile launcher thread, it might be more at home here.
Quote: think CCP should start with the Basic problems, before patching the wounds of induvidual missile problem.
The Basic problem is that missiles are static.
Turrets and Drones can easier adapt to changes, through a great choice of amunition, modules, rigs and even modules that are not directly turret related. (more agilty will make it easier to get your tranversal right) and piloting.
Missiles lack these modules /ammo choices (they "have"selectical damage, though most ships have there bonus on a speciic damage type, so in quite some occasions that is a paper bonus)/ and they will not profit from any form of damage aplication through launcher related modules (I consider the Web and TP directly related to the launchers)
So with every ballance adjustment it's much harder to adapt to changes with launchers/missiles that is is with turrets based weapons, due to the lack of options.
this works both way's they have the tendency to become very fast either O.P. or useless.
My sugestion to the Ballance Crew would be the following:
for now, finish ballancing the ships.
Then start redesigning missiles as a whole, so users can adapt to changes in the future.
Untill then please return the old RLML or make it a system next to the currrent system.
damage projection ballancing/the lack of adaptablility and the insane SP cost compared to turrets and drones are at this moment the biggest problems for making missiles a useful system.
|

Radhe Amatin
Shadow State Fatal Ascension
27
|
Posted - 2013.12.03 11:54:00 -
[17] - Quote
what missiles needs is higher velocity and less flight time..that will make the delay dmg application a bit more reasonable at long ranges. HML needs their raw damage buffed...since they got nerfed to hell and other medium guns got a huge buff. And ofcourse more hulls with damage application bonuses, all other empires have ships that have tracking bonuses except for caldari that gets none besides the navy ships.
And hawk as light missile platform is quite good in fleets....but for small gangs/solo better go rockets because light missiles implies kiting and hawk is not the fastest AF out there.And with rockets u can take advantage of that shield boost bonus. |

jiujitsutou
Forsaken Identity Unchained.
0
|
Posted - 2013.12.03 11:57:00 -
[18] - Quote
Void Weaver wrote:Rowells wrote:i think what would really help this, specifically for caldari ships, would be bonuses focused more on damage application instead of range. So, rather than having a really long range ship that doesnt apply well you could have a closer range ship with better application. Just my take. Yes I believe this would help a lot. The Caldari ships atm seem to have too much range and crap damage application. It was this engagement range that made the Drake overpowered in large fleets I believe. Still tho maybe the way in which the damage is calculated could do with an overhaul I think, just adding damage application bonuses could be more like a duct tape fix  but it would help small gang and solo a lot.
First of all drakes were never overpowered. The HM Range was nerfed to bring tengus back into balance (a ship flying 1x00 m/s at friagte sig and shooting you from 100 + km is / was a littlebit to good) . but back to the initial post: you claimed that missles were in an disadvantage compared to turrets vs ab cruiser / frigates if they are not receiving help in form of webbing support :
turrets are more likely to miss if the targets siganature is below the weapons resolution (eg 425 for large guns) , missles loose damage , same applies for speed (transversal) . So imo missles are just perfectly fine on that part , if you want to land full damage and your enemy is using fast/ lowsignature ships you will need webs and targetpainter no matter what weapon you fire (with the rule of thumb : the smaller the weapon the smaller the troubleof landing full damage).
I dont think missles need a falloff distance (and it would really make sense to be honest if your missle burned its fuel it canot go any further ( canot keep tracking its target for the physic nerds) |

Gimme more Cynos
Science and Trade Institute Caldari State
88
|
Posted - 2013.12.03 12:52:00 -
[19] - Quote
Personally, I think the missile dmg concept is fine, with just one exception:
Low-slot modules for missile-tracking plx. |

Vizvig
Savage Blizzard Bright Side of Death
125
|
Posted - 2013.12.03 13:14:00 -
[20] - Quote
http://eve-kill.net/?a=top20
3 Tengu 5,256 7 Manticore 3,086 6 Prototype 'Arbalest' Torpedo Launcher 1,770
No skill? -Ñ-Ñ-Ñ > -+-+-¦ -¦-¦-¦-¦ -¦-+-+-î-ê-¦ -¦-+-¦-¦-+ -+-+-+-Ç-¦-¦-+-+-¦-ü-î -¦-+-¦-¦-+-¦-¦-Ç-Å -+-Ç-+-ü-é-+-é-¦, -+-+-¦-+-+ -+-¦-é-î-¦-â -+-¦ 4-+-¦-+ -+-+ -ü-¦-+-+-à -¦-+-î-é-+-¦ -ü-+-¦-Ç-¦-é-î -+ -ü-+-é-¦-+ -¦-¦-+-+-Ç-+-ï-à -ü-¦-+-+-+-¦ -+-¦-é |

Mike Whiite
Stupid Stunts The Wolfpack Nexus
240
|
Posted - 2013.12.03 14:17:00 -
[21] - Quote
Vizvig wrote:http://eve-kill.net/?a=top20
3 Tengu 5,256 7 Manticore 3,086 6 Prototype 'Arbalest' Torpedo Launcher 1,770
No skill?
Considering there are 2086 kills by capsules on that list I think it's safe to say the ship list isn't a good list to see if a weapon system is working corectly, unless harsh language in the chat box is considered a valid weapon system as well.
btw the hound is there as well at number 10.
The weapon list is a bit better,
6 Prototype 'Arbalest' Torpedo Launcher 1,770
incombination with the Manticore and Hound tells that there is nothing wrong with the Stealth bomber.
[Sarcasm]so if all missiles systems get 175% damage, 100% range 50% explosion velocity a covert ops cloak without targeting delay, the missile problem si solved [Sarcasm off]
The Tengu is also a good ship, but that doesn't change missiles are flawed.
The Tengu gets a range, rof and a damage bonus.
it it tells exacly that there is a need or 3 direct weapon bonuses or a missiles ship to be in the top 20.
that points out the problem or me.
the Caracal is out after the RLIML change, no longer being able to compete.
an other thing that comes to mind when looking at the ships still in tn the list is the high survivability.
|

Arthur Aihaken
The.VOID
723
|
Posted - 2013.12.03 14:24:00 -
[22] - Quote
Vizvig wrote:http://eve-kill.net/?a=top20
3 Tengu 5,256 7 Manticore 3,086 6 Prototype 'Arbalest' Torpedo Launcher 1,770
No skill? I'd wager a vast majority of those involve fleet actions, since Manticores aren't really known for their effectiveness with torpedoes in solo or small-gang PvP. But let's look at the Top 20 stats you've conveniently ignored:
GÇó 3/20 are missile-based ships; of those, one is the new interceptor (#5) and the other is a stealth bomber (#7) GÇó 2/20 are missile-based weapons; torpedoes (#6) and light missiles (#20)
Since Tengus (#3) are almost entirely ineffective with light missile launchers, these are almost certainly the result of Manticores with Arbalest torpedo launchers and Crows with Light Missile II launchers. I also believe a lot of fleet doctrines use rail Tengus, which interestingly enough also pops up in the list: 250mm Railgun II (3) and 150mm Railgun II (#14).
The actual weapon kills speak for themselves: 200mm Autocannon II (#1) - 2505, 250mm Railgun II (#3) - 2283, Arbalest Torpedo Launcher (#6) - 1781, Light Missile Launcher II (#20) - 663.
There are no Caldari destroyers, cruisers, battlecruisers or battleships in this list - nor are there any medium or heavy primary weapon systems (rapid light launchers, heavy assault launchers, heavy launchers, rapid heavy launchers or cruise launchers). I am currently away, traveling through time and will be returning last week. |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
154
|
Posted - 2013.12.03 14:24:00 -
[23] - Quote
Radhe Amatin wrote:HML needs their raw damage buffed...since they got nerfed to hell and other medium guns got a huge buff. 500dps or so to cruisers would be nice if most of it would be applied.
And ofcourse more hulls with damage application bonuses, all other empires have ships that have tracking bonuses except for caldari that gets none besides the navy ships.
And hawk as light missile platform is quite good in fleets....but for small gangs/solo better go rockets because light missiles implies kiting and hawk is not the fastest AF out there.And with rockets u can take advantage of that shield boost bonus.
|

Dr Sraggles
The Covenant of Blood
42
|
Posted - 2013.12.03 16:56:00 -
[24] - Quote
Vizvig wrote:http://eve-kill.net/?a=top20
3 Tengu 5,256 7 Manticore 3,086 6 Prototype 'Arbalest' Torpedo Launcher 1,770
No skill?
You need a lesson in interpreting numbers when you post them out of context and the fine post above by Arthur does a good job pointing out in a thread about MISSILES that the only MISSILES on the list are Light Missile II which are a FRIG WEAPON (and at the bottom of the list) and a meta 4 Torps launcher which is hardly a surprise given how effective a wing of 50 Stealth Bombers (that every race can fly) is in a major fleet battle and point out how hard it is to fit a SB.
What you actually demonstrated is how pathetically bad RLML, HAMs, HMLS and Cruise Missiles are despite your intention TO DO THE EXACT OPPOSITE.
1. Fleet Rail Tengus? Who knew? Because they sure aren't using any missiles or their launcher would be on the module Rank Weapons list.
2. Manticore? Best FLEET Stealth Bomber. Who knew?
3. Meta 4 Torp Launcher? Best fitting for any SB from any race. Who Knew?
ps. Dominix: 15,249 Kills, three times the next closest ship. Because "launch drones" and "attack targeted" from a stationary brick is the height of skilled game play. |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
155
|
Posted - 2013.12.03 19:28:00 -
[25] - Quote
Dr Sraggles wrote: Dominix: 15,249 Kills, three times the next closest ship. Because "launch drones" and "attack targeted" from a stationary brick is the height of skilled game play.
This^^^. That ugly looking green thing capable of carrying numerous webbing drones, mwd, multiple webs and heavy neuts should be banned forever! It's completely unacceptable that such a cheap flying brick is able to threaten and completely overpower my ten times more expensive 100mn Tengu. OP!! OP!!! OP!!!! Nerf it to the ground please..
 |

Turk MacRumien
The Scope Gallente Federation
4
|
Posted - 2013.12.03 19:35:00 -
[26] - Quote
As far as I'm concerned, missiles suck cause they're being compared to instant damage turrets. They need their flight speed boosted IMO, as well as maybe some base damage to compensate for the lead time. I'd say they'll keep getting worse, but heck, they're basically already a niche weapon as it is, used only in PVE and a select (very) small number of ships as a primary means of damage. |

Zircon Dasher
313
|
Posted - 2013.12.03 19:36:00 -
[27] - Quote
I sure do wish the QENs were still around. Nerfing High-sec is never the answer. It is the question. The answer is 'YES'. |

Zvaarian the Red
Evil Leprechaun Brigade
146
|
Posted - 2013.12.03 19:48:00 -
[28] - Quote
Turk MacRumien wrote:As far as I'm concerned, missiles suck cause they're being compared to instant damage turrets. They need their flight speed boosted IMO, as well as maybe some base damage to compensate for the lead time. I'd say they'll keep getting worse, but heck, they're basically already a niche weapon as it is, used only in PVE and a select (very) small number of ships as a primary means of damage.
There's a lot more to it than flight speed. |

jiujitsutou
Forsaken Identity Unchained.
0
|
Posted - 2013.12.04 10:35:00 -
[29] - Quote
Turk MacRumien wrote:As far as I'm concerned, missiles suck cause they're being compared to instant damage turrets. They need their flight speed boosted IMO, as well as maybe some base damage to compensate for the lead time. I'd say they'll keep getting worse, but heck, they're basically already a niche weapon as it is, used only in PVE and a select (very) small number of ships as a primary means of damage.
actually ccp took flightime and gave flightspeed to most missles (all?) not too long ago and to be honest its not that bad anymore (and remember delayed damage can be used to confuse the enemys logistic , but it will suck if you try to use missles as turret alternative .. missles are missles , drones are drones , guns are guns they all have their up and down sides) I can agree to some degree that heavy missles need to be brought back into balance (maybe decreas explosion sig ,increase explosion velocity ,keep damage) but hms shouldnt be the starting point , as the other missle systems have been edited allready (and not to the worse) . If there is one missle system that is awfull its citadell missles. Also i donot think that the current kb stats do mean alot , there are cruisemissle typhoon and raven fleets in use as well as hm cerbs (DD,PL,INIT) . And there have been Ham tengus (Goons) too . Yes ,they might not lead the charts but they are there and they are beeing used in big fights .
I would like to see the following changes to missles : add "tracking mods" / make them vulnerable to tds , edit the citadel missles to become a decent weapon system , maybe improve autotarget missles (maybe even add new "beeper" and "seeker" missles ? (missles equivalent of drone asignment)) |

Arthur Aihaken
The.VOID
733
|
Posted - 2013.12.04 11:59:00 -
[30] - Quote
I like the fact that missiles are different. Can't we just stop trying to make every ship and weapon system the same? Games like Starcraft can balance three different races with unique weapons custom-tailored for each, so it's not unachievable. I am currently away, traveling through time and will be returning last week. |

Scuzzy Logic
Midnight Elites Partners of Industrial Service and Salvage
80
|
Posted - 2013.12.04 16:48:00 -
[31] - Quote
The problem here is that Heavies and HAMs were specifically nerfed to counter a broken hull: The Drake.
Drake's been nerfed, CCP. And Navy drake is so expensive you're not likely going to see blobs of it being used nearly as much as the old drake.
So yeah, return heavies to what they were, buff HAMs a wee bit (explosion speed needs help) and we're in business. Torps can't be touched due to SB issues, Cruise were finally buffed, and lights and rockets are finally worth half a damn.
Also fix the ugly turrets on the Malediction, please? |

Arthur Aihaken
The.VOID
750
|
Posted - 2013.12.04 16:53:00 -
[32] - Quote
Scuzzy Logic wrote:The problem here is that Heavies and HAMs were specifically nerfed to counter a broken hull: The Drake.
Drake's been nerfed, CCP. And Navy drake is so expensive you're not likely going to see blobs of it being used nearly as much as the old drake.
So yeah, return heavies to what they were, buff HAMs a wee bit (explosion speed needs help) and we're in business. Torps can't be touched due to SB issues, Cruise were finally buffed, and lights and rockets are finally worth half a damn.
Also fix the ugly turrets on the Malediction, please? Actually, as far as I can tell HAMs were left untouched. The original thread and documents only references changes to heavy missiles and light missiles. I am currently away, traveling through time and will be returning last week. |

Skwiche
Beyond Tranquility
0
|
Posted - 2013.12.05 02:12:00 -
[33] - Quote
It's probably been said hundreds of times the thing I think missiles lack is explosion velocity bonus the explosion radius of missiles in my eyes appears to be relatively well balanced I just seem to lose too much damage when ships start to speed off.
|

Saberlily Whyteshadow
Novum Matutinus Interstellar ConVicts
35
|
Posted - 2013.12.05 02:36:00 -
[34] - Quote
What really needs to happen to the missile formula is factoring in the Radial Velocity between the missile and its target. The closer to 0 the radial velocity is, the less damage.. The higher the negative radial velocity, the more damage.. and if its a positive value.. well your missile just lost the race.
This will also put piloting skills back in the game for missile systems. |

Ransu Asanari
Powder and Ball Alchemists Union The Predictables
46
|
Posted - 2013.12.05 03:39:00 -
[35] - Quote
I started a thread in Jita Park Speakers corner to outline some of the problems with the Missiles weapon system as it stands. Please talk to your CSM representative about bringing up a discussion on a full Missiles rework to make the system viable. It needs more than just a quick balancing pass, and that's all I see happening at the moment.
Here's the link, which goes into a lot more detail.
https://forums.eveonline.com/default.aspx?g=posts&t=294382&find=unread
Some of the points have been made, but the main ones I see are:
The current SP imbalance, now even more evident since Gunnery has had the skill requirements decoupled, means you are spending almost 2 SP in missiles compared to 1 SP in Gunnery for a weapon system which has support skills that only affect one, instead of three.
The lack of a proper progression for missile ships. You basically have to train all races to be able to use missile ships effectively. For example, if you start as a Minmatar player, and you pick up the Breacher, Bellicose, Cyclone.. where do you go for Interceptors, Assault Frigates, HACS, Recon Ships, etc? The only T2 Minmatar ships which use missiles are the Hound and the Claymore. Every race has a stealth bomber, and Command Ships aren't commonly used.
Fixing the damage application formula to be more balanced for signature tanking and speed tanking is another big one. Because you currently need webs and/or target painters to properly apply damage to opponents of the same ship size, and missile ships are most commonly shield tanked, you have to sacrifice tank for damage application.
The ability to decouple reload time from changing missile damage types is something that was brought up in the RLML/RHML thread. The ability to reload the existing number of missiles for a different damage type, or explosion radius (Precision/Fury) could be shorter than reloading the launchers completely. Considering Energy Turrets can change out their crystals with zero reload time, this isn't unreasonable, and would play into the strengths of the weapon system.
The need for scriptable modules to allow missile users to customize the range, explosion velocity/radius, rate of fire, etc. Only having the Ballistic Control System doesn't allow a lot of flexibility outside of rigs, which are static and frequently those slots are needed for other things.
Remove the damage type specific bonuses for more of the hulls. Having one bonus means typically it isn't worth spending 10 seconds to change out the damage to exploit a potential hole in resistances, compared to losing the bonus from the hull.
Revert the RHML/RLML to the earlier version without the swarm launcher, or find a better alternative than a 40 second reload. My main problem with the RHML/RLML was that any addition to the weapon system should play into it's strengths - selectable damage, consistent damage application. The 40 second reload took away one of the main advantages of being able to choose the damage or missile type (Precision/Fury) to hit the opponents for the best damage application. Having a scriptable weapon/module or rig to trade off magazine size versus reload time would have been one way to give more choice to missile users, without restricting new modules to very niche uses. |

Cardano Firesnake
Les chevaliers de l'ordre Goonswarm Federation
92
|
Posted - 2013.12.05 03:56:00 -
[36] - Quote
The missile game mechanics is not so bad. I think the problem is in the missiles stats |

Zan Shiro
Alternative Enterprises
260
|
Posted - 2013.12.05 04:30:00 -
[37] - Quote
Saberlily Whyteshadow wrote:What really needs to happen to the missile formula is factoring in the Radial Velocity between the missile and its target. The closer to 0 the radial velocity is, the less damage.. The higher the negative radial velocity, the more damage.. and if its a positive value.. well your missile just lost the race.
This will also put piloting skills back in the game for missile systems.
This idea has some merit.
Why are guns "better"? Well we can argue they have the downside of tracking (or not tracking for misses as the case may be).
If ccp's holdup is the "always" hit of missiles it could be a viable change to get them better. If a lazy drake pilot who likes to land, press f1 and make stuff go boom (maybe pretend to care enough to orbit) their missiles suck more. If they adapt and go jsut a bit beyond this it works out for them.
Even has a working model in game. Even if jumped in a cane by a smaller ship (to include same class but lower sig radius) I will care enough to try and fly it well to at least attempt to work better traversal gaming to get more shots on target.
Hate to oversimplify flying a drake but since it currently does not factor in angles in anyway it can literally be autoorbit, pop drones, press f1 and go get a drink from the fridge and see what you got when you come back. Sig radius of the usual passive/buffer fit is not faking out gun tracking short of caps and higher or maybe a low skill/ crapfit bs. And your missiles always hit...actually moving around a bit is purely optional unless going against another missile boat. |

Zvaarian the Red
Evil Leprechaun Brigade
171
|
Posted - 2013.12.05 22:21:00 -
[38] - Quote
Cardano Firesnake wrote:The missile game mechanics is not so bad. I think the problem is in the missiles stats
More to the point, CCP almost certainly isn't going to redesign the missile mechanics, so the stats are all we have to work with. |

kurage87
EVE University Ivy League
20
|
Posted - 2013.12.05 22:53:00 -
[39] - Quote
Vizvig wrote:http://eve-kill.net/?a=top20
3 Tengu 5,256 7 Manticore 3,086 6 Prototype 'Arbalest' Torpedo Launcher 1,770
No skill? The extent to which your post, or more precisely your link, was counter productive to the point you were trying to make is amazing. |

Seranova Farreach
483
|
Posted - 2013.12.06 02:10:00 -
[40] - Quote
Zvaarian the Red wrote:Arthur Aihaken wrote:Zvaarian the Red wrote:And light missiles. Such a wealth of choices... How many Hawks or Coraxs have you seen running light missile launchers?  I don't measure quality by use. That's CCP's schtick. Light missile launchers are quite good at their intended purpose.
the "quality" is actually very much in its use and popularity. look at the old drake fleets they were effective and nominal priced and people whined about them! all the whineing seems to be people on the receving end of a popular and well used ship.
remember years ago? spider domi camps? unbeatable drameils? the Sabre superiority for solo? minmatar ships and projectiles? we do need balance but not nerfs to the point where caldari pilots dont bother with missles any more. _______________________ http://i.imgur.com/d9Ee2ik.jpg
|

Seranova Farreach
483
|
Posted - 2013.12.06 02:12:00 -
[41] - Quote
Zvaarian the Red wrote:Arthur Aihaken wrote:Seranova Farreach wrote:i some how disagree.. missles seem to work for frigs and dessys(mostly) but yes other then those ships turrets seem to be better over all :| Frigates and destroyers... that's it? So basically you mean rockets. That's 1/8 missile systems. And light missiles. Such a wealth of choices...
i do hope that is sarcasm. _______________________ http://i.imgur.com/d9Ee2ik.jpg
|

Seranova Farreach
483
|
Posted - 2013.12.06 02:14:00 -
[42] - Quote
Arthur Aihaken wrote:Zvaarian the Red wrote:And light missiles. Such a wealth of choices... How many Hawks or Coraxs have you seen running light missile launchers? 
probably non as Blarpys are OP. so are cheapfleet Hero-atrons. so are turret based destroyers. and people only whine about kiteing condors with light missles cause they do not know how to dictate range nor expect it.. most people fail cause they dotn have forthought they just go for yolobrawler and hope they get lucky :P _______________________ http://i.imgur.com/d9Ee2ik.jpg
|

Arthur Aihaken
The.VOID
780
|
Posted - 2013.12.06 03:01:00 -
[43] - Quote
The missile problem is still... the damage application nerf to heavy missiles and, more recently - the changes to rapid light missile launchers. I am currently away, traveling through time and will be returning last week. |

Naomi Anthar
167
|
Posted - 2013.12.06 03:21:00 -
[44] - Quote
I love logic of many forum users - they only see bad things about stuff they want buffed or save from nerf.
Missiles are not affected by neuts .
They are not affected by TD.
They can even shoot jammed and damped(not that they do best at this situation but still).
They can select any type damage they want (very often hulls are not bonused for kinetic only, even if they are option is still there)
They got insane range (especially STUPID light missiles).
They got no tracking problems.
They don't have to use low damage ammo to reach targets far away (cruise missile is good example).
Probably more good things but cba to list all.
And i know there are also drawbacks for using missiles. But we cannot make one weapon system flawless - else others will suck and ask for buffs - and it will never end.
We already got autocannons - perfect weapons ... just range sucks sometimes. Which is good else it would be ******** ;).
-1 to any missile buff attempt except small for HMs ... and maybe citadel.
|

Arthur Aihaken
The.VOID
781
|
Posted - 2013.12.06 03:37:00 -
[45] - Quote
Naomi Anthar wrote:I love logic of many forum users - they only see bad things about stuff they want buffed or save from nerf.
Missiles are not affected by neuts . They are not affected by TD. They can even shoot jammed and damped(not that they do best at this situation but still). They can select any type damage they want (very often hulls are not bonused for kinetic only, even if they are option is still there) They got insane range (especially STUPID light missiles). They got no tracking problems. They don't have to use low damage ammo to reach targets far away (cruise missile is good example). Probably more good things but cba to list all.
And i know there are also drawbacks for using missiles. But we cannot make one weapon system flawless - else others will suck and ask for buffs - and it will never end. We already got autocannons - perfect weapons ... just range sucks sometimes. Which is good else it would be ******** ;). -1 to any missile buff attempt except small for HMs ... and maybe citadel.
I love posts like this. Allow me to respond in kind...
GÇó Yes, they aren't affected by TD. Then again, they don't get ballistic computers or passive ballistic enhancers, either. GÇó Yes, if you consider a 25-50% DPS drop with FoF missiles against random targets 'shooting jammed'. If you brought any, that is. And no, sensor dampening has the same effect for missiles: longer targeting time and/or target loss. No target, no shoot. GÇó Yes, they can apply any damage type. Usually for a 25-50% DPS hit (contrary to popular belief). Assuming you have room for all the variations, again. You can count the number of turret ships that have damage specific damage on one hand. GÇó Yes, and that insane range is easily negated with sensor dampeners, ECM or just generally traveling fast. GÇó Yes, no tracking problems. Only problems with applying damage to non-stationary targets. GÇó Yes, so many people are running cruise missiles outside PvE...
 I am currently away, traveling through time and will be returning last week. |

Naomi Anthar
167
|
Posted - 2013.12.06 04:44:00 -
[46] - Quote
Arthur Aihaken wrote: stuff
I also love post like yours : Let's start with range negated by damps , ecm and traveling fast - oh ... sorry but drones damage is affected by fast traveling , turrets also don't deal much damage when you got jammed or ecmed ( what kind of argument you are trying to get here ? At least you are immune to TD. Because for example my dear poor friend , who suffers from poor state of weapon systems balance, right now i present you lasers:
1. Huge cap usage, VERY suspectible to neuts. Even if not neuted, they drain cap hard so less for mwd,reps other modules using cap. We don't have this problem with missiles 2. Set damage type to EM/Thermal. Yeah you hear it. When you shoot lasers against for example armor tanked wolf ... do i have to even go on ? Even kinetic bonused hulls with missiles will do better no matter what. 3. Terrible tracking , so easy to get under guns with lasers. I bet you got same problems with missiles. 4. TD's denies the only real good thing with lasers - range. Or screw up your tracking even further. I'm absolutely sure you got same problems with your poor missiles there. And no TE/TC does not compensate for what TD does , not at all. 5. Gigantic fitting requiremnts to fit those lasers in first place .
And about few of your nonsens arguments : "GÇó Yes, no tracking problems. Only problems with applying damage to non-stationary targets." No glacing hits, no misses, no grazes etc. Not at all turrets always apply 100% of damage to moving targets ...
"GÇó Yes, so many people are running cruise missiles outside PvE..." You are not PvPing at all i see them in low sec - not that often because we don't see battleships too often in FW. And i know they are MASSIVELY used by Darkness of Despair on thier Typhoons in big null war we got now.
"GÇó Yes, if you consider a 25-50% DPS drop with FoF missiles against random targets 'shooting jammed'. If you brought any, that is. And no, sensor dampening has the same effect for missiles: longer targeting time and/or target loss. No target, no shoot." Better than 100% dps drop we got with turrets.
"GÇó Yes, they aren't affected by TD. Then again, they don't get ballistic computers or passive ballistic enhancers, either." It's not like i don't sacrifice mid/low slots and cpu to use those modules. I have secret my every ship comes with extra mid for tracking computer and extra low for tracking enchancer. Sure you don't have those modules , but you can easily get web or target painter in place of those. Goddamit please stop this nonsense.
Now to best one :
" they can apply any damage type. Usually for a 25-50% DPS hit (contrary to popular belief). Assuming you have room for all the variations, again. You can count the number of turret ships that have damage specific damage on one hand."
Not sure where to even start ... 25% dps ?Sorry, but maybe you not that good at this game. But my opponents using missiles usually deal more than thier 25% dps.
Now i know missiles got some drawbacks like :
1. Delayed damage - especially at long ranges - very important in mass scale pvp. This is big drawback but you don't even know what is bad about missiles in first place. 2. Long reload time, despite having selectible damage type - it takes long time to switch. And it can be pain in heat of battle. But honestly ? You can still shoot missiles you got loaded. It's not like it's same thing that laser, blaster users have to do right ?
And of course more, but what you said actually is not true. So why trying to make fool from me, when you just did this to yourself.
Don't try to tell me missiles are THAT bad. Sorry to burst your bubble but i do some pvp there and there. And i see missiles. They work.
Yes they work - if not for you , sorry but they do.
I actually consider them way better weapon system than many others. Sure they are not best in big fleets - i would say inferior. I'm AWARE of that. I'm not blind hater. But in many range of engagements they are very good and perform well.
You got some serious problem there - you want missiles to have no drawbacks and perform flaweless . Not going to happen, time to understand it.
So HMs not work well ... small beam lasers also work like **** ... just an example. Hell i'm going to say that HMs are in better state than small beam lasers.
I could go on, but i'm not sure you just want to exchange punches on forum or understand that missiles are not that bad actually. I'm afraid you went for option number 1.
I'm forum warrior too - i like to fight on forums, but know one thing i value good gaming experience and game balance above anything else on those forums.
That is why i'm here to share my ideas , and hopefully affect game balance even very slightly. Of course if i'm right and hopefully ignored when i'm posting bad ideas.
Time to ... start accepting missiles or change to other weapon system.
It works ... i did not like laser drawbacks and cross trained to projectiles ... still using both. But noone forces you to use missiles , really noone.
I see too many condors, hawks, caracals, breachers, talwars, coraxes etc to give even small credit to what you say.
|

Zvaarian the Red
Evil Leprechaun Brigade
172
|
Posted - 2013.12.06 05:02:00 -
[47] - Quote
Seranova Farreach wrote:Zvaarian the Red wrote:Arthur Aihaken wrote:Seranova Farreach wrote:i some how disagree.. missles seem to work for frigs and dessys(mostly) but yes other then those ships turrets seem to be better over all :| Frigates and destroyers... that's it? So basically you mean rockets. That's 1/8 missile systems. And light missiles. Such a wealth of choices... i do hope that is sarcasm.
Why would it be sarcasm? Light missiles are pretty decent. |

Zvaarian the Red
Evil Leprechaun Brigade
172
|
Posted - 2013.12.06 05:16:00 -
[48] - Quote
Naomi Anthar wrote:I love logic of many forum users - they only see bad things about stuff they want buffed or save from nerf.
Missiles are not affected by neuts .
They are not affected by TD.
They can even shoot jammed and damped(not that they do best at this situation but still).
They can select any type damage they want (very often hulls are not bonused for kinetic only, even if they are option is still there)
They got insane range (especially STUPID light missiles).
They got no tracking problems.
They don't have to use low damage ammo to reach targets far away (cruise missile is good example).
Probably more good things but cba to list all.
And i know there are also drawbacks for using missiles. But we cannot make one weapon system flawless - else others will suck and ask for buffs - and it will never end.
We already got autocannons - perfect weapons ... just range sucks sometimes. Which is good else it would be ******** ;).
-1 to any missile buff attempt except small for HMs ... and maybe citadel.
The entire EVE community is wrong and you are right. People avoid missiles above lights and rockets like the plague, not because they are terrible, but because they just don't understand. Well done. |

Void Weaver
R-isk-Y
2
|
Posted - 2013.12.06 10:09:00 -
[49] - Quote
Sorry, Naomi, to sound condesending but I think that you may be speaking from lack of experience using missiles? I could be wrong but I don't blame you for it lol. I think most missile pilots are agreed,in this thread and countless others that there is a problem.
Poor damage application algorithm, Poor damage, Poor shop design lacking direction, Poor available choice... The list goes on.
I respect your argument that maybe lasers are as difficult to use as missiles however I believe that may be out of the scope of this thread. I also have no experience using lasers however I do see them more frequently then missiles I believe. |

Trixie Rocks
Captains Club
4
|
Posted - 2013.12.06 15:18:00 -
[50] - Quote
I'll repeat it.... just so it sinks in.
CCP doesn't want Missiles (above rockets) in this game for PVP.
They don't know how to balance them, that's why they will ALWAYS be the odd duck.
|

Abrazzar
Vardaugas Family
2338
|
Posted - 2013.12.06 15:36:00 -
[51] - Quote
If they would remove explosion velocity and make damage reduction only dependant on the signature radius of the target and explosion radius of the missile, would that make balancing them easier? Sovereignty and Population New Mining Mechanics |

Dr Sraggles
The Covenant of Blood
46
|
Posted - 2013.12.06 17:02:00 -
[52] - Quote
Naomi Anthar wrote:
I see too many condors, hawks, caracals, breachers, talwars, coraxes etc to give even small credit to what you say.
Thank you Naomi for making our point for us.
Not one of those ships even remotely use those missiles (that have the real problems being discussed here) on a regular basis. Light missiles are perfectly healthy (if maybe even need a range nerf) because they apply their damage well. All those ships (with one notable exception) use the Light Missile Launcher II or Rocket Launcher II which are still effective for their classes (frigs/dessies).
The problem is that the true cruiser missiles (Heavy Missiles, Heavy Assault Missiles and the new RLML) are incredibly bad and do a tiny, tiny fraction of their listed damage against anything or suffer from a huge DPS/Reload nerf. They are so bad that the ships that use them are not remotely viable for pvp as they really are intended for only killing Battlecruisers and Battleships.
Currently Caldari pilots have no effective Cruiser, BC, or BS for pvp other than 100MN Strategic Cruisers that are extremely pricey and cost you SP training when lost.
Add to that and you will likely find Caracal's rapidly falling off your list as the RLML has been completely gutted by a new 40 sec reload to change damage types or to simply add 1 missile. This recent change appears to have gone *whoosh* over your head.
Medium Missiles (that ironically are called Heavy) are in a bad state. Light Missiles/Rockets for Frigs and Dessies are healthy.
This thread is about fixing Medium Missiles. |

Notorious Fellon
Republic University Minmatar Republic
42
|
Posted - 2013.12.06 17:44:00 -
[53] - Quote
I think it is safe to assume that Cruiser class weapons (Medium guns, medium missiles) should apply their damage *effectively* to medium and larger/slower targets (other cruisers, BC, BS, etc).
I think it is also fair to state that all medium weapon systems should require a similar number of supporting slots to make them more effective. So, tracking enhancements for turrets, and painters/webs for missiles.
Currently, the explosion radius and target velocity math makes missiles (Medium, and large) fail to apply the same level of damage as their turret counterparts assuming equal pilot skill.
As it stands, if we use the same number of supporting slots, Heavy Missiles do not apply *effective* damage to targets smaller than a battleship or bloated sig BC. DPS drop from Precision missile variants is fine for killing frigs and cruisers IN PVE (dumb opponents). PVP, not so much.
The issue is not as pronounced in large blob fleets. The time to apply damage sucks, but is understandable trade off for never missing and good range and damage type choice.
Small gang pvp: HML suck for like-sized targets.
I swear whoever is balancing HML and RHML must have been only an EFT warrior, and not involved in the entirety of the game. |

Notorious Fellon
Republic University Minmatar Republic
42
|
Posted - 2013.12.06 17:56:00 -
[54] - Quote
One of the direct conflicts in fitting is that:
a: medium missile ships are too often shield based (caldari, minmatard) and need medium slots for tank, which compete with our ability to make our damage consistent.
b: we have no low slot module that would help us apply consistent missile damage like turrets do (these exist for turrets in both medium and low slots)
I would gladly remove a BCU for a new module that would reduce missile explosion radius / increase missile speed / etc. Basically, a low slot module like Rigor and Flare rigs. |

Naomi Anthar
167
|
Posted - 2013.12.06 20:48:00 -
[55] - Quote
Dr Sraggles wrote: Light missiles are perfectly healthy (if maybe even need a range nerf) because they apply their damage well. All those ships (with one notable exception) use the Light Missile Launcher II or Rocket Launcher II which are still effective for their classes (frigs/dessies).
Now i don't want to live in perfectly healthy game in that case. Because they are worst thing for small scale pvp that could ever happen. They are blantly op and everyone who does a bit of small scale pvp knows this.
Thanks, that's why i don't want "perfectly healthy" balance for medium missiles. I rather keep them "sick". |

scorchlikeshiswhiskey
Black Slag Authenticated Corrosive.
50
|
Posted - 2013.12.06 20:51:00 -
[56] - Quote
Naomi Anthar wrote:Dr Sraggles wrote: Light missiles are perfectly healthy (if maybe even need a range nerf) because they apply their damage well. All those ships (with one notable exception) use the Light Missile Launcher II or Rocket Launcher II which are still effective for their classes (frigs/dessies).
Now i don't want to live in perfectly healthy game in that case. Because they are worst thing for small scale pvp that could ever happen. They are blantly op and everyone who does a bit of small scale pvp knows this. Thanks, that's why i don't want "perfectly healthy" balance for medium missiles. I rather keep them "sick". Well now we know where CCP40sec got his positive feedback. |

Arthur Aihaken
The.VOID
792
|
Posted - 2013.12.06 21:11:00 -
[57] - Quote
scorchlikeshiswhiskey wrote:Well now we know where CCP40sec got his positive feedback. No surprises there... the wingnuts are starting to come out of the woodwork... I am currently away, traveling through time and will be returning last week. |

Soldarius
Deadman W0nderland
398
|
Posted - 2013.12.06 21:14:00 -
[58] - Quote
Gimme more Cynos wrote:Personally, I think the missile dmg concept is fine, with just one exception:
Low-slot modules for missile-tracking plx.
Edit: not too much, balance with the ammount of damage mitigation speed-increasing low-slot modules provide.
We have these things called target painters and webs that increase sigRad and decrease target velocity, and thus indirectly increase missile applied damage up to the maximum possible.
But having a low slot item like a tracking enhancer would balance out the selection of damage application items. Free Ripley Weaver! |

Arthur Aihaken
The.VOID
792
|
Posted - 2013.12.06 21:20:00 -
[59] - Quote
Soldarius wrote:We have these things called target painters and webs that increase sigRad and decrease target velocity, and thus indirectly increase missile applied damage up to the maximum possible. Target painters are target specific, though - unlike Tracking Enhancers and Tracking Computers. So you can interchange webs and target painters, but that still gives gunnery two extra damage application modules. I am currently away, traveling through time and will be returning last week. |

Zvaarian the Red
Evil Leprechaun Brigade
176
|
Posted - 2013.12.06 21:44:00 -
[60] - Quote
Notorious Fellon wrote: I swear whoever is balancing HML and RHML must have been only an EFT warrior, and not involved in the entirety of the game.
Rise has admitted as much. Though even EFT makes it clear they suck if you actually use DPS graphs and don't just look at the base DPS value. |

Zvaarian the Red
Evil Leprechaun Brigade
176
|
Posted - 2013.12.06 21:46:00 -
[61] - Quote
Naomi Anthar wrote:Dr Sraggles wrote: Light missiles are perfectly healthy (if maybe even need a range nerf) because they apply their damage well. All those ships (with one notable exception) use the Light Missile Launcher II or Rocket Launcher II which are still effective for their classes (frigs/dessies).
Now i don't want to live in perfectly healthy game in that case. Because they are worst thing for small scale pvp that could ever happen. They are blantly op and everyone who does a bit of small scale pvp knows this. Thanks, that's why i don't want "perfectly healthy" balance for medium missiles. I rather keep them "sick".
Dafuq? |

Naomi Anthar
167
|
Posted - 2013.12.06 21:56:00 -
[62] - Quote
Zvaarian the Red wrote:Naomi Anthar wrote:Dr Sraggles wrote: Light missiles are perfectly healthy (if maybe even need a range nerf) because they apply their damage well. All those ships (with one notable exception) use the Light Missile Launcher II or Rocket Launcher II which are still effective for their classes (frigs/dessies).
Now i don't want to live in perfectly healthy game in that case. Because they are worst thing for small scale pvp that could ever happen. They are blantly op and everyone who does a bit of small scale pvp knows this. Thanks, that's why i don't want "perfectly healthy" balance for medium missiles. I rather keep them "sick". Dafuq?
Are you ... yhmmm slow on mind ? No offence by it's easy to understand what i said. Me and many others(yeah not just me)... we don't want HM's to be what light missiles are in small weapons category. I rather keep things broken than break it even more by going into such disgusting level of overbuff.
It's not like HAMs are **** - they are not , rapids are also not bad - despite drawback of long reload its single weapon system capable of firing "smaller" ammunition hence better damage projection. HM's could use VERY SMALL buff. Damage one not application. (because long range weapon systems are supposed to "track" worse - in case of missiles worse explosion stats etc). |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
170
|
Posted - 2013.12.06 22:02:00 -
[63] - Quote
Zvaarian the Red wrote:Naomi Anthar wrote:Now i don't want to live in perfectly healthy game in that case. Because they are worst thing for small scale pvp that could ever happen. They are blantly op and everyone who does a bit of small scale pvp knows this.
Thanks, that's why i don't want "perfectly healthy" balance for medium missiles. I rather keep them "sick". Dafuq? LOL, when missiles are in their healthy state l33t turret pilots become terrified so much they refuse to undock and won't stop crying on forums how missiles are OP until CCP finally cripples them with a mace. Dunno why heavy missiles comes to mind. |

scorchlikeshiswhiskey
Black Slag Authenticated Corrosive.
50
|
Posted - 2013.12.06 22:06:00 -
[64] - Quote
Naomi Anthar wrote:Zvaarian the Red wrote:Naomi Anthar wrote:Dr Sraggles wrote: Light missiles are perfectly healthy (if maybe even need a range nerf) because they apply their damage well. All those ships (with one notable exception) use the Light Missile Launcher II or Rocket Launcher II which are still effective for their classes (frigs/dessies).
Now i don't want to live in perfectly healthy game in that case. Because they are worst thing for small scale pvp that could ever happen. They are blantly op and everyone who does a bit of small scale pvp knows this. Thanks, that's why i don't want "perfectly healthy" balance for medium missiles. I rather keep them "sick". Dafuq? Are you ... yhmmm slow on mind ? No offence by it's easy to understand what i said. Me and many others(yeah not just me)... we don't want HM's to be what light missiles are in small weapons category. I rather keep things broken than break it even more by going into such disgusting level of overbuff. It's not like HAMs are **** - they are not , rapids are also not bad - despite drawback of long reload its single weapon system capable of firing "smaller" ammunition hence better damage projection. HM's could use VERY SMALL buff. Damage one not application. (because long range weapon systems are supposed to "track" worse - in case of missiles worse explosion stats etc). Have you met Bouh from the RLML thread? His spelling and grammar are better but his ideas are just as stupid as yours. If you stepped outside of your turrets and went to the other side of the tracks where missiles live and gave them a try you wouldn't be saying such obviously stupid things. The only people that I have seen, in over 4 pages here and over 130 pages in the RLML thread, that object to a complete missile rework are the ones that have never had to try and make missiles work while CCP40sec and CCPFizzle are kicking you in the teeth. |

Naomi Anthar
167
|
Posted - 2013.12.06 22:18:00 -
[65] - Quote
scorchlikeshiswhiskey wrote:Naomi Anthar wrote:Zvaarian the Red wrote:Naomi Anthar wrote:Dr Sraggles wrote: Light missiles are perfectly healthy (if maybe even need a range nerf) because they apply their damage well. All those ships (with one notable exception) use the Light Missile Launcher II or Rocket Launcher II which are still effective for their classes (frigs/dessies).
Now i don't want to live in perfectly healthy game in that case. Because they are worst thing for small scale pvp that could ever happen. They are blantly op and everyone who does a bit of small scale pvp knows this. Thanks, that's why i don't want "perfectly healthy" balance for medium missiles. I rather keep them "sick". Dafuq? Are you ... yhmmm slow on mind ? No offence by it's easy to understand what i said. Me and many others(yeah not just me)... we don't want HM's to be what light missiles are in small weapons category. I rather keep things broken than break it even more by going into such disgusting level of overbuff. It's not like HAMs are **** - they are not , rapids are also not bad - despite drawback of long reload its single weapon system capable of firing "smaller" ammunition hence better damage projection. HM's could use VERY SMALL buff. Damage one not application. (because long range weapon systems are supposed to "track" worse - in case of missiles worse explosion stats etc). Have you met Bouh from the RLML thread? His spelling and grammar are better but his ideas are just as stupid as yours. If you stepped outside of your turrets and went to the other side of the tracks where missiles live and gave them a try you wouldn't be saying such obviously stupid things. The only people that I have seen, in over 4 pages here and over 130 pages in the RLML thread, that object to a complete missile rework are the ones that have never had to try and make missiles work while CCP40sec and CCPFizzle are kicking you in the teeth. Edit: Go take a torp BS, not a Stealth Bomber, and try to kill something smaller than a POS with torps. Go ahead. Take cruise missiles and try and engage something smaller than a BS. You're going to say it's great since cruise missiles got their super-OP mega buff that made all the poor little downtrodden turret users cry into their blankies at night but we'll see how long you survive against that ship that doesn't have to sacrifice it's tank to kill you since you probably have next to no tank if you're shooting something smaller than the Death Star.
I know missiles well - my brother is FULL CALDARI TRAINED in missiles, nothing else. So yeah i know how they work from frigate to battleship included. You do understand also that not everyone is native English speaker. You also do understand EVERYTHING i said here. You just don't agree so you went with terrible argument , probably worst argument you can use on international forum. The poor english. Now i know it's not that bad. I often don't pay much attention to grammar or interpunction. Maybe i should do this more. But disgusting person like you, who can only come up with such ****** arguments, are not someone who i will talk to again.
Now i'm so sorry, i'm so sorry that i think that missiles are not in need of buffs.
But that is my friggin right to give my own feedback. You don't like it ? Ok don't like it then. But try to talk with arguments, not telling me that i'm not entitled to my own oppinion, just because i don't edit and triple check my posts for grammar mistakes etc. You just proved and many others that what i'm saying is EASY to understand.
So screw you dude.
CCP thanks for good missile balance we got now . Just nerf light missiles and we are set. |

scorchlikeshiswhiskey
Black Slag Authenticated Corrosive.
50
|
Posted - 2013.12.06 22:30:00 -
[66] - Quote
Actually the spelling/grammar comment was 1 sentence out of that entire post. And of course you're entitled to your own opinion, but it's wrong. Missiles don't work nearly as well as you think they do, and your asking for a light missile nerf to balance it all out clearly shows that. But to echo your own sentiments, screw you too.  |

Ronny Hugo
Dark Fusion Industries Limitless Inc.
24
|
Posted - 2013.12.06 23:46:00 -
[67] - Quote
I think that at some point we just have to forget about balancing the stats, and instead just balance the costs. So the best weapons and ships are more expensive than the worse weapons and ships. Having a 1 to 1 kill/death ratio against another alliance is good if you manage it with cheaper ships (you can also more easily replace those ships, so at least newbies would be thrown in the cheaper ships). The races will never have equal ships, so stop trying, just make each ship in each weight-class best at something in its weight-class. |

Zvaarian the Red
Evil Leprechaun Brigade
176
|
Posted - 2013.12.06 23:54:00 -
[68] - Quote
Naomi Anthar wrote: CCP thanks for good missile balance we got now . Just nerf light missiles and we are set.
Rofl... |

zbaaca
POD Based Lifeforms DarkSide.
60
|
Posted - 2013.12.07 06:38:00 -
[69] - Quote
Naomi Anthar wrote:Just nerf light missiles and we are set. show us on the doll , where light missiles touched ur hull Bugs are opportunities to cause unprecedented amounts of destruction. --Zorgn GÖíGÖíGÖí |

Void Weaver
R-isk-Y
2
|
Posted - 2013.12.07 14:14:00 -
[70] - Quote
Quote:I know missiles well - my brother is FULL CALDARI TRAINED in missiles, nothing else. So yeah i know how they work from frigate to battleship included. You do understand also that not everyone is native English speaker. You also do understand EVERYTHING i said here. You just don't agree so you went with terrible argument , probably worst argument you can use on international forum. The poor english. Now i know it's not that bad. I often don't pay much attention to grammar or interpunction. Maybe i should do this more. But disgusting person like you, who can only come up with such ****** arguments, are not someone who i will talk to again.
Now i'm so sorry, i'm so sorry that i think that missiles are not in need of buffs.
But that is my friggin right to give my own feedback. You don't like it ? Ok don't like it then. But try to talk with arguments, not telling me that i'm not entitled to my own oppinion, just because i don't edit and triple check my posts for grammar mistakes etc. You just proved and many others that what i'm saying is EASY to understand.
So screw you dude.
CCP thanks for good missile balance we got now . Just nerf light missiles and we are set.
Ok Naomi I think you need to relax a little... I don't feel you are contributing to this thread with anything useful... I don't really care what your brother does or doesn't do, EVE is complex enough that you cannot gain a well formed idea about a particular part of the game without trying it yourself.
As an example I would not go to a "Lasers Need a Change" thread and say "LASERS ARE FINE STUPID PPL", simply because I have no experience with them.
Give your feedback but don't freak out when we counter it.
Thats All im going to say to you.
|

Arthur Aihaken
The.VOID
793
|
Posted - 2013.12.07 16:56:00 -
[71] - Quote
Naomi Anthar wrote:So screw you dude. Today's thread brought to you by the letters "F" and "U".  I am currently away, traveling through time and will be returning last week. |

Zvaarian the Red
Evil Leprechaun Brigade
180
|
Posted - 2013.12.07 22:29:00 -
[72] - Quote
Void Weaver wrote:Quote:I know missiles well - my brother is FULL CALDARI TRAINED in missiles, nothing else. So yeah i know how they work from frigate to battleship included. You do understand also that not everyone is native English speaker. You also do understand EVERYTHING i said here. You just don't agree so you went with terrible argument , probably worst argument you can use on international forum. The poor english. Now i know it's not that bad. I often don't pay much attention to grammar or interpunction. Maybe i should do this more. But disgusting person like you, who can only come up with such ****** arguments, are not someone who i will talk to again.
Now i'm so sorry, i'm so sorry that i think that missiles are not in need of buffs.
But that is my friggin right to give my own feedback. You don't like it ? Ok don't like it then. But try to talk with arguments, not telling me that i'm not entitled to my own oppinion, just because i don't edit and triple check my posts for grammar mistakes etc. You just proved and many others that what i'm saying is EASY to understand.
So screw you dude.
CCP thanks for good missile balance we got now . Just nerf light missiles and we are set. Ok Naomi I think you need to relax a little... I don't feel you are contributing to this thread with anything useful... I don't really care what your brother does or doesn't do, EVE is complex enough that you cannot gain a well formed idea about a particular part of the game without trying it yourself. As an example I would not go to a "Lasers Need a Change" thread and say "LASERS ARE FINE STUPID PPL", simply because I have no experience with them. Give your feedback but don't freak out when we counter it. Thats All im going to say to you.
Much nicer response than that post deserved. |

Marcus Walkuris
Aww yeahhh
43
|
Posted - 2013.12.07 22:31:00 -
[73] - Quote
Void Weaver wrote:Quote:I know missiles well - my brother is FULL CALDARI TRAINED in missiles, nothing else. So yeah i know how they work from frigate to battleship included. You do understand also that not everyone is native English speaker. You also do understand EVERYTHING i said here. You just don't agree so you went with terrible argument , probably worst argument you can use on international forum. The poor english. Now i know it's not that bad. I often don't pay much attention to grammar or interpunction. Maybe i should do this more. But disgusting person like you, who can only come up with such ****** arguments, are not someone who i will talk to again.
Now i'm so sorry, i'm so sorry that i think that missiles are not in need of buffs.
But that is my friggin right to give my own feedback. You don't like it ? Ok don't like it then. But try to talk with arguments, not telling me that i'm not entitled to my own oppinion, just because i don't edit and triple check my posts for grammar mistakes etc. You just proved and many others that what i'm saying is EASY to understand.
So screw you dude.
CCP thanks for good missile balance we got now . Just nerf light missiles and we are set. Ok Naomi I think you need to relax a little... I don't feel you are contributing to this thread with anything useful... I don't really care what your brother does or doesn't do, EVE is complex enough that you cannot gain a well formed idea about a particular part of the game without trying it yourself. As an example I would not go to a "Lasers Need a Change" thread and say "LASERS ARE FINE STUPID PPL", simply because I have no experience with them. Give your feedback but don't freak out when we counter it. Thats All im going to say to you.
Non sense, not having tried something in EvE are absolute prerequisites on this forum. Don't get us all edited out for having experience with what we are talking about. And speaking of lasers (which I swear I don't use) they are fine. So fine in fact, they make ALL Amarr ships good Edit:Wait OP (sorry I'm new at this).. Especially because they don't neeed ammo. Can we make that a thing now plz? LAsers OP they don't use ammo! P.S. Sorry really having the ***** and giggles now. :O |

Marcus Walkuris
Aww yeahhh
43
|
Posted - 2013.12.07 22:46:00 -
[74] - Quote
On a serious note. There are five threads concerning the missile problem(s) that I know of at the moment.
https://forums.eveonline.com/default.aspx?g=posts&m=3823191#post3823191 Mine, about SP.
https://forums.eveonline.com/default.aspx?g=posts&t=294382&find=unread Ransu Asanari multifaceted clusterguck discussion.
The RlML thread in features and ideas.
https://forums.eveonline.com/default.aspx?g=posts&t=301515 Missile debate in ships and modules DHB Wildcat.
This thread.
Figured I'd summarize for clarity. Also my thread is dying and I thought it was interesting :( wehhhh.. |

Fourteen Maken
State Protectorate Caldari State
91
|
Posted - 2013.12.07 22:58:00 -
[75] - Quote
Naomi Anthar wrote:
CCP thanks for good missile balance we got now . Just nerf light missiles and we are set.
yeah because 64dps(with max skills and only when using kinetic damage) condor is too stronk ; or maybe the person flying it is just better than you.
I've been killed many times by light missiles and when it happens I hold my hands up and say the better pilot won; I had more dps, and better tank but I just couldn't get them in scram range, and I couldn't slingshot out of disruptor range; it had nothing to do with the missiles dps or damage application it was all about the tactics, and the other person was better than me. Learn from your mistake and move on. If you must moan about it don't be offended when someone calls you out for the stupidity of your statements. |

Arthur Aihaken
The.VOID
801
|
Posted - 2013.12.08 00:16:00 -
[76] - Quote
We really need to start learning to stop feeding the trollsGǪ The problems with all missiles can be summarized in four short points:
GÇó Phoenix dreadnought GÇó Heavy missiles and drakes GÇó Cruise missiles and torpedoes GÇó Rapid light missile launchers
The Phoenix dreadnought, well - it just sucks (even the CSM supported a thread for reimbursement the other day). The HML adjustment nerfed damage, range and damage application (it only needed a the range nerf and a slight damage adjustment). Cruise missiles became so OP with their rebalance than almost no one uses torpedoes now. And finally, rapid launchers. In addition to transitioning from a solo PvP to blob weapon, there was a 23% overall damage nerf (so now you have a weapon that's completely useless).
GÇó Fix the Phoenix once and for all; no more of this gradual change crap. Good grief, it's been how many years now? Embarrassing doesn't even begin to describe it. GÇó Reinstate the damage application for HMLs and un-nerf the Drakes. GÇó Dial back the range on cruise missiles and buff the damage for torpedoes. GÇó Revert back to the original rapid light launchers and first iteration of rapid heavy launchers.
CCP-Fall doesn't know what he's doing. I am currently away, traveling through time and will be returning last week. |

Zvaarian the Red
Evil Leprechaun Brigade
180
|
Posted - 2013.12.08 00:45:00 -
[77] - Quote
Arthur Aihaken wrote:We really need to start learning to stop feeding the trollsGǪ The problems with all missiles can be summarized in four short points:
GÇó Phoenix dreadnought GÇó Heavy missiles and drakes GÇó Cruise missiles and torpedoes GÇó Rapid light missile launchers
The Phoenix dreadnought, well - it just sucks (even the CSM supported a thread for reimbursement the other day). The HML adjustment nerfed damage, range and damage application (it only needed a the range nerf and a slight damage adjustment). Cruise missiles became so OP with their rebalance than almost no one uses torpedoes now. And finally, rapid launchers. In addition to transitioning from a solo PvP to blob weapon, there was a 23% overall damage nerf (so now you have a weapon that's completely useless).
GÇó Fix the Phoenix once and for all; no more of this gradual change crap. Good grief, it's been how many years now? Embarrassing doesn't even begin to describe it. GÇó Reinstate the damage application for HMLs and un-nerf the Drakes. GÇó Dial back the range on cruise missiles and buff the damage for torpedoes. GÇó Revert back to the original rapid light launchers and first iteration of rapid heavy launchers.
CCP-Fall doesn't know what he's doing.
Cruise missiles aren't that bad. They are quite effective against other battleships and have crazy range. Not saying they couldn't use a little work (and they have fundamental issues in PVP), but I'd be ecstatic if I woke up tomorrow and all the other missiles you listed suddenly measured up to cruise missiles.
Edit: Just realized you are suggesting a nerf to cruise missiles. WTF? People don't use torps because they are trash. |

Arthur Aihaken
The.VOID
801
|
Posted - 2013.12.08 01:04:00 -
[78] - Quote
Zvaarian the Red wrote:Cruise missiles aren't that bad. They are quite effective against other battleships and have crazy range. Not saying they couldn't use a little work (and they have fundamental issues in PVP), but I'd be ecstatic if I woke up tomorrow and all the other missiles you listed suddenly measured up to cruise missiles.
Edit: Just realized you are suggesting a nerf to cruise missiles. WTF? People don't use torps because they are trash. What I suggested was to dial back the range with cruise missiles, ie: reduce flight time by maybe 25% (keep velocity). The fact that they can hit out to over 350km when you can only target to 250km doesn't seem problematic? And as for torpedoes, I suggested a damage buff. Something like a straight 10-15% damage increase. I am currently away, traveling through time and will be returning last week. |

zbaaca
POD Based Lifeforms DarkSide.
63
|
Posted - 2013.12.08 01:15:00 -
[79] - Quote
torp are most close range weapon of all . it just needs buff like ~20+% range and will become usefull Bugs are opportunities to cause unprecedented amounts of destruction. --Zorgn GÖíGÖíGÖí |

Fourteen Maken
State Protectorate Caldari State
92
|
Posted - 2013.12.08 02:01:00 -
[80] - Quote
Arthur Aihaken wrote:Zvaarian the Red wrote:Cruise missiles aren't that bad. They are quite effective against other battleships and have crazy range. Not saying they couldn't use a little work (and they have fundamental issues in PVP), but I'd be ecstatic if I woke up tomorrow and all the other missiles you listed suddenly measured up to cruise missiles.
Edit: Just realized you are suggesting a nerf to cruise missiles. WTF? People don't use torps because they are trash. What I suggested was to dial back the range with cruise missiles, ie: reduce flight time by maybe 25% (keep velocity). The fact that they can hit out to over 350km when you can only target to 250km doesn't seem problematic? And as for torpedoes, I suggested a damage buff. Something like a straight 10-15% damage increase.
The fact Incursion fleets looking for optimal efficiency don't want cruise missile pilots, suggests they are not OP. They are rarely used outside of lvl4 mission running so I don't see any evidence for them being OP. If your sitting at long range it's much better to have high alpha instant dps turrets, if people are using Cruise over Torps it has more to do with the poor damage application of torpedo's than range. |

Zvaarian the Red
Evil Leprechaun Brigade
180
|
Posted - 2013.12.08 02:07:00 -
[81] - Quote
Arthur Aihaken wrote:Zvaarian the Red wrote:Cruise missiles aren't that bad. They are quite effective against other battleships and have crazy range. Not saying they couldn't use a little work (and they have fundamental issues in PVP), but I'd be ecstatic if I woke up tomorrow and all the other missiles you listed suddenly measured up to cruise missiles.
Edit: Just realized you are suggesting a nerf to cruise missiles. WTF? People don't use torps because they are trash. What I suggested was to dial back the range with cruise missiles, ie: reduce flight time by maybe 25% (keep velocity). The fact that they can hit out to over 350km when you can only target to 250km doesn't seem problematic? And as for torpedoes, I suggested a damage buff. Something like a straight 10-15% damage increase.
Missile flight time at extreme ranges majorly sucks though, so all that range (that you have to sacrifice damage application to get) is pretty meh. |

Arthur Aihaken
The.VOID
802
|
Posted - 2013.12.08 02:14:00 -
[82] - Quote
Zvaarian the Red wrote:Missile flight time at extreme ranges majorly sucks though, so all that range (that you have to sacrifice damage application to get) is pretty meh. That was kind of my point. The majority of the extra range isn't really being utilized anyway, so the extra flight time is somewhat moot. The original heavy missile nerf traded flight time for missile velocity, and I'd love to see something similar to all the other missiles, ie: really fast heavy assault missiles and torpedoes. I am currently away, traveling through time and will be returning last week. |

scorchlikeshiswhiskey
Black Slag Authenticated Corrosive.
52
|
Posted - 2013.12.08 02:29:00 -
[83] - Quote
Fourteen Maken wrote:Arthur Aihaken wrote:Zvaarian the Red wrote:Cruise missiles aren't that bad. They are quite effective against other battleships and have crazy range. Not saying they couldn't use a little work (and they have fundamental issues in PVP), but I'd be ecstatic if I woke up tomorrow and all the other missiles you listed suddenly measured up to cruise missiles.
Edit: Just realized you are suggesting a nerf to cruise missiles. WTF? People don't use torps because they are trash. What I suggested was to dial back the range with cruise missiles, ie: reduce flight time by maybe 25% (keep velocity). The fact that they can hit out to over 350km when you can only target to 250km doesn't seem problematic? And as for torpedoes, I suggested a damage buff. Something like a straight 10-15% damage increase. The fact Incursion fleets looking for optimal efficiency don't want cruise missile pilots, suggests they are not OP. They are rarely used outside of lvl4 mission running so I don't see any evidence for them being OP. If your sitting at long range it's much better to have high alpha instant dps turrets, if people are using Cruise over Torps it has more to do with the poor damage application of torpedo's than range. This. Torps aren't useful in incursions outside of HQ fleets with a metric ****-ton of TPs and webs to spread around. And even then, only as a last resort if you can't fly a ship with a real weapon system. Cruise missiles have slightly less dps, but why is the range of cruise missiles a problem? Right now mine will hit at over 220km, but that doesn't mean I'm doing it even in missions. I would need multiple SeBos to make use of that range and then the stupid flight time makes it pretty much pointless unless I feel like wasting ammo and time. Outside of missions, when is engaging at long range with missiles ever a good idea? Especially when artillery seems to have a muzzle velocity of over 100km/s. If missiles had an acceleration figure instead of a max velocity that would fix a lot of the problems and make some use of the long range of cruise missiles in some situations. Also, as many people have said, there are no missile specific mods to help with application. And 1 of the 2 only works within brawling range when you're already boned as a missile pilot.
Suffice to say, missiles are completely screwed-up and CCP has continually shown that missiles are a second rate weapon system, limited by an unrealistic maximum velocity that is outperformed by a projectile weapon with an unknown but constant muzzle velocity of insane speed. |

Arthur Aihaken
The.VOID
802
|
Posted - 2013.12.08 03:42:00 -
[84] - Quote
scorchlikeshiswhiskey wrote:Suffice to say, missiles are completely screwed-up and CCP has continually shown that missiles are a second rate weapon system, limited by an unrealistic maximum velocity that is outperformed by a projectile weapon with an unknown but constant muzzle velocity of insane speed. Based on the training requirements, maybe missiles should be OP. Seems just bizarre that we have a weapon system that takes substantially longer to train yet delivers sub-par results. I am currently away, traveling through time and will be returning last week. |

Actaeon Versaea
Imperial Academy Amarr Empire
0
|
Posted - 2013.12.08 03:45:00 -
[85] - Quote
I see where you're coming from - but this essentially suggests making missiles use turret mechanics, which defeats the purpose... Also they have absolute range, as staged, but I think this has to stay just for the logic behind it (Fuel Limits) - otherwise how can they justifies what range the missle lowers damage at, also how it happens ("If it dosen't need fuel, why dose not it go for ever.
That said, I agree with the first replies, just add more application bonuses - or as you suggest, just a bigger range of ammo. |

Arthur Aihaken
The.VOID
803
|
Posted - 2013.12.08 04:06:00 -
[86] - Quote
Actaeon Versaea wrote:I see where you're coming from - but this essentially suggests making missiles use turret mechanics, which defeats the purpose... Also they have absolute range, as staged, but I think this has to stay just for the logic behind it (Fuel Limits) - otherwise how can they justifies what range the missle lowers damage at, also how it happens ("If it dosen't need fuel, why dose not it go for ever.
That said, I agree with the first replies, just add more application bonuses - or as you suggest, just a bigger range of ammo. Yes, missiles have more range. They have to, simply because they don't offer variable range, damage type or damage application. I am currently away, traveling through time and will be returning last week. |

scorchlikeshiswhiskey
Black Slag Authenticated Corrosive.
53
|
Posted - 2013.12.08 04:18:00 -
[87] - Quote
Arthur Aihaken wrote:Actaeon Versaea wrote:I see where you're coming from - but this essentially suggests making missiles use turret mechanics, which defeats the purpose... Also they have absolute range, as staged, but I think this has to stay just for the logic behind it (Fuel Limits) - otherwise how can they justifies what range the missle lowers damage at, also how it happens ("If it dosen't need fuel, why dose not it go for ever.
That said, I agree with the first replies, just add more application bonuses - or as you suggest, just a bigger range of ammo. Yes, missiles have more range. They have to, simply because they don't offer variable range, damage type or damage application. And that range is not very useful past a certain point outside of PvE because missiles have a maximum velocity, which doesn't seem to be a problem with projectiles. But yea, if your opponent doesn't mind waiting around for you missiles to get there you'll be able to experience the disappointment of watching your damage not apply. :) |

Arthur Aihaken
The.VOID
803
|
Posted - 2013.12.08 04:35:00 -
[88] - Quote
scorchlikeshiswhiskey wrote:And that range is not very useful past a certain point outside of PvE because missiles have a maximum velocity, which doesn't seem to be a problem with projectiles. But yea, if your opponent doesn't mind waiting around for you missiles to get there you'll be able to experience the disappointment of watching your damage not apply. :) Correct. And if you get sensor-dampened that negates most of the range advantage. Since Caldari hulls don't receive web or scrambler bonuses, you're more or less giving everything up to be able to engage in close-range PvP. One of the few things Caldari ships have left going for them is ECM, but I think we can all see the writing on the wall.
We haven't been able to fix the Phoenix in years, but we can literally destroy the Caracal overnight... I am currently away, traveling through time and will be returning last week. |

Marcus Walkuris
Aww yeahhh
50
|
Posted - 2013.12.08 18:57:00 -
[89] - Quote
Arthur Aihaken wrote:scorchlikeshiswhiskey wrote:And that range is not very useful past a certain point outside of PvE because missiles have a maximum velocity, which doesn't seem to be a problem with projectiles. But yea, if your opponent doesn't mind waiting around for you missiles to get there you'll be able to experience the disappointment of watching your damage not apply. :) Correct. And if you get sensor-dampened that negates most of the range advantage. Since Caldari hulls don't receive web or scrambler bonuses, you're more or less giving everything up to be able to engage in close-range PvP. One of the few things Caldari ships have left going for them is ECM, but I think we can all see the writing on the wall. We haven't been able to fix the Phoenix in years, but we can literally destroy the Caracal overnight...
Yes, and between everyone, you and me, we have discussed everything there is to be said about missiles. It is time for us all to drop missiles and move on. I mean we are not just whining, missiles really are stupid at this point. The only thing that has any real point to be flown is a Tengu and that alone isn't worth the effort. It will take maybe a month for people to get that cruise missiles are a joke again since now it is Marauder or go home. CCP doesn't give a **** after every point has been made. Move on and move out of missiles. |

Kenshi Hanshin
Karl XII's Dragoner Apocalypse Now.
148
|
Posted - 2013.12.08 19:20:00 -
[90] - Quote
Marcus Walkuris wrote:Arthur Aihaken wrote:scorchlikeshiswhiskey wrote:And that range is not very useful past a certain point outside of PvE because missiles have a maximum velocity, which doesn't seem to be a problem with projectiles. But yea, if your opponent doesn't mind waiting around for you missiles to get there you'll be able to experience the disappointment of watching your damage not apply. :) Correct. And if you get sensor-dampened that negates most of the range advantage. Since Caldari hulls don't receive web or scrambler bonuses, you're more or less giving everything up to be able to engage in close-range PvP. One of the few things Caldari ships have left going for them is ECM, but I think we can all see the writing on the wall. We haven't been able to fix the Phoenix in years, but we can literally destroy the Caracal overnight... Yes, and between everyone, you and me, we have discussed everything there is to be said about missiles. It is time for us all to drop missiles and move on. I mean we are not just whining, missiles really are stupid at this point. The only thing that has any real point to be flown is a Tengu and that alone isn't worth the effort. It will take maybe a month for people to get that cruise missiles are a joke again since now it is Marauder or go home. CCP doesn't give a **** after every point has been made. Move on and move out of missiles. I essentially said that in the Rapid Missile Launcher thread.
I second your motion Marcus! By continuing to use missiles we are only feeding the trolls that are CCP Rise and Fozzie. Their supervisors won't make them do anything unless it is "Holy ****, people aren't using them!". That said it would take some serious work along the lines of what has been said here for me to even reconsider missiles again.
Happy Holidays to you guys! I hope that next year is better for us...
Ps. We should make a bonfire with the coal and other crap from CCP Rise and Fozzie this year. Thoughts? ;P |

Arthur Aihaken
The.VOID
820
|
Posted - 2013.12.08 20:05:00 -
[91] - Quote
Marcus Walkuris wrote:Yes, and between everyone, you and me, we have discussed everything there is to be said about missiles. It is time for us all to drop missiles and move on. I mean we are not just whining, missiles really are stupid at this point. The only thing that has any real point to be flown is a Tengu and that alone isn't worth the effort. It will take maybe a month for people to get that cruise missiles are a joke again since now it is Marauder or go home. CCP doesn't give a **** after every point has been made. Move on and move out of missiles. And with a nerf on the horizon, I don't think the Tengu is going to be worth flying for very much longer, either. RIP Caldari. I am currently away, traveling through time and will be returning last week. |

Marcus Walkuris
Aww yeahhh
54
|
Posted - 2013.12.08 20:12:00 -
[92] - Quote
Arthur Aihaken wrote:Marcus Walkuris wrote:Yes, and between everyone, you and me, we have discussed everything there is to be said about missiles. It is time for us all to drop missiles and move on. I mean we are not just whining, missiles really are stupid at this point. The only thing that has any real point to be flown is a Tengu and that alone isn't worth the effort. It will take maybe a month for people to get that cruise missiles are a joke again since now it is Marauder or go home. CCP doesn't give a **** after every point has been made. Move on and move out of missiles. And with a nerf on the horizon, I don't think the Tengu is going to be worth flying for very much longer, either. RIP Caldari.
I guess everything wasn't discussed lol. For real? Tengu getting a nerf? Well it doesn't really matter. I will probably get the most use out of missile skills with my 4 gimpy rattlesnake launchers. Simply because it is secondary dps so it can't screw me too much. Edit: That sounded more selfish then intended, but I hope the message got across. |

Arthur Aihaken
The.VOID
820
|
Posted - 2013.12.08 20:43:00 -
[93] - Quote
Marcus Walkuris wrote:I guess everything wasn't discussed lol. For real? Tengu getting a nerf? Well it doesn't really matter. I will probably get the most use out of missile skills with my 4 gimpy rattlesnake launchers. Simply because it is secondary dps so it can't screw me too much. Edit: That sounded more selfish then intended, but I hope the message got across. CCP Fall said that T3s "GǪwouldn't be nerfed to the point of uselessness", but seeing as how the Tengu is already borderline ineffective - that pretty much seals its fate. If I could run guns on the Rattlesnake that would be pretty tempting. I am currently away, traveling through time and will be returning last week. |

Marcus Walkuris
Aww yeahhh
54
|
Posted - 2013.12.08 22:17:00 -
[94] - Quote
Arthur Aihaken wrote:Marcus Walkuris wrote:I guess everything wasn't discussed lol. For real? Tengu getting a nerf? Well it doesn't really matter. I will probably get the most use out of missile skills with my 4 gimpy rattlesnake launchers. Simply because it is secondary dps so it can't screw me too much. Edit: That sounded more selfish then intended, but I hope the message got across. CCP Fall said that T3s "GǪwouldn't be nerfed to the point of uselessness", but seeing as how the Tengu is already borderline ineffective - that pretty much seals its fate. If I could run guns on the Rattlesnake that would be pretty tempting.
I always hoped they would change guristas to have both missiles and hybrids as options. And I'm not talking split weapon-systems. Well potentially but not as an optimal setup. |

AskariRising
State Protectorate Caldari State
48
|
Posted - 2013.12.08 22:33:00 -
[95] - Quote
Arthur Aihaken wrote:Seranova Farreach wrote:i some how disagree.. missles seem to work for frigs and dessys(mostly) but yes other then those ships turrets seem to be better over all :| Frigates and destroyers... that's it? So basically you mean rockets. That's 1/8 missile systems.
anyone remember roflkets? lol and now ppl say theyre the best missile lol? times have changed |

Shade Alidiana
PROSPERO Corporation MinTek Conglomerate
66
|
Posted - 2013.12.09 13:41:00 -
[96] - Quote
What I think about missile damage is that it should actually deliver normal damage is, say, you throw missiles into your enemy's face. I mean completely opposite directions, because really explosion won't come throuth the ship and will deliver its full damage. Also, explosion should maintain missile's velocity so if missile was actually faster then from behind damage should be increased as well. So if a frig goes straight to a cruise missile, it'll be blapped; if 90 degreees - well some damage, if away from - possibly increased damage as well. Will need some tweaks to missile stats though. |

jiujitsutou
Forsaken Identity Unchained.
1
|
Posted - 2013.12.10 12:07:00 -
[97] - Quote
Arthur Aihaken wrote:Actaeon Versaea wrote:I see where you're coming from - but this essentially suggests making missiles use turret mechanics, which defeats the purpose... Also they have absolute range, as staged, but I think this has to stay just for the logic behind it (Fuel Limits) - otherwise how can they justifies what range the missle lowers damage at, also how it happens ("If it dosen't need fuel, why dose not it go for ever.
That said, I agree with the first replies, just add more application bonuses - or as you suggest, just a bigger range of ammo. Yes, missiles have more range. They have to, simply because they don't offer variable range, damage type or damage application.
that is actually wrong missles do offer selectable damagetypes (only because some ships have a kinetic bonus it doesnt mean they cant (and sometimes must) use other amos for great effect) and they also offer you missle wich hit smaller targets (precision) or missles wich do more damage but only hit bigger targets (fury /rage) so you infact have the options at hand to pick damage type and aplication
i really canot see where you people get your arguments from , missles can be a as good weapon system as turrets (if we ignore hms) , they now have the same skill requirements /path for the individual gun / launcher, they have the same options to influence damage and application (implants, rigs) . They are not broken , but they follow their own mechanics , just as drones do follow their own mechanic. Hms are special as they have been nerfed for a reason a while agon and their turret equivalents (rail,artillery and beam) have received a damage buff , so i assume ccp will find a solution to not make them the new med railguns .
On a side note : This thread isnt about ships , and even if it was i canot see the tengu beeing useless. Things change sometimes and than you need to adapt and not beg for some one to come and change things back .... |

Kenshi Hanshin
Karl XII's Dragoner Apocalypse Now.
149
|
Posted - 2013.12.10 23:45:00 -
[98] - Quote
Shade Alidiana wrote:What I think about missile damage is that it should actually deliver normal damage is, say, you throw missiles into your enemy's face. I mean completely opposite directions, because really explosion won't come throuth the ship and will deliver its full damage. Also, explosion should maintain missile's velocity so if missile was actually faster then from behind damage should be increased as well. So if a frig goes straight to a cruise missile, it'll be blapped; if 90 degreees - well some damage, if away from - possibly increased damage as well. Will need some tweaks to missile stats though. Agreed! However that is highly unlikely to occur given the CCP trackrecord.
jiujitsutou wrote:Arthur Aihaken wrote:Actaeon Versaea wrote:I see where you're coming from - but this essentially suggests making missiles use turret mechanics, which defeats the purpose... Also they have absolute range, as staged, but I think this has to stay just for the logic behind it (Fuel Limits) - otherwise how can they justifies what range the missle lowers damage at, also how it happens ("If it dosen't need fuel, why dose not it go for ever.
That said, I agree with the first replies, just add more application bonuses - or as you suggest, just a bigger range of ammo. Yes, missiles have more range. They have to, simply because they don't offer variable range, damage type or damage application. that is actually wrong missles do offer selectable damagetypes (only because some ships have a kinetic bonus it doesnt mean they cant (and sometimes must) use other amos for great effect) and they also offer you missle wich hit smaller targets (precision) or missles wich do more damage but only hit bigger targets (fury /rage) so you infact have the options at hand to pick damage type and aplication i really canot see where you people get your arguments from , missles can be a as good weapon system as turrets (if we ignore hms) , they now have the same skill requirements /path for the individual gun / launcher, they have the same options to influence damage and application (implants, rigs) . They are not broken , but they follow their own mechanics , just as drones do follow their own mechanic. Hms are special as they have been nerfed for a reason a while agon and their turret equivalents (rail,artillery and beam) have received a damage buff , so i assume ccp will find a solution to not make them the new med railguns . On a side note : This thread isnt about ships , and even if it was i canot see the tengu beeing useless. Things change sometimes and than you need to adapt and not beg for some one to come and change things back .... However, the kinetic damage bonus means that you lose the bonus when you change damage type. Which is not the case if you look at the damage bonuses for say Minmatar Turret ships.
Furthermore, the damage-application mechanics for missiles result in a minimum damage-reduction of 50% and a maximum of over 90%. Turrets when they hit will always hit for their full damage and sometimes will hit for bonus damage due to surgical strike. Missile mechanics are crap and anyone that has used them for more than a week would know that. Though logic alone would tell you that the mechanic cor missiles is a bunch of arbitrary bs.
It affects the Tengu cause three of the four offensive subsystems for that ship are...MISSILE based. Missiles being out of parity in any shape or form will affect that ship. Doubly more so if the Tengu is to be nerfed. Thus is does matter as per a previous pilot's question of whether it was worth training for that T3. It matters to anyone that is a new player that is curious whether it is worth their time to train those skills.
In summary, you have in one post managed to completely discredit yourself in terms of your understanding of the issues and mechanics involved. Congrats! As a disclaimer, this is not meant as a in-depth response merely a short synopsis of the hundreds of pages of positive-feedback in the HM, RHML and CM threads.
ps. Precision missiles larger than LMs are a joke... Don't believe me, feel free to train for them on either Tranq or Singularity and test it. Oh and be sure to target the intended sized ship as well as smaller than intent-size.
ps. Fury is also a joke. It has damage sure. However, it is even less efficient than the faction missiles on damage application. The only thing that Fury can be used with acceptable efficiency on his significantly larger than intended-size targets. |

Soldarius
Deadman W0nderland Test Alliance Please Ignore
407
|
Posted - 2013.12.13 19:20:00 -
[99] - Quote
Kenshi Hanshin wrote:Furthermore, the damage-application mechanics for missiles result in a minimum damage-reduction of 50% and a maximum of over 90%. Turrets when they hit will always hit for their full damage and sometimes will hit for bonus damage due to surgical strike. Missile mechanics are crap and anyone that has used them for more than a week would know that. Though logic alone would tell you that the mechanic cor missiles is a bunch of arbitrary bs.
You clearly have no clue what you are talking about.
Applied damage = raw damage * MIN(1,sigRad/eRad,(eVel/Vel*sigRad/eRad)^(LOG(drf)/LOG(5.5))). Therefore the minimum amount of damage is an infinitely small number that is greater than zero. But that damage is applied linearly across the entire possible range of the missile.
The turret damage formula is a little more complex. The tl;dr is that turrets can and do miss completely or hit for double damage. There is always the chance of both, though this chance is affected by sigRad, signature resolution, range, and transversal as described in the wiki.
Missiles always hit for something. Turrets do not. The pay off is that missiles will never hit for more than their maximum damage while turrets can score wrecking hits. Missiles are delayed damage that can be reduced or destroyed in-flight, while turrets are instant.
This has led to a lack of missile usage in pvp because blasters simply do more damage at the extreme short ranges where delayed damage or smartbomb firewalls would be least effective.
Kenshi Hanshi wrote:ps. Precision missiles larger than LMs are a joke... Don't believe me, feel free to train for them on either Tranq or Singularity and test it. Oh and be sure to target the intended sized ship as well as smaller than intent-size.
ps. Fury is also a joke. It has damage sure. However, it is even less efficient than the faction missiles on damage application. The only thing that Fury can be used with acceptable efficiency on his significantly larger than intended-size targets.
Both ammo types work fine for their purpose. Precision has better application stats and reduced overall damage and is intended for one size smaller targets. Thus is will do less damage to on-sized targets and apply more damage to smaller sized targets than faction ammo of the same size.
Fury is intended for one size larger. It has more raw damage and worse application stats than faction. It will therefore do more applied damage to larger targets. However, if your application skills are well trained, it will still apply most of its damage to on-sized targets. I find a HAM Drake is an awesome belt ratting ship, and is still effective in anoms so long as you don't have to burn around too much.
Free Ripley Weaver! |

Zvaarian the Red
Evil Leprechaun Brigade
240
|
Posted - 2013.12.13 19:43:00 -
[100] - Quote
jiujitsutou wrote:Arthur Aihaken wrote:Actaeon Versaea wrote:I see where you're coming from - but this essentially suggests making missiles use turret mechanics, which defeats the purpose... Also they have absolute range, as staged, but I think this has to stay just for the logic behind it (Fuel Limits) - otherwise how can they justifies what range the missle lowers damage at, also how it happens ("If it dosen't need fuel, why dose not it go for ever.
That said, I agree with the first replies, just add more application bonuses - or as you suggest, just a bigger range of ammo. Yes, missiles have more range. They have to, simply because they don't offer variable range, damage type or damage application. that is actually wrong missles do offer selectable damagetypes (only because some ships have a kinetic bonus it doesnt mean they cant (and sometimes must) use other amos for great effect) and they also offer you missle wich hit smaller targets (precision) or missles wich do more damage but only hit bigger targets (fury /rage) so you infact have the options at hand to pick damage type and aplication i really canot see where you people get your arguments from , missles can be a as good weapon system as turrets (if we ignore hms) , they now have the same skill requirements /path for the individual gun / launcher, they have the same options to influence damage and application (implants, rigs) . They are not broken , but they follow their own mechanics , just as drones do follow their own mechanic. Hms are special as they have been nerfed for a reason a while agon and their turret equivalents (rail,artillery and beam) have received a damage buff , so i assume ccp will find a solution to not make them the new med railguns . On a side note : This thread isnt about ships , and even if it was i canot see the tengu beeing useless. Things change sometimes and than you need to adapt and not beg for some one to come and change things back ....
Arthur has done a lot (and I mean A LOT) of testing with missiles in many different circumstances. Can you say the same? |

Zvaarian the Red
Evil Leprechaun Brigade
241
|
Posted - 2013.12.13 19:50:00 -
[101] - Quote
Soldarius wrote: This has led to a lack of missile usage in pvp because blasters simply do more damage at the extreme short ranges where delayed damage or smartbomb firewalls would be least effective.
HMs were all over the place in PVP before they were nerf-stomped into oblivion.
By the way extreme short range is exactly where delayed damage and smartbomb firewalls are least meaningful. |

Cyndrogen
The Greatest Corp in the Universe
355
|
Posted - 2013.12.13 20:46:00 -
[102] - Quote
I think missiles should OWN clustered ships and apply area damage similar to smartbombs but the majority of damage being applied should be directed towards targeted ships. Any ship in proximity of the blast from missiles should also take some damage. This would really make missiles unique then any other weapon type as they would be a combination of targeted damage and area of effect damage. |

Marcus Walkuris
Aww yeahhh
58
|
Posted - 2013.12.13 22:19:00 -
[103] - Quote
Cyndrogen wrote:I think missiles should OWN clustered ships and apply area damage similar to smartbombs but the majority of damage being applied should be directed towards targeted ships. Any ship in proximity of the blast from missiles should also take some damage. This would really make missiles unique then any other weapon type as they would be a combination of targeted damage and area of effect damage.
This is what it started out as. Well, not exactly as you described. But AoE damage. |

S4nn4
24th Imperial Crusade Amarr Empire
9
|
Posted - 2013.12.14 16:20:00 -
[104] - Quote
Missiles seem to have been meant as alpha weapons. I think.
Is it crazy to say that? I am just looking at the equation (read behaviour) for them. I like math, sometimes, and I have spent some hours with the missile equation (and the gun equation) just for fun. And it really, really looks to me like the missiles were intended for high alpha strikes while guns are more DPS focused. Let me elaborate a little on this with two lists.
For missiles the following behaviour is true: 1) Delayed damage, graphics show the approaching threat 2) No reduction in damage over distance (up to max range) 3) No random damage variation 4) Damage is always reduced against smaller than intended targets 5) The target can reduce incoming damage by using speed only
For guns the situation is: 1) Instant damage at any range 2) Random damage variation, 50-149% around base damage (max is actually "hit chance" + 49%) 3) Chance of perfect hits (the first 1% of the hit chance, with 2% chance to hit half of the few shots that connects will be crits, 3x the base damage) 4) Gradual loss of hit chance when going into falloff 5) Just being small is no protection vs guns, a transversal speed is also needed 6) The target can reduce incoming damage by using both speed and travel direction
In your opinion. Which of these lists looks more suitable for a sledgehammer style of weapon? Which list looks best suited for a series of quick punches?
It's not exactly clear cut, but in my opinion, the missiles appear to be better designed as high alpha dealers. Every single aspect of their behaviour fits well with this. The delayed damage, the reliable no-randomness, the option of outrunning the incoming damage and also the built in damage reduction towards smaller (and more fragile) targets; they are all proper ways of balancing something that hits really hard. The guns behaviour on the other hand seems balanced around a DPS style, where instant damage, piloting and a built in randomness play a part. One thing that stands out is their ability to deal full damage to a target of any size in range that lacks a transversal speed, although very interesting and fun, it could look a little odd from a pure balancing perspective as this leads to one shot one kill situations.
So perhaps it isn't so strange that missiles have issues after all. In the game they are a DPS weapon (high RoF, low volley) that suffers from drawbacks that are suitable to keep a high alpha weapon in check. It's like they are shoehorned into a role they were not meant for. While tweaking their values are all good and proper, a horse will still be a horse even if you paint it blue.
Should missiles be alpha weapons though? That is completely different question. Whatever "unbreakes" them is fine with me.
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