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

CCP Fozzie
C C P C C P Alliance
9882

|
Posted - 2014.05.07 15:53:00 -
[1] - Quote
Hey guys, we have a pass on the Phoenix and Citadel Missiles for your feedback. The goals are to significantly improve the Phoenix for use against other caps (especially moving caps) and structures while avoiding turning it into some kind of subcap blapping monster.
First big change is to the skill bonuses on the Phoenix. We'd be swapping the kinetic damage bonus to a 4% per level shield resistances bonus. This lets the Phoenix choose any damage type, and gives it a great tank improvement.
The loss of the damage bonus is more than compensated by a change to Citadel launcher RoF. We're improving the RoF of Citadel Cruise Launchers by 20% and Citadel Torp Launchers by 25%. This equals a 25 and 33% increase in dps respectively, more than making up for the loss of the kinetic bonus.
Although the Leviathan titan isn't the focus of this change, we will be tweaking its kinetic damage bonus down to 100% instead of the previous 125% to keep it from becoming too powerful with the launcher RoF changes. This means that it still sees a reasonable dps increase from current values, 11% when using Cruise and 19% when using Torps. Its bonus will remain Kinetic only for now. I won't rule out changing that in the future, but this a Phoenix pass not a Titan rebalance.
To get the missiles onto their target faster, we're increasing the missile velocity of Citadel Cruises by 34% and Citadel Torps by 100%. Flight time is being reduced to keep overall range about the same.
Now onto damage application. I realized that we have a lot of room to make Citadel missiles better at hitting unwebbed moving capitals without making them much better for hitting webbed/painted subcaps by improving their explosion velocity significantly and then nerfing their explosion radius to a lesser degree.
We're buffing the explosion velocity of Citadel Cruises by 38%, and nerfing their explosion radius by 14%. We're buffing the explosion velocity of Citadel Torps by 75%, and nerfing their explosion radius by 50%.
One side effect of such significant changes is that the Torps would start doing reduced damage to starbase modules and to small towers themselves. So we're increasing the sig radius of all starbase structures that sit outside the shields from 2000 to 3000, small towers from 2000 to 4000 and medium towers from 4000 to 5000.
After these changes the Phoenix should have quite a strong role as a dread that can apply solid damage to caps and structures with a great tank, damage selection and capless weapons.
Let me know what you think. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
|

Holden Skunk
Homicidal Teddy Bears Vanguard.
0
|
Posted - 2014.05.07 15:55:00 -
[2] - Quote
First |

Querns
GBS Logistics and Fives Support Goonswarm Federation
531
|
Posted - 2014.05.07 15:55:00 -
[3] - Quote
Good stuff, on the surface. I'll need some time to math it out on my end and see if it truly makes a difference, but I have pretty good hopes for it helping the Phoenix. This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |

Rowells
Unknown Soldiers Fidelas Constans
554
|
Posted - 2014.05.07 15:59:00 -
[4] - Quote
i geuss its ok to start training for pheonix now
BTW: will there a be a full on dread/capital pass sometime in the next year? |

Arthur Aihaken
Erebus Solia
3479
|
Posted - 2014.05.07 16:01:00 -
[5] - Quote
Sounds great - lock it in! I am currently away, traveling through time and will be returning last week. |

mkint
1193
|
Posted - 2014.05.07 16:03:00 -
[6] - Quote
Any idea how this compares it to other dreads after this? The changes are pretty huge as far as % goes, along with no tracking, it sounds like some pretty huge buffs. I know damage application is hard to compare between turrets and missiles, which has obviously plagued balancing missile boats over the years. Maxim 34: If you're leaving scorch-marks, you need a bigger gun. |

Caleb Seremshur
Capital Storm. Black Flag Society
245
|
Posted - 2014.05.07 16:10:00 -
[7] - Quote
Without a rewrite of the missie formula this is the best they can do. It should be noted to all missile users out there that it is now confirmed that missiles are bad and to change a single stat means rebalancing on multiple other items. The citadel missiles themselves are obviousky broken and this hopefuly fix them a bit. LP store weapon cost rebalance |

HiddenPorpoise
Under Dark
196
|
Posted - 2014.05.07 16:18:00 -
[8] - Quote
From my use of them ER is WAY more important than EV which is apparent from you needing to make tower guns even bigger targets. I don't like that a min titan being on grid would keep me from hitting caps for full damage.
I CAN'T HIT A TRIAGE CARRIER NOW.
I don't like that. |

Ammzi
Love Squad Pasta Syndicate
1742
|
Posted - 2014.05.07 16:20:00 -
[9] - Quote
Will you be looking at regular missiles/torpedos/cruisers hitpoints compared to Citadel cruises also? All subcap missiles have 70 HP, and capital missiles have in the thousands.
Should it not be a gradual increase? |

Altrue
Exploration Frontier inc Brave Collective
1161
|
Posted - 2014.05.07 16:20:00 -
[10] - Quote
I think this is litterally one of the best answers we could get to the phoenix issues without rebalancing dreads or changing missile mechanics.
Good job on this one. 10/10  Signature Tanking - Best Tanking. Beware the french guy!
|

Rowells
Unknown Soldiers Fidelas Constans
554
|
Posted - 2014.05.07 16:21:00 -
[11] - Quote
What will the pheonix tank look like in comparison to the revealation now? better, worse, or about the same? |

gascanu
Bearing Srl.
113
|
Posted - 2014.05.07 16:23:00 -
[12] - Quote
i think it's need a bigger dps increase; phoenix should be the best dps dealer to structures by far so that it can have a role in today eve; torpedo phoenix>moros and maybe we will see some of them out there |

JEFFRAIDER
Sniggerdly Pandemic Legion
306
|
Posted - 2014.05.07 16:26:00 -
[13] - Quote
I think it's coo mang
also how bout a rev buff this patch as well |

Womyn Power
Love Squad Pasta Syndicate
73
|
Posted - 2014.05.07 16:28:00 -
[14] - Quote
I dont normally log in to post but this is by far the worst change I've seen in the past few blunders you've put out.
It's too much to expect a phoenix can 1 shot bc's with torps with webs and 3 rigs entirely devoted to bringing down radius?
Really?
50% radius increase is a ******* joke, velocity means jack anyway when dealing with these numbers - why nerf one of the already most niche dreads?
ps thanks lord servant for making fozzie/rise aware of what can be done with the game cus they apparently had no idea XD |

Capqu
Love Squad Pasta Syndicate
505
|
Posted - 2014.05.07 16:29:00 -
[15] - Quote
JEFFRAIDER wrote:I think it's coo mang
also how bout a rev buff this patch as well
10% dmg/lvl 4% armour res/lvl
no role bonus
slight dps increase (needed) slight cap increase armour tank niche
yw https://www.youtube.com/watch?v=yNpMiT5qpyI |

Kathao Crendraven
GoonWaffe Goonswarm Federation
7
|
Posted - 2014.05.07 16:31:00 -
[16] - Quote
So structures aren't able to speedtank capital missiles by orbiting their moon/planet? Sounds cool. But please remake the optical design of it as well, I really don't want to fly a grey chocolate bar in space. -á |

Aquila Sagitta
Blue-Fire Pasta Syndicate
292
|
Posted - 2014.05.07 16:38:00 -
[17] - Quote
On a scale of 10-30 dreads... How much tank we talkin for a Swaglpheonix in a c6 pulsar? Blue-Fire Best Fire |

Ele Rebellion
Underground Coalition
26
|
Posted - 2014.05.07 16:40:00 -
[18] - Quote
wait you mean ppl might actually use it?
|

HiddenPorpoise
Under Dark
196
|
Posted - 2014.05.07 16:41:00 -
[19] - Quote
I suspect the people that think this is a major buff don't use phoenixes and are assuming only a cruel god would nerf them at this point.
Right now the biggest weakness they have is that they need 2 rapiers on grid to so much as touch battleships. Now carriers sig tank them. There was always a running joke of carriers speed tanking them but they almost never did. Now we need carriers to light micros to hit them for full damage which I'd call way worse. |

gascanu
Bearing Srl.
113
|
Posted - 2014.05.07 16:41:00 -
[20] - Quote
also, how about a bit more CPU? you need a coproc for a torpedo fit, really, for a dread it is a bit meh... |

Rainbow Dash
Dreddit Test Alliance Please Ignore
119
|
Posted - 2014.05.07 16:42:00 -
[21] - Quote
Now if only missiles didn't have a flight time, the phoenix might be useful.
Also, this is kinda an indirect buff to rags, which is hilarious. (Armor caps with rag boosts take ~40% less damage from citadel torps) |

Galen Draz
Legion of Fallen Soldiers
7
|
Posted - 2014.05.07 16:46:00 -
[22] - Quote
capital torps = 20 m/sec explosion velocity 2000 m explosion radius
after change:
35 m/sec explosion velocity 3000 m explosion radius
that is not good |

Womyn Power
Love Squad Pasta Syndicate
73
|
Posted - 2014.05.07 16:49:00 -
[23] - Quote
Galen Draz wrote:capital torps = 20 m/sec explosion velocity 2000 m explosion radius
after change:
35 m/sec explosion velocity 3000 m explosion radius
that is not good
ultra heavy nerf to rigors
dunno why the dev team have such a boner for destroying missiles as a legitimate alternative to drones or guns |

Linkxsc162534
Traps 'R' Us Advanced Amateurs
64
|
Posted - 2014.05.07 16:50:00 -
[24] - Quote
Womyn Power wrote:Galen Draz wrote:capital torps = 20 m/sec explosion velocity 2000 m explosion radius
after change:
35 m/sec explosion velocity 3000 m explosion radius
that is not good ultra heavy nerf to rigors dunno why the dev team have such a boner for destroying missiles as a legitimate alternative to drones or guns
Clearly they want them to be structure bashers only |

Capqu
Love Squad Pasta Syndicate
505
|
Posted - 2014.05.07 16:50:00 -
[25] - Quote
Rainbow Dash wrote:Now if only missiles didn't have a flight time, the phoenix might be useful.
Also, this is kinda an indirect buff to rags, which is hilarious. (Armor caps with rag boosts take ~40% less damage from citadel torps)
rag boosts are garbage, no real reason to use them over a loki/tengu/proteus https://www.youtube.com/watch?v=yNpMiT5qpyI |

gascanu
Bearing Srl.
113
|
Posted - 2014.05.07 16:50:00 -
[26] - Quote
CCP Fozzie wrote:
One side effect of such significant changes is that the Torps would start doing reduced damage to starbase modules and to small towers themselves. So we're increasing the sig radius of all starbase structures that sit outside the shields from 2000 to 3000, small towers from 2000 to 4000 and medium towers from 4000 to 5000.
Let me know what you think.
hey Fozzie do you realize that basically all the regular caps have a sig radius of 3000m or smaller? so are you telling us that a topedo phoenix can't apply full dps to a stationary carrier/dread now??? eh? |

Turelus
Caldari Independent Navy Reserve The Fourth District
946
|
Posted - 2014.05.07 16:53:00 -
[27] - Quote
Will you be changing the number of missiles in a clip for the citadel weapons?
The Torpedos 17/clip was already running out mid-siege with the old RoF and will happen even sooner now. Lieutenant Turelus Caldari Independent Navy Reserve The Fourth District
I post on my main... shocking I know! |

Servant's Lord
Explorer Corps Disavowed.
51
|
Posted - 2014.05.07 16:55:00 -
[28] - Quote
CCP Fozzie wrote:The goals are to significantly improve the Phoenix for use against other caps (especially moving caps) and structures while avoiding turning it into some kind of subcap blapping monster.
Too late.
It's already a subcap blapping monster in it's current iteration, I was legit concerned you were gonna nerf my baby. ;)
Glad to see it's gonna become an OP wtfpwnmobile \o/ |

Rainbow Dash
Dreddit Test Alliance Please Ignore
119
|
Posted - 2014.05.07 16:58:00 -
[29] - Quote
Capqu wrote:Rainbow Dash wrote:Now if only missiles didn't have a flight time, the phoenix might be useful.
Also, this is kinda an indirect buff to rags, which is hilarious. (Armor caps with rag boosts take ~40% less damage from citadel torps) rag boosts are garbage, no real reason to use them over a loki/tengu/proteus
40% damage reduction is a pretty great bonus tbh. I mean, in any other situation they're garbage, but since we're living ina world where people fly phoenixes, might as well pretend people will use rags. |

Swiftstrike1
Swiftstrike Incorporated
630
|
Posted - 2014.05.07 16:59:00 -
[30] - Quote
For all the people moaning about increased Explosion Radius...
- TPs work on capital ships as well as subcaps (when they're not in siege/triage)
- Capital rigor rigs reduce explosion radii by 15% for T1 and 20% for T2
So there might be a new "standard phoenix fit". So what. That's not unusual after a significant rebalance like this. Fleet Bookmarks New Gravimetric Sites Med Clones 2.0 |

Capqu
Love Squad Pasta Syndicate
505
|
Posted - 2014.05.07 17:01:00 -
[31] - Quote
Rainbow Dash wrote:Capqu wrote:Rainbow Dash wrote:Now if only missiles didn't have a flight time, the phoenix might be useful.
Also, this is kinda an indirect buff to rags, which is hilarious. (Armor caps with rag boosts take ~40% less damage from citadel torps) rag boosts are garbage, no real reason to use them over a loki/tengu/proteus 40% damage reduction is a pretty great bonus tbh. I mean, in any other situation they're garbage, but since we're living ina world where people fly phoenixes, might as well pretend people will use rags.
you know rag links dont stack with evasive maneuvers links right? so normal boosts already provides 90% the same thing, all the other titan bonuses are waaaaaaaaay better in every circumstance for this reason as you dont wanna waste your second boost slot on a 10%~ more effective sig link (don't even think its 10%)
on that subject, stationary dreads with loki links now get mad damage reduction against phoenixes
great change https://www.youtube.com/watch?v=yNpMiT5qpyI |

Querns
GBS Logistics and Fives Support Goonswarm Federation
531
|
Posted - 2014.05.07 17:03:00 -
[32] - Quote
Okay, time to eat some humble pie. I can't remember, for the life of me -- did Guided Missile Precision get changed to affect torpedoes, HAMs, and rockets? Checking chruker.dk leads me to believe this is the case, since all missiles have the "aimedLaunch" property at 1, but I can't find any indication from Google that this was changed.
If Guided Missile Precision affects capital torps, then the 50% increase in explosion radius isn't quite as bad as it looks. This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |

MeBiatch
GRR GOONS
1845
|
Posted - 2014.05.07 17:04:00 -
[33] - Quote
cool stuff... will update after reading There are no stupid Questions... just stupid people... Winter Expansion new ship request |

Capqu
Love Squad Pasta Syndicate
505
|
Posted - 2014.05.07 17:05:00 -
[34] - Quote
Querns wrote:Okay, time to eat some humble pie. I can't remember, for the life of me -- did Guided Missile Precision get changed to affect torpedoes, HAMs, and rockets? Checking chruker.dk leads me to believe this is the case, since all missiles have the "aimedLaunch" property at 1, but I can't find any indication from Google that this was changed.
If Guided Missile Precision affects capital torps, then the 50% increase in explosion radius isn't quite as bad as it looks.
theyre increasing poses from 2k to 3k so they can apply damage
dreads/carriers are around 2.9k~ without links and sub 2k with
engage your brain https://www.youtube.com/watch?v=yNpMiT5qpyI |

HiddenPorpoise
Under Dark
196
|
Posted - 2014.05.07 17:06:00 -
[35] - Quote
Swiftstrike1 wrote:For all the people moaning about increased Explosion Radius...
- TPs work on capital ships as well as subcaps (when they're not in siege/triage)
- Capital rigor rigs reduce explosion radii by 15% for T1 and 20% for T2
So there might be a new "standard phoenix fit". So what. That's not unusual after a significant rebalance like this. But they don't take full damage unless are out of triage, not moving, and are being painted; that's even worse than now where they just can't be moving. Rigors shouldn't be needed to hit sieged dreads, that's one of the things that the current phoenix can do right now. |

Querns
GBS Logistics and Fives Support Goonswarm Federation
531
|
Posted - 2014.05.07 17:08:00 -
[36] - Quote
Capqu wrote:Querns wrote:Okay, time to eat some humble pie. I can't remember, for the life of me -- did Guided Missile Precision get changed to affect torpedoes, HAMs, and rockets? Checking chruker.dk leads me to believe this is the case, since all missiles have the "aimedLaunch" property at 1, but I can't find any indication from Google that this was changed.
If Guided Missile Precision affects capital torps, then the 50% increase in explosion radius isn't quite as bad as it looks. theyre increasing poses from 2k to 3k so they can apply damage dreads/carriers are around 2.9k~ without links and sub 2k with engage your brain So, you don't know if it does or not. Thanks for sharing. This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |

gascanu
Bearing Srl.
113
|
Posted - 2014.05.07 17:08:00 -
[37] - Quote
Swiftstrike1 wrote:For all the people moaning about increased Explosion Radius...
- TPs work on capital ships as well as subcaps (when they're not in siege/triage)
- Capital rigor rigs reduce explosion radii by 15% for T1 and 20% for T2
So there might be a new "standard phoenix fit". So what. That's not unusual after a significant rebalance like this.
you cannot use target painters on a sieged dread; and that's how a dread will be in a fight, sieged, so with bonuses you won't be able to hit a sieged dread for full dmg, lol |

HiddenPorpoise
Under Dark
196
|
Posted - 2014.05.07 17:10:00 -
[38] - Quote
Querns wrote: So, you don't know if it does or not. Thanks for sharing.
It doesn't: 2k is current max, 3k is new.
Brain engaged. |

Capqu
Love Squad Pasta Syndicate
505
|
Posted - 2014.05.07 17:11:00 -
[39] - Quote
Swiftstrike1 wrote:For all the people moaning about increased Explosion Radius...
- TPs work on capital ships as well as subcaps (when they're not in siege/triage)
- Capital rigor rigs reduce explosion radii by 15% for T1 and 20% for T2
So there might be a new "standard phoenix fit". So what. That's not unusual after a significant rebalance like this.
pro tip dreads ur shooting at are usually sieged otherwise it doesnt matter how much damage you're doing unless theyre like playing station games with you in which case who cares
if there were tracking enhancers/computers for missiles i'd agree with you but there arent and 3 unstacking penalized core defense shield extenders increase your shield ehp by 72% and you really dont wanna give those up https://www.youtube.com/watch?v=yNpMiT5qpyI |

Chris Winter
Zephyr Corp V.A.S.T.
388
|
Posted - 2014.05.07 17:12:00 -
[40] - Quote
So...they're changing the Phoenix from being unable to hit moving caps for full damage...to being unable to hit caps for full damage ever.
Great buff, thanks! |

Caleb Seremshur
Capital Storm. Black Flag Society
245
|
Posted - 2014.05.07 17:15:00 -
[41] - Quote
HiddenPorpoise wrote:I suspect the people that think this is a major buff don't use phoenixes and are assuming only a cruel god would nerf them at this point.
Right now the biggest weakness they have is that they need 2 rapiers on grid to so much as touch battleships. Now carriers sig tank them. There was always a running joke of carriers speed tanking them but they almost never did. Now we need carriers to light micros to hit them for full damage which I'd call way worse.
And when capitals are rebalanced (ie next) you don't suppose that carriers won't get a sig increase? Is it also too much to ask that a phoenix equip 1 target painter like most normal missile boats?
A web is substantial its true but a tp reaches further and is more consistent. Perhaps we will see triage and siege modes grant extra sig as well therefore pushing any cap that wishes to retaliate against the sieged phoenix into a position where it is taking more damage? LP store weapon cost rebalance |

Querns
GBS Logistics and Fives Support Goonswarm Federation
531
|
Posted - 2014.05.07 17:15:00 -
[42] - Quote
HiddenPorpoise wrote:Querns wrote: So, you don't know if it does or not. Thanks for sharing.
It doesn't: 2k is current max, 3k is new. Brain engaged. Is this back calculated from the flippant comment's vignette about the situation or is it a result of actually knowing? It's entirely possible that the increase in POS module signature radiuses was performed without taking skills into account. It's not a very good indicator of reality. This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |

Angry Mustache
GoonWaffe Goonswarm Federation
167
|
Posted - 2014.05.07 17:16:00 -
[43] - Quote
GMP does affect citadel torps, so at GMP V, citadel torps will have 2250 radius, which is larger than most linked armor caps (shield caps get hit for full damage).
With 52.5 explosion velocity, they won't get speed tanked too badly by moving caps, the target speed/exp velocity ratio against a moving carrier drops from ~2.5 to 1.5 (other than the nid).
In practice this should be about 30-50% more DPS against moving caps. An official Member of the Goonswarm Federation Complaints Department.
vote Angry Mustache for CSM9-áhttps://forums.eveonline.com/default.aspx?g=posts&t=326509&find=unread |

Capqu
Love Squad Pasta Syndicate
506
|
Posted - 2014.05.07 17:18:00 -
[44] - Quote
Querns wrote:HiddenPorpoise wrote:Querns wrote: So, you don't know if it does or not. Thanks for sharing.
It doesn't: 2k is current max, 3k is new. Brain engaged. Is this back calculated from the flippant comment's vignette about the situation or is it a result of actually knowing? It's entirely possible that the increase in POS module signature radiuses was performed without taking skills into account. It's not a very good indicator of reality.
so you're saying ccp are either increasing pos sig radii for no reason
OR
ccp are nerfing pheonix damage to stationary sieged dreads into the ground
i'm glad we agree on one thing https://www.youtube.com/watch?v=yNpMiT5qpyI |

HiddenPorpoise
Under Dark
196
|
Posted - 2014.05.07 17:19:00 -
[45] - Quote
Querns wrote: Is this back calculated from the flippant comment's vignette about the situation or is it a result of actually knowing? It's entirely possible that the increase in POS module signature radiuses was performed without taking skills into account. It's not a very good indicator of reality.
Those are the numbers with skills, go check; the person calling you dumb is infact correct. |
|

CCP Fozzie
C C P C C P Alliance
9891

|
Posted - 2014.05.07 17:21:00 -
[46] - Quote
Guided Missile Precision does indeed apply to all Citadel Missiles.
Settle down kids. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
|

Querns
GBS Logistics and Fives Support Goonswarm Federation
531
|
Posted - 2014.05.07 17:23:00 -
[47] - Quote
Angry Mustache wrote:GMP does affect citadel torps, so at GMP V, citadel torps will have 2250 radius, which is larger than most linked armor caps (shield caps get hit for full damage).
With 52.5 explosion velocity, they won't get speed tanked too badly by moving caps, the target speed/exp velocity ratio against a moving carrier drops from ~2.5 to 1.5 (other than the nid).
In practice this should be about 30-50% more DPS against moving caps. Thank you for proving that I am not crazy. :V This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |

Capqu
Love Squad Pasta Syndicate
506
|
Posted - 2014.05.07 17:24:00 -
[48] - Quote
CCP Fozzie wrote:Guided Missile Precision does indeed apply to all Citadel Missiles.
Settle down kids.
noone said otherwise
what we're talking about is that you increased pos mods to 3k so they'd get hit for decent damage, and yet sieged dreads sit sub 2k https://www.youtube.com/watch?v=yNpMiT5qpyI |

Querns
GBS Logistics and Fives Support Goonswarm Federation
531
|
Posted - 2014.05.07 17:24:00 -
[49] - Quote
Capqu wrote:Querns wrote:HiddenPorpoise wrote:Querns wrote: So, you don't know if it does or not. Thanks for sharing.
It doesn't: 2k is current max, 3k is new. Brain engaged. Is this back calculated from the flippant comment's vignette about the situation or is it a result of actually knowing? It's entirely possible that the increase in POS module signature radiuses was performed without taking skills into account. It's not a very good indicator of reality. so you're saying ccp are either increasing pos sig radii for no reason ORccp are nerfing pheonix damage to stationary sieged dreads into the ground i'm glad we agree on one thing It's probably just being done so that if you have GMP at zero, you aren't at a disadvantage for shooting stationary structures, since missiles still enjoy damage reduction if the thing you are shooting is smaller than the explosion radius of the missile you are firing, regardless of whether it moves or not. This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |

Harvey James
The Sengoku Legacy
792
|
Posted - 2014.05.07 17:24:00 -
[50] - Quote
CCP Fozzie wrote:Guided Missile Precision does indeed apply to all Citadel Missiles.
Settle down kids.
so fozzie just curious why chose now too do this?
also when are we getting missiles added to TD/TC/TE's? Tech 3's need to be multi role ships not cruiser hulls with battleship tank and insane resists ABC's are clearly T2 in all but name.. remove drone assist mechanic. Nerf web strength ..... module tiercide FTW role based instead of tiers please. |

HiddenPorpoise
Under Dark
196
|
Posted - 2014.05.07 17:25:00 -
[51] - Quote
CCP Fozzie wrote:Guided Missile Precision does indeed apply to all Citadel Missiles.
Settle down kids. Unless UI is lying to me (which is very well may) it doesn't right now. |

TheMercenaryKing
StarFleet Enterprises Intrepid Crossing
186
|
Posted - 2014.05.07 17:26:00 -
[52] - Quote
CCP Fozzie wrote:
We're buffing the explosion velocity of Citadel Cruises by 38%, and nerfing their explosion radius by 14%. We're buffing the explosion velocity of Citadel Torps by 75%, and nerfing their explosion radius by 50%.
One side effect of such significant changes is that the Torps would start doing reduced damage to starbase modules and to small towers themselves. So we're increasing the sig radius of all starbase structures that sit outside the shields from 2000 to 3000, small towers from 2000 to 4000 and medium towers from 4000 to 5000.
Let me know what you think.
First off, by Nerfing the Explosion radius, you me your increasing the value (larger radius)?
Stat || Current (No Skills) || Post (no skills) Nova torp Flight : 15s || 7.5s Velocity: 1750m/s || 3500ms Radius: 2000m || 3000m Ex. Vel.: 20m/s || 35m/s
Nova Cruise Flight : 20s || 15s Velocity: 4250m/s || ~5700m/s Radius: 1750m || 2000m Ex. Vel.: 29m/s || 40m/s |
|

CCP Fozzie
C C P C C P Alliance
9891

|
Posted - 2014.05.07 17:27:00 -
[53] - Quote
HiddenPorpoise wrote:CCP Fozzie wrote:Guided Missile Precision does indeed apply to all Citadel Missiles.
Settle down kids. Unless UI is lying to me (which is very well may) it doesn't right now.
I won't rule out a UI bug. If so please file a bug report and we'll get our best people on it.
That being said, GMP definitely applies to all missiles, including Citadel Missiles.
We increased the signature of structures by more than was really necessary since there was no significant downside to them being really big and we might as well throw a bone to the people who want to fly a Phoenix without training GMP to 1. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
|

Capqu
Love Squad Pasta Syndicate
508
|
Posted - 2014.05.07 17:27:00 -
[54] - Quote
Querns wrote:Capqu wrote:Querns wrote:HiddenPorpoise wrote:Querns wrote: So, you don't know if it does or not. Thanks for sharing.
It doesn't: 2k is current max, 3k is new. Brain engaged. Is this back calculated from the flippant comment's vignette about the situation or is it a result of actually knowing? It's entirely possible that the increase in POS module signature radiuses was performed without taking skills into account. It's not a very good indicator of reality. so you're saying ccp are either increasing pos sig radii for no reason ORccp are nerfing pheonix damage to stationary sieged dreads into the ground i'm glad we agree on one thing It's probably just being done so that if you have GMP at zero, you aren't at a disadvantage for shooting stationary structures, since missiles still enjoy damage reduction if the thing you are shooting is smaller than the explosion radius of the missile you are firing, regardless of whether it moves or not.
that's quite the stretch you must admit
edit: looks like you were either right or fozzie saw what you said and decided it fit the bill 66% sized topes etc https://www.youtube.com/watch?v=yNpMiT5qpyI |

Querns
GBS Logistics and Fives Support Goonswarm Federation
531
|
Posted - 2014.05.07 17:27:00 -
[55] - Quote
Capqu wrote:CCP Fozzie wrote:Guided Missile Precision does indeed apply to all Citadel Missiles.
Settle down kids. noone said otherwise what we're talking about is that you increased pos mods to 3k so they'd get hit for decent damage, and yet sieged dreads sit sub 2k They only sit sub 2k if they have a ragnarok passing bonuses in fleet.
I mean, if you want to bring a ragnarok with you on every single pos shot that you do on the off chance that a phoenix fleet shows up, so you can take 90% of the damage you would otherwise just by dint of your ragnarok bonuses, then I'd say go hog wild. This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |

Querns
GBS Logistics and Fives Support Goonswarm Federation
531
|
Posted - 2014.05.07 17:28:00 -
[56] - Quote
Capqu wrote:Querns wrote: It's probably just being done so that if you have GMP at zero, you aren't at a disadvantage for shooting stationary structures, since missiles still enjoy damage reduction if the thing you are shooting is smaller than the explosion radius of the missile you are firing, regardless of whether it moves or not.
that's quite the stretch you must admit Read the post above yours. :V This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |

Capqu
Love Squad Pasta Syndicate
508
|
Posted - 2014.05.07 17:29:00 -
[57] - Quote
Querns wrote:Capqu wrote:CCP Fozzie wrote:Guided Missile Precision does indeed apply to all Citadel Missiles.
Settle down kids. noone said otherwise what we're talking about is that you increased pos mods to 3k so they'd get hit for decent damage, and yet sieged dreads sit sub 2k They only sit sub 2k if they have a ragnarok passing bonuses in fleet. I mean, if you want to bring a ragnarok with you on every single pos shot that you do on the off chance that a phoenix fleet shows up, so you can take 90% of the damage you would otherwise just by dint of your ragnarok bonuses, then I'd say go hog wild.
ok, around 2k with normal boosts my bad
doesnt change anything about what i said other than the number being like 5% higher https://www.youtube.com/watch?v=yNpMiT5qpyI |

Querns
GBS Logistics and Fives Support Goonswarm Federation
531
|
Posted - 2014.05.07 17:30:00 -
[58] - Quote
CCP Fozzie wrote: I won't rule out a UI bug. If so please file a bug report and we'll get our best people on it.
On an unrelated, extremely low priority note, perhaps the name of this skill could be changed to "Missile Precision" or something that doesn't have "Guided" in the name? Something to toss on the backlog, I would think. This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |

Capqu
Love Squad Pasta Syndicate
508
|
Posted - 2014.05.07 17:30:00 -
[59] - Quote
Querns wrote:Capqu wrote:Querns wrote: It's probably just being done so that if you have GMP at zero, you aren't at a disadvantage for shooting stationary structures, since missiles still enjoy damage reduction if the thing you are shooting is smaller than the explosion radius of the missile you are firing, regardless of whether it moves or not.
that's quite the stretch you must admit Read the post above yours. :V
yea i edited, i seriously doubt thats actually the reason though but im prepared to agree its a possibility https://www.youtube.com/watch?v=yNpMiT5qpyI |
|

CCP Fozzie
C C P C C P Alliance
9891

|
Posted - 2014.05.07 17:30:00 -
[60] - Quote
Capqu wrote:
that's quite the stretch you must admit
edit: looks like you were either right or fozzie saw what you said and decided it fit the bill 66% sized topes etc
You think I secretly went back in time and made GMP apply to Citadel Missiles back in Retribution just to make you look bad?  Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
|

Rowells
Unknown Soldiers Fidelas Constans
556
|
Posted - 2014.05.07 17:33:00 -
[61] - Quote
CCP Fozzie wrote:Capqu wrote:
that's quite the stretch you must admit
edit: looks like you were either right or fozzie saw what you said and decided it fit the bill 66% sized topes etc
You think I secretly went back in time and made GMP apply to Citadel Missiles back in Retribution just to make you look bad?  :tinfoil hat: |

Capqu
Love Squad Pasta Syndicate
508
|
Posted - 2014.05.07 17:36:00 -
[62] - Quote
CCP Fozzie wrote:Capqu wrote:
that's quite the stretch you must admit
edit: looks like you were either right or fozzie saw what you said and decided it fit the bill 66% sized topes etc
You think I secretly went back in time and made GMP apply to Citadel Missiles back in Retribution just to make you look bad? 
no i was talking about the pos size increases being redundant if the torpedos indeed hit 2k signature immobile targets (and the poster said maybe it was so guided missile precision skill 1 pilots could have fun in a capital)
nvm tho, please look @ warp speed rig thread https://www.youtube.com/watch?v=yNpMiT5qpyI |

Angry Mustache
GoonWaffe Goonswarm Federation
168
|
Posted - 2014.05.07 17:38:00 -
[63] - Quote
Hey fozzie, ran some EFT tests with the new numbers, and they still aren't very rosy.
After patch, a all LV5 character will have torps at 2250 explosion radius, 52.5 explosion velocity.
Against linked carriers moving at full speed, the new torps are still only able to apply 60% of their nominal damage, while certainly better than the 50% now, it's still pretty pathetic. The explosion radius change means against linked armor carriers (using an archon for example) it's not possible to even hit a carrier standing still for full damage, because the sig of the carrier is now below the sig for the torps.
So the situation arises that you can't hit a triage carrier for full damage because you can't paint them to boost their sig. An official Member of the Goonswarm Federation Complaints Department.
vote Angry Mustache for CSM9-áhttps://forums.eveonline.com/default.aspx?g=posts&t=326509&find=unread |

Capqu
Love Squad Pasta Syndicate
508
|
Posted - 2014.05.07 17:40:00 -
[64] - Quote
Angry Mustache wrote:Hey fozzie, ran some EFT tests with the new numbers, and they still aren't very rosy.
After patch, a all LV5 character will have torps at 2250 explosion radius, 52.5 explosion velocity.
Against linked carriers moving at full speed, the new torps are still only able to apply 60% of their nominal damage, while certainly better than the 50% now, it's still pretty pathetic. The explosion radius change means against linked armor carriers (using an archon for example) it's not possible to even hit a carrier standing still for full damage, because the sig of the carrier is now below the sig for the torps. so the situation arises that you can't hit a triage carrier for full damage because you can't paint them to boost their sig.
wow look at that i was right https://www.youtube.com/watch?v=yNpMiT5qpyI |

TheMercenaryKing
StarFleet Enterprises Intrepid Crossing
186
|
Posted - 2014.05.07 17:43:00 -
[65] - Quote
TheMercenaryKing wrote:CCP Fozzie wrote:
We're buffing the explosion velocity of Citadel Cruises by 38%, and nerfing their explosion radius by 14%. We're buffing the explosion velocity of Citadel Torps by 75%, and nerfing their explosion radius by 50%.
One side effect of such significant changes is that the Torps would start doing reduced damage to starbase modules and to small towers themselves. So we're increasing the sig radius of all starbase structures that sit outside the shields from 2000 to 3000, small towers from 2000 to 4000 and medium towers from 4000 to 5000.
Let me know what you think.
First off, by Nerfing the Explosion radius, you me your increasing the value (larger radius)? Stat || Current (No Skills) || Post (no skills) Nova torpFlight : 15s || 7.5s Velocity: 1750m/s || 3500ms Radius: 2000m || 3000m Ex. Vel.: 20m/s || 35m/s Nova CruiseFlight : 20s || 15s Velocity: 4250m/s || ~5700m/s Radius: 1750m || 2000m Ex. Vel.: 29m/s || 40m/s
OK, so at first i was worried that the Explosion radius was a bit much. After seeing that GMP does hit capital missiles, that would be up to a 25% reduction in sig.
After reviewing my old post: https://forums.eveonline.com/default.aspx?g=posts&m=4079522#post4079522
Here is some math:
TheMercenaryKing wrote: Broken down, the math becomes the following, Missile Damage = the lowest of:
Base Damage * 1 not allowing more than base damage Base Damage * (Target signature / explosion radius) If the target is sitting still, aka "0 missile transversal" Base Damage * [ (Target signature / explosion radius) * (explosion velocity / Target Velocity) ] ^ [ ln(drf) / ln(5.5)] If the target is moving
Since the citadel torp drf=5.5, the damage is dependent on explosion velocity and target velocity since all capitals have a sig larger than 2000 (the explosion radius of a citadel torp). So if the explosion velocity is 30 and the target velocity in a moving archon is up to 70 (base):
Base damage * [ (2920 / 2000) * (30 / 70) ] ^ 1 Base damage * [ (1.46) * (0.43) ] Base damage * (0.62)
old real math (30m was the velocity i made up without nerfing the radius) Base damage * [ (2920 / 2000) * (20 / 70) ] ^ 1 Base damage * [ (1.46) * (0.281.) ] Base damage * (0.40)
New Torp: Base damage * [ (2920 / 3000) * (35 / 70) ] ^ 1 Base damage * [ (0.97) * (0.5) ] Base damage * (0.48) |

Klarion Sythis
Sky Fighters Sky Syndicate
281
|
Posted - 2014.05.07 17:44:00 -
[66] - Quote
Did testing reveal that webs, paints, and rigors make the Phoenix a blap factory without an exp radius increase?
What about 2500 instead of 3000 to squeeze armor caps back into the full damage side of things? |

Ptrum
Di-Tron Heavy Industries Fatal Ascension
13
|
Posted - 2014.05.07 17:44:00 -
[67] - Quote
Not even sure if its in game or not, but how about letting us know what the towers resist are at when it has hardeners online via the info display?
Instead of guessing, or making some tower profile with a 3rd party program. |

Querns
GBS Logistics and Fives Support Goonswarm Federation
531
|
Posted - 2014.05.07 17:45:00 -
[68] - Quote
It's gonna be difficult to balance the explosion radius, unfortunately. A MWDing, shield fit maelstrom has a signature radius of about 2100 or so with the MWD on. (The reference values I am using are a little dated, so bonuses may drive the signature radius a little lower than what I am seeing, but certainly not below 2000.) Armor BS, on the other hand, have about half that. Granted, a battleship with its MWD on should be moving much faster than a citadel torp's explosion velocity, but **** happens during combat, and pilots can sort by target velocity just as easily as they can sort by angular velocity.
Getting a decrease in explosion velocity for citadel torps is probably going to have to be coupled with a decrease in the signature radius of shield battleships. I'm not saying this needs to happen for Kronos, but it's probably gonna have to happen before we can drop the explosion radius of citadel torps below 2000. This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |

Alexander McKeon
AQUILA INC Verge of Collapse
40
|
Posted - 2014.05.07 17:45:00 -
[69] - Quote
I don't feel that the explosion radius nerf is necessary really. As others have mentioned, sieged dreads with signature links won't get hit for full damage; analogies related to the broad side of a barn come to mind.
You say that you're worried about it becoming a sub-cap blap monster, but I would disagree. A triple webbed / painted armor tanked Tengu (yes, armor tanked Tengus are normal where I live) will have a signature radius of about 330m, and velocity of 146 m/s with AB on. With a T2 rigor rig equipped, it's going to take only ~15% damage from citadel torpedoes, which is pretty pathetic when compared to what a Moros or Naglfar can apply.
I'm fine with the phoenix being able to apply 100% damage only to other capitals (though that better be a true 100%), with gun dreads having an advantage when it comes to sub-capital killing, but being unable to apply even half damage a webbed / painted Bhaalgorn is a problem in my book.
Even if the explosion radius were to be buffed, it still wouldn't pose a significant threat to painted battleships, much less cruisers, while ensuring full dps application to other dreads. |

TheMercenaryKing
StarFleet Enterprises Intrepid Crossing
187
|
Posted - 2014.05.07 17:55:00 -
[70] - Quote
TheMercenaryKing wrote:TheMercenaryKing wrote:CCP Fozzie wrote:
We're buffing the explosion velocity of Citadel Cruises by 38%, and nerfing their explosion radius by 14%. We're buffing the explosion velocity of Citadel Torps by 75%, and nerfing their explosion radius by 50%.
One side effect of such significant changes is that the Torps would start doing reduced damage to starbase modules and to small towers themselves. So we're increasing the sig radius of all starbase structures that sit outside the shields from 2000 to 3000, small towers from 2000 to 4000 and medium towers from 4000 to 5000.
Let me know what you think.
First off, by Nerfing the Explosion radius, you me your increasing the value (larger radius)? Stat || Current (No Skills) || Post (no skills) Nova torpFlight : 15s || 7.5s Velocity: 1750m/s || 3500ms Radius: 2000m || 3000m Ex. Vel.: 20m/s || 35m/s Nova CruiseFlight : 20s || 15s Velocity: 4250m/s || ~5700m/s Radius: 1750m || 2000m Ex. Vel.: 29m/s || 40m/s OK, so at first i was worried that the Explosion radius was a bit much. After seeing that GMP does hit capital missiles, that would be up to a 25% reduction in sig. After reviewing my old post: https://forums.eveonline.com/default.aspx?g=posts&m=4079522#post4079522Here is some math: TheMercenaryKing wrote: Broken down, the math becomes the following, Missile Damage = the lowest of:
Base Damage * 1 not allowing more than base damage Base Damage * (Target signature / explosion radius) If the target is sitting still, aka "0 missile transversal" Base Damage * [ (Target signature / explosion radius) * (explosion velocity / Target Velocity) ] ^ [ ln(drf) / ln(5.5)] If the target is moving
Since the citadel torp drf=5.5, the damage is dependent on explosion velocity and target velocity since all capitals have a sig larger than 2000 (the explosion radius of a citadel torp). So if the explosion velocity is 30 and the target velocity in a moving archon is up to 70 (base):
Base damage * [ (2920 / 2000) * (30 / 70) ] ^ 1 Base damage * [ (1.46) * (0.43) ] Base damage * (0.62)
old real math (30m was the velocity i made up without nerfing the radius) Base damage * [ (2920 / 2000) * (20 / 70) ] ^ 1 Base damage * [ (1.46) * (0.28) ] Base damage * (0.40) New Torp: Base damage * [ (2920 / 3000) * (35 / 70) ] ^ 1 Base damage * [ (0.97) * (0.5) ] Base damage * (0.48) While the ROF does give better DPS, I would rather have a less hard nerf onto the Radius in place of the ROF boost of the modules.
New Torp (all 5s): Base damage * [ (2920 / 2250 (GMP)) * (52.5 (TNP) / 87.5 (hostile navigation 5)) ] ^ 1 Base damage * [ (1.30) * (0.6) ] Base damage * (0.78)
|

Mr Hyde113
Origin. Black Legion.
141
|
Posted - 2014.05.07 17:58:00 -
[71] - Quote
Good stuff.
Now lets see this treatment applied to the Revelation |

Turelus
Caldari Independent Navy Reserve The Fourth District
948
|
Posted - 2014.05.07 17:59:00 -
[72] - Quote
Any chance of looking at the missile HP levels as well so we can see some of the missile actually hit during the smartbomb-tastic capital battles? :P Lieutenant Turelus Caldari Independent Navy Reserve The Fourth District
I post on my main... shocking I know! |

Flyinghotpocket
Amarrian Vengeance Team Amarrica
336
|
Posted - 2014.05.07 18:01:00 -
[73] - Quote
cool now fix the rev and all dreads will be squared away for the next 10 years |

Chris Winter
Zephyr Corp V.A.S.T.
389
|
Posted - 2014.05.07 18:06:00 -
[74] - Quote
Why exactly is it a problem if the Phoenix can damage stationary subcaps? Every other dread can, and won't suffer the radius penalties that the phoenix will. |

Alex Tutuola
Specter Syndicate Tactical Narcotics Team
14
|
Posted - 2014.05.07 18:06:00 -
[75] - Quote
I, too, ran some numbers, and came up with mixed results.
For the purposes of the exercise, I assumed maximum skills from the Phoenix pilot, and a Loki booster for the armor carrier. Armor carriers are hanging around just under 3km sig radius, which with loki boosts, goes down just below 2km. I found that, with the damage increase factored in, that you do ~18% greater damage to stationary armor carriers with explosive, thermal, and EM torpedoes. Kinetic torpedoes now deal ~5% less.
I'm uncertain if ship scanners work on capitals in triage/siege, but if so, this turns out to be a significant buff as the phoenixes can alter damage profile.
Cruise missiles deal full damage with even poor missile skills to these targets, so this is a straight buff in capital to capital engagements. Even after the explosion radius nerf, the base radius goes to 1950m. GMP 1 should bring you below Loki boosted radii.
TL;DR: Kinetic torps got worse in some situations, other damages got better. You need good missile skills to apply it all. What are you doing in a torpedo capital if your missile skills suck?
Thoughts? |

Querns
GBS Logistics and Fives Support Goonswarm Federation
531
|
Posted - 2014.05.07 18:09:00 -
[76] - Quote
Chris Winter wrote:Why exactly is it a problem if the Phoenix can damage stationary subcaps? Every other dread can, and won't suffer the radius penalties that the phoenix will. It might not be a problem, but I felt it was worth mentioning to help color the discussion. Certainly, if you are flying an armor BS, you care a lot less about it than you would if you are flying a shield BS. This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |

Money Makin Mitch
Paid in Full
332
|
Posted - 2014.05.07 18:13:00 -
[77] - Quote
not bad. |

Alexander McKeon
AQUILA INC Verge of Collapse
40
|
Posted - 2014.05.07 18:15:00 -
[78] - Quote
Querns wrote:It might not be a problem, but I felt it was worth mentioning to help color the discussion. Certainly, if you are flying an armor BS, you care a lot less about it than you would if you are flying a shield BS. The standard for sub-cap blapping, which the Moros & Nag can manage with proper support, is to hit armor-tanked cruisers, not battleships. The phoenix isn't in danger of coming even close to managing that.
Being able to shoot into the EM hole on a shield-tanked Moros will be nice though. :D |

ZecsMarquis
Destroyer's Inc.
2
|
Posted - 2014.05.07 18:16:00 -
[79] - Quote
I agree with the suggestion of a few other posters. Make triage/siege and even bastion give a sig radius penalty increase. It makes sense with other mechanics in the game such as the added mass or shield extenders giving a sig penalty. A Dread should always be able to apply full damage to another dread in siege. It just does not make sense not to. Making siege/traige give a sig penalty also makes it not able to blap subs and if you are going crazy with a marauder you should be killable by a missile dread. The Moros is great for these things already. I think a sig penalty for siege modules of all types would damn near fix all the issues short of smarties for capital missiles. Other posters have done the fancy maths. Looks solid. |

Kassasis Dakkstromri
Deep Core Mining Inc. Caldari State
144
|
Posted - 2014.05.07 18:29:00 -
[80] - Quote
Erm... how about MJD (Mircro Jump Drive) capable Capital Missiles.
Isn't the real issue, which has always been the issue, is that Capital Missile time to target is simply incompatible with Cap Fleet fight dynamics?
Simply introduce a special 'warping' Capital missile and while not the same Insta-damage as Cap Turrets, it at least addresses the fundamental reason why they are not used in Cap Fleets (Besides also being shield tankers; Oh and the fact that everyone is so heavily invested in Armor tanking capitals both SP and ISK wise)
Otherwise, idk - as Phoenix pilot I don't see this change as making a large enough dent to change the Capital doctrines of Null Sec Bloc's and Alliances... might want to go one step beyond the F&ID thread and actually reach out to these Alliances and Cap FC's and ask them point blank 'why aren't you fielding Phoenix's?'
... Phoenix is a tank monster - but again this change isn't 'tectonic' enough to change the 'Cap Fleet Culture'.
Good effort but sorry, isn't going to change much imo, sadly. |

Arronicus
Ravens' Nest Outlaw Horizon.
947
|
Posted - 2014.05.07 18:35:00 -
[81] - Quote
Nice efforts in the right direction, but in your concern for not bringing the phoenix anywhere near the blapping capabilities of the moros and others, which are able to effectively hit cruisers, let alone battleships, you have made the explosion radius on citadel torps too large, to the point where the ship cannot even perform its intended role properly, to kill other capitals. The base explosion radius nerf wasn't needed, but if you are going to, go for 2400 or 2500, not 3k, that way they can at least hit all capitals for full damage, not the silliness that will ensue with 3k base. |

Catherine Laartii
Knights of Xibalba
167
|
Posted - 2014.05.07 18:47:00 -
[82] - Quote
Womyn Power wrote:I dont normally log in to post but this is by far the worst change I've seen in the past few blunders you've put out.
It's too much to expect a phoenix can 1 shot bc's with torps with webs and 3 rigs entirely devoted to bringing down radius?
Really?
50% radius increase is a ******* joke, velocity means jack anyway when dealing with these numbers - why nerf one of the already most niche dreads?
ps thanks lord servant for making fozzie/rise aware of what can be done with the game cus they apparently had no idea XD Is this a joke or do you seriously not understand how explosion radius works? Unline turrets, the relative radius of a missile in relation to its target works AGAINST its maximum dps. The BS your spouting is in fact, BS because it means that the nerf to sig radius makes it HARDER to hit subcapital targets.
For instance: A few months ago, I was sitting outside the Asakai station in my Pilgrim with two of my friends after cynoing in their phoenixes. We were talking about how capital missiles are balanced, and jokingly I challenged them to shoot off some unsieged citadel torpedos.
They barely did any damage to my shields, and I was armor tanked.
Any of your worry about instablapping bcs and battleships is only applicable if they have their mwd going and a bunch of webs on them, so they're almost standing still with a mountain-sized sig radius bloom from the mwd. Or they're sitting still and have a buttload of target painters on them. |

Catherine Laartii
Knights of Xibalba
167
|
Posted - 2014.05.07 18:49:00 -
[83] - Quote
Anyway, these phoenix changes are excellent. I'll be training into my first capital ship in about two weeks, and I'll be ecstatic about flying the phoenix after this; not only will it be extremely powerful against whatever structure or capital it tries to hit, it will be INCREDIBLY tough with that resist bonus. |

Bernie Nator
4U Services Inc. Upholders
1043
|
Posted - 2014.05.07 18:52:00 -
[84] - Quote
So you mean to say the Phoenix does more than scan?
Stop. My election can only get so large. |

Twistator
Dreddit Test Alliance Please Ignore
7
|
Posted - 2014.05.07 18:55:00 -
[85] - Quote
Will these changes apply to complex structures shooting citadel missiles/torpedos? |

Miss Everest
Elysium Accord
4
|
Posted - 2014.05.07 19:09:00 -
[86] - Quote
I like the new Phoenix changes! It has needed them for a very long time!
Also happy CCP is now looking at caps and working on them!
Any thought on fixing the Thanatos and Niddhoger as well? Would only require a pretty small change to bring them in line with the others. |

Komodo Askold
No Code of Conduct Fluffeh Bunneh Murder Squad
131
|
Posted - 2014.05.07 19:33:00 -
[87] - Quote
After all the suggestions about how to improve the Phoenix and its XL missiles that have passed through these forums, you've come up with quite an elegant solution!I like these changes; we'll have to wait for feedback but looks very good. Applause! +1 |

Soldarius
Deadman W0nderland Test Alliance Please Ignore
668
|
Posted - 2014.05.07 19:47:00 -
[88] - Quote
The Moros still does way more dps than a torp Phoenix at most torpedo ranges. Citadel cruise missiles still do just as much dps as torpedoes do to unwebbed/painted carrier/dreads and smaller ships. Paper dps with torps will be about 6.7% more than before. Cruise will stay the same. But that is with any damage type, which is great. No more kinetic-only crap.
However, now with the nerf to Explosion Radius, you will actually do less dps to smaller targets than before when using torps, even to a webbed carrier or dread if it is also skirmish linked. I think this oddity is also why some POS structures were given a larger signature radius. This tells me that the increases to explosion radius were far in excess of what was needed.
The original base ExpRad was 2000, and could be improved to 1500 with perfect skills. Now it is 3000 and can be improved to 2250, more than 250 greater than a linked carrier or dread. So even if that Archon is at a dead stop, it will still get a damage reduction of about 10%, which is 10% more than it was getting before.
All of this is can be mitigated by using Standard (or better) Crash Booster, a single unbonused target painter, or a single Rigor Rig. Anything that gets you a 15% expRad reduction or a 10% target signature radius increase will do it.
However, it is not helpful to introduce nerfs when you're trying to buff something.
Subcaps are also going to take slightly less damage than before, again because of the over-nerfing of explosion radius.
I would like to see the explosion radius nerfs dialed back just a bit. Torpedo base ExpRad of 2750 and cruise at 1750 would preserve roughly the same applied dps as pre-nerf to subcaps, and slightly improve applied dps to dreads and carriers. Applied dps to supers and titans would remain unchanged. GÇ£I personally refuse to help AAA take space from itself so it can become an even shittier version of itselfGÇ¥
-Grath Telkin, 2014. |

PinkKnife
Future Corps Sleeper Social Club
495
|
Posted - 2014.05.07 19:53:00 -
[89] - Quote
Soldarius wrote:The Moros still does way more dps than a torp Phoenix at most torpedo ranges. Citadel cruise missiles still do just as much dps as torpedoes do to unwebbed/painted carrier/dreads and smaller ships. Paper dps with torps will be about 6.7% more than before.
This is more to do with the Moros' ridiculously overpowered range than anything inherently wrong with the other dreads. When you can do 8k dps at 70km with antimatter, there's really no reason to use anything else.
The DPS on the moros is fine where it is with balance, but it completely negates the advantages of other dreads in terms of range.
Why use a Rev when you can use a Moros to get better DPS at better ranges?
The best thing CCP could do to boost the never-not moros problem, is nerf XL blaster range into oblivion where it should be. I get it that they want you to hit pos's with AM for full damage, but that arbitrary point means pushing the ranges to absurd and silly levels.
|

Soldarius
Deadman W0nderland Test Alliance Please Ignore
668
|
Posted - 2014.05.07 19:54:00 -
[90] - Quote
Querns wrote:Okay, time to eat some humble pie. I can't remember, for the life of me -- did Guided Missile Precision get changed to affect torpedoes, HAMs, and rockets? Checking chruker.dk leads me to believe this is the case, since all missiles have the "aimedLaunch" property at 1, but I can't find any indication from Google that this was changed.
If Guided Missile Precision affects capital torps, then the 50% increase in explosion radius isn't quite as bad as it looks.
Yes, GNP now applies to Citadel torps. GÇ£I personally refuse to help AAA take space from itself so it can become an even shittier version of itselfGÇ¥
-Grath Telkin, 2014. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
671
|
Posted - 2014.05.07 20:02:00 -
[91] - Quote
when is subcap 'blapping' getting fixed? |

Querns
GBS Logistics and Fives Support Goonswarm Federation
533
|
Posted - 2014.05.07 20:03:00 -
[92] - Quote
TrouserDeagle wrote:when is subcap 'blapping' getting fixed? It's hard to say, but at least it's an easy fix; just apply the same restriction on titan guns have to prevent "blapping" to dreads as well. This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |

Catherine Laartii
Knights of Xibalba
167
|
Posted - 2014.05.07 20:16:00 -
[93] - Quote
As alarmed as I am at the sig radius nerf, I don't actually see this being too much of an issue as long as there are TPs on field lighting up the primary. |

Andreus Ixiris
Duty.
4624
|
Posted - 2014.05.07 20:53:00 -
[94] - Quote
Fozzie, alongside other posters in this thread I have serious concerns about what signature radius, but they've already voiced them so I don't need to.
What I'm concerned with is that citadel missiles are still a completely broken and underpowered weapon system and even if you've significantly boosted the Phoenix's tank and possibly somewhat boosted its damage output, the Phoenix is still the least powerful and least desireable dreadnought, which gives it the least return for the considerable investment of ISK and training time required to skill into, purchase and equip a dreadnought. I cannot fly any dreadnoughts and am not planning to train to for them in the near future, but despite the fact that training into any race of dreadnought would represent an absolutely equal amount of ISK and time investment for me the two clear standouts are the Moros and the Revelation, and I feel that if all other things being equal there's very clear "right answers" to "which race of X ship class should I train?" something is very wrong with your balancing. Mane 614
|

Dunkle Lars
Lemon Half Moon
53
|
Posted - 2014.05.07 21:02:00 -
[95] - Quote
The problem is the missiles themselves, not the dreadnought, as far as I see it.
Wouldn't the solution be to remove the velocity factor from the equation on citadel sized missiles?
Any other dread will hit a stationary target, regardless of size ( even shuttles ) for near full damage. A citadel cruise/torp will hit a stationary shuttle for like 0.1 damage because of the sig radius factor. If people are stupid enough to be sitting at 0 m/s ( sub-cap ) shouldn't they deserve the same punishment any other dread can dish out?
Secondly, multiply the missiles velocity by 10 or something.. If a Phoenix and a Moros decide to start fighting each other at 50 km, the Moros will hit the Phoenix twice before the first salvo of missiles hit.. That way the Phoenix is always going to loose. Delayed damage is bad m'kay.. Also because missiles are expensive.. You cannot stop shooting before your target explode and that means at least 1 wasted flight of missiles.. ISK right out of the pilots pocket.. A problem other dreads don't have.
And as so many other have already mentioned, TP's don't work on a sieged dread/carrier because of e-war immunity so reduce the sig radius factor a little |

Burneddi
Love Squad Pasta Syndicate
62
|
Posted - 2014.05.07 21:03:00 -
[96] - Quote
Alexander McKeon wrote:Edit: Can we please also get a look at missile HP? If phoenixes are going to become usable in fleets, you can be sure someone will remember how to setup firewalls. No other dread can have it's damage negated by a few well-placed battleships, that shouldn't be true for the phoenix either. This has to be done for missiles of all sizes, not just citadel missiles. Subcap missiles have 70 hp which is an absolute joke and can be popped by a frigate fitted with smartbombs. |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
1208
|
Posted - 2014.05.07 21:31:00 -
[97] - Quote
GMP has affected citadel missiles for ages, ever since it was applied to unguided missiles too. If you look carefully you can find a thread quote from Fozzie saying specifically that it wouldn't apply to citadel missiles, but this was omitted in the subsequent patch notes. I always wondered if it was accidental. 
In general, the changes will make the Phoenix the undisputed small-gang capital killer. It will munch Naglfars. The price of this is the difficulty in blapping with it. This is the only really sensible direction in whih to take the Phoenix. The blap Phoenix isn't something that LS just discovered, it's an obvious consequence of the missile damage formula, and Fozzie himself alluded to it in a thread about the Phoenix last year. But with linked, bonused painters and the other support items, you can still start laying down crushing volleys. Actually, I haven't run the numbers yet but I suspect that the increase in raw cruise damage roughly makes up for the reduced precision...
Regarding the problems of damage application to linked capitals, the problem here isn't the missiles, it's the Evasive Manoeuvres link being massively overpowered. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
671
|
Posted - 2014.05.07 21:32:00 -
[98] - Quote
Dunkle Lars wrote:The problem is the missiles themselves, not the dreadnought, as far as I see it.
Wouldn't the solution be to remove the velocity factor from the equation on citadel sized missiles?
Any other dread will hit a stationary target, regardless of size ( even shuttles ) for near full damage. A citadel cruise/torp will hit a stationary shuttle for like 0.1 damage because of the sig radius factor. If people are stupid enough to be sitting at 0 m/s ( sub-cap ) shouldn't they deserve the same punishment any other dread can dish out?
Secondly, multiply the missiles velocity by 10 or something.. If a Phoenix and a Moros decide to start fighting each other at 50 km, the Moros will hit the Phoenix twice before the first salvo of missiles hit.. That way the Phoenix is always going to loose. Delayed damage is bad m'kay.. Also because missiles are expensive.. You cannot stop shooting before your target explode and that means at least 1 wasted flight of missiles.. ISK right out of the pilots pocket.. A problem other dreads don't have.
And as so many other have already mentioned, TP's don't work on a sieged dread/carrier because of e-war immunity so reduce the sig radius factor a little
yeah or remove the ewar immunity for TPs and tackle |

Burneddi
Love Squad Pasta Syndicate
62
|
Posted - 2014.05.07 21:36:00 -
[99] - Quote
Catherine Laartii wrote:As alarmed as I am at the sig radius nerf, I don't actually see this being too much of an issue as long as there are TPs on field lighting up the primary. You can't target paint dreads or triaged carriers, and these changes make damage to subcaps worse across the board no matter how many TPs and webs you have.
Catherine Laartii wrote:Is this a joke or do you seriously not understand how explosion radius works? Unline turrets, the relative radius of a missile in relation to its target works AGAINST its maximum dps. The BS your spouting is in fact, BS because it means that the nerf to sig radius makes it HARDER to hit subcapital targets. I'm not sure if you understood his post correctly, because what he was saying was that this isn't actually a buff to application but a nerf.
With the current Phoenix, by stacking Rigors you can get your explosion radius down to 816 with Citadel Torpedoes. This is essentially what Lord's Servant does with his somewhat famous blap Phoenix, and it also means that if you have a paint and a web or two on a battleship you will hit it for full damage (ie. 136k something volley, which is pretty nuts). There's a couple of reasons for this that you need to understand to really understand what makes missiles, especially capital missiles, either good or bad:
1) It's easier to reduce the velocity of something than it is to increase its signature. In other words, velocity-reducing stuff is more effective than signature-increasing stuff as far as missiles are concerned. -- In the light of above, low Explosion Radius is generally more important than high Explosion Velocity by a large margin. This means that Rigor rigs are much better than Flares, and it also means that trading Explosion Radius to gain Explosion Velocity in the base stats isn't worth it, even if you gain percentually more than you lose (assuming the current ratio).
2) In the missile damage formula, the Explosion Radius and Explosion Velocity are multiplied together. For example, imagine you're shooting a missile with 100 Explosion Radius and 50 Explosion Velocity at a target with a signature of 200 and speed of 100. (200/100)*(50/100) = 1, which means that you will hit him for full damage even though he "should be" speed tanking your missiles. A lot of people don't understand this properly.
Point 2 means that the best ways to hit something you "shouldn't be" able to hit are, from most effective to least effective, 90% webs, stacking rigors, regular webs, paints, using flare rigs. If you had to choose two, you would thus choose webs and Rigors: Rigors are the most effective way of rectifying your sigradius handicap, and webs are the most effective way of fixing the speed tanking issue.
These two points together mean that the changes to the missiles aren't actually buffing anything, they're an almost universal nerf to Phoenix when it's shooting at anything that isn't a supercapital or a structure. The shield resist thing and the ROF change are nice, though, but the application changes as currently proposed will do more harm than good. |

Catherine Laartii
Knights of Xibalba
167
|
Posted - 2014.05.07 21:38:00 -
[100] - Quote
Catherine Laartii wrote: As alarmed as I am at the sig radius nerf, I don't actually see this being too much of an issue as long as there are TPs on field lighting up the primary. That being said, I see no reason why the sig radius nerf in question was necessary, considering its shortcomings in relation to other weapon systems. If we're talking about worrying that it could apply damage to subcaps too well, that's a completely bogus concern since ALL the other dreadnaughts can do that with their guns already. And while we're on the topic of XL guns, EVERY capital-sized weapon system that is not a fighter drone or doomsday device has a sig radius of exactly 2000m.
There is NO reason to single out the phoenix specifically for a nerf this way, despite the buff. It is shoddy logic at best, and unnecessarily spiteful at worst. |

Caleb Seremshur
Capital Storm. Black Flag Society
245
|
Posted - 2014.05.07 22:01:00 -
[101] - Quote
Angry Mustache wrote:Hey fozzie, ran some EFT tests with the new numbers, and they still aren't very rosy.
After patch, a all LV5 character will have torps at 2250 explosion radius, 52.5 explosion velocity.
Against linked carriers moving at full speed, the new torps are still only able to apply 60% of their nominal damage, while certainly better than the 50% now, it's still pretty pathetic. The explosion radius change means against linked armor carriers (using an archon for example) it's not possible to even hit a carrier standing still for full damage, because the sig of the carrier is now below the sig for the torps.
So the situation arises that you can't hit a triage carrier for full damage because you can't paint them to boost their sig.
Crash booster? Thats like 600 less Er right there LP store weapon cost rebalance |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
1208
|
Posted - 2014.05.07 22:08:00 -
[102] - Quote
Crash should be a counter to X-Instinct, really. The problem is the Evasive Manoeuvres link is far too powerful, as is the Ragnorak's sig bonus. Sig reduction bonuses of that magnitude break the balance between guns and missiles, because of the different damage application formulas. |

Tetsuo Tsukaya
Doom Generation THE H0NEYBADGER
378
|
Posted - 2014.05.07 22:10:00 -
[103] - Quote
Hey guys, we made some tweaks to the Phoenix, and during this process we resized our changes would mean the Phoenix can't hit a structure sitting in space for full damage, so we made the effective size of structures bigger. - CCP
CCP are unmatched in their ability to troll their user base, damn |

Marc Rova
SUNDERING Goonswarm Federation
5
|
Posted - 2014.05.07 22:27:00 -
[104] - Quote
This is a poor change. You actually make it harder to hit sieged dreads and triaged carriers, unless my math is wrong. Phoenixes already don't have a problem hitting caps with TPs on them. |

Arya Regnar
Darwins Right Hand
374
|
Posted - 2014.05.07 22:47:00 -
[105] - Quote
Tetsuo Tsukaya wrote:Hey guys, we made some tweaks to the Phoenix, and during this process we resized our changes would mean the Phoenix can't hit a structure sitting in space for full damage, so we made the effective size of structures bigger. - CCP
CCP are unmatched in their ability to troll their user base, damn Good thing I have no phoenix chars.
EvE-Mail me if you need anything.
|

Galphii
Caldari Provisions Caldari State
224
|
Posted - 2014.05.07 22:48:00 -
[106] - Quote
I'm not an expert at math but it definitely seems the new numbers are still very conservative. Please consider reducing the penalty on explosion sig radius to 10% for cruise and 25% for torps. It's a bit ridiculous to suggest capital torps shouldn't be able to hit for full damage, considering you can't TP a triage/sieged capital. Pretty sure capital turrets don't have this problem. X |

Patri Andari
Thukker Tribe Antiquities Importer
190
|
Posted - 2014.05.07 23:11:00 -
[107] - Quote
Rowells wrote:What will the pheonix tank look like in comparison to the revealation now? better, worse, or about the same?
Uhm, slave set works on capitals? Yes!
Crystal set works on capitals? No!
What say you?
Be careful what you think, for your thoughts become your words. Be careful what you say, for your words become your actions. Be careful what you do, for your actions become your character. And character is everything. - author unknown |

Kaarous Aldurald
ROC Deep Space The ROC
5864
|
Posted - 2014.05.07 23:22:00 -
[108] - Quote
Better at shooting structures. Worse at shooting everything else.
Change does not go far enough. "Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."
-áPsychotic Monk for CSM9.
|

Catherine Laartii
Knights of Xibalba
167
|
Posted - 2014.05.07 23:29:00 -
[109] - Quote
Tetsuo Tsukaya wrote:Hey guys, we made some tweaks to the Phoenix, and during this process we resized our changes would mean the Phoenix can't hit a structure sitting in space for full damage, so we made the effective size of structures bigger. - CCP
CCP are unmatched in their ability to troll their user base, damn This represents a laughable failing in critical thinking. The mere fact that they had to up the sig radius for structures to compensate means that it's the weapon's fault is sucks at hitting structures, not the structures themselves. I have no idea what the discussion that led to making that decision sounded like, and I'm not sure I want to... |

ZecsMarquis
Destroyer's Inc.
4
|
Posted - 2014.05.07 23:30:00 -
[110] - Quote
So compiling every post together would everyone agree that they should either look into a sig increase for all siege modules (siege/triage/bastion) which is more balanced in my opinion and I'll explain why I think so. Or reduce the sig radius moderately on the missiles themselves. Not trying to put words in anyone's mouth here, just a post compiling the two suggested changes. Personally I feel like whatever harmful effects they are trying to avoid by making the explosion radius smaller/better is not really going to be a problem with an "MWD" style bloom from a siege module class. Also I feel like this has no real negative effect for anything else as well. Throw it on SiSi and see if it's too strong and if it looks like citadel torps doing full damage to a capital in a sieged cycle of any kind is too strong. Take it off and let us know you think thats not a good idea. At that point I'll be glad I can fly the two other dreads and be on my way. :) |

Galphii
Caldari Provisions Caldari State
225
|
Posted - 2014.05.07 23:49:00 -
[111] - Quote
Patri Andari wrote:Rowells wrote:What will the pheonix tank look like in comparison to the revealation now? better, worse, or about the same? Uhm, slave set works on capitals? Yes! Crystal set works on capitals? No! What say you? Gotta agree with this. It might not be something you can get done for this expansion Foz, but either make slaves NOT work with caps, or make Crystals work with caps. Choose, sir! X |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
671
|
Posted - 2014.05.07 23:50:00 -
[112] - Quote
Galphii wrote:Patri Andari wrote:Rowells wrote:What will the pheonix tank look like in comparison to the revealation now? better, worse, or about the same? Uhm, slave set works on capitals? Yes! Crystal set works on capitals? No! What say you? Gotta agree with this. It might not be something you can get done for this expansion Foz, but either make slaves NOT work with caps, or make Crystals work with caps. Choose, sir!
I'm voting for making all pirate implants not affect capitals. because it's silly. |

Burneddi
Love Squad Pasta Syndicate
63
|
Posted - 2014.05.07 23:50:00 -
[113] - Quote
ZecsMarquis wrote:So compiling every post together would everyone agree that they should either look into a sig increase for all siege modules (siege/triage/bastion) which is more balanced in my opinion and I'll explain why I think so. Or reduce the sig radius moderately on the missiles themselves. Not trying to put words in anyone's mouth here, just a post compiling the two suggested changes. Personally I feel like whatever harmful effects they are trying to avoid by making the explosion radius smaller/better is not really going to be a problem with an "MWD" style bloom from a siege module class. Also I feel like this has no real negative effect for anything else as well. Throw it on SiSi and see if it's too strong and if it looks like citadel torps doing full damage to a capital in a sieged cycle of any kind is too strong. Take it off and let us know you think thats not a good idea. At that point I'll be glad I can fly the two other dreads and be on my way. :) If they want to make the Phoenix only really hit capitals and not subcapitals that's fine by me, but I think it's completely silly to gimp the explosion radius on the missiles to avoid "turning it into some kind of subcap blapping monster" when the other dreads already are that.
I mean you could remove the explosion radius nerf entirely and it STILL wouldn't be as good at blapping subcapitals as the other dreads are (ie. it'd require support ships that web and paint the subcaps, and even with webs and paints it wouldn't hit anything smaller than a battlecruiser for good damage).
If anything, leave the explosion radius and velocity on the missiles completely alone, or buff the velocity a little but leave the radius alone. That way the Phoenix could fit the 3x Rigors it needs to apply its damage, and the shield resist bonus would mean that it doesn't lose a crippling amount of tank in the absence of Core Defense Field Extender rigs. Alternatively, add a mid slot module for missiles that's like a tracking computer.
Other dreads sacrifice some midslots for tracking computers to be able to blap subcaps, Phoenix has to sacrifice all of its rig slots and suffer a rather awful launcher CPU penalty with that (people generally seem to agree that Phoenix is quite CPU starved) to be able to blap subcaps and it's still not as good at it as gun dreads. |

NEONOVUS
Diabolically Sexy Eureka-Secret Science R Us
841
|
Posted - 2014.05.07 23:53:00 -
[114] - Quote
Do these citadel changes affect the pos modules as well? |

Burneddi
Love Squad Pasta Syndicate
63
|
Posted - 2014.05.08 00:02:00 -
[115] - Quote
Burneddi wrote:2) In the missile damage formula, the Explosion Radius and Explosion Velocity are multiplied together. For example, imagine you're shooting a missile with 100 Explosion Radius and 50 Explosion Velocity at a target with a signature of 200 and speed of 100. (200/100)*(50/100) = 1, which means that you will hit him for full damage even though he "should be" speed tanking your missiles. A lot of people don't understand this properly. Also, something quite important that I forgot to mention here, whereas on moving targets very low Explosion Radius will "make up for" lacking Explosion Velocity, the inverse isn't always true. On stationary targets it doesn't matter how high your Explosion Velocity is, it will not matter at all in the equation.
This comes into play when shooting other caps. A triage Archon with links will have 1956m sig radius, and move at 0ms. Thus, the Explosion Velocity the missiles are going to gain will not help here at all, while the Explosion Radius they're going to lose (from 1500 with GMP V up to 2250 with GMP V) will matter quite a bit. After these changes, a Phoenix with no rigors will never deal full damage to a triaged Archon with links without using drugs. So while in the past you could speed tank about 10% of its damage by moving in a carrier, after these changes you can mitigate 13% of its damage by not doing anything, and your top speed in the Archon will still be higher than the Explosion Velocity of the missiles. |

Hybiki Terona
Van Diemen's Demise Northern Coalition.
0
|
Posted - 2014.05.08 00:55:00 -
[116] - Quote
All these tears
Just gonna point out, very rarely dreads apply full damage to other capitals. Guns have an optimal range, the likelyhood of a moros applying full damage with antimatter (15k optimal) is low Guns also have tracking, if you think a turret dread will hit a carrier for full damage while it's moving at close range, you're wrong.
As proven recently, the phoenix has great potential to kill subcaps, including a subcap sitting and orbiting at 500, no other dread is able to do that, if you wanna hit a BC in a moros it needs to be double webbed and painted and be at ~15k, and you're sure as **** not going to do full damage to it.
Not that this tweak changes anything, you will still be mocked for using the phoenix. |

Burneddi
Love Squad Pasta Syndicate
66
|
Posted - 2014.05.08 00:59:00 -
[117] - Quote
Hybiki Terona wrote:All these tears
Just gonna point out, very rarely dreads apply full damage to other capitals. Guns have an optimal range, the likelyhood of a moros applying full damage with antimatter (15k optimal) is low Guns also have tracking, if you think a turret dread will hit a carrier for full damage while it's moving at close range, you're wrong.
As proven recently, the phoenix has great potential to kill subcaps, including a subcap sitting and orbiting at 500, no other dread is able to do that, if you wanna hit a BC in a moros it needs to be double webbed and painted and be at ~15k, and you're sure as **** not going to do full damage to it.
Not that this tweak changes anything, you will still be mocked for using the phoenix. That's sort of the point of missiles. Dank, reliable application at the cost of your damage being delayed, and for better or worse, transversal not helping or ruining you. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
671
|
Posted - 2014.05.08 01:12:00 -
[118] - Quote
Burneddi wrote:Hybiki Terona wrote:All these tears
Just gonna point out, very rarely dreads apply full damage to other capitals. Guns have an optimal range, the likelyhood of a moros applying full damage with antimatter (15k optimal) is low Guns also have tracking, if you think a turret dread will hit a carrier for full damage while it's moving at close range, you're wrong.
As proven recently, the phoenix has great potential to kill subcaps, including a subcap sitting and orbiting at 500, no other dread is able to do that, if you wanna hit a BC in a moros it needs to be double webbed and painted and be at ~15k, and you're sure as **** not going to do full damage to it.
Not that this tweak changes anything, you will still be mocked for using the phoenix. That's sort of the point of missiles. Dank, reliable application at the cost of your damage being delayed, and for better or worse, transversal not helping or ruining you.
missiles are supposed to do slightly reduced damage to same-size targets most of the time, I think. |

Caleb Seremshur
Capital Storm. Black Flag Society
245
|
Posted - 2014.05.08 01:28:00 -
[119] - Quote
Salient points to remember are yes that missiles choose the worst of the two evaluations
also that Ev where considered is more greatly modified by reducing the target velocity.
Let's look at that above example with some more realistic figures: A cerberus with HAM vs a hawk cerb hams are 93.8er/152ev vs the hawks 41sr/336tv
the cerb only applies about 140 dps to this hawk (before resist), without a prop mod. Turn on the hawks AB and it does a pitiful 62 dps to our hawk before resists.
HAMs in this scenario suffer multiple problems first being Sr/Tr is 94/41 ie about 0.48, and Ev/Tv being 152/336 (or 152/824) giving us again about 0.45 (or about 0.18). Then you 0.48*0.45 or 0.48*0.18 and you get 0.22 or 0.08. A mere 22% or 8% of the HAM cerbs 600+ dps is being applied to the hawk.
Now throw a web on the hawk. Then apply a TP in a vacuum. Now apply them both. Look at what happens to the numbers. Now apply an improved crash booster. Now switch to RLML. Now switch to HML. All sorts of exciting things start popping up
LP store weapon cost rebalance |

Iam Widdershins
Tempest Legion
846
|
Posted - 2014.05.08 01:38:00 -
[120] - Quote
I'm gonna chime in on the side of most of the dissenting voices here.
Yes, this is overall a buff to the Phoenix. Yes, I'm glad to be seeing this happen, and universal damage is long overdue on this lame duck of dreadnoughts.
However, the tweaks to Citadel explosion velocity vs. explosion radius do seem marginally unfavorable: Skirmish links will provide an 11.4% reduction to damage taken by a sieged Moros, while a Ragnarok will provide closer to 15%. For the other three dreads fit with armor the situation is even a bit worse. Maxed out, a Ragnarok can get down to a 1205m sig radius, smaller than a microwarping battleship. Certainly futzing around with making your caps speed tank each other is a cool mechanic to leave open for the player base to experiment with, but allowing a dread that is sitting still to take less damage from Phoenixes only, just because you are buffing up your sig with Halos and links, is a bad precedent.
The way I see it, the quandary here is that in the struggle to keep Citadel missiles from 1-shotting subcaps, you're finding that capital ships here may indeed have sigs that are TOO SMALL for their damage and EHP. I urge you to consider the following:
* Leave the Citadel missile changes as they are. 2250m explosion radius for citadel torps is probably fine. * Increase all Dreadnought signature radius and sensor strength by 50%
and
* Increase all Carrier signature radius by 50% -OR- * Increase all Carrier signature radius by 25% and increase signature radius while in Triage by 20% (for a total of 50%)
The main difficulty here is clearly not with Dreadnoughts; while increasing sig radius the ship becomes easier to probe; increasing sensor strength to compensate on a dreadnought is unimportant because they can't do much of use when they are actually jammable. Carriers are a different problem; one must be willing to either make them a bit easier to probe, or risk making them nigh impossible to jam with ECM. Nonetheless, I believe these changes should solve the issue, allowing capital weapons and ships to exist on a more consummate scale with their power while providing only a minor side effect in making Carriers slightly easier to find with combat probes. Lobbying for your right to delete your signature |

Legion40k
Boa Innovations Brothers of Tangra
74
|
Posted - 2014.05.08 02:06:00 -
[121] - Quote
so.....this means i have to finally train citadel missiles instead of using rapid lights?
zomg |

Alexander McKeon
AQUILA INC Verge of Collapse
42
|
Posted - 2014.05.08 02:08:00 -
[122] - Quote
Iam Widdershins wrote: The way I see it, the quandary here is that in the struggle to keep Citadel missiles from 1-shotting subcaps, you're finding that capital ships here may indeed have sigs that are TOO SMALL for their damage and EHP.
I agree that this is an issue, and the extremely high alpha associated with citadel missiles makes this a valid concern.
Has there been any consideration of cutting the size / damage of each individual missile in half? Half the damage per missile, twice the rate of fire, half the production cost. This would make the alpha less dangerous & easier to handle with RR, allowing Phoenixes & gun dreads to be a roughly equivalent threat to subcaps. So long as capitals can support sub-caps (Triage), it's also reasonable for dreads to threaten sub-caps when supported properly.
Fozzie, if your intent is to make the Phoenix an anti-capital platform primarily, that's all well and good, but so long as it doesn't exceed some proportion of a Moros / Nag's anti-subcap capability, there's no need to compromise it's anti-capital damage application. |

TheMercenaryKing
StarFleet Enterprises Intrepid Crossing
190
|
Posted - 2014.05.08 02:51:00 -
[123] - Quote
Alexander McKeon wrote:Iam Widdershins wrote: The way I see it, the quandary here is that in the struggle to keep Citadel missiles from 1-shotting subcaps, you're finding that capital ships here may indeed have sigs that are TOO SMALL for their damage and EHP.
I agree that this is an issue, and the extremely high alpha associated with citadel missiles makes this a valid concern. Has there been any consideration of cutting the size / damage of each individual missile in half? Half the damage per missile, twice the rate of fire, half the production cost. This would make the alpha less dangerous & easier to handle with RR, allowing Phoenixes & gun dreads to be a roughly equivalent threat to subcaps. So long as capitals can support sub-caps (Triage), it's also reasonable for dreads to threaten sub-caps when supported properly. Fozzie, if your intent is to make the Phoenix an anti-capital platform primarily, that's all well and good, but so long as it doesn't exceed some proportion of a Moros / Nag's anti-subcap capability, there's no need to compromise it's anti-capital damage application.
MATH TIME! As i stated before, the new and old specs of the missiles with lvl 0 skills
C. Torp DRF: 5.5 (1 after the math is done) Radius: 2000m || 3000m (-5% level GMP, 1500 || 2250) Ex. Vel.: 20m/s || 35m/s (+10% level TNP, 30 || 52.5)
C. Cruise DRF: 4.5 (0.88 after the math is done) Radius: 1750m || 2000m (-5% level GMP, 1312.5 || 1500) Ex. Vel.: 29m/s || 40m/s (+10% level TNP, 45 || 60)
Megathron Sig: 380 Velocity: 153 (All level 5)
Base Damage * [ (Target signature / explosion radius) * (explosion velocity / Target Velocity) ] ^ [ ln(drf) / ln(5.5)]
New Torp || Cruise (level 5)
BD * (380 / 2250 || 1500) * (52.5 || 60 / 153)^(1 || 0.88) BD * (0.17 || 0.25) * (0.34 || 0.44) BD * (0.057 || 0.11)
If the radius remained the same, but explosion velocity only changed:
BD * (380 / 1500 || 1312.5) * (52.5 || 60 / 153)^(1 || 0.88) BD * (0.25 || 0.29) * (0.34 || 0.44) BD * (0.085 || 0.127)
Really not much of a change in damage vs a battleship. Granted there can be much larger sigs (shield tanked), but the slight reduction in speed should not be much for armor ships. |

Paynus Maiassus
Capital Munitions
10
|
Posted - 2014.05.08 04:41:00 -
[124] - Quote
I'm totally thrilled this ship is getting a look. I actually unlocked Phoenix and am currently training navigation skills and whatnot to get it battle ready. So I can fly it but haven't used it yet. So the timing of this adjustment is wonderful for me. While I have no direct experience with the ship yet I have been thinking hard about it, reading, doing math, etc.
Conceptually the changes are excellent. Removing the attachment to kinetic damage gives this ship what the Caldari are known for - damage type selection. Great move. The tank helps. Another good move.
As for the maths, by my reckoning, the explosion radius nerf is too extreme. Considering what some have said here and elsewhere that to actually affect a change in blap cap doctrines just being able to hit battleships pretty hard is not enough to make a dread a sub cap blapper (cruisers are the aim), in my view, the explosion radius increase isn't needed at all. One poster suggested something like 2400. This might be ok. But frankly, I just don't see how leaving the current explosion radius untouched with the other changes going into effect will make the Phoenix overpowered.
Also, an extreme update on citadel hit points is needed. Won't make the ship OP. Just remove one of the counters to it.
I'm like everyone else here. The explosion radius nerf is a problem. Everything else is fantastic. You could increase their effectiveness with a few more changes, foremost on my mind are the missile hit points.
Bottom line, get this thing on Sisi and see what people say. I imagine the explosion radius nerf will need to be reduced or removed. In any event, thanks for giving attention to what I hope will be my favorite ship. |

Lord Salty
The Classy Gentlemans Corporation Moist.
13
|
Posted - 2014.05.08 04:46:00 -
[125] - Quote
As a Caldari enthusiast i greatly approve of this :D
Im not sure if its been said yet or not but are you also considering a bit more cpu for the phoenix? The last time i tried to fit a serious one i continued to run into cpu issues to the extent where i believe i had 2 dread guristas co processors. |

gascanu
Bearing Srl.
114
|
Posted - 2014.05.08 07:31:00 -
[126] - Quote
How about give the torpedos a great(~50%) increase in dps so the torpedo phoenix become the nr 1 structure killer out there, while not being able to apply that entire dps on another caps?(tweak the numbers some more if needed to) it will have a role now and make structure shooting a bit less time consuming for small/med corp/alliances; leave the cruise as they are right now,
oh and one more thing: can we get a decrease in size on the capitals mods? they where increased because ppl used them for mineral compression but now withe the reprocessing nerf there is no need for the mods to remain that big |

Lelob
ElitistOps Pandemic Legion
171
|
Posted - 2014.05.08 07:40:00 -
[127] - Quote
CCP Fozzie wrote:Hey guys, we have a pass on the Phoenix and Citadel Missiles for your feedback. The goals are to significantly improve the Phoenix for use against other caps (especially moving caps) and structures while avoiding turning it into some kind of subcap blapping monster.
Let me know what you think.
It already sucks against subcaps. Nobody wants to fly a crap-mobile that cannot even hope to kill subcaps. Every other dread can happily blap subcaps off the field, but your idea of balance is to make it even more worthless by relegating it to structure grinds (95% of people flying it will be using it for this) and the occasional cap kill. Even for structure grinds, the phoenix will still do less dps then a moros so why would I want a dread that is inferior in pretty much everything vs moros except for tank and capless guns? The simple answer is I wouldn't and people will continue to skill for moros>nag after such a worthless change.
edit: If you want to balance them properly, then let them be able to kill subcaps, like every other dread in the game. |

probag Bear
Center for Advanced Studies Gallente Federation
35
|
Posted - 2014.05.08 07:54:00 -
[128] - Quote
As an EFT-warrior with too much money and too many accounts (two of which may or may not be training capital missiles), quick numbers on the blap Phoenix for context. Please correct me on things I will inevitably get wrong.
Assumptions:
- Phoenix is blap-fit: 4 CN BCUs, meta torp launchers, faction ammo (it's cheap), max Warhead Rigor Catalyst rigs. GP-806, TN-906 implants plugged in.
- Target is standard fit Guardian (from my understanding of standard): 1600mm Steel II, 3 active hardener, EANM, AB. Transversal is maximized (not hard against siege).
- A maxed Info Warfare - Electronic Superiority link is used. A max armor resist link is also used for the Loki/Rapier EHP numbers, but that's less important.
- Webs are non-bonused Fed Navy and TPs are Domination.
- All V skills.
- Guardian AB is taken to be T2. Even with the buff, triple non-bonused webs are not going to make a Guardian go slower than exp velocity. Which simplifies things, since you can just divide the damage figures by a simple factor to get numbers for higher meta ABs. Same goes for Halo implants: they are assumed unplugged, if you want the plugged figure it's just one multiplication away.
- Loki is assumed to be 3-web/2-paint. ~325k omni-EHP w/o Slaves.
- Rapier is assumed to be 3-web/3-paint. ~100k omni-EHP w/o Slaves, with 1.2bil in Bailey plates.
Rubicon Phoenix + Loki: 1,011 / 13,172 DPS/alpha
Rubicon Phoenix + Loki + Strong Crash: 1,445 / 18,817 DPS/alpha
Rubicon Phoenix + Rapier: 2,044 / 26,616 DPS/alpha
Rubicon Phoenix + Rapier + Strong Crash: 2,919 / 38,023 DPS/alpha
Kronos Phoenix + Loki: 944 / 9,220 DPS/alpha
Kronos Phoenix + Loki + Strong Crash: 1,348 / 13,172 DPS/alpha
Kronos Phoenix + Rapier: 1,907 / 18,631 DPS/alpha
Kronos Phoenix + Rapier + Strong Crash: 2,725 / 26,616 DPS/alpha
So the dreaded 4/5-boxed dual-Phoenix + 2bil full-Slave Rapier fleet that can run C5/6 escalations and also alpha Guardians off the fleet is well gone.
That said, to echo a lot of people in this thread: why not let it do full damage to all triage/siege carriers/dreads, like the rest of the dreads can do? You only need to slightly shift the torp sig radius nerf from 50% to 45% and at least it can hit Archons for full damage. Shift it to 43% or a prettier 40% and it can hit Nids for full damage too. Hell, in my opinion, the alpha nerf alone is almost enough to keep the cruiser-blapping Phoenix a gimmick rather than let it become an actual thing. |

Catherine Laartii
Knights of Xibalba
167
|
Posted - 2014.05.08 08:03:00 -
[129] - Quote
Iam Widdershins wrote:I'm gonna chime in on the side of most of the dissenting voices here.
Yes, this is overall a buff to the Phoenix. Yes, I'm glad to be seeing this happen, and universal damage is long overdue on this lame duck of dreadnoughts.
However, the tweaks to Citadel explosion velocity vs. explosion radius do seem marginally unfavorable: Skirmish links will provide an 11.4% reduction to damage taken by a sieged Moros, while a Ragnarok will provide closer to 15%. For the other three dreads fit with armor the situation is even a bit worse. Maxed out, a Ragnarok can get down to a 1205m sig radius, smaller than a microwarping battleship. Certainly futzing around with making your caps speed tank each other is a cool mechanic to leave open for the player base to experiment with, but allowing a dread that is sitting still to take less damage from Phoenixes only, just because you are buffing up your sig with Halos and links, is a bad precedent.
The way I see it, the quandary here is that in the struggle to keep Citadel missiles from 1-shotting subcaps, you're finding that capital ships here may indeed have sigs that are TOO SMALL for their damage and EHP. I urge you to consider the following:
* Leave the Citadel missile changes as they are. 2250m explosion radius for citadel torps is probably fine. * Increase all Dreadnought signature radius and sensor strength by 50%
and
* Increase all Carrier signature radius by 50% -OR- * Increase all Carrier signature radius by 25% and increase signature radius while in Triage by 20% (for a total of 50%)
The main difficulty here is clearly not with Dreadnoughts; while increasing sig radius the ship becomes easier to probe; increasing sensor strength to compensate on a dreadnought is unimportant because they can't do much of use when they are actually jammable. Carriers are a different problem; one must be willing to either make them a bit easier to probe, or risk making them nigh impossible to jam with ECM. Nonetheless, I believe these changes should solve the issue, allowing capital weapons and ships to exist on a more consummate scale with their power while providing only a minor side effect in making Carriers slightly easier to find with combat probes.
I would be in favor of a dreadnaught sig increase due to the actually large size and mass difference between them and carriers, assuming it's an offset to the coming dread buff which would include (but not be limited to) the following: -Moros and Naglfar get respective bonuses to armor and shield repair -All including Rev get a 10% damage bonus per level -Rev turns into alt version of phoenix with 4% resists per level -All see buffs to capacitor, sensor strength, sig res -All see slight nerf to overall hp, but buff more towards their respective hp tank type -Ammo capacity inceased, especially on missiles, to ensure magazine lasts all the way through siege |

probag Bear
Center for Advanced Studies Gallente Federation
35
|
Posted - 2014.05.08 08:14:00 -
[130] - Quote
Lelob wrote:CCP Fozzie wrote:Hey guys, we have a pass on the Phoenix and Citadel Missiles for your feedback. The goals are to significantly improve the Phoenix for use against other caps (especially moving caps) and structures while avoiding turning it into some kind of subcap blapping monster.
Let me know what you think. It already sucks against subcaps. Nobody wants to fly a crap-mobile that cannot even hope to kill subcaps. Every other dread can happily blap subcaps off the field, but your idea of balance is to make it even more worthless by relegating it to structure grinds (95% of people flying it will be using it for this) and the occasional cap kill. Even for structure grinds, the phoenix will still do less dps then a moros so why would I want a dread that is inferior in pretty much everything vs moros except for tank and capless guns? The simple answer is I wouldn't and people will continue to skill for moros>nag after such a worthless change. edit: If you want to balance them properly, then let them be able to kill subcaps, like every other dread in the game.
The main problem is that the Phoenix is the only dread in the game whose damage-application rigs have no stacking penalty and stack "subtractively" rather than "additively". I forget the correct word for that second part, but the gist of the matter is that 3 rigs on a Phoenix give a 84% boost to 'tracking', while 3 rigs on any other dread only give 50% boost to tracking. For comparison, your standard blap-fit Moros (1 TE, 2 speed-scripted TC, 2 optimal-scripted TC) gets a 72% tracking boost when T2-fit and a 86% boost when faction-fit.
One could argue that to fix blap Phoenixes, you'd just have to bring their 'tracking' rigs in line with other dreadnoughts. One is, however, not a dev. There's probably coding issues involved? |

Futune Circinus
Merchants Trade Consortium The Last Chancers.
14
|
Posted - 2014.05.08 09:01:00 -
[131] - Quote
Missile damage application is Trad/Exprad for stationary targets or (Trad/Exprad)*(Expvel/Tvel) for moving targets. (The exponent of the last formula is conveniently 1 for citadel torps). It defaults to 1 if these values are greater than 1, but let's not kid ourselves, that will not happen for a phoenix.
With the proposed changes, the last formula will be multiplied by 1.75/1.5 = 1.16.666...in all cases where it is used. This will be combined with the loss of the damage bonus and increase in RoF which yields a bonus of (1/1.25)*(1/0.75). The total change will be a compound
1.75/(1.5*1.25*0.75) = 1.24444...
Or a 24% increase in the worst case scenario. In the best case of a stationary target the dps will receive a factor of 1/1.5=0.6666..., which is a 33% loss.
So that's the verdict folks, your maximum dps is cut by 33% and minimum dps is increased by 24%.
I'm very underwhelmed with these changes. Please fix the Phoenix.
|

Trinkets friend
Goat Sects
1414
|
Posted - 2014.05.08 10:01:00 -
[132] - Quote
I have a cruise battleship that can 1 shot a Tristan off the field when said Tristan is MWDing about (and that wasn't even using Novas!). It's all in the rigs.
LordServant showed that in a limited type of engagement, which only really works because the Phoenix is so terrible and everyone knows it, the Phoenix can double-shot BS's and blap HACs.
In fact, a Citadel Cruise fit Phoenix isn't as bad as thought when it comes to C5/6 escalations, as DPS is flat across the range of engagement. If you control the range of engagement, it can apply a good proportion of the 6,000 paper DPS.
So, assuming that Fozzie's numbers stack up you now have 7,500 DPS to see frittered away by something being nudged up to the astounding velocity of 0.1m/s.
This is still 70% of the raw paper DPS of a Moros.
However, lets take a typical Foxcat, sig 370, velocity 132. Actual applied DPS is currently 775 for a Phoenix. This will go up 38% from the explosion velocity buff to about 1050. Add another 18% for the buff to explosion radius, and it's 1200 applied DPS (without TPs, rigs, etc.).
Add triple T2 flare cat rigs, and it's 1760.
A Moros vs a Foxcat outperforms if the Foxcat has any form of transversal. No TP's are neccessarily needed.
Doubling sig radius for the new phoenix will simply double the applied DPS, but it will never come close to that of the Moros. It simply cannot, due to the fact the Moros has about 50% more raw DPS.
And, note, that this is the pimpingest Phoenix imaginable, a meagre 5.4B.
The buff is a move in the right direction, and I can see why you want to be cautious. As I've said, I've cracked how to make a BS into a missile instablapper for frigs and dessies, with a stupid 90km+++ engagement envelope. Turning the Phoenix into this isn't even threatened to be happening from these changes.
So, let's at least get the explosion radius down to the 600 level before rigs (50% or less of what it is now) because you can then rig it down to the 350-450 area, giving good damage application vs stationary battleships. The explosion velocity buff could then stay as it is, allowing ships to move fast enough (excepting ofc 90% webs) to mitigate 75% of the DPS.
In short, niche PVPers and theorycraft grand wizards can make this OP in limited circumstances. But it's never going to be the new Slowdrake doctrine. Join the cult of Goat Sects @_@ http://www.localectomy.blogspot.com.au
|

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
1209
|
Posted - 2014.05.08 10:55:00 -
[133] - Quote
Iam Widdershins wrote:
The way I see it, the quandary here is that in the struggle to keep Citadel missiles from 1-shotting subcaps, you're finding that capital ships here may indeed have sigs that are TOO SMALL for their damage and EHP. .
Essentially this, which is at least a simpler alternative to nerfing the Evasive Manoeuvres link. It's absurd to be able to get into a situation where a stationary sieged capital is mitigating meaningful amounts of damage from missiles but not guns, it just demonstrates a fundamental flaw in mechanics.
This new Phoenix is supposed to have advantages at killing capitals commensurate with its disadvantages at blapping (yes it's possible, but it's also harder to set up, requiring specific fits and support and a suitably stupid opponent, don't take too much from the example of LS blapping idiots). So it's silly to have torps with 2250 m explosion radius when capitals can easily have ~1790 m sigs, giving them 20% damage mitigation even before speed.
TBF, that 1790 m is using a Ragnorak. With just the link it's ~1875 m, but that's still 17% mitigation. And everybody has links these days, because people aren't stupid and they're far too powerful to not use. I appreciate that you can mitigate this with Crash, but Crash should not be the "default" requirement, it should be a counter to X-Instinct. |

Glory Run
TemniyOtshelnik Corporation
3
|
Posted - 2014.05.08 11:11:00 -
[134] - Quote
Phoenix to nobody necessary museum piece! I was such and such remains. These changes will give nothing. Phoenix won't buy. The reason in that that, Moros and Naglfar are universal. The phoenix such doesn't become. While the Phoenix won't cause a loss so much how many Moros and Naglfar... On the same purposes... it won't be necessary. Because Moros and Naglfar well replace it. |

Wulfy Johnson
NorCorp Security
42
|
Posted - 2014.05.08 11:32:00 -
[135] - Quote
You know Fozzie, when smarter men reinvented the wheel, they put rubber on it. Currently you are choosing between concrete and steel..
Anything should hit a mwd blooming battleship, and a capital ship sieging (standing still) IS impossible to miss.. |

Burneddi
Love Squad Pasta Syndicate
66
|
Posted - 2014.05.08 12:06:00 -
[136] - Quote
probag Bear wrote:The main problem is that the Phoenix is the only dread in the game whose damage-application rigs have no stacking penalty and stack "subtractively" rather than "additively". I forget the correct word for that second part, but the gist of the matter is that 3 rigs on a Phoenix give a 84% boost to 'tracking', while 3 rigs on any other dread only give 50% boost to tracking. For comparison, your standard blap-fit Moros (1 TE, 2 speed-scripted TC, 2 optimal-scripted TC) gets a 72% tracking boost when T2-fit and a 86% boost when faction-fit.
One could argue that to fix blap Phoenixes, you'd just have to bring their 'tracking' rigs in line with other dreadnoughts.
Edit: Edited my edit out, as it was a stupid edit. The key difference being that guns have Tracking Computers and Tracking Enhancers, while missiles have nothing of the sort. There is literally only one viable way to locally improve missile application and that is Rigors. Fitting webs/paints isn't local, and aren't exclusive to missile damage. |

Rab See
Fool Mental Junket
63
|
Posted - 2014.05.08 12:56:00 -
[137] - Quote
Burneddi wrote:probag Bear wrote:The main problem is that the Phoenix is the only dread in the game whose damage-application rigs have no stacking penalty and stack "subtractively" rather than "additively". I forget the correct word for that second part, but the gist of the matter is that 3 rigs on a Phoenix give a 84% boost to 'tracking', while 3 rigs on any other dread only give 50% boost to tracking. For comparison, your standard blap-fit Moros (1 TE, 2 speed-scripted TC, 2 optimal-scripted TC) gets a 72% tracking boost when T2-fit and a 86% boost when faction-fit.
One could argue that to fix blap Phoenixes, you'd just have to bring their 'tracking' rigs in line with other dreadnoughts.
Edit: Edited my edit out, as it was a stupid edit. The key difference being that guns have Tracking Computers and Tracking Enhancers, while missiles have nothing of the sort. There is literally only one viable way to locally improve missile application and that is Rigors. Fitting webs/paints isn't local, and aren't exclusive to missile damage.
Missiles always hit, they auto track their targets. Applying damage with missiles requires webs and painters. These are your friends. |

probag Bear
Center for Advanced Studies Gallente Federation
35
|
Posted - 2014.05.08 13:05:00 -
[138] - Quote
Burneddi wrote:probag Bear wrote:The main problem is that the Phoenix is the only dread in the game whose damage-application rigs have no stacking penalty and stack "subtractively" rather than "additively". I forget the correct word for that second part, but the gist of the matter is that 3 rigs on a Phoenix give a 84% boost to 'tracking', while 3 rigs on any other dread only give 50% boost to tracking. For comparison, your standard blap-fit Moros (1 TE, 2 speed-scripted TC, 2 optimal-scripted TC) gets a 72% tracking boost when T2-fit and a 86% boost when faction-fit.
One could argue that to fix blap Phoenixes, you'd just have to bring their 'tracking' rigs in line with other dreadnoughts.
Edit: Edited my edit out, as it was a stupid edit. The key difference being that guns have Tracking Computers and Tracking Enhancers, while missiles have nothing of the sort. There is literally only one viable way to locally improve missile application and that is Rigors. Fitting webs/paints isn't local, and aren't exclusive to missile damage.
Right, which is the reason Fozzie is ending up in a place he doesn't like:
- You can't buff Phoenix damage-application because, when combined with its tracking rigs, the blap would be too strong.
- You can't balance Phoenix damage-application around the blap-fit because no one is going to bother with a dread that needs tracking rigs to deal damage to other caps.
- You can't nerf tracking rigs because, unlike for other dreads, there are no module equivalents.
Like others in this thread, I'm currently at the opinion that you balance the blap Phoenix by reducing its alpha. From my perspective, the only scary thing about blap Phoenixes is the possibility of point-blank alpha-ing Guardians in WH engagements (where you can't just bring extra cap support). Currently that's only possible if you bring a Rapier, which dies very quickly if it's not storyline-fit, with armor links, and a Slave set on top of it all. I feel that's far from overpowering. |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
1209
|
Posted - 2014.05.08 13:31:00 -
[139] - Quote
A possible alternative to nerfing alpha is to nerf the DRF instead. That will reduce damage against small stuff, enabling the torp explosion radius nerf to be dialled back to avoid the Evasive Manoeuvres problem of reduced damage against stationary capitals. |

Mike Whiite
Space Mutts The Harlequin's
350
|
Posted - 2014.05.08 13:35:00 -
[140] - Quote
Problem is the Missile system.
We can twist and turn and maybe find a agreeable solution to the current problems, 3 updates later something else changes that indirectly effects missiles and we're back at missiles (Capitals in this matter) being either horrible OP or Horrible UP.
The lack of variables and ways to adjust the variables that are there will keep causing problems.
Although I really appreciate CCP efforts on tackling this problem through ships, it should be the system that needs to be balanced first.
Preferable from scratch to see what works and can survive changes in it's environment.
|

Burneddi
Love Squad Pasta Syndicate
66
|
Posted - 2014.05.08 13:36:00 -
[141] - Quote
Rab See wrote:Missiles always hit, they auto track their targets. Applying damage with missiles requires webs and painters. These are your friends. Webs and painters also help with turret tracking to a roughly equal degree. They aren't exclusive to missiles, and as such the point still stands, the only local ways to improve missile application are Rigor and Flare rigs, and Flares are really bad.
probag Bear wrote:Like others in this thread, I'm currently at the opinion that you balance the blap Phoenix by reducing its alpha. From my perspective, the only scary thing about blap Phoenixes is the possibility of point-blank alpha-ing competent Guardians in WH engagements (where you can't just bring extra cap support). Currently that's only possible if you bring a Rapier, which dies very quickly if it's not storyline-fit, with armor links, and a Slave set on top of it all. I feel that's far from overpowering. Yeah, I suppose that's the best way to go about it. As for the application, I think the missiles are in a fairly good spot as they are in the current Tranquility Phoenix, ie. if I had to choose between not changing the Explosion Radius/Velocity and changing them as proposed I'd not change them. At least that way you could fit a couple of Rigors on your Phoenix to completely alleviate any issues with hitting capitals that you might have, and get away with it thanks to the shield resist bonus. The lack fo buffer tank you normally gain from rigs would hurt for eg. tanking Doomsdays, but I suppose that's a tradeoff you have to make.
Gypsio III wrote:A possible alternative to nerfing alpha is to nerf the DRF instead. That will reduce damage against small stuff, enabling the torp explosion radius nerf to be dialled back to avoid the Evasive Manoeuvres problem of reduced damage against stationary capitals. The DRF for Citadel Torpedoes is already as crappy as it can be, really. If you make it any worse the formula will start behaving pretty erratically, I think. |

Soldarius
Deadman W0nderland Test Alliance Please Ignore
671
|
Posted - 2014.05.08 14:34:00 -
[142] - Quote
All DRF does is to determine how fast the damage falls off due to velocity. At 5.5, velocity reductions are linear. Below that, they falloff faster. Increasing DRF above 5.5 is ineffective.
The Phoenix right now will do 130k alpha with kinetic ammo. That bonus is being removed. Maximum volley damage without BCSs should be about 85305. With 3x BCS II it will be 107810, which is exactly as it is now using anything but kinetic ammo.
Now add the reduced cycle time on the new launchers.
Applied Damage to linked, triaged Archon:
- Previous (kinetic only): alpha: 134760, dps: 11088.
- Previous (all other): alpha: 107810, dps: 8031.
- New (all types): alpha: 91852, dps: 10077.
Applied Damage to a 400m 100m/s BS:
- Previous (kinetic): alpha: 10780, dps: 887.
- Previous (other): alpha: 8624, dps: 709.
- New (all): alpha: 10062, dps: 1103.
These stats reflect the lesser application and increased RoF changes. Just like vs carrier/dreads, if you web the target (in this case it requires 67% reduction in velocity or 2 webs), you will do less damage than with the current stats. But at least in this case you can apply a TP and do significantly better damage.
In the case of a single 37% TP on the 100m/s, 400m BS...
- Previous (kinetic): alpha: 14769, dps: 1215.
- Previous (other): alpha: 11815, dps: 972.
- New (all): alpha: 13785, dps: 1512.
Honestly, I can understand why Fozzie is being so cautious. Now try it with a bonused TP from say a Vigil, Hyena, Rapier, or Huginn. One of these linked using a Domination TP overheated, you can get a 99.87% sigRad bonus per module. Now stack 3 of those. The bonus gets pretty insane. That 400m turns into 2350, and suddenly he will take a ****-tonne of damage.
Target painters are much more effective than they used to be, especially for blapping. But that doesn't fix the issue of reduced damage to linked carrier and dreads, and them being immune to EWAR when sieged/triaged. GÇ£I personally refuse to help AAA take space from itself so it can become an even shittier version of itselfGÇ¥
-Grath Telkin, 2014. |

Linkxsc162534
Traps 'R' Us Advanced Amateurs
64
|
Posted - 2014.05.08 15:28:00 -
[143] - Quote
Forgive my squirrely ignorance, I've heard most of the terms used in Eve so far. But what exactly is DRF? Thats never come up before this thread. At least in anything I was reading. |

Numba2 Special
State War Academy Caldari State
2
|
Posted - 2014.05.08 16:43:00 -
[144] - Quote
Linkxsc162534 wrote:Forgive my squirrely ignorance, I've heard most of the terms used in Eve so far. But what exactly is DRF? Thats never come up before this thread. At least in anything I was reading.
Damage Reduction Factor. It's an attribute on missiles that affects their applied damage if the target is speed tanking. Normally it lessens the effect of speed tanking, moreso as the DRF gets smaller. A DRF of 5.5, such as on Citadel Torpedoes, has no effect at all and target speed has a linear effect on applied damage. A DRF larger than 5.5 wouldn't cause anything strange, it would simply mean that target speed would have a superlinear effect on reducing applied damage. |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
1209
|
Posted - 2014.05.08 16:49:00 -
[145] - Quote
It's "damage reduction factor". It controls the shape of the reduction in applied damage when a target is mitigating damage via speed.
Damage = Base_Damage * MIN(MIN(sig/Er,1) , (Ev/Er * sig/vel)^(log(drf) / log(5.5))
I don't understand Soldarius's comment that DRF is already maxed, I don't see how it works mathematically. Just editing the DRF value on my spreadsheet to more than 5.5 causes damage to a subcapital to be reduced.
The problem with increasing DRF is that it does nothing to reduce damage to a small target that been properly webbed down - only sig matters in that case. But I also think we shouldn't get too worried about the blap Phoenix. Yes the alpha is scary, but it requires specific fits and support, and you can get very similar results with similar fits and support on the turret dreads, particularly when more than one is involved. Put a few Moroses/Nags 40 km apart with webs and linked, bonused painting support and you get a similar result. |

probag Bear
Center for Advanced Studies Gallente Federation
35
|
Posted - 2014.05.08 18:57:00 -
[146] - Quote
Soldarius wrote:[snip] Honestly, I can understand why Fozzie is being so cautious. Now try it with a bonused TP from say a Vigil, Hyena, Rapier, or Huginn. One of these linked using a Domination TP overheated, you can get a 99.87% sigRad bonus per module. Now stack 3 of those. The bonus gets pretty insane. That 400m turns into 2350, and suddenly he will take a ****-tonne of damage.
Target painters are much more effective than they used to be, especially for blapping. But that doesn't fix the issue of reduced damage to linked carrier and dreads, and them being immune to EWAR when sieged/triaged.
So what you're saying is that, for a Phoenix trying to hit subcaps, a 37% TP boosts applied DPS by 37%, and a 99.87% TP boosts applied DPS by 99.87%. Yes, that's completely true. Well, mostly true.
Using your same target on a blap-fit Moros, a 37% TP boosts applied DPS by 63% at 40km. A 99.87% TP boosts applied DPS by 119% at 40km.
TPs have always been strong when you're trying to hit targets you shouldn't be able to hit.
Gypsio III wrote:But I also think we shouldn't get too worried about the blap Phoenix. Yes the alpha is scary, but it requires specific fits and support, and you can get very similar results with similar fits and support on the turret dreads, particularly when more than one is involved. Put a few Moroses/Nags 40 km apart with webs and linked, bonused painting support and you get a similar result.
Actually, you don't, and in my opinion that's the only problem. Using the fits that I already have pulled up. Assuming perfect Electronic Superiority Link and cold TPs, because they do burn out fast.
Standard, faction/T2rig-fit, faction Scourge, blap Phoenix alpha:
- Against Sleepless Guardian, with Rapier support: 147,517 at any distance within range.
- Against Sleepless Guardian with Loki support: 147,517 at any distance within range.
- Against T2 AB Guardian with Rapier support: 26,567 at any distance within range.
- Against T2 AB Guardian with Loki support: 13,174 at any distance within range.
Standard, faction-fit, faction Antimatter, blap Moros alpha at the peak of the damage curve:
- Against Sleepless Guardian, with Rapier support: 64,420 on average, 93,006 maximum w/o wrecking shots, 187,262 on wrecking shots, 32,210 minimum. Peak is at ~22.3km, 95% of peak alpha extends between ~9.3km and ~34.2km.
- Against Sleepless Guardian with Loki support: 60,568 on average, 90,247 maximum w/o wrecking shots, 181,705 on wrecking shots, 30,284 minimum. Peak is at ~24.9km, 95% of peak alpha extends between ~15.4km and ~36.3km.
- Against T2 AB Guardian with Rapier support: 24,007 on average, 35,770 maximum w/o wrecking shots, 72,021 on wrecking shots 12,004 minimum. Peak is at ~57.1km, 95% of peak alpha extends between ~49.6km and ~66.4km.
- Against T2 AB Guardian with Loki support: 8,753 on average, 13,042 maximum w/o wrecking shots, 26,259 on wrecking shots, 13,129 minimum. Peak is at ~78.5km, 95% of peak alpha extends between 70km and 88.4km.
Of course a Moros with blasters out-DPSes a Phoenix quite heavily, at effective range. But the Phoenix puts out the same reliable, high, alpha at any range, be it at 500m or 50km. |

James Amril-Kesh
4S Corporation Goonswarm Federation
9612
|
Posted - 2014.05.08 18:57:00 -
[147] - Quote
The explosion radius changes are pretty ********. "Pretty much all 14 of the CSM were in favor of a drone assign nerf for OBVIOUS gameplay reasons" - Sala Cameron
|

Alexis Nightwish
State War Academy Caldari State
2
|
Posted - 2014.05.08 19:19:00 -
[148] - Quote
CCP Fozzie wrote: Let me know what you think.
First, let me thank you for asking our opinions rather than just shoving a change down our throats like with the reprocessing nerf.
I think the goal of fixing capital missiles is good, but you take one step forward and one back. In this case you increase the ExVel so the missiles aren't so easily speed tanked, but then you cripple the ExRad so they cannot do full damage even to ships of their size class.
If you're worried about cap missiles doing huge damage to subcaps, don't. A moving BS takes trivial damage from citadels and still would even without the concomitant ExRad nerf. The only way he could get blapped is if he was webbed, painted, and MWDing, and in that situation he's WEBBED, PAINTED, AND MWDING! If a webbed, painted, MWDing cruiser gets chunked by a BS torp it's okay, so why is it that if a BS in the same situation taking citadel torp fire and meets the same fate it's a problem? |

Arronicus
Ravens' Nest Outlaw Horizon.
951
|
Posted - 2014.05.08 20:07:00 -
[149] - Quote
Catherine Laartii wrote:As alarmed as I am at the sig radius nerf, I don't actually see this being too much of an issue as long as there are TPs on field lighting up the primary.
many of the primaries are target painter immune. |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
1210
|
Posted - 2014.05.08 20:25:00 -
[150] - Quote
Problem here is that you're assuming perfect transversal at all times against multiple Moroses, which is impossible, and that nobody's bothered bringing any 90% webs. |

Nevyn Auscent
Broke Sauce
1330
|
Posted - 2014.05.08 21:22:00 -
[151] - Quote
It concerns me that missiles are balanced in such a way that ships in their intended target class are able to take significantly reduced damage BEFORE Links & Prop mods are factored into account.
If I was going to design a weapon system to shoot at Capitals, I would design it in order to hit normal capital ships for full damage. That means that the explosion velocity should match the top speed of a carrier or dread. The Explosion radius should be no larger than the smallest Carrier or dread.
This then makes skills make the difference as well as fits & links. Rather than the current silliness where a Carrier without prop mod or links can nearly halve the damage of a weapon system made to shoot at carriers. |

Bagehi
Sniggerdly Pandemic Legion
265
|
Posted - 2014.05.08 21:34:00 -
[152] - Quote
Burneddi wrote:A triage Archon with links will have 1956m sig radius, and move at 0ms. Just want to take this opportunity to point out that dreads and carriers very rarely are at 0 m/s in an ongoing fleet fight. Last capital fight I was involved in, my Moros was sieged and doing almost 100 m/s from a post-jump-and-siege bump. So, in an actual game situation, a phoenix would be doing a pretty horrible percentage of full damage to that Moros before these changes and after.
Caps jumping into a large fight are going to be moving. Dreads are bouncing all over the place after they enter siege. Supers will be aligned at full speed (which is more than exp velocity both before and after this change). Carriers (with sentry carriers soon to be a thing of the past) will likely also be moving as well.
There is something fundamentally wrong with the damage calculation for missiles which has led to this situation where a Phoenix is far better at blapping undocking subcaps than it can be in a fleet fight. This change will slightly nerf their ability to undock camp, no doubt. It will not be a functional capital ship in a fleet fight.
These changes remind me of PL's ill-fated attempt at making Ravens a fleet comp. "They're really good on paper..." was repeated every time the comp lost to a more traditional comp. The changes to the Raven were heralded in the same fashion as the changes to the Phoenix are being heralded right now. Eve trailers aside, Phoenixes and Ravens aren't going to be fleet comps, because of the underlying missile damage mechanics, without horribly unbalancing them in specialized settings. |

Roguehellhound
Sea Hamster Legionnaires The Unthinkables
2
|
Posted - 2014.05.08 22:06:00 -
[153] - Quote
Bagehi wrote:Burneddi wrote:A triage Archon with links will have 1956m sig radius, and move at 0ms. Just want to take this opportunity to point out that dreads and carriers very rarely are at 0 m/s in an ongoing fleet fight. Last capital fight I was involved in, my Moros was sieged and doing almost 100 m/s from a post-jump-and-siege bump. So, in an actual game situation, a phoenix would be doing a pretty horrible percentage of full damage to that Moros before these changes and after. Caps jumping into a large fight are going to be moving. Dreads are bouncing all over the place after they enter siege. Supers will be aligned at full speed (which is more than exp velocity both before and after this change). Carriers (with sentry carriers soon to be a thing of the past) will likely also be moving as well. There is something fundamentally wrong with the damage calculation for missiles which has led to this situation where a Phoenix is far better at blapping undocking subcaps than it can be in a fleet fight. This change will slightly nerf their ability to undock camp, no doubt. It will not be a functional capital ship in a fleet fight. These changes remind me of PL's ill-fated attempt at making Ravens a fleet comp. "They're really good on paper..." was repeated every time the comp lost to a more traditional comp. The changes to the Raven were heralded in the same fashion as the changes to the Phoenix are being heralded right now. Eve trailers aside, Phoenixes and Ravens aren't going to be fleet comps, because of the underlying missile damage mechanics, without horribly unbalancing them in specialized settings. Unfortunately, there isn't much demand for mission running dreads so keep an eye out on the station undock.
i completely agree and i doubt CCP would rewrite the missile mechanics any time soon. to be honest i just wish missiles would be taken off as primary hardpoints and used as secondary/auxiliary weapons system(s) that can do massive damage but very limited. imagine if a cruiser class had its normal weapon systems but can mount 4 torps to use vs larger targets like BC's and BS's.
but as it stands, missiles mechanics are rather off and needs serious work on. |

Blodhgarm Dethahal
Transcendent Sedition Dustm3n
115
|
Posted - 2014.05.08 23:20:00 -
[154] - Quote
This needs more likes!
likelikelikelikelikelikelikelikelikelikelikelikelikelikelikelikelikelikelikelikelikelikelikelike!
10/10 -Bl+¦d
http://bloodytravels.blogspot.com/ -á-- My travels through space. |

Maxemus Payne
THE BOARD OF EDUCATION
12
|
Posted - 2014.05.09 00:41:00 -
[155] - Quote
I got a better idea. Lets change the mechanics of the weapon systems instead. I recommend giving them a much higher rate of fire but only enough capacity to hold about...20 or so rounds. In addition to that we can institute a 40 second reload time to create a new kind of burst damage weapon that is exclusive to these launchers. Maybe a slight PG increase is in order too. Lets not even test it and put it in the game. I know overheating is already in the game to provide a "burst" mechanic...but whatevers.
:-| |

Alexander McKeon
AQUILA INC Verge of Collapse
49
|
Posted - 2014.05.09 03:02:00 -
[156] - Quote
We do come across a broader problem: there is significant overlap between the speeds at which an Archon (which should take full damage) and a fully webbed subcap (which perhaps should not) move. If the missiles do full damage to the archon, they will mess up subcaps something fierce, assuming equal signature size. Unfortunately, linked, bonused target painters can very reasonably double the signature size of a target, taking a Rokh to 1.3k signautre. Non-bonused webs can easily take an afterburning battleship to below the speeds of an unwebbed Archon, and with that 1.3k signature from painters, all I can say is "Blap". (~75% damage application for the curious)
It might be appropriate to examine the introduction of non-linear scaling with regards to signature radius in the missile damage equation, but that's a topic for another day. |

Mr Hyde113
Origin. Black Legion.
141
|
Posted - 2014.05.09 04:55:00 -
[157] - Quote
Daily reminder that the Rev should get this Resistance + Damage boost |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
1211
|
Posted - 2014.05.09 10:21:00 -
[158] - Quote
Mr Hyde113 wrote:Daily reminder that the Rev should get this Resistance + Damage boost
Both might be too much. Actually, I don't think the Rev's problem is damage, I think it's range. GIving it more damage just further homogenises the turret dreads' DPS. The Rev's focus should be damage projection, but currently the Moros is greatly superior at this. Boost Rev optimal, nerf Moros/Naglfar optimal and falloff. Then see where we are. |

Gosti Kahanid
GANOR Deep Space Explorers GANOR INC.
53
|
Posted - 2014.05.09 10:53:00 -
[159] - Quote
In the last big Titan-Nerf CCP made it so that Titans can-¦t aply their full damage to subcaptials, even when they are webbed and target painted to the extreme. Wouldn-¦t it be possible to do the opposite? Give the Phoenix a Damage-Bonus against other Capitals(25%) and even a bigger one against Supercapitals (100%). Let it be a Dread spezialised in attacking Supercaps and effektive against other Caps, but absolutely weak against any Subcapital. |

Iam Widdershins
Tempest Legion
847
|
Posted - 2014.05.09 10:59:00 -
[160] - Quote
Catherine Laartii wrote:I would be in favor of a dreadnaught sig increase due to the actually large size and mass difference between them and carriers, assuming it's an offset to the coming dread buff which would include (but not be limited to) the following: -Moros and Naglfar get respective bonuses to armor and shield repair -All including Rev get a 10% damage bonus per level -Rev turns into alt version of phoenix with 4% resists per level -All see buffs to capacitor, sensor strength, sig res -All see slight nerf to overall hp, but buff more towards their respective hp tank type -Ammo capacity inceased, especially on missiles, to ensure magazine lasts all the way through siege I see absolutely no reason for a change to the EHP, tank stats, or damage amounts of Capitals to go along with changes in signature radius.
1. EHP and tank don't matter: the idea is, basically everything in range can always hit capitals with 100% damage all the time except in special circumstances. If you increased Dreadnought and Carrier signature radius to 1 million kilometers, you wouldn't notice a huge difference in the amount of damage they take... so just because you're increasing the sig radius of capitals doesn't mean there's any kind of good excuse to change the raw stats of these ships.
2. Changing the amount of damage capitals deal is even more dangerous territory. It affects the balance in usefulness between subcapitals and capitals when shooting structures, the amount of time it takes to kill structures with capitals, the difficulty of killing capitals with other capitals, and of course the amount of damage you can do to subcapitals with capital ships. There is no good reason to mess with all this right now. Lobbying for your right to delete your signature |

Trinkets friend
Goat Sects
1417
|
Posted - 2014.05.09 11:02:00 -
[161] - Quote
Trinkets Friendly research laboratories has conducted research on Battleships versus Frigates using cruise missiles. The two contenders are the Raven and Typhoon.
The Typhoon gets a hull-based explosion velocity bonus. The Raven get some naff, useless missile velocity bonus. The Typhoon can armour tank (if it wants) and can fit twin TP's. The Raven can't really armour tank, so it can't really fit a spare EWAR mod without being a complete joke at tanking. Both can triple rigor rig and use Precisions, and attain a explosion radius of ~120m. The Typhoon gets a much more handy explosion velocity and can pump the enemy sig up 90% with twin TP's.
The actual performance of these two BS is starkly different. Sure, the Raven's missiles hit sooner, but the DPS is the same on paper, so who cares if your missiles hit sooner? Like, seriously, irrelevant. It's not like alpha with a turret.
The Typhoon can effectively alpha frigates (yes, including MWDing low-sig armour frigs) whereas the Raven has trouble killing anything. This is tested and proven.
Clearly the difference is that the Typhoon has a hull bonus on explosive velocity and can rig for explosion radius. The Raven can only do one of these, and it is insufficient.
The Phoenix is in the same position as the Raven. Sure, you can triple T2 rigor fit it (for 1.5 bilLOLions), but that just fixes half the problem.
Ergo, the solution is to give the Phoenix a explosion velocity bonus to the hull. Screw fast missiles. Join the cult of Goat Sects @_@ http://www.localectomy.blogspot.com.au
|

Iam Widdershins
Tempest Legion
847
|
Posted - 2014.05.09 11:06:00 -
[162] - Quote
Gypsio III wrote:Mr Hyde113 wrote:Daily reminder that the Rev should get this Resistance + Damage boost Both might be too much. Actually, I don't think the Rev's problem is damage, I think it's range. GIving it more damage just further homogenises the turret dreads' DPS. The Rev's focus should be damage projection, but currently the Moros is greatly superior at this. Boost Rev optimal, nerf Moros/Naglfar optimal and falloff. Then see where we are. Revelations are still very strong, but they're most notably strong with capital beams. Certainly the Revelation may have generally underwhelming projection in the 30-70km envelope, but it begins to truly shine at 100km and beyond. Capital beams, and indeed sniping dreads in general, have recently fallen out of favor with the proliferation of supercarriers and kin -- and thus we are seeing a marked decrease in the relative popularity of the former king of dreads. Lobbying for your right to delete your signature |

Hagika
Hipsters In Space
220
|
Posted - 2014.05.09 11:13:00 -
[163] - Quote
Changes were great all up to the nerf that followed..Really? are you serious Fozzie?
Missiles hit like garbage and capital missile hit worse than garbage and we make it so the phoenix cant even hit sieged dreas and such for full?
You essentially buffed the phoenix back into garbage. |

light heaven
JUST SET TIMES Fraternity.
5
|
Posted - 2014.05.09 11:38:00 -
[164] - Quote
Buffing the explosion velocity and nerfing their explosion. But explosion velocity more than explosion which means target's signal bigger than explosion will received more damage than before. So you could deal more damage to capital ship for you could reduce your explosion easily by boosters and rigs. It also help missiles to hit painted battleship. With buff to EHP, Phoenix will be the best dreadnought to fight other dreadnought. Could you make it better by buff capital missiles' EHP to help it pass smart bombers? |

Paynus Maiassus
Capital Munitions
11
|
Posted - 2014.05.09 21:33:00 -
[165] - Quote
OK so I did some math and it looks like when fighting against a ship with a 2000 sig radius (fighting at a speed below the movement threshold to affect damage), the Kronos Phoenix will do slightly less DPS until training Guided Missile Precision 5, at which point it will have a slight edge. However, with 1 Capital Warhead Rigor Catalyst I fitted, it will do substantially more DPS to that ship. Given that perspective, I do still think a lower explosion radius nerf would be a good idea, but overall the ship has to be seen as being buffed. Therefore I'm happy. Thanks. |

Mr Hyde113
Origin. Black Legion.
141
|
Posted - 2014.05.09 21:35:00 -
[166] - Quote
Iam Widdershins wrote:Gypsio III wrote:Mr Hyde113 wrote:Daily reminder that the Rev should get this Resistance + Damage boost Both might be too much. Actually, I don't think the Rev's problem is damage, I think it's range. GIving it more damage just further homogenises the turret dreads' DPS. The Rev's focus should be damage projection, but currently the Moros is greatly superior at this. Boost Rev optimal, nerf Moros/Naglfar optimal and falloff. Then see where we are. Revelations are still very strong, but they're most notably strong with capital beams. Certainly the Revelation may have generally underwhelming projection in the 30-70km envelope, but it begins to truly shine at 100km and beyond. Capital beams, and indeed sniping dreads in general, have recently fallen out of favor with the proliferation of supercarriers and kin -- and thus we are seeing a marked decrease in the relative popularity of the former king of dreads.
This argument is nonsensical. Losing out on a 25% damage bonus compared to its turret dread counterparts means that regardless of whether it is using Beams or Pulses, the Rev will be out damaged at any range, all at a higher cap use.
The way they are going with the phoenix provides a solution to the problem the Rev has, without just being boring and giving it a double damage bonus. It NEEDS a redeeming factor for its lower damage and tracking and a reason/specialty to be used over the Nag and Moros. Tankiness is an attractive option, while also getting rid of that disgusting cap usage bonus that is a cop out , and really is just a mitigation of a outdated balancing penalty.
This change could create OPTIONS for pilots looking to train for a dread, as well as fleets looking to accomplish a certain task.
Higher Damage: Moros & Naglfar
Higher Tank: Revelation & Phoenix
Shield Preference: Phoenix & Naglfar
Armor Preference: Revelation & Moros
Capless/Selectable Damage Type: Phoenix & Naglfar
Faster/Instant Reloads/Range Swaps: Moros/Revelation
Tracking: Moros & Naglfar
Projection: Revelation & Phoenix
The phoenix change has been a LONG time coming, especially since the Moros has reigned supreme for years (since what? Fall 2011 with Crucible?) until the naglfar buff
Sniping dreads are not viable in the current meta outside very specific situations, and as I said earlier, it will still lose out with beams due to having 25% lower damage. |

Hagika
Hipsters In Space
221
|
Posted - 2014.05.10 00:07:00 -
[167] - Quote
Mr Hyde113 wrote:Iam Widdershins wrote:Gypsio III wrote:Mr Hyde113 wrote:Daily reminder that the Rev should get this Resistance + Damage boost Both might be too much. Actually, I don't think the Rev's problem is damage, I think it's range. GIving it more damage just further homogenises the turret dreads' DPS. The Rev's focus should be damage projection, but currently the Moros is greatly superior at this. Boost Rev optimal, nerf Moros/Naglfar optimal and falloff. Then see where we are. Revelations are still very strong, but they're most notably strong with capital beams. Certainly the Revelation may have generally underwhelming projection in the 30-70km envelope, but it begins to truly shine at 100km and beyond. Capital beams, and indeed sniping dreads in general, have recently fallen out of favor with the proliferation of supercarriers and kin -- and thus we are seeing a marked decrease in the relative popularity of the former king of dreads. This argument is nonsensical. Losing out on a 25% damage bonus compared to its turret dread counterparts means that regardless of whether it is using Beams or Pulses, the Rev will be out damaged at any range, all at a higher cap use. The way they are going with the phoenix provides a solution to the problem the Rev has, without just being boring and giving it a double damage bonus. It NEEDS a redeeming factor for its lower damage and tracking and a reason/specialty to be used over the Nag and Moros. Tankiness is an attractive option, while also getting rid of that disgusting cap usage bonus that is a cop out , and really is just a mitigation of a outdated balancing penalty. This change could create OPTIONS for pilots looking to train for a dread, as well as fleets looking to accomplish a certain task. Higher Damage: Moros & Naglfar Higher Tank: Revelation & Phoenix Shield Preference: Phoenix & Naglfar Armor Preference: Revelation & Moros Capless/Selectable Damage Type: Phoenix & Naglfar Faster/Instant Reloads/Range Swaps: Moros/Revelation Tracking: Moros & Naglfar Projection: Revelation & Phoenix The phoenix change has been a LONG time coming, especially since the Moros has reigned supreme for years (since what? Fall 2011 with Crucible?) until the naglfar buff Sniping dreads are not viable in the current meta outside very specific situations, and as I said earlier, it will still lose out with beams due to having 25% lower damage.
yes a very long time coming but the buff fell short and it still sits in a solid last place and really isnt much better than before. |

ZecsMarquis
Destroyer's Inc.
5
|
Posted - 2014.05.10 00:15:00 -
[168] - Quote
Trinkets friend wrote:Trinkets Friendly research laboratories has conducted research on Battleships versus Frigates using cruise missiles. The two contenders are the Raven and Typhoon.
The Typhoon gets a hull-based explosion velocity bonus. The Raven get some naff, useless missile velocity bonus. The Typhoon can armour tank (if it wants) and can fit twin TP's. The Raven can't really armour tank, so it can't really fit a spare EWAR mod without being a complete joke at tanking. Both can triple rigor rig and use Precisions, and attain a explosion radius of ~120m. The Typhoon gets a much more handy explosion velocity and can pump the enemy sig up 90% with twin TP's.
The actual performance of these two BS is starkly different. Sure, the Raven's missiles hit sooner, but the DPS is the same on paper, so who cares if your missiles hit sooner? Like, seriously, irrelevant. It's not like alpha with a turret.
The Typhoon can effectively alpha frigates (yes, including MWDing low-sig armour frigs) whereas the Raven has trouble killing anything. This is tested and proven.
Clearly the difference is that the Typhoon has a hull bonus on explosive velocity and can rig for explosion radius. The Raven can only do one of these, and it is insufficient.
The Phoenix is in the same position as the Raven. Sure, you can triple T2 rigor fit it (for 1.5 bilLOLions), but that just fixes half the problem.
Ergo, the solution is to give the Phoenix a explosion velocity bonus to the hull. Screw fast missiles.
Agreed. The Raven doesnt apply its damage like the Typhoon. Sad really. I'd gladly give up the velocity bonus for a explosion radius bonus. Can't really overpowered if the typhoon gets it.
|

Hagika
Hipsters In Space
221
|
Posted - 2014.05.10 00:31:00 -
[169] - Quote
ZecsMarquis wrote:Trinkets friend wrote:Trinkets Friendly research laboratories has conducted research on Battleships versus Frigates using cruise missiles. The two contenders are the Raven and Typhoon.
The Typhoon gets a hull-based explosion velocity bonus. The Raven get some naff, useless missile velocity bonus. The Typhoon can armour tank (if it wants) and can fit twin TP's. The Raven can't really armour tank, so it can't really fit a spare EWAR mod without being a complete joke at tanking. Both can triple rigor rig and use Precisions, and attain a explosion radius of ~120m. The Typhoon gets a much more handy explosion velocity and can pump the enemy sig up 90% with twin TP's.
The actual performance of these two BS is starkly different. Sure, the Raven's missiles hit sooner, but the DPS is the same on paper, so who cares if your missiles hit sooner? Like, seriously, irrelevant. It's not like alpha with a turret.
The Typhoon can effectively alpha frigates (yes, including MWDing low-sig armour frigs) whereas the Raven has trouble killing anything. This is tested and proven.
Clearly the difference is that the Typhoon has a hull bonus on explosive velocity and can rig for explosion radius. The Raven can only do one of these, and it is insufficient.
The Phoenix is in the same position as the Raven. Sure, you can triple T2 rigor fit it (for 1.5 bilLOLions), but that just fixes half the problem.
Ergo, the solution is to give the Phoenix a explosion velocity bonus to the hull. Screw fast missiles. Agreed. The Raven doesnt apply its damage like the Typhoon. Sad really. I'd gladly give up the velocity bonus for a explosion radius bonus. Can't really overpowered if the typhoon gets it.
Its ok if minmatar gets it.. Though it magically becomes over powered and broken if caldari gets it.
|

Alexander McKeon
AQUILA INC Verge of Collapse
49
|
Posted - 2014.05.10 00:36:00 -
[170] - Quote
I can explain with just two words why they haven't given the Revelation the same sort of armor resist bonus: Wolf-Rayet. |

Claud Tiberius
36
|
Posted - 2014.05.10 01:00:00 -
[171] - Quote
Trinkets friend wrote:Trinkets Friendly research laboratories has conducted research on Battleships versus Frigates using cruise missiles. The two contenders are the Raven and Typhoon.
The Typhoon gets a hull-based explosion velocity bonus. The Raven get some naff, useless missile velocity bonus. The Typhoon can armour tank (if it wants) and can fit twin TP's. The Raven can't really armour tank, so it can't really fit a spare EWAR mod without being a complete joke at tanking. Both can triple rigor rig and use Precisions, and attain a explosion radius of ~120m. The Typhoon gets a much more handy explosion velocity and can pump the enemy sig up 90% with twin TP's.
The actual performance of these two BS is starkly different. Sure, the Raven's missiles hit sooner, but the DPS is the same on paper, so who cares if your missiles hit sooner? Like, seriously, irrelevant. It's not like alpha with a turret.
The Typhoon can effectively alpha frigates (yes, including MWDing low-sig armour frigs) whereas the Raven has trouble killing anything. This is tested and proven.
Clearly the difference is that the Typhoon has a hull bonus on explosive velocity and can rig for explosion radius. The Raven can only do one of these, and it is insufficient.
The Phoenix is in the same position as the Raven. Sure, you can triple T2 rigor fit it (for 1.5 bilLOLions), but that just fixes half the problem.
Ergo, the solution is to give the Phoenix a explosion velocity bonus to the hull. Screw fast missiles. Doesn't the Raven move slightly faster and due to the missile velocity, able to fire at longer range? Not that either of those two points would have much of an impact anyway, I pretty much agree with your statement.
Once upon a time the Golem had a Raven hull and it looked good. Then it transformed into a plataduck. The end. |

Hagika
Hipsters In Space
221
|
Posted - 2014.05.10 01:48:00 -
[172] - Quote
Claud Tiberius wrote:Trinkets friend wrote:Trinkets Friendly research laboratories has conducted research on Battleships versus Frigates using cruise missiles. The two contenders are the Raven and Typhoon.
The Typhoon gets a hull-based explosion velocity bonus. The Raven get some naff, useless missile velocity bonus. The Typhoon can armour tank (if it wants) and can fit twin TP's. The Raven can't really armour tank, so it can't really fit a spare EWAR mod without being a complete joke at tanking. Both can triple rigor rig and use Precisions, and attain a explosion radius of ~120m. The Typhoon gets a much more handy explosion velocity and can pump the enemy sig up 90% with twin TP's.
The actual performance of these two BS is starkly different. Sure, the Raven's missiles hit sooner, but the DPS is the same on paper, so who cares if your missiles hit sooner? Like, seriously, irrelevant. It's not like alpha with a turret.
The Typhoon can effectively alpha frigates (yes, including MWDing low-sig armour frigs) whereas the Raven has trouble killing anything. This is tested and proven.
Clearly the difference is that the Typhoon has a hull bonus on explosive velocity and can rig for explosion radius. The Raven can only do one of these, and it is insufficient.
The Phoenix is in the same position as the Raven. Sure, you can triple T2 rigor fit it (for 1.5 bilLOLions), but that just fixes half the problem.
Ergo, the solution is to give the Phoenix a explosion velocity bonus to the hull. Screw fast missiles. Doesn't the Raven move slightly faster and due to the missile velocity, able to fire at longer range? Not that either of those two points would have much of an impact anyway, I pretty much agree with your statement.
Actually the phoon is faster than the Raven, you can armor tank the phoon with rigs and plates and still be faster.
|

Galphii
Caldari Provisions Caldari State
225
|
Posted - 2014.05.10 03:51:00 -
[173] - Quote
This might not be the solution, but this is F&I so I'm just gonna throw it out there.
Rapid Cruise Launchers for the Phoenix.
This would allow it to hit moving objects much better than citadel weapons, at the cost of lower overall maximum damage, and of course you've got that 35 second reload to balance things out a bit too. Could be interesting  X |

NiteNinja
Night Raven Task Force Night Raven Alliance
19
|
Posted - 2014.05.10 04:27:00 -
[174] - Quote
I like the ability to use any damage type, but the Citadel Torpedoes are already overpowered as is.
With a Capital Rigor Catalyst rig, 2 target painters, Meta launchers and Faction missiles, I can instapop moving battleships (tested on tanked fit Navy Scorpion and Abaddon) and even hit frigates for significant damage
So honestly, there is no real need to buff their damge. 14,125 dps in T2 Siege mode is already on the higher end of the deadnought spectrum.
Yes, I'm a nearly maxed Phoenix Pilot turning down a buff. :) |

Roguehellhound
Sea Hamster Legionnaires The Unthinkables
2
|
Posted - 2014.05.10 04:54:00 -
[175] - Quote
Hagika wrote:Claud Tiberius wrote:Trinkets friend wrote:Trinkets Friendly research laboratories has conducted research on Battleships versus Frigates using cruise missiles. The two contenders are the Raven and Typhoon.
The Typhoon gets a hull-based explosion velocity bonus. The Raven get some naff, useless missile velocity bonus. The Typhoon can armour tank (if it wants) and can fit twin TP's. The Raven can't really armour tank, so it can't really fit a spare EWAR mod without being a complete joke at tanking. Both can triple rigor rig and use Precisions, and attain a explosion radius of ~120m. The Typhoon gets a much more handy explosion velocity and can pump the enemy sig up 90% with twin TP's.
The actual performance of these two BS is starkly different. Sure, the Raven's missiles hit sooner, but the DPS is the same on paper, so who cares if your missiles hit sooner? Like, seriously, irrelevant. It's not like alpha with a turret.
The Typhoon can effectively alpha frigates (yes, including MWDing low-sig armour frigs) whereas the Raven has trouble killing anything. This is tested and proven.
Clearly the difference is that the Typhoon has a hull bonus on explosive velocity and can rig for explosion radius. The Raven can only do one of these, and it is insufficient.
The Phoenix is in the same position as the Raven. Sure, you can triple T2 rigor fit it (for 1.5 bilLOLions), but that just fixes half the problem.
Ergo, the solution is to give the Phoenix a explosion velocity bonus to the hull. Screw fast missiles. Doesn't the Raven move slightly faster and due to the missile velocity, able to fire at longer range? Not that either of those two points would have much of an impact anyway, I pretty much agree with your statement. Actually the phoon is faster than the Raven, you can armor tank the phoon with rigs and plates and still be faster.
Question... why does the Caldari ships have lower scan res than their Mimatar counterparts? Isn't lore wise, Caldari suppose to be second only to Jove in technology. So you factor in lower base scan res with the flight time of missiles- it gimps the application of dps a bit. And yes, i found out that the Phoon is potentially a much better torp boat than the Raven... Nice balance CCP. |

Linkxsc162534
Traps 'R' Us Advanced Amateurs
65
|
Posted - 2014.05.10 05:13:00 -
[176] - Quote
NiteNinja wrote:I like the ability to use any damage type, but the Citadel Torpedoes are already overpowered as is.
With a Capital Rigor Catalyst rig, 2 target painters, Meta launchers and Faction missiles, I can instapop moving battleships (tested on tanked fit Navy Scorpion and Abaddon) and even hit frigates for significant damage
So honestly, there is no real need to buff their damge. 14,125 dps in T2 Siege mode is already on the higher end of the deadnought spectrum.
Yes, I'm a nearly maxed Phoenix Pilot turning down a buff. :)
I only see 1 kill of a mobile tractor unit. However you may be mission running/sleepers with your Phoenix. Which generally means that you have a poor PVP fit, and you've got friends webbing the targets down also.
The underlying problem with this change is that. The explosion radius will be too large to hit battleships and "instapop" them. And that in an actual PVP situation, you won't be dealing full damage to sieged dreads/triaged carriers, because your TP bonuses go out the window at that point, and they already aren't moving(/ they probably are moving cause something probably bounced them), so you can't make up the damage that way.
With this change, Torp Phoenixes that want full damage application even against other dreads will NEED 3 rigors. Ofcourse players could just switch to Cruises. But again, those have issues with PVP |

Trinkets friend
Sudden Buggery
1422
|
Posted - 2014.05.10 06:13:00 -
[177] - Quote
Claud Tiberius wrote:Trinkets friend wrote: words to the effect that Typhoon rocks Doesn't the Raven move slightly faster and due to the missile velocity, able to fire at longer range? Not that either of those two points would have much of an impact anyway, I pretty much agree with your statement.
Longer range missiles, like firing all the way across the grid, are useful only if your enemies are hard tackled and/or the Raven has a passive targeter to prevent the target knowing it's going to cop missiles to the face in 20 seconds.
Secondly, you need sebo's to pump your lock rangge up to 226km+ to make use of what you can achieve with a maxed out Raven (triple missile velocity rigs). That's more mids. You are also going to be fighting beyond the range of all EWAR save, perhaps, weak flailing BB ECM and Lachesis damps. No TP's.
Thirdly, why push for more than 120-140km range? If you fight beyond that range you can be probed down and your foes can be up your jacksie faster than a fox up a drainpipe.
If you want to kill stuff at range, you hop in anything with a turret, and apply your DPS instantly. 20 seconds for a missile to fly 226km across the grid if you compare that to a silly NApoc fit doing 400DPS (tachs with Gleam L and 3 sinks) at the same range, well, you're NApoc is already 8,000 damage ahead of you. If your Raven is doing more DPS, it's only catches up from +20 to +60s.
Missile speed and range of cruise missiles is excessive for almost all realistic combat scenarios, and the lack of DPS and damage application you get for that excessive range isn't worth it. This is going to be true of Citadel Cruise vs anything else - why sit at 200km from a POS so you can avoid being scrammed and shoot with Citadel Cruise? You'll be in siege anyway, so range is no real defence. In fleet battles, even ranged turret LR dreads out-DPS you significantly.
For a Cit Cruise Phoenix at 190km (no velocity rigs because you need 3 rigors) it takes 30 seconds for the missiles to hit the enemy capital/POS/webbed to hell Vindicator. Or whatever. It doesn't matter because an Artynag does 5600 DPS (ideally) at range for 30s, theoretically 160,000 damage.
That's 160 seconds of catch-up by the Phoenix before the (theoretical, but totally unrealistic) extra 1300 DPS of the Phoenix equalises out that 30s of firing the Nag got.
So, yeah, if the citadel missile velocity buff goes through, you're just wasting a little less of your time. Given there's already enough bad time-wasting "game play" in nullsec sov wars, this must be a buff, amirite? Shoot that which lieth before you and tackle that which runneth away - Ancient Minmatar proverb @_@ http://www.localectomy.blogspot.com.au
|

Burneddi
Love Squad Pasta Syndicate
67
|
Posted - 2014.05.10 08:09:00 -
[178] - Quote
Trinkets friend wrote:Trinkets Friendly research laboratories has conducted research on Battleships versus Frigates using cruise missiles. The two contenders are the Raven and Typhoon.
The Typhoon gets a hull-based explosion velocity bonus. The Raven get some naff, useless missile velocity bonus. The Typhoon can armour tank (if it wants) and can fit twin TP's. The Raven can't really armour tank, so it can't really fit a spare EWAR mod without being a complete joke at tanking. Both can triple rigor rig and use Precisions, and attain a explosion radius of ~120m. The Typhoon gets a much more handy explosion velocity and can pump the enemy sig up 90% with twin TP's.
The actual performance of these two BS is starkly different. Sure, the Raven's missiles hit sooner, but the DPS is the same on paper, so who cares if your missiles hit sooner? Like, seriously, irrelevant. It's not like alpha with a turret.
The Typhoon can effectively alpha frigates (yes, including MWDing low-sig armour frigs) whereas the Raven has trouble killing anything. This is tested and proven.
Clearly the difference is that the Typhoon has a hull bonus on explosive velocity and can rig for explosion radius. The Raven can only do one of these, and it is insufficient.
The Phoenix is in the same position as the Raven. Sure, you can triple T2 rigor fit it (for 1.5 bilLOLions), but that just fixes half the problem.
Ergo, the solution is to give the Phoenix a explosion velocity bonus to the hull. Screw fast missiles. I'm loving the Raven/Typhoon comparison. It's so spot on. In the case of the Phoenix, though, I don't think a hull bonus for the missiles would be necessary. The only ships using them are the Phoenix and Leviathan, and the latter already gets the Titan penalty against subcaps so whatever happens there doesn't really matter. Thus, instead of hull bonuses to application, just buff the base stats. Having to at least fit two T2 rigs to apply in any way decently in your dread should not be a necessity, but currently it is and after these changes it will be even more.
Anyway, about missile speed not mattering, Citadel Torpedoes are so slow that if Phoenixes ever become a thing they will just get firewalled. That mechanic is an entirely different beast, but it's high time it's looked at. A single battleship/battlecruiser fitted with smartbombs should not be able to counter a completely arbitrary amount of missile ships by going AFK with smartbombs blazing somewhere in their general vicinity. On non-speed bonused Citadel Torpedoes, they move so slow you could probably smartbomb Citadel Torpedoes fired on YOU by killing them with your own smartbombs before they hit you.
There's also additional issues with the "missiles are destroyable" mechanic that have to do with grouping launchers. If your launchers are grouped the system behaves incredibly erratically, and I'm pretty sure destroying one missile from the group may destroy the entire group. Thus, if you're eg. shooting cruises at a Talwar fitted with a single defender missile, that single defender missile can destroy the entire stack of cruises you shot at him. That is assuming that the defender missiles don't glitch out like they oh-so-often do.
Smartbombs are obviously a completely foolproof and in fact more efficient solution, having no limit in which missiles they can hit (defenders only hit missiles shot at you), being able to destroy a completely arbitrary number of missiles in one cycle, not being bugged and useless etc. A single smartbomb BS can in theory single-handedly counter a 250-man Phoenix fleet, and that is not balanced. In practice you'll want a few smartbomb BSes to be sure, but that hardly makes any difference. |

Hagika
Hipsters In Space
222
|
Posted - 2014.05.10 08:27:00 -
[179] - Quote
Galphii wrote:This might not be the solution, but this is F&I so I'm just gonna throw it out there. Rapid Cruise Launchers for the Phoenix. This would allow it to hit moving objects much better than citadel weapons, at the cost of lower overall maximum damage, and of course you've got that 35 second reload to balance things out a bit too. Could be interesting 
Jesus christ, please no...I rather the ship be deleted from the game before that garbage gets put on the ship. That is one of the worst things ever to come from CCP, and would kill to get rid of. |

Hagika
Hipsters In Space
222
|
Posted - 2014.05.10 08:39:00 -
[180] - Quote
Linkxsc162534 wrote:NiteNinja wrote:I like the ability to use any damage type, but the Citadel Torpedoes are already overpowered as is.
With a Capital Rigor Catalyst rig, 2 target painters, Meta launchers and Faction missiles, I can instapop moving battleships (tested on tanked fit Navy Scorpion and Abaddon) and even hit frigates for significant damage
So honestly, there is no real need to buff their damge. 14,125 dps in T2 Siege mode is already on the higher end of the deadnought spectrum.
Yes, I'm a nearly maxed Phoenix Pilot turning down a buff. :) I only see 1 kill of a mobile tractor unit. However you may be mission running/sleepers with your Phoenix. Which generally means that you have a poor PVP fit, and you've got friends webbing the targets down also. The underlying problem with this change is that. The explosion radius will be too large to hit battleships and "instapop" them. And that in an actual PVP situation, you won't be dealing full damage to sieged dreads/triaged carriers, because your TP bonuses go out the window at that point, and they already aren't moving(/ they probably are moving cause something probably bounced them), so you can't make up the damage that way. With this change, Torp Phoenixes that want full damage application even against other dreads will NEED 3 rigors. Ofcourse players could just switch to Cruises. But again, those have issues with PVP
Umm the only way the phoenix is able to achieve that dps is by implant and overheat. Which by the way is still beat by 2 others by overheat alone. Where is this high end of the dps spectrum? Oh lets not forget thats also kinetic damage only to make that dps.
|

Hagika
Hipsters In Space
223
|
Posted - 2014.05.10 08:46:00 -
[181] - Quote
Roguehellhound wrote:Hagika wrote:Claud Tiberius wrote:Trinkets friend wrote:Trinkets Friendly research laboratories has conducted research on Battleships versus Frigates using cruise missiles. The two contenders are the Raven and Typhoon.
The Typhoon gets a hull-based explosion velocity bonus. The Raven get some naff, useless missile velocity bonus. The Typhoon can armour tank (if it wants) and can fit twin TP's. The Raven can't really armour tank, so it can't really fit a spare EWAR mod without being a complete joke at tanking. Both can triple rigor rig and use Precisions, and attain a explosion radius of ~120m. The Typhoon gets a much more handy explosion velocity and can pump the enemy sig up 90% with twin TP's.
The actual performance of these two BS is starkly different. Sure, the Raven's missiles hit sooner, but the DPS is the same on paper, so who cares if your missiles hit sooner? Like, seriously, irrelevant. It's not like alpha with a turret.
The Typhoon can effectively alpha frigates (yes, including MWDing low-sig armour frigs) whereas the Raven has trouble killing anything. This is tested and proven.
Clearly the difference is that the Typhoon has a hull bonus on explosive velocity and can rig for explosion radius. The Raven can only do one of these, and it is insufficient.
The Phoenix is in the same position as the Raven. Sure, you can triple T2 rigor fit it (for 1.5 bilLOLions), but that just fixes half the problem.
Ergo, the solution is to give the Phoenix a explosion velocity bonus to the hull. Screw fast missiles. Doesn't the Raven move slightly faster and due to the missile velocity, able to fire at longer range? Not that either of those two points would have much of an impact anyway, I pretty much agree with your statement. Actually the phoon is faster than the Raven, you can armor tank the phoon with rigs and plates and still be faster. Question... why does the Caldari ships have lower scan res than their Mimatar counterparts? Isn't lore wise, Caldari suppose to be second only to Jove in technology. So you factor in lower base scan res with the flight time of missiles- it gimps the application of dps a bit. And yes, i found out that the Phoon is potentially a much better torp boat than the Raven... Nice balance CCP.
Yeah its kinda ridiculous isnt it? Somewhere in game caldari pilots touched devs in their private places and if caldari isnt getting a nerf, then they get a buff with a nerf. All the while minmatar dread gets a huge make over to become darn near the best dread and their missile ships become the best missile boats in game over the missile race...
Funny how that works.
|

Burneddi
Love Squad Pasta Syndicate
69
|
Posted - 2014.05.10 09:02:00 -
[182] - Quote
Welcome to Eve Online, where the missile race is universally outclassed in missile combat.
Cases in point, Malediction vs. Crow, Drake vs. Cyclone, Raven vs. Typhoon, Phoenix vs. Citadel Torpedo Battery. Even the Caracal isn't as good nowadays as it used to be, what with RLML changes and other medium-sized missile systems being pretty crap, and Scythe Fleet Issue being in the game. |

Roguehellhound
Sea Hamster Legionnaires The Unthinkables
3
|
Posted - 2014.05.10 09:02:00 -
[183] - Quote
Hagika wrote:Roguehellhound wrote:Hagika wrote:Claud Tiberius wrote:Trinkets friend wrote:Trinkets Friendly research laboratories has conducted research on Battleships versus Frigates using cruise missiles. The two contenders are the Raven and Typhoon.
The Typhoon gets a hull-based explosion velocity bonus. The Raven get some naff, useless missile velocity bonus. The Typhoon can armour tank (if it wants) and can fit twin TP's. The Raven can't really armour tank, so it can't really fit a spare EWAR mod without being a complete joke at tanking. Both can triple rigor rig and use Precisions, and attain a explosion radius of ~120m. The Typhoon gets a much more handy explosion velocity and can pump the enemy sig up 90% with twin TP's.
The actual performance of these two BS is starkly different. Sure, the Raven's missiles hit sooner, but the DPS is the same on paper, so who cares if your missiles hit sooner? Like, seriously, irrelevant. It's not like alpha with a turret.
The Typhoon can effectively alpha frigates (yes, including MWDing low-sig armour frigs) whereas the Raven has trouble killing anything. This is tested and proven.
Clearly the difference is that the Typhoon has a hull bonus on explosive velocity and can rig for explosion radius. The Raven can only do one of these, and it is insufficient.
The Phoenix is in the same position as the Raven. Sure, you can triple T2 rigor fit it (for 1.5 bilLOLions), but that just fixes half the problem.
Ergo, the solution is to give the Phoenix a explosion velocity bonus to the hull. Screw fast missiles. Doesn't the Raven move slightly faster and due to the missile velocity, able to fire at longer range? Not that either of those two points would have much of an impact anyway, I pretty much agree with your statement. Actually the phoon is faster than the Raven, you can armor tank the phoon with rigs and plates and still be faster. Question... why does the Caldari ships have lower scan res than their Mimatar counterparts? Isn't lore wise, Caldari suppose to be second only to Jove in technology. So you factor in lower base scan res with the flight time of missiles- it gimps the application of dps a bit. And yes, i found out that the Phoon is potentially a much better torp boat than the Raven... Nice balance CCP. Yeah its kinda ridiculous isnt it? Somewhere in game caldari pilots touched devs in their private places and if caldari isnt getting a nerf, then they get a buff with a nerf. All the while minmatar dread gets a huge make over to become darn near the best dread and their missile ships become the best missile boats in game over the missile race... Funny how that works.
also throw in better active shield tanking ships for the matar-i have a fully specc'ed out wimatar toon for a reason + this current one im posting with that is barely used for anything asides occasional pvp.
It seems as if the caldari gets the short end of the stick by a large margin. Granted the FEW ships that was worthy of constant use (tengus, old drake with old HML's, and old ewar) were nerfed to some degree. I guess the fact that the devs hated how Caldari rules supreme in pve was what helped fuel the nerfs too-was too easy.
Remember back than when they stated "missiles caused too much server load issues" and tweaked them(ended up nerfing the missiles to a degree) yet here we are with the heavy prevalence of drones which are currently a powerful pvp/pve tool.
|

BiggestT
Serenity. CORP. Northern Associates.
71
|
Posted - 2014.05.10 11:37:00 -
[184] - Quote
CCP Fozzie you are exactly like a bad boyfriend!
Promising us amazing things at fanfest...
Then go and pull this sh*t with explo radius??
I mean come on. The current phoenix is actually better than this (except for structures bashing *yawn*), why did you even bother?
Bad!
Sad!
Bad!
 |

Gabriel Karade
Noir. Noir. Mercenary Group
182
|
Posted - 2014.05.10 13:19:00 -
[185] - Quote
To be honest the whole explosion radius thing is really contrived; a missile hits a stationary target head on, in the face, what do you think will happen?...
(Ok, I suppose you could argue 50% of the blast is radiated away, unless of course it's a 'directed' warhead...)
Really wish the missile system proposed 10 years ago had actually come off (large missiles, very low agility at launch, difficulty hitting manoeuvring targets up close)
Gallente MkII: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1227770 War Machine: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=386293 |

MeBiatch
GRR GOONS
1850
|
Posted - 2014.05.10 16:36:00 -
[186] - Quote
They say the reason why they nerfed the exposion radius is due to the missiles potentially doing to much damage to sub caps.
I never understood that if this is true why not add a variable that hard codes a damage reduction to sub caps...
something like:
1 = bs (75% max damage) 2 = bc (50% max damage) 3 = cruiser (35% max damage) 4= desi/frig (20% max damage)
what this means is even in perfect conditions you are only doing max 75% damage to a bs.
This will allow CCP to bring the ex radius to something reasonable and remove the silly super cap speed tanking ability. There are no stupid Questions... just stupid people... Winter Expansion new ship request |

Paynus Maiassus
Capital Munitions
11
|
Posted - 2014.05.10 16:54:00 -
[187] - Quote
Ok in order to do the math on this I built my own spreadsheet and it's not exactly lining up with third party damage calculators so I was wondering if someone could check me out. What I have found is that the ROF increase still winds up to be a slight DPS increase even if you only fit one bay loading accelerator, and fitting a rigor and a flare along with the bay loading accelerator and having guided missile precision trained to 5 along with the flare allows hitting a ship with 2000 sig radius for more damage than currently while moving at a very good clip. Now for the fact that carriers with massive links from looks and Ragnaroks can get down to 1900 sig radius causes some DPS decrease yes, but the new Phoenix will still hit them very hard, and this is against a fleet that has put every egg into countering Phoenixes. So they can be countered but not very effectively.
Is anyone else coming up with this? Basically, the buff really is not a DPS increase so much as it is a tank increase, as damage type increase, and, with changes to how phoenixes are fit, a damage application increase. It really isn't a DPS nerf though. Also, note with the explosion velocity buff the flare rigs actually has some merit now.
Also, if this is correct, then an additional recommendation to the devs would be to add a little CPU to facilitate fitting.
I'd love to hear if anyone else can confirm what I came up with. |

CW Itovuo
The Executioners Capital Punishment.
27
|
Posted - 2014.05.10 17:40:00 -
[188] - Quote
Alexis Nightwish wrote:CCP Fozzie wrote: Let me know what you think.
First, let me thank you for asking our opinions rather than just shoving a change down our throats like with the reprocessing nerf.
Standard CCP boilerplate, doesn't mean a thing.
They're going to shove it down your throat like a fluffer @ a **** star convention.
250+ pages of Rapid Light Missile opinions, still ****** responses from Devs. |

Paynus Maiassus
Capital Munitions
11
|
Posted - 2014.05.10 17:46:00 -
[189] - Quote
CW Itovuo wrote:Alexis Nightwish wrote:CCP Fozzie wrote: Let me know what you think.
First, let me thank you for asking our opinions rather than just shoving a change down our throats like with the reprocessing nerf. Standard CCP boilerplate, doesn't mean a thing. They're going to shove it down your throat like a fluffer @ a **** star convention. 250+ pages of Rapid Light Missile opinions, still ****** responses from Devs.
Thanks for all the valuable input.
Please stop playing Eve. |

Roguehellhound
Sea Hamster Legionnaires The Unthinkables
4
|
Posted - 2014.05.10 20:50:00 -
[190] - Quote
Paynus Maiassus wrote:CW Itovuo wrote:Alexis Nightwish wrote:CCP Fozzie wrote: Let me know what you think.
First, let me thank you for asking our opinions rather than just shoving a change down our throats like with the reprocessing nerf. Standard CCP boilerplate, doesn't mean a thing. They're going to shove it down your throat like a fluffer @ a **** star convention. 250+ pages of Rapid Light Missile opinions, still ****** responses from Devs. Thanks for all the valuable input. Please stop playing Eve.
unlike you, he has a point |

Hagika
Hipsters In Space
224
|
Posted - 2014.05.10 21:30:00 -
[191] - Quote
The truly stupid part in this buff, it wasnt the phoenix tank that was the problem. It was the capital missile system and the craptastic application of damage with the phoenix that made it the worst dread.
So what does CCP do? Buff the tank, slightly buff the ship but made the application of damage which was the real problem even worse.
This truly shows just how disconnected they are from they missile mechanics and caldari line. |

Daenika
MMO-Mechanics.com
89
|
Posted - 2014.05.10 21:58:00 -
[192] - Quote
Ok, so the new stats are going to have Citadel Cruise at 2000m Explosion Radius and 40m/s Explosion Velocity, and the Citadel Torps at 3000m and 35m/s respectively.
Now, please explain why it's totally cool for a blaster Moros to apply nearly 100% DPS to a sufficiently webbed and painted target (and remember, 100% DPS for a turret ship is ~103% of paper DPS), but a Torp Phoenix should never do more than ~35% DPS? And note, that's assuming a battleship with 400 sig being painted by 2 Rapiers at Recon V with Signature Focusing V and 5 Meta4 TPs each, and the Phoenix, even *after* this change, will only be doing about 85% of the DPS of a Moros to start with (and that's including the RoF buff).
Also, part of the problem I see is that a missile dread really only has maybe 2-3 modules to put in its low slots: Ballistic Control Systems, a Damage Control, and maybe a Signal Amplifier instead of using a SeBo (grossly inferior, though). 5 BCSes are functionally useless, and even the 4th one is only at 4.24% potency (a 0.53% DPS increase if using faction BCSes).
Edit: ok, maybe some cap relays, since they apparently aren't allowed to use their rigs for anything but Rigor. Also, edit, with skills and 1.5b in Rigor rigs (two T2, one T1), a Phoenix can do 85% DPS to a stationary 400sig Battleship being painted by 10 fully hull-bonused and skilled meta4 TPs.
When are those missile TC/TE modules coming?
And when are you devs going to realize that the Sig/ExRad cap on missile damage is functionally ridiculous? If a turret ship can web and paint a target and do 100% damage, why can't a missile ship? |

Hagika
Hipsters In Space
225
|
Posted - 2014.05.10 22:59:00 -
[193] - Quote
Daenika wrote:Ok, so the new stats are going to have Citadel Cruise at 2000m Explosion Radius and 40m/s Explosion Velocity, and the Citadel Torps at 3000m and 35m/s respectively.
Now, please explain why it's totally cool for a blaster Moros to apply nearly 100% DPS to a sufficiently webbed and painted battleship (and remember, 100% DPS for a turret ship is ~103% of paper DPS), but a Torp Phoenix should never do more than ~35% DPS to a battleship? And note, that's assuming a battleship with 400 sig being painted by 2 Rapiers at Recon V with Signature Focusing V and 5 Meta4 TPs each, and the Phoenix, even *after* this change, will only be doing about 85% of the DPS of a Moros to start with (and that's including the RoF buff).
Also, part of the problem I see is that a missile dread really only has maybe 2-3 modules to put in its low slots: Ballistic Control Systems, a Damage Control, and maybe a Signal Amplifier instead of using a SeBo (grossly inferior, though). 5 BCSes are functionally useless, and even the 4th one is only at 4.24% potency (a 0.53% DPS increase if using faction BCSes).
Edit: ok, maybe some cap relays, since they apparently aren't allowed to use their rigs for anything but Rigor.
When are those missile TC/TE modules coming?
And when are you devs going to realize that the Sig/ExRad cap on missile damage is flat ridiculous? If a turret ship can web and paint a target and do 100% damage, why can't a missile ship?
Edit 2: Also, apparently with maximum skills and 1.5b in Rigor rigs (two T2, one T1), a Phoenix can do 85% DPS to a stationary 400sig Battleship being painted by 10 fully hull-bonused and skilled meta4 TPs. A Moros can do about 99% of paper DPS with 2 webs and 2 unbonused painters on a moving battleship, provided it's not too close, and 103% of paper DPS against a stationary one with NO painters at all.
Edit 3: On a side note, a Torp Phoenix's maximum DPS against an unpainted stationary battleship (and below) decreased by roughly 29% due to this change, including the RoF buff. In fact, any target with a sig radius less than 1500 (or 816 with 2 Rigor II and 1 Rigor I rigs) sees the same loss of DPS from this change, and possibly higher depending on skills and rigs.
Nice to see someone else who knows the nerf is a load of crap. |

Paynus Maiassus
Capital Munitions
11
|
Posted - 2014.05.10 23:15:00 -
[194] - Quote
Daenika wrote:Ok, so the new stats are going to have Citadel Cruise at 2000m Explosion Radius and 40m/s Explosion Velocity, and the Citadel Torps at 3000m and 35m/s respectively.
Now, please explain why it's totally cool for a blaster Moros to apply nearly 100% DPS to a sufficiently webbed and painted battleship (and remember, 100% DPS for a turret ship is ~103% of paper DPS), but a Torp Phoenix should never do more than ~35% DPS to a battleship? And note, that's assuming a battleship with 400 sig being painted by 2 Rapiers at Recon V with Signature Focusing V and 5 Meta4 TPs each, and the Phoenix, even *after* this change, will only be doing about 85% of the DPS of a Moros to start with (and that's including the RoF buff).
Also, part of the problem I see is that a missile dread really only has maybe 2-3 modules to put in its low slots: Ballistic Control Systems, a Damage Control, and maybe a Signal Amplifier instead of using a SeBo (grossly inferior, though). 5 BCSes are functionally useless, and even the 4th one is only at 4.24% potency (a 0.53% DPS increase if using faction BCSes).
Edit: ok, maybe some cap relays, since they apparently aren't allowed to use their rigs for anything but Rigor.
When are those missile TC/TE modules coming?
And when are you devs going to realize that the Sig/ExRad cap on missile damage is flat ridiculous? If a turret ship can web and paint a target and do 100% damage, why can't a missile ship?
Edit 2: Also, apparently with maximum skills and 1.5b in Rigor rigs (two T2, one T1), a Phoenix can do 85% DPS to a stationary 400sig Battleship being painted by 10 fully hull-bonused and skilled meta4 TPs. A Moros can do about 99% of paper DPS with 2 webs and 2 unbonused painters on a moving battleship, provided it's not too close, and 103% of paper DPS against a stationary one with NO painters at all.
Edit 3: On a side note, a Torp Phoenix's maximum DPS against an unpainted stationary battleship (and below) decreased by roughly 29% due to this change, including the RoF buff. In fact, any target with a sig radius less than 1500 (or 816 with 2 Rigor II and 1 Rigor I rigs) sees the same loss of DPS from this change, and possibly higher depending on skills and rigs.
Ok, so basically what you are saying, other than indirectly that you have personality problems, is that any ships with sig radius greater than 1500 (basically any capital, regardless of skirmish links and Ragnaroks) will receive increased DPS from a Phoenix. The other thing that you are saying is that the Phoenix was crap against sub caps before, and it's crap against sub caps now, so there's really no change in its anti-sub cap performance. So increased DPS against caps, including ones that are moving faster than before, plus tank, and damage type selection. So basically, you're saying the Phoenix has been buffed. Further, you're contradicting, as I did, the legion of posters above who whined about Archons with skirmish links.
Don't get me wrong, I think the explosion radius on torps will be extreme. However, I appreciate you confirming that the ship has been buffed and will do fine against pretty much any cap regardless of links and Titan support. |

Caleb Seremshur
Caldari Provisions Caldari State
249
|
Posted - 2014.05.10 23:19:00 -
[195] - Quote
Gabriel Karade wrote:To be honest the whole explosion radius thing is really contrived; a missile hits a stationary target head on, in the face, what do you think will happen?... (Ok, I suppose you could argue 50% of the blast is radiated away, unless of course it's a 'directed' warhead...) Really wish the missile system proposed 10 years ago had actually come off (large missiles, very low agility at launch, difficulty hitting manoeuvring, i.e. agile, targets up close) Edit: for reference to the above, the '2nd' attempt at a missile system (1st being release): http://oldforums.eveonline.com/?a=topic&threadID=79439 (see TomB's comments on 'Big end note')
I'm not really sure I understand what I'm looking at in those old forum notes.
Obviously several new mechanics and missile systems have been introduced since then not to mention the "kestrel with cruise launchers" is by todays standards patently ridiculous.
It's really not a matter of the ammo being fired as it is the mechanics behind it. Although it would be nice to give missiles better stats to drive home their application of damage over fluctuating power there is a couple of salient points to consider.
1. Missiles cannot be tanked in any kind of falloff range. If you're in range you're taking damage.
2. The only ways to buff missile damage in a practical sense is to either apply webs and/or TP. TP have very long range while webs not so much. Turrets can fight while running away but for missiles the faster you run the faster your target moves to catch up and by association the less dps you apply on the way in.
Missiles as a platform are a fleet level weapon and are designed to be used in conjuntion with both TP and webs which conveniently enough are available on bonused EWAR ships for minmatar (who otherwise generally lack application bonuses on missiles with the exception being typhoon [disclaimer, while web provides a greater net multiplier to damage a TP phoon is more effective than a raven with TPs especially on smaller targets.])
Caldari we hold as having large EHP values and missiles as a weapon platform giving caldari an edge in shield based attrition fleet models, while minmatar by comparison are better for using alpha to crack enemies and push them away. LP store weapon cost rebalance |

Roguehellhound
Sea Hamster Legionnaires The Unthinkables
6
|
Posted - 2014.05.10 23:25:00 -
[196] - Quote
Paynus Maiassus wrote:Daenika wrote:Ok, so the new stats are going to have Citadel Cruise at 2000m Explosion Radius and 40m/s Explosion Velocity, and the Citadel Torps at 3000m and 35m/s respectively.
Now, please explain why it's totally cool for a blaster Moros to apply nearly 100% DPS to a sufficiently webbed and painted battleship (and remember, 100% DPS for a turret ship is ~103% of paper DPS), but a Torp Phoenix should never do more than ~35% DPS to a battleship? And note, that's assuming a battleship with 400 sig being painted by 2 Rapiers at Recon V with Signature Focusing V and 5 Meta4 TPs each, and the Phoenix, even *after* this change, will only be doing about 85% of the DPS of a Moros to start with (and that's including the RoF buff).
Also, part of the problem I see is that a missile dread really only has maybe 2-3 modules to put in its low slots: Ballistic Control Systems, a Damage Control, and maybe a Signal Amplifier instead of using a SeBo (grossly inferior, though). 5 BCSes are functionally useless, and even the 4th one is only at 4.24% potency (a 0.53% DPS increase if using faction BCSes).
Edit: ok, maybe some cap relays, since they apparently aren't allowed to use their rigs for anything but Rigor.
When are those missile TC/TE modules coming?
And when are you devs going to realize that the Sig/ExRad cap on missile damage is flat ridiculous? If a turret ship can web and paint a target and do 100% damage, why can't a missile ship?
Edit 2: Also, apparently with maximum skills and 1.5b in Rigor rigs (two T2, one T1), a Phoenix can do 85% DPS to a stationary 400sig Battleship being painted by 10 fully hull-bonused and skilled meta4 TPs. A Moros can do about 99% of paper DPS with 2 webs and 2 unbonused painters on a moving battleship, provided it's not too close, and 103% of paper DPS against a stationary one with NO painters at all.
Edit 3: On a side note, a Torp Phoenix's maximum DPS against an unpainted stationary battleship (and below) decreased by roughly 29% due to this change, including the RoF buff. In fact, any target with a sig radius less than 1500 (or 816 with 2 Rigor II and 1 Rigor I rigs) sees the same loss of DPS from this change, and possibly higher depending on skills and rigs. Ok, so basically what you are saying, other than indirectly that you have personality problems, is that any ships with sig radius greater than 1500 (basically any capital, regardless of skirmish links and Ragnaroks) will receive increased DPS from a Phoenix. The other thing that you are saying is that the Phoenix was crap against sub caps before, and it's crap against sub caps now, so there's really no change in its anti-sub cap performance. So increased DPS against caps, including ones that are moving faster than before, plus tank, and damage type selection. So basically, you're saying the Phoenix has been buffed. Further, you're contradicting, as I did, the legion of posters above who whined about Archons with skirmish links. Don't get me wrong, I think the explosion radius on torps will be extreme. However, I appreciate you confirming that the ship has been buffed and will do fine against pretty much any cap regardless of links and Titan support.
a piece of turd is recolored to look better... is still a piece of turd. i think you are missing his point of his post- theres a double standards in play here. |

HiddenPorpoise
Under Dark
202
|
Posted - 2014.05.10 23:41:00 -
[197] - Quote
Paynus Maiassus wrote:Ok, so basically what you are saying, other than indirectly that you have personality problems, is that any ships with sig radius greater than 1500 (basically any capital, regardless of skirmish links and Ragnaroks) will receive increased DPS from a Phoenix. Everything smaller than 2000 is taking less damage than before (assuming perfect skills). Yes caps all fall over that line but it comes at the cost of no longer even touching subcaps. Unless the goal is for all dreads not to touch subcaps that's bad.
Also, seeing a triage carrier sig tank your 'buffed' weapons is rather upsetting. It also means more reloads on the reloadiest of dreads. |

Paynus Maiassus
Capital Munitions
11
|
Posted - 2014.05.10 23:41:00 -
[198] - Quote
Roguehellhound wrote:Paynus Maiassus wrote:Daenika wrote:Ok, so the new stats are going to have Citadel Cruise at 2000m Explosion Radius and 40m/s Explosion Velocity, and the Citadel Torps at 3000m and 35m/s respectively.
Now, please explain why it's totally cool for a blaster Moros to apply nearly 100% DPS to a sufficiently webbed and painted battleship (and remember, 100% DPS for a turret ship is ~103% of paper DPS), but a Torp Phoenix should never do more than ~35% DPS to a battleship? And note, that's assuming a battleship with 400 sig being painted by 2 Rapiers at Recon V with Signature Focusing V and 5 Meta4 TPs each, and the Phoenix, even *after* this change, will only be doing about 85% of the DPS of a Moros to start with (and that's including the RoF buff).
Also, part of the problem I see is that a missile dread really only has maybe 2-3 modules to put in its low slots: Ballistic Control Systems, a Damage Control, and maybe a Signal Amplifier instead of using a SeBo (grossly inferior, though). 5 BCSes are functionally useless, and even the 4th one is only at 4.24% potency (a 0.53% DPS increase if using faction BCSes).
Edit: ok, maybe some cap relays, since they apparently aren't allowed to use their rigs for anything but Rigor.
When are those missile TC/TE modules coming?
And when are you devs going to realize that the Sig/ExRad cap on missile damage is flat ridiculous? If a turret ship can web and paint a target and do 100% damage, why can't a missile ship?
Edit 2: Also, apparently with maximum skills and 1.5b in Rigor rigs (two T2, one T1), a Phoenix can do 85% DPS to a stationary 400sig Battleship being painted by 10 fully hull-bonused and skilled meta4 TPs. A Moros can do about 99% of paper DPS with 2 webs and 2 unbonused painters on a moving battleship, provided it's not too close, and 103% of paper DPS against a stationary one with NO painters at all.
Edit 3: On a side note, a Torp Phoenix's maximum DPS against an unpainted stationary battleship (and below) decreased by roughly 29% due to this change, including the RoF buff. In fact, any target with a sig radius less than 1500 (or 816 with 2 Rigor II and 1 Rigor I rigs) sees the same loss of DPS from this change, and possibly higher depending on skills and rigs. Ok, so basically what you are saying, other than indirectly that you have personality problems, is that any ships with sig radius greater than 1500 (basically any capital, regardless of skirmish links and Ragnaroks) will receive increased DPS from a Phoenix. The other thing that you are saying is that the Phoenix was crap against sub caps before, and it's crap against sub caps now, so there's really no change in its anti-sub cap performance. So increased DPS against caps, including ones that are moving faster than before, plus tank, and damage type selection. So basically, you're saying the Phoenix has been buffed. Further, you're contradicting, as I did, the legion of posters above who whined about Archons with skirmish links. Don't get me wrong, I think the explosion radius on torps will be extreme. However, I appreciate you confirming that the ship has been buffed and will do fine against pretty much any cap regardless of links and Titan support. a piece of turd is recolored to look better... is still a piece of turd. i think you are missing his point of his post- theres a double standards in play here.
And I am going to infer that you're going to define the Phoenix as a piece of crap until it blips sub caps like any other dread. That, however, is your own arbitrary standard. The Phoenix will be the tankiest dread in the game, will have solid all around DPS against capitals and structures, will have the best DPS at range, will have damage type selection (shared with Nagalfar but superior to Moros and Rev), and will have superior capacitor management (shared with Nagalfar but superior to Moros and Rev). It's downside will be inferior performance against sub caps. This is far from a piece of crap. It means the Phoenix will not compose blap fleets, and it will likely not be used as a centerpiece. Rather it will have unique damage application that will prove an asset to capital fleets in a number of situations and otherwise be a basic functional dread.
This is a modest buff to the ship that makes it better. I personally hope they up the CPU a bit and set the torpedo explosion radius at 2500. However, regardless of this, the ship is receiving a welcome buff and it is considerably more viable in a number of situations. |

HiddenPorpoise
Under Dark
202
|
Posted - 2014.05.10 23:48:00 -
[199] - Quote
Paynus Maiassus wrote:Rather it will have unique damage application that will prove an asset to capital fleets in a number of situations and otherwise be a basic functional dread. I once thought as you do. But yes, it's the tankiest dread by far before the change and is only getting heavier.
They had to make freaking towers bigger for this change if you hadn't noticed. |

Paynus Maiassus
Capital Munitions
11
|
Posted - 2014.05.10 23:59:00 -
[200] - Quote
HiddenPorpoise wrote:Paynus Maiassus wrote:Ok, so basically what you are saying, other than indirectly that you have personality problems, is that any ships with sig radius greater than 1500 (basically any capital, regardless of skirmish links and Ragnaroks) will receive increased DPS from a Phoenix. Everything smaller than 2000 is taking less damage than before (assuming perfect skills). Yes caps all fall over that line but it comes at the cost of no longer even touching subcaps. Unless the goal is for all dreads not to touch subcaps that's bad. Also, seeing a triage carrier sig tank your 'buffed' weapons is rather upsetting. It also means more reloads on the reloadiest of dreads.
Ok by my math, the new Phoenix with one T1 Rigor and one T1 Bay Loading Accelerator and a pilot with perfect skills will do less than maximum damage at around 2075 sig radius to a ship that is moving below the speed tank threshold. However, it will still out DPS the current Phoenix using kinetic damage down to about 1950 sig radius. Not many triage carriers are going to get down to 1950 sig radius. And this will with with any damage type, not just kinetic. Further, the current Phoenix will start to lose damage against a ship with a 1950 sig radius if it goes 85 m/s, but the new Phoenix will start to lose damage against a ship with 1950 sig radius at about 120 m/s. So I'm sorry, all the crap about triage carriers sig tanking and speed tanking a Phoenix is really just bullshit. Also, I have not considered implants in any of this, so an implanted pilot should be able to hit ANY capital ship for more damage than currently, Ragnarok on field or not. If they take my recommendation and lower the torpedo explosion radius to 2500, even max skirmish links and a Ragnarok won't be able to hinder a Phoenix.
Keep in mind that this damage will never vary at all and will be exactly the same whether the ship is 500 meters away or 60 km away.
My response to the guy above basically hinged around his thinking the Phoenix was crap against battleships. So you returning to this delusional argument about Phoenixes getting sig tanked by triage carriers is completely irrelevant to the point he was making or the point I was making. |

Claud Tiberius
36
|
Posted - 2014.05.11 01:19:00 -
[201] - Quote
Thanks for sharing. Once upon a time the Golem had a Raven hull and it looked good. Then it transformed into a plataduck. The end. |

Paynus Maiassus
Capital Munitions
11
|
Posted - 2014.05.11 01:29:00 -
[202] - Quote
HiddenPorpoise wrote:Paynus Maiassus wrote:Rather it will have unique damage application that will prove an asset to capital fleets in a number of situations and otherwise be a basic functional dread. I once thought as you do. But yes, it's the tankiest dread by far before the change and is only getting heavier. They had to make freaking towers bigger for this change if you hadn't noticed.
Well, that's because up to now freaking star bases were effectively 2/3 the size of dreadnoughts for the love of God. THAT was the gaff. |

Daenika
MMO-Mechanics.com
92
|
Posted - 2014.05.11 04:20:00 -
[203] - Quote
Quote:Ok, so basically what you are saying, other than indirectly that you have personality problems, is that any ships with sig radius greater than 1500 (basically any capital, regardless of skirmish links and Ragnaroks) will receive increased DPS from a Phoenix. The other thing that you are saying is that the Phoenix was crap against sub caps before, and it's crap against sub caps now, so there's really no change in its anti-sub cap performance. So increased DPS against caps, including ones that are moving faster than before, plus tank, and damage type selection. So basically, you're saying the Phoenix has been buffed. Further, you're contradicting, as I did, the legion of posters above who whined about Archons with skirmish links.
Don't get me wrong, I think the explosion radius on torps will be extreme. However, I appreciate you confirming that the ship has been buffed and will do fine against pretty much any cap regardless of links and Titan support.
Nice ad hominem. Liking data and understanding and enjoying math are not personality problems...
Anyway, the Phoenix will concretely do more damage against capitals (Torps will do up to 24.4% more DPS at the cost of 12.5% volley damage, while Cruise will do up to 21.1% more DPS at the cost of 25% volley damage), that's a fact. It'll see a ~6.67% increase to paper DPS at the cost of 25% volley damage. Damage against POS modules will simply increase by 6.67% (since they were all already above the highest value for explosion radius, and with the changes, still will be).
The only exception to this is if you can drop a capital's sig under 2250m. Incidentally, this is the case with a Skirmish-boosted Archon (sig of 1956m when boosted by a Legion, 1913m when boosted by an Astarte/Eos). Against the Astarte/Eos boosted one, for example, the Phoenix will see a drop of ~9% DPS against the Archon if it is moving at less than ~38 m/s (and only an increase if it is moving above ~43 m/s).
Against subcaps, the Phoenix was already crap, but is now even MORE crap.
Example, a torp-fit Phoenix flown by an All-V pilot currently on live does 11326 DPS with a volley of 147517 (4 Caldari Navy Ballistic Control Systems), with an explosion radius of 1500m and an explosion velocity of 30 m/s. Against a webbed Battleship moving at 20 m/s with a sig of 400m, the Phoenix would deal 26.7% damage, or 3020 DPS with a volley of 39338.
That same Phoenix after patch will deal 12081 DPS with a volley of 118014 (gained 25% RoF buff, lost 25% kinetic damage bonus, net is +6.67% DPS, -25% volley damage), with an explosion radius of 2250m and an explosion velocity of 52.5 m/s. against that same webbed Battleship, the Phoenix now does 2148 DPS (-29%) with a volley of 20980 (-47%)
That's a pretty serious nerf, especially if they are going to continue to let Moros and Nags blap webbed and painted battleships like they are POS modules. |

Sniper Smith
Center for Advanced Studies Gallente Federation
60
|
Posted - 2014.05.11 05:14:00 -
[204] - Quote
Donno if it's been mentioned.. but one thing the Phoenix might be able to do is anti-BS support.. how ? Glad you ask.
Rapid Torpedo/Cruise launchers.
This would follow the progression that Missiles have been going on as of late..
Also, would be nice to see new dreads in general, using the other weapon system of each race.. Totally not a covert way of saying I want a Drone Dread.. |

Reaver Glitterstim
Dromedaworks inc Test Alliance Please Ignore
1331
|
Posted - 2014.05.11 05:38:00 -
[205] - Quote
Howabout make a capital MWD, then reduce capital speed enough that they have to use the MWD to go "fast"? That way they can't go fast to screw with the citadel torpedoes because they will just blow up their sig radius so much it'll negate the speed damage reduction.
Another good way to help is boost the explosion velocity of citadel missiles but also increase their damage reduction factor. They shouldn't lose damage on something as slow as a capital, but something only twice as fast (say, a trimarked and plated Abaddon) should be able to speed tank those missiles. And its sig radius is so much smaller that if it doesn't activate a MWD, there's pretty much no way to blow up the Abaddon's sig radius high enough for the citadel missiles to get full damage on it.
And if you could alter the Phoenix's layout in such a way as to promote the use of target painters, then it would be easier for Phoenix pilots to just paint their capital target, reducing the necessity for the missiles to do full damage to an unpainted nano capital. They can of course paint a supcap, but a missile designed around the expectation that a painter will be used is actually even harder to use against smaller targets due to stacking penalty. Fit a warfare link to your tech 1 battlecruiser. Train Wing Commander. Get in the Squad Commander or Wing Commander position. Your fleets will be superior to everyone else's. (had this sig BEFORE Odyssey BC rebalance) And bring back the missile Inquisitor!! |

Reaver Glitterstim
Dromedaworks inc Test Alliance Please Ignore
1331
|
Posted - 2014.05.11 05:58:00 -
[206] - Quote
Sniper Smith wrote:Also, would be nice to see new dreads in general, using the other weapon system of each race.. Totally not a covert way of saying I want a Drone Dread.. I support this.
I'd like to see a new lineup of dreads:
Amarr armor resist dread with laser optimal range--sniper dread with tank
Caldari railgun sniper dread with 250km optimal using iron XL with max skills but no range boost mods/rigs/links/implants
Gallente fighter dread, 3 fighters deal over carrier DPS, or 3 fighter-bombers deal regular dreadnought DPS. Also armor repair bonus.
Minmatar missile dread with shield boost bonus.
And that would make 4 tanky dreads total! Fit a warfare link to your tech 1 battlecruiser. Train Wing Commander. Get in the Squad Commander or Wing Commander position. Your fleets will be superior to everyone else's. (had this sig BEFORE Odyssey BC rebalance) And bring back the missile Inquisitor!! |

Burneddi
Love Squad Pasta Syndicate
74
|
Posted - 2014.05.11 12:19:00 -
[207] - Quote
Paynus Maiassus wrote: Ok by my math, the new Phoenix with one T1 Rigor, one T1 Bay Loading Accelerator, and one T1 Flare, and a pilot with perfect skills, will do less than maximum damage at around 2075 sig radius to a ship that is moving below the speed tank threshold. However, it will still out DPS the current Phoenix using kinetic damage down to about 1950 sig radius. Not many triage carriers are going to get down to 1950 sig radius. And this will be with with any damage type, not just kinetic. Further, the current Phoenix will start to lose damage against a ship with a 1950 sig radius if it goes 85 m/s, but the new Phoenix will start to lose damage against a ship with 1950 sig radius at about 120 m/s. So I'm sorry, all the crap about triage carriers sig tanking and speed tanking a Phoenix is really just bullshit. Also, I have not considered implants in any of this, so an implanted pilot should be able to hit ANY capital ship for more damage than currently, Ragnarok on field or not. If they take my recommendation and lower the torpedo explosion radius to 2500, even max skirmish links and a Ragnarok won't be able to hinder a Phoenix.
Keep in mind that this damage will never vary at all and will be exactly the same whether the ship is 500 meters away or 60 km away. I find it hard to believe that people seem to think that range doesn't count for anything.
My response to the guy above basically hinged around his thinking the Phoenix was crap unless it can wreck battleships. So you returning to this delusional argument about Phoenixes getting sig tanked by triage carriers is completely irrelevant to the point he was making or the point I was making.
The point is, current Phoenix can easily apply its damage to Triage carriers even without rigors, whereas the new Phoenix needs rigors to apply to triage carriers. This isn't even a hypothetical situation, if a triage Archon has links it'll be well below the explosion radius of the new Citadel Torps, and practically every triage Archon has and will have links.
You should not be required to fit Rigors to be able to apply properly to stationary capital ships.
I explained the importance of Explosion Radius and the relative unimportance of Explosion Velocity a little here: https://forums.eveonline.com/default.aspx?g=posts&m=4565374#post4565374 and I suggest you go read it |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
1215
|
Posted - 2014.05.11 13:22:00 -
[208] - Quote
Gypsio III wrote:The problem is that the Evasive Manoeuvres link is far too powerful, as is the Ragnorak's sig bonus. Sig reduction bonuses of that magnitude break the balance between guns and missiles, because of the different damage application formulas.
Quoting myself, probably pointlessly. 
If you're not using links where capitals are involved, then you're probably doing it wrong. Links are too powerful to simply be an optional extra. They're necessary, they're ubiquitous and a balancing process that regards them as optional extras will give the wrong results. |

Gabriel Karade
Noir. Noir. Mercenary Group
183
|
Posted - 2014.05.11 13:59:00 -
[209] - Quote
Caleb Seremshur wrote:Gabriel Karade wrote:To be honest the whole explosion radius thing is really contrived; a missile hits a stationary target head on, in the face, what do you think will happen?... (Ok, I suppose you could argue 50% of the blast is radiated away, unless of course it's a 'directed' warhead...) Really wish the missile system proposed 10 years ago had actually come off (large missiles, very low agility at launch, difficulty hitting manoeuvring, i.e. agile, targets up close) Edit: for reference to the above, the '2nd' attempt at a missile system (1st being release): http://oldforums.eveonline.com/?a=topic&threadID=79439 (see TomB's comments on 'Big end note') I'm not really sure I understand what I'm looking at in those old forum notes. Obviously several new mechanics and missile systems have been introduced since then not to mention the "kestrel with cruise launchers" is by todays standards patently ridiculous. Allow me to explain the whole story...
Quote:Late 2003 to early 2004 missiles were very powerful, Battleships would fit cruise missiles as GÇÿfly swattersGÇÖ given that anything travelling slower than a cruise missile, would watch the missile coming in, and if it didnGÇÖt warp off/manually target the missile (yes, you could do that back then) youGÇÖd get splatteredGǪ at any range. In trying to rebalance small vs big during this time, Turrets got their GÇÿsignature resolutionGÇÖ as part of the last major tracking mechanic rebalance (early 2004).
So, early-mid 2004 they [CCP] developed a very novel , Gucci system whereby the missiles agility came into play with regards how well they would 'hit'. Agility being a logical choice, given that the smaller, faster ships have intrinsically higher agility and should be able to evade the really big missiles, if they are smartGǪ. If you werenGÇÖt smart/moderately competent and didnGÇÖt evade it, well you would be paste (logical, no?).
Those big missiles in particular (e.g. Cruise), would come out of the tubes relatively slowly then accelerate away rapidly gaining speed (i.e. a reasonably realistic idea, like a TLAM GÇôgets ejected out of tube, rocket kicks in and rapidly accelerates it away)
At longer ranges (once the rocket motor was fully spun up) they had a better chance to hit a moving target, kind of analogous to long range turrets 'blapping' at the higher ranges. There was no 'Explosion Radius' or GÇÿExplosion VelocityGÇÖ back then. The weakness was obviously that at shorter ranges the motor hadnGÇÖt fully spun up, so it was slower, not able to change course as well, so smaller targets could get under them and evade, missile runs out of fuel, game design balance achieved. At long ranges however, if you sat around not moving, the idea was if you subsequently took a cruise missile to the head, wellGǪ you just took a cruise missile to the headGǪ *pop*
It was all set for release (canGÇÖt recall which patch) then was pulled at the last minute. Afterwards we got the 'Explosion Radius'/'Explosion Velocity' fudge. I say GÇ£fudgeGÇ¥ as the problem with it is the silly situations that arise, like hitting a stationary target head on, and yet not doing full damage. Also itGÇÖs putting too many game mechanics into the GÇÿsignatureGÇÖ basket, which inevitably leads to extreme situations and balancing nausea. Agility is a relatively underused parameter, which could/would have made for a much more interesting diversity of weapons systems.
If you think about it logically, Explosion GÇÿVelocityGÇÖ/GÇÖRadiusGÇÖ is meaningless as missiles in eve have to make contact, and only makes sense if the missiles were actually blast weapons (which, realistically, would be kinda hopeless in space GÇô you always want a contact detonationGǪ). Well, weGÇÖve not had AoE missiles (torpedoes) since 2004GǪ (though, those were fun times)
Gallente MkII: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1227770 War Machine: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=386293 |

Paynus Maiassus
Capital Munitions
11
|
Posted - 2014.05.11 16:56:00 -
[210] - Quote
Burneddi wrote:Paynus Maiassus wrote: Ok by my math, the new Phoenix with one T1 Rigor, one T1 Bay Loading Accelerator, and one T1 Flare, and a pilot with perfect skills, will do less than maximum damage at around 2075 sig radius to a ship that is moving below the speed tank threshold. However, it will still out DPS the current Phoenix using kinetic damage down to about 1950 sig radius. Not many triage carriers are going to get down to 1950 sig radius. And this will be with with any damage type, not just kinetic. Further, the current Phoenix will start to lose damage against a ship with a 1950 sig radius if it goes 85 m/s, but the new Phoenix will start to lose damage against a ship with 1950 sig radius at about 120 m/s. So I'm sorry, all the crap about triage carriers sig tanking and speed tanking a Phoenix is really just bullshit. Also, I have not considered implants in any of this, so an implanted pilot should be able to hit ANY capital ship for more damage than currently, Ragnarok on field or not. If they take my recommendation and lower the torpedo explosion radius to 2500, even max skirmish links and a Ragnarok won't be able to hinder a Phoenix.
Keep in mind that this damage will never vary at all and will be exactly the same whether the ship is 500 meters away or 60 km away. I find it hard to believe that people seem to think that range doesn't count for anything.
My response to the guy above basically hinged around his thinking the Phoenix was crap unless it can wreck battleships. So you returning to this delusional argument about Phoenixes getting sig tanked by triage carriers is completely irrelevant to the point he was making or the point I was making.
The point is, current Phoenix can easily apply its damage to Triage carriers even without rigors, whereas the new Phoenix needs rigors to apply to triage carriers. This isn't even a hypothetical situation, if a triage Archon has links it'll be well below the explosion radius of the new Citadel Torps, and practically every triage Archon has and will have links. You should not be required to fit Rigors to be able to apply properly to stationary capital ships. I explained the importance of Explosion Radius and the relative unimportance of Explosion Velocity a little here: https://forums.eveonline.com/default.aspx?g=posts&m=4565374#post4565374 and I suggest you go read it
I've been thinking that a part of the Phoenix's problem has been the myopia of relying on basic EFT principles to fit Phoenixes. Basically as it stands right now Phoenixes are fit with two Bay Loading Accelerators because increasing ROF is the most effective way to increase paper DPS. This is a bad decision. The BLAs do give the largest chunk of extra DPS, but they still don't give more close range DPS than a Moros and even without them the Phoenix still has the highest long range DPS. Frankly, the second BLA is basically the difference between whether your Phoenix will out damage a Moros at 30 km range rather than at 40 km range. Tactically it really doesn't do much. All dreads do 'major' damage. The extra DPS from the second BLA really just means staying on the field for a few extra seconds. Yet this second BLA also means you can't fit any flares or rigors, and people run around whining that the Phoenix can't hit anything moving or anything small. Well, it's because you didn't fit any Rigors or Flares, dumbasses. I'm fitting my Phoenix right now with them when they are even more important to hit anything moving over 60 m/s. The phoenix is designed for the player to choose between ROF rigs or explosion radius or explosion velocity rigs, or whatever else. Rigors and Flares will become more valuable after the expansion. They're already valuable now, frankly. |

Hagika
Hipsters In Space
227
|
Posted - 2014.05.11 17:19:00 -
[211] - Quote
Paynus Maiassus wrote:HiddenPorpoise wrote:Paynus Maiassus wrote:Ok, so basically what you are saying, other than indirectly that you have personality problems, is that any ships with sig radius greater than 1500 (basically any capital, regardless of skirmish links and Ragnaroks) will receive increased DPS from a Phoenix. Everything smaller than 2000 is taking less damage than before (assuming perfect skills). Yes caps all fall over that line but it comes at the cost of no longer even touching subcaps. Unless the goal is for all dreads not to touch subcaps that's bad. Also, seeing a triage carrier sig tank your 'buffed' weapons is rather upsetting. It also means more reloads on the reloadiest of dreads. Ok by my math, the new Phoenix with one T1 Rigor, one T1 Bay Loading Accelerator, and one T1 Flare, and a pilot with perfect skills, will do less than maximum damage at around 2075 sig radius to a ship that is moving below the speed tank threshold. However, it will still out DPS the current Phoenix using kinetic damage down to about 1950 sig radius. Not many triage carriers are going to get down to 1950 sig radius. And this will be with with any damage type, not just kinetic. Further, the current Phoenix will start to lose damage against a ship with a 1950 sig radius if it goes 85 m/s, but the new Phoenix will start to lose damage against a ship with 1950 sig radius at about 120 m/s. So I'm sorry, all the crap about triage carriers sig tanking and speed tanking a Phoenix is really just bullshit. Also, I have not considered implants in any of this, so an implanted pilot should be able to hit ANY capital ship for more damage than currently, Ragnarok on field or not. If they take my recommendation and lower the torpedo explosion radius to 2500, even max skirmish links and a Ragnarok won't be able to hinder a Phoenix. Keep in mind that this damage will never vary at all and will be exactly the same whether the ship is 500 meters away or 60 km away. I find it hard to believe that people seem to think that range doesn't count for anything. My response to the guy above basically hinged around his thinking the Phoenix was crap unless it can wreck battleships. So you returning to this delusional argument about Phoenixes getting sig tanked by triage carriers is completely irrelevant to the point he was making or the point I was making.
They made stations bigger to compensate for the nerf. Every other dread can murder sub caps and hit for full on all caps, the phoenix cant do either and still falls into last place vs sub caps and is 3rd in dps to stations and vs cap ships it will still be last as before. Do you get it now? Or are you so anti missile that you gloat about it. |

Daenika
MMO-Mechanics.com
94
|
Posted - 2014.05.11 17:23:00 -
[212] - Quote
Quote:which, realistically, would be kinda hopeless in space GÇô you always want a contact detonationGǪ
Not to nit-pick, but this is very wrong. High explosives almost always do more damage with proximity detonations than contact detonations, because a larger portion of the target is struck by the concussion wave, and the concussion wave is the majority of the damage.
As an example, take a depth charge. A contact depth charge will blow a hole in the side of a single ship, probably sinking it. A proximity charge, on the other hand, will cause two types of damage. First, the initial concussion will strongly damage the ship (and is even strong enough to cause major joint injuries to people standing on anything in contact with the superstructure). Second, the expansion and contraction of the gas bubble it produced will cause repeated shear stress on a ship, resulting in either the ship literally breaking apart, or at the least springing hundreds of micro-fractures that almost always lead to loss of the ship.
And it does this to every ship in range, not just the ship hit.
Now for spacial missiles, they are almost certainly shaped high-explosive charges. As a result, you want the missile to detonate near enough to the object that the shaped explosive is effective, but far enough that the resulting wave of material actually has time to accelerate from the gaseous expansion (since concussion waves are essentially meaningless in space). This generally means you do not want a contact detonation, but in fact a near-proximity detonation.
Quote:I'm fitting my Phoenix right now with them when they are even more important to hit anything moving over 60 m/s. The phoenix is designed for the player to choose between ROF rigs or explosion radius or explosion velocity rigs, or whatever else.
This seems odd to me. No other Dread has to fit damage application rigs just to actually deal full damage to other capitals (particularly stationary Siege/Triage ones), but the Phoenix is essentially required to fit at least one Rigor rig to actually deal full DPS (which is already substantially lower than a Blaster Moros). Every single Dread and Carrier drops under 2250m sig with skirmish links, unless fit with shield rigs, so without that Rigor rig, the Phoenix essentially has an innate 10-15% damage reduction built in.
If they are balanced around using the Rigor rig, it seems a bit out of balance, to be frank. That means they only get 2 rigs to play with, instead of the 3 that other dreads get, or intrinsically do 10-15% less DPS than their paper DPS (which is already low for a dread). If that's the case, why are they even making the change? It's basically taking what they have now, requiring the application of a Rigor rig to continue to do what they can do now, slightly increasing damage against capitals moving at full tilt, and drastically dropping their damage against anything smaller than a capital. |

Linkxsc162534
Traps 'R' Us Advanced Amateurs
71
|
Posted - 2014.05.11 18:14:00 -
[213] - Quote
^ What if they were HESH rounds? They are high explosives you want to detonate on the surface of the target because a great deal of the damage they do is significantly expanded by the inside of the armor spalling.
Also high explosives dont always do more damage in a proximity explosion. Depth charges like you said and naval torpedoes rely on concussive blasts only they really only worked for damaging ships within several meters. DCs were great for antisub though because the cuncussions were made more effective by the extra water pressure on the sub hulls. It was really water pressue that killed most subs after their hulls were damaged. However for air to air. They do prox explosions simply to have better odds of the damage reaching a fast moving target.
Which in the case of eve is kinda true with how they modeled the missile explosion radius mechanics. Kind true but horribly wrong when you start considering links and mwd sig bloom. Tps are understandable though in that your missile was able to track closer to the target and deliver more of the blast.
Ofcourse real weapon rules never apply in eve.
On topic. I dont understand why they couldnt shave off a bit of the exprad nerf so it would be say 2750 base rather than 3000. And then in a later patch rework it from there. Still would need rigs for fighting small stuff. But a skilled player wouldnt be seeing as many issues. And added bonus is that links will still so a slight bit of damage reduction. |

Roguehellhound
Sea Hamster Legionnaires The Unthinkables
7
|
Posted - 2014.05.11 18:15:00 -
[214] - Quote
Paynus Maiassus wrote:Burneddi wrote:Paynus Maiassus wrote: Ok by my math, the new Phoenix with one T1 Rigor, one T1 Bay Loading Accelerator, and one T1 Flare, and a pilot with perfect skills, will do less than maximum damage at around 2075 sig radius to a ship that is moving below the speed tank threshold. However, it will still out DPS the current Phoenix using kinetic damage down to about 1950 sig radius. Not many triage carriers are going to get down to 1950 sig radius. And this will be with with any damage type, not just kinetic. Further, the current Phoenix will start to lose damage against a ship with a 1950 sig radius if it goes 85 m/s, but the new Phoenix will start to lose damage against a ship with 1950 sig radius at about 120 m/s. So I'm sorry, all the crap about triage carriers sig tanking and speed tanking a Phoenix is really just bullshit. Also, I have not considered implants in any of this, so an implanted pilot should be able to hit ANY capital ship for more damage than currently, Ragnarok on field or not. If they take my recommendation and lower the torpedo explosion radius to 2500, even max skirmish links and a Ragnarok won't be able to hinder a Phoenix.
Keep in mind that this damage will never vary at all and will be exactly the same whether the ship is 500 meters away or 60 km away. I find it hard to believe that people seem to think that range doesn't count for anything.
My response to the guy above basically hinged around his thinking the Phoenix was crap unless it can wreck battleships. So you returning to this delusional argument about Phoenixes getting sig tanked by triage carriers is completely irrelevant to the point he was making or the point I was making.
The point is, current Phoenix can easily apply its damage to Triage carriers even without rigors, whereas the new Phoenix needs rigors to apply to triage carriers. This isn't even a hypothetical situation, if a triage Archon has links it'll be well below the explosion radius of the new Citadel Torps, and practically every triage Archon has and will have links. You should not be required to fit Rigors to be able to apply properly to stationary capital ships. I explained the importance of Explosion Radius and the relative unimportance of Explosion Velocity a little here: https://forums.eveonline.com/default.aspx?g=posts&m=4565374#post4565374 and I suggest you go read it I've been thinking that a part of the Phoenix's problem has been the myopia of relying on basic EFT principles to fit Phoenixes. Basically as it stands right now Phoenixes are fit with two Bay Loading Accelerators because increasing ROF is the most effective way to increase paper DPS. This is a bad decision. The BLAs do give the largest chunk of extra DPS, but they still don't give more close range DPS than a Moros and even without them the Phoenix still has the highest long range DPS. Frankly, the second BLA is basically the difference between whether your Phoenix will out damage a Moros at 30 km range rather than at 40 km range. Tactically it really doesn't do much. All dreads do 'major' damage. The extra DPS from the second BLA really just means staying on the field for a few extra seconds. Yet this second BLA also means you can't fit any flares or rigors, and people run around whining that the Phoenix can't hit anything moving or anything small. Well, it's because you didn't fit any Rigors or Flares, dumbasses. I'm fitting my Phoenix right now with them when they are even more important to hit anything moving over 60 m/s. The phoenix is designed for the player to choose between ROF rigs or explosion radius or explosion velocity rigs, or whatever else. Rigors and Flares will become more valuable after the expansion. They're already valuable now, frankly. For the record, though, my proposed changes to the Phoenix would be exactly what the deVs have proposed except for: 2,500 explosion radius for Citadel Torpedoes, 1875 explosion radius for Citadel Cruises. 2,500 hit points for all Citadel missiles. +100 CPU. The CPU should get rid of the mandatory Co-Processor. The 2,500 hit points for the missiles should make a firewall basically impossible to build, and the explosion radius changes should go a long way to keeping the current Phoenix's current levels of crappiness vs sub caps and make a properly fit Phoenix immune to any kind of missile debuff. The Phoenix will not have the highest close range DPS, but it will have the most consistent DPS not only by range but in the fact that citadel missiles will be in every way unstoppable. I think the reasoning that the debs may be using is that if a fleet wants to bring a Ragnarok, or if it wants to use skirmish sig radius links instead of some other kind of link, it should actually be effective. I am not certain how effective a massive sig radius link is against a turret boat. I haven't done that math yet. What I do know is that with a Rigor, the new Phoenix will los damage at about 1950, and it doesn't just instantly drop to nothing. It's still pretty good damage.
now now, there is no reason to call anyone "dumbasses". it seems you are quick to call others names or disparage them in some form.. remember "personality disorder"? makes me wonder about you.
And like someone stated, why the heck does a single dread needs to fit rigs while the others don't? |

Daenika
MMO-Mechanics.com
96
|
Posted - 2014.05.11 18:27:00 -
[215] - Quote
Quote:Which in the case of eve is kinda true with how they modeled the missile explosion radius mechanics. Kind true but horribly wrong when you start considering links and mwd sig bloom. Tps are understandable though in that your missile was able to track closer to the target and deliver more of the blast.
Keep in mind that these missiles are a good deal more high-tech than ours are today. Iirc, the lore behind the sig radius thing is that the warheads in the missiles can dynamically alter yield, charge shape, and explosion timing to best counter the target. The sig radius is less about the ship actually being hit by shrapnel from a broad spread and more about the missile being able to properly and accurately gauge the target's movement and trajectory and reshape the missile so all the shrapnel (or EM wave, or concussion wave, or whatever) actually hits it.
Since that accurate analysis is based upon properly reading the target's position, larger cross-sections on the sensor reduce the error bars on those calculations. Turning on the MWD allows the missile's sensor package to lock on to the target better and thus shape and fire the charge more accurately.
Incidentally, this entire concept breaks down a bit against a stationary target, hence why I still claim the Sig/ExpRad cap on missile damage is fundamentally stupid, and completely unrequired. Turrets can hit for full damage against a stationary target, regardless of size, and against a moving target, missile damage is already appropriately reduced by the explosion velocity component. |

Paynus Maiassus
Capital Munitions
11
|
Posted - 2014.05.11 19:45:00 -
[216] - Quote
Roguehellhound wrote:Paynus Maiassus wrote:Burneddi wrote:Paynus Maiassus wrote: Ok by my math, the new Phoenix with one T1 Rigor, one T1 Bay Loading Accelerator, and one T1 Flare, and a pilot with perfect skills, will do less than maximum damage at around 2075 sig radius to a ship that is moving below the speed tank threshold. However, it will still out DPS the current Phoenix using kinetic damage down to about 1950 sig radius. Not many triage carriers are going to get down to 1950 sig radius. And this will be with with any damage type, not just kinetic. Further, the current Phoenix will start to lose damage against a ship with a 1950 sig radius if it goes 85 m/s, but the new Phoenix will start to lose damage against a ship with 1950 sig radius at about 120 m/s. So I'm sorry, all the crap about triage carriers sig tanking and speed tanking a Phoenix is really just bullshit. Also, I have not considered implants in any of this, so an implanted pilot should be able to hit ANY capital ship for more damage than currently, Ragnarok on field or not. If they take my recommendation and lower the torpedo explosion radius to 2500, even max skirmish links and a Ragnarok won't be able to hinder a Phoenix.
Keep in mind that this damage will never vary at all and will be exactly the same whether the ship is 500 meters away or 60 km away. I find it hard to believe that people seem to think that range doesn't count for anything.
My response to the guy above basically hinged around his thinking the Phoenix was crap unless it can wreck battleships. So you returning to this delusional argument about Phoenixes getting sig tanked by triage carriers is completely irrelevant to the point he was making or the point I was making.
The point is, current Phoenix can easily apply its damage to Triage carriers even without rigors, whereas the new Phoenix needs rigors to apply to triage carriers. This isn't even a hypothetical situation, if a triage Archon has links it'll be well below the explosion radius of the new Citadel Torps, and practically every triage Archon has and will have links. You should not be required to fit Rigors to be able to apply properly to stationary capital ships. I explained the importance of Explosion Radius and the relative unimportance of Explosion Velocity a little here: https://forums.eveonline.com/default.aspx?g=posts&m=4565374#post4565374 and I suggest you go read it I've been thinking that a part of the Phoenix's problem has been the myopia of relying on basic EFT principles to fit Phoenixes. Basically as it stands right now Phoenixes are fit with two Bay Loading Accelerators because increasing ROF is the most effective way to increase paper DPS. This is a bad decision. The BLAs do give the largest chunk of extra DPS, but they still don't give more close range DPS than a Moros and even without them the Phoenix still has the highest long range DPS. Frankly, the second BLA is basically the difference between whether your Phoenix will out damage a Moros at 30 km range rather than at 40 km range. Tactically it really doesn't do much. All dreads do 'major' damage. The extra DPS from the second BLA really just means staying on the field for a few extra seconds. Yet this second BLA also means you can't fit any flares or rigors, and people run around whining that the Phoenix can't hit anything moving or anything small. Well, it's because you didn't fit any Rigors or Flares, dumbasses. I'm fitting my Phoenix right now with them when they are even more important to hit anything moving over 60 m/s. The phoenix is designed for the player to choose between ROF rigs or explosion radius or explosion velocity rigs, or whatever else. Rigors and Flares will become more valuable after the expansion. They're already valuable now, frankly. For the record, though, my proposed changes to the Phoenix would be exactly what the deVs have proposed except for: 2,500 explosion radius for Citadel Torpedoes, 1875 explosion radius for Citadel Cruises. 2,500 hit points for all Citadel missiles. +100 CPU. The CPU should get rid of the mandatory Co-Processor. The 2,500 hit points for the missiles should make a firewall basically impossible to build, and the explosion radius changes should go a long way to keeping the current Phoenix's current levels of crappiness vs sub caps and make a properly fit Phoenix immune to any kind of missile debuff. The Phoenix will not have the highest close range DPS, but it will have the most consistent DPS not only by range but in the fact that citadel missiles will be in every way unstoppable. I think the reasoning that the debs may be using is that if a fleet wants to bring a Ragnarok, or if it wants to use skirmish sig radius links instead of some other kind of link, it should actually be effective. I am not certain how effective a massive sig radius link is against a turret boat. I haven't done that math yet. What I do know is that with a Rigor, the new Phoenix will los damage at about 1950, and it doesn't just instantly drop to nothing. It's still pretty good damage. now now, there is no reason to call anyone "dumbasses". it seems you are quick to call others names or disparage them in some form.. remember "personality disorder"? makes me wonder about you. And like someone stated, why the heck does a single dread needs to fit rigs while the others don't?
I tend to talk to players like players tend to talk to developers.
As of right now the only module that affects this part of the missile formula is the target painter, and sieged caps are immune to it. Therefore rigs. Now nobody asked me my opinion about more missile modules. That's not a part of this thread. But in terms of buffing the Phoenix, rigs are a part of the fitting that make things work better.
|

Burneddi
Love Squad Pasta Syndicate
75
|
Posted - 2014.05.11 19:45:00 -
[217] - Quote
Paynus Maiassus wrote:Rigors and Flares will become more valuable after the expansion. They're already valuable now, frankly. [...] What I do know is that with a Rigor, the new Phoenix will los damage at about 1950, and it doesn't just instantly drop to nothing. It's still pretty good damage.
Flares are and will always be worthless compared to even 3x stacking penalized Rigors unless they are significantly buffed and/or the missile equation is changed. I explained why in the post I linked, but to recite it here in short, good Explosion Radius offsets a bad Explosion Velocity but not vice versa, and it is also easier to slow something down than it is to increase its signature.
Rigors (not Flares, Flares are worthless) becoming "more valuable after the expansion" isn't a good thing at all. All it means is that the Phoenixes application is becoming even worse, and you need to gimp your rig slots even more to do good damage with it. The new Phoenix will still do worse DPS than a Moros even if it's applying 100% of its deeps, and having to use a Rigor to fit sieged Dreads and triaged Carriers for full damage doesn't help its case at all when gun dreads will always apply all of their damage on those stationary targets.
The CPU change would be in order, though. Phoenix is ridicilously CPU starved. |

Paynus Maiassus
Capital Munitions
11
|
Posted - 2014.05.11 19:48:00 -
[218] - Quote
Daenika wrote:Quote:which, realistically, would be kinda hopeless in space GÇô you always want a contact detonationGǪ Not to nit-pick, but this is very wrong. High explosives almost always do more damage with proximity detonations than contact detonations, because a larger portion of the target is struck by the concussion wave, and the concussion wave is the majority of the damage. As an example, take a depth charge. A contact depth charge will blow a hole in the side of a single ship, probably sinking it. A proximity charge, on the other hand, will cause two types of damage. First, the initial concussion will strongly damage the ship (and is even strong enough to cause major joint injuries to people standing on anything in contact with the superstructure). Second, the expansion and contraction of the gas bubble it produced will cause repeated shear stress on a ship, resulting in either the ship literally breaking apart, or at the least springing hundreds of micro-fractures that almost always lead to loss of the ship. And it does this to every ship in range, not just the ship hit. Now for space-based missiles, they are almost certainly shaped high-explosive charges. As a result, you want the missile to detonate near enough to the object that the shaped explosive is effective, but far enough that the resulting wave of material actually has time to accelerate from the gaseous expansion (since concussion waves are essentially meaningless in space). This generally means you do not want a contact detonation, but in fact a near-proximity detonation. Quote:I'm fitting my Phoenix right now with them when they are even more important to hit anything moving over 60 m/s. The phoenix is designed for the player to choose between ROF rigs or explosion radius or explosion velocity rigs, or whatever else. This seems odd to me. No other Dread has to fit damage application rigs just to actually deal full damage to other capitals (particularly stationary Siege/Triage ones), but the Phoenix is essentially required to fit at least one Rigor rig to actually deal full DPS (which is already substantially lower than a Blaster Moros). Every single Dread and Carrier drops under 2250m sig with skirmish links, unless fit with shield rigs, so without that Rigor rig, the Phoenix essentially has an innate 10-15% damage reduction built in. If they are balanced around using the Rigor rig, it seems a bit out of balance, to be frank. That means they only get 2 rigs to play with, instead of the 3 that other dreads get, or intrinsically do 10-15% less DPS than their paper DPS (which is already low for a dread). If that's the case, why are they even making the change? It's basically taking what they have now, requiring the application of a Rigor rig to continue to do what they can do now, slightly increasing damage against capitals moving at full tilt, and drastically dropping their damage against anything smaller than a capital.
This is a good point. And part of the reason I suggest a 2500 explosion radius on citadel torpedoes. Still, I see the changes overall as a buff. |

Hagika
Hipsters In Space
227
|
Posted - 2014.05.11 20:23:00 -
[219] - Quote
Paynus Maiassus wrote:Daenika wrote:Quote:which, realistically, would be kinda hopeless in space GÇô you always want a contact detonationGǪ Not to nit-pick, but this is very wrong. High explosives almost always do more damage with proximity detonations than contact detonations, because a larger portion of the target is struck by the concussion wave, and the concussion wave is the majority of the damage. As an example, take a depth charge. A contact depth charge will blow a hole in the side of a single ship, probably sinking it. A proximity charge, on the other hand, will cause two types of damage. First, the initial concussion will strongly damage the ship (and is even strong enough to cause major joint injuries to people standing on anything in contact with the superstructure). Second, the expansion and contraction of the gas bubble it produced will cause repeated shear stress on a ship, resulting in either the ship literally breaking apart, or at the least springing hundreds of micro-fractures that almost always lead to loss of the ship. And it does this to every ship in range, not just the ship hit. Now for space-based missiles, they are almost certainly shaped high-explosive charges. As a result, you want the missile to detonate near enough to the object that the shaped explosive is effective, but far enough that the resulting wave of material actually has time to accelerate from the gaseous expansion (since concussion waves are essentially meaningless in space). This generally means you do not want a contact detonation, but in fact a near-proximity detonation. Quote:I'm fitting my Phoenix right now with them when they are even more important to hit anything moving over 60 m/s. The phoenix is designed for the player to choose between ROF rigs or explosion radius or explosion velocity rigs, or whatever else. This seems odd to me. No other Dread has to fit damage application rigs just to actually deal full damage to other capitals (particularly stationary Siege/Triage ones), but the Phoenix is essentially required to fit at least one Rigor rig to actually deal full DPS (which is already substantially lower than a Blaster Moros). Every single Dread and Carrier drops under 2250m sig with skirmish links, unless fit with shield rigs, so without that Rigor rig, the Phoenix essentially has an innate 10-15% damage reduction built in. If they are balanced around using the Rigor rig, it seems a bit out of balance, to be frank. That means they only get 2 rigs to play with, instead of the 3 that other dreads get, or intrinsically do 10-15% less DPS than their paper DPS (which is already low for a dread). If that's the case, why are they even making the change? It's basically taking what they have now, requiring the application of a Rigor rig to continue to do what they can do now, slightly increasing damage against capitals moving at full tilt, and drastically dropping their damage against anything smaller than a capital. This is a good point. And part of the reason I suggest a 2500 explosion radius on citadel torpedoes. Still, I see the changes overall as a buff.
If they fixed the explosion velocity back to what it is now or slightly better, then over all it is a buff. As for now, its a buff and a nerf.
|

Hagika
Hipsters In Space
228
|
Posted - 2014.05.11 22:17:00 -
[220] - Quote
Sniper Smith wrote:Donno if it's been mentioned.. but one thing the Phoenix might be able to do is anti-BS support.. how ? Glad you ask.
Rapid Torpedo/Cruise launchers.
This would follow the progression that Missiles have been going on as of late..
Also, would be nice to see new dreads in general, using the other weapon system of each race.. Totally not a covert way of saying I want a Drone Dread..
No.. just no.. Its a garbage weapon that is hated and you want to put it on the phoenix? You need help, serious mental help. |

Roguehellhound
Sea Hamster Legionnaires The Unthinkables
7
|
Posted - 2014.05.11 22:23:00 -
[221] - Quote
Hagika wrote:Sniper Smith wrote:Donno if it's been mentioned.. but one thing the Phoenix might be able to do is anti-BS support.. how ? Glad you ask.
Rapid Torpedo/Cruise launchers.
This would follow the progression that Missiles have been going on as of late..
Also, would be nice to see new dreads in general, using the other weapon system of each race.. Totally not a covert way of saying I want a Drone Dread.. No.. just no.. Its a garbage weapon that is hated and you want to put it on the phoenix? You need help, serious mental help.
i agree.. rapid lights fills a niche that has severe drawbacks and the rapid heavies are hardly ever used due to the missile mechanics being derp.
whats probably universally agreed is that the missile mechanics need some serious looking into.. and the earlier comment about the proposed missile mechanics that ended being shelved, might solve a lo of it. |

Caleb Seremshur
Caldari Provisions Caldari State
249
|
Posted - 2014.05.11 22:31:00 -
[222] - Quote
Rapid heavy launchers aren't terrible but the heavy missiles themselves sure are LP store weapon cost rebalance |

Ines Tegator
Towels R Us
435
|
Posted - 2014.05.11 22:38:00 -
[223] - Quote
What's wrong with having a dread that can apply damage to subcaps, anyway?
Especially considering that the subcap must be fully tackled and painted (reward for teamwork is good, eh?), and can easily mitigate this damage if it's not (by moving), plus the omnipresent travel time delay, why shouldn't subcap dps application be the Phoenix's niche among the 4 dreads? There are more then enough tradeoffs to make it balanced.
All this pain over a nerf intended to solve a problem that, IMO, isn't even a problem in the first place. - Mission Overhaul - Bridging the PVP / PVE Gap - -áIf the game stops teaching people to fear lowsec, maybe people will start going there? |

Roguehellhound
Sea Hamster Legionnaires The Unthinkables
7
|
Posted - 2014.05.11 22:48:00 -
[224] - Quote
Ines Tegator wrote:What's wrong with having a dread that can apply damage to subcaps, anyway?
Especially considering that the subcap must be fully tackled and painted (reward for teamwork is good, eh?), and can easily mitigate this damage if it's not (by moving), plus the omnipresent travel time delay, why shouldn't subcap dps application be the Phoenix's niche among the 4 dreads? There are more then enough tradeoffs to make it balanced.
All this pain over a nerf intended to solve a problem that, IMO, isn't even a problem in the first place.
the pros and cons are perspective really... on one hand people abhor the idea since you could hotdrop constantly with a blap dread(s) and make a mess of any enemy BS fleet, further pushing the usefulness of a battleship out the window(its kinda bad in its current state). and the fact that you could potentially even target cruisers that are locked down is even worse- no real counter play unless escalation of force(bringing your own caps). this is from what i can tell.
but in our current iteration-phoenix is the only one that has the double standards in play in regards to it being able to blap supcaps. i mean people use to do it with very good success. |

Hagika
Hipsters In Space
228
|
Posted - 2014.05.12 00:31:00 -
[225] - Quote
Only problem is when they ask for feedback on these things, its pretty much useless to give it. They will push it through not caring |

Roguehellhound
Sea Hamster Legionnaires The Unthinkables
9
|
Posted - 2014.05.12 00:39:00 -
[226] - Quote
Hagika wrote:Only problem is when they ask for feedback on these things, its pretty much useless to give it. They will push it through not caring and not even responding. |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
1215
|
Posted - 2014.05.12 14:15:00 -
[227] - Quote
Roguehellhound wrote:Hagika wrote:Only problem is when they ask for feedback on these things, its pretty much useless to give it. They will push it through not caring and not even responding.
Yeah. It' a shame because the changes are almost right. A focus on anticapital work in smaller environments is the only sensible route to take the Phoenix down, as the blap thing is too binary and flight time is too awkward on the fleet scale. The shield resist bonus and omni-damage are good ideas as they set the ship apart from the Naglfar. I can also tolerate the damage applicaiton changes as long as they're done right - you just need to make sure that the Phoenix has an advantage in anticapital work commensurate with its awkwardness to use agaisnt subcaps, but currently the entire thing is hamstrung by the Evasive Manoeuvres link problem.
You're forcing all Phoenix pilots to use Crash against other capitals as a default, out of fear of links. You're also forcing people to always bring links because it gives them the hope of mitigating damage via sig. Both of these are bad design - neither drugs nor link should ever be regarded as essential. |

Linkxsc162534
Traps 'R' Us Advanced Amateurs
72
|
Posted - 2014.05.12 14:36:00 -
[228] - Quote
I have a simple change. Add t2 citadel missiles. Can carry javelines if your worried about sigrad. Factions if your shooting stuff you can paint. And rages if your sieging poses/fighting supers |
|

CCP Fozzie
C C P C C P Alliance
9964

|
Posted - 2014.05.12 14:48:00 -
[229] - Quote
Hey everyone.
I can honestly say that I am not overly worried that carriers being able to reduce a portion of citadel missile damage through the use of gang links and/or halo implants will break the balance involved with these ships. The Phoenix is going to be doing a lot more damage in virtually all realistic situations compared to today and it will be doing it while also benefitting from the resist bonus and omni damage.
That being said, I think there is an opportunity here to both reduce the impact of skirmish links on Phoenixes while also differentiating dreads and carriers a bit. The fact that dreads and carriers have almost identical signature radius has never made much sense, and it is entirely appropriate for stationary dreads to have a much harder time mitigating missile damage.
So we're going to go ahead and increase the sig radius of all four dreads alongside this change:
Revelation: Signature Radius: 4100 (+1125)
Naglfar: Signature Radius: 4000 (+1140)
Moros: Signature Radius: 4300 (+1255)
Phoenix: Signature Radius: 4200 (+1100) Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
|

Hagika
Hipsters In Space
228
|
Posted - 2014.05.12 15:00:00 -
[230] - Quote
CCP Fozzie wrote:Hey everyone.
I can honestly say that I am not overly worried that carriers being able to reduce a portion of citadel missile damage through the use of gang links and/or halo implants will break the balance involved with these ships. The Phoenix is going to be doing a lot more damage in virtually all realistic situations compared to today and it will be doing it while also benefitting from the resist bonus and omni damage.
That being said, I think there is an opportunity here to both reduce the impact of skirmish links on Phoenixes while also differentiating dreads and carriers a bit. The fact that dreads and carriers have almost identical signature radius has never made much sense, and it is entirely appropriate for stationary dreads to have a much harder time mitigating missile damage.
So we're going to go ahead and increase the sig radius of all four dreads alongside this change:
Revelation: Signature Radius: 4100 (+1125)
Naglfar: Signature Radius: 4000 (+1140)
Moros: Signature Radius: 4300 (+1255)
Phoenix: Signature Radius: 4200 (+1100)
Do that to carriers and we have a deal.
|

NEONOVUS
Diabolically Sexy Eureka-Secret Science R Us
842
|
Posted - 2014.05.12 15:05:00 -
[231] - Quote
Yes those are missile effect trails coming from me if you are asking sure Hey Fozzie you didnt answer about whether pos citadel launchers were getting the ROF boosts |

Querns
GBS Logistics and Fives Support Goonswarm Federation
551
|
Posted - 2014.05.12 15:07:00 -
[232] - Quote
Nice change on dreads.
BTW, check the jump fuel thread -- I thought of a potential gotcha with the isotope volume change that you may want to consider. This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |

Max Kolonko
High Voltage Industries Ash Alliance
404
|
Posted - 2014.05.12 15:22:00 -
[233] - Quote
CCP Fozzie wrote:Hey everyone.
I can honestly say that I am not overly worried that carriers being able to reduce a portion of citadel missile damage through the use of gang links and/or halo implants will break the balance involved with these ships. The Phoenix is going to be doing a lot more damage in virtually all realistic situations compared to today and it will be doing it while also benefitting from the resist bonus and omni damage.
That being said, I think there is an opportunity here to both reduce the impact of skirmish links on Phoenixes while also differentiating dreads and carriers a bit. The fact that dreads and carriers have almost identical signature radius has never made much sense, and it is entirely appropriate for stationary dreads to have a much harder time mitigating missile damage.
So we're going to go ahead and increase the sig radius of all four dreads alongside this change:
Revelation: Signature Radius: 4100 (+1125)
Naglfar: Signature Radius: 4000 (+1140)
Moros: Signature Radius: 4300 (+1255)
Phoenix: Signature Radius: 4200 (+1100)
What about -50% from wolf rayet wh? Halo+mindlinked bonuses+wolf rayer c6 = very little damage from missiles Read and support: Don't mess with OUR WH's What is Your stance on WH stuff? |

Alexander McKeon
AQUILA INC Verge of Collapse
52
|
Posted - 2014.05.12 15:39:00 -
[234] - Quote
The dread changes are good, but you still haven't said anything to address missile hp concerns, nor speed tanking by moving carriers/bumped dreads in siege. |

Klarion Sythis
Collapsed Out Shadow Cartel
281
|
Posted - 2014.05.12 16:00:00 -
[235] - Quote
Max Kolonko wrote: What about -50% from wolf rayet wh? Halo+mindlinked bonuses+wolf rayer c6 = very little damage from missiles
Why are you planning to use a shield dread in a Wolf Rayet?
Edit: Nevermind, this was pointed out in the post above. |

Capqu
Love Squad Pasta Syndicate
523
|
Posted - 2014.05.12 17:08:00 -
[236] - Quote
jesus christ https://www.youtube.com/watch?v=yNpMiT5qpyI |

Burneddi
Love Squad Pasta Syndicate
76
|
Posted - 2014.05.12 17:08:00 -
[237] - Quote
CCP Fozzie wrote:Hey everyone.
I can honestly say that I am not overly worried that carriers being able to reduce a portion of citadel missile damage through the use of gang links and/or halo implants will break the balance involved with these ships. The Phoenix is going to be doing a lot more damage in virtually all realistic situations compared to today and it will be doing it while also benefitting from the resist bonus and omni damage.
That being said, I think there is an opportunity here to both reduce the impact of skirmish links on Phoenixes while also differentiating dreads and carriers a bit. The fact that dreads and carriers have almost identical signature radius has never made much sense, and it is entirely appropriate for stationary dreads to have a much harder time mitigating missile damage.
So we're going to go ahead and increase the sig radius of all four dreads alongside this change:
Revelation: Signature Radius: 4100 (+1125)
Naglfar: Signature Radius: 4000 (+1140)
Moros: Signature Radius: 4300 (+1255)
Phoenix: Signature Radius: 4200 (+1100) u wot m8
"These application changes are totally good. We'll only have to increase the signature of stationary POS modules so that the Phoenix can continue hitting them... and the signature of dreadnoughts... and the signature of carriers..."
fozzie PLS |

Brutor Brutor
Non Merchant corporation 0 tax pure capitalism
4
|
Posted - 2014.05.12 17:13:00 -
[238] - Quote
CCP "helicopter" Fozzie showing yet again that he doesn't understand how EVE works.
A+ change. |

Hagika
Hipsters In Space
228
|
Posted - 2014.05.12 17:14:00 -
[239] - Quote
Burneddi wrote:CCP Fozzie wrote:Hey everyone.
I can honestly say that I am not overly worried that carriers being able to reduce a portion of citadel missile damage through the use of gang links and/or halo implants will break the balance involved with these ships. The Phoenix is going to be doing a lot more damage in virtually all realistic situations compared to today and it will be doing it while also benefitting from the resist bonus and omni damage.
That being said, I think there is an opportunity here to both reduce the impact of skirmish links on Phoenixes while also differentiating dreads and carriers a bit. The fact that dreads and carriers have almost identical signature radius has never made much sense, and it is entirely appropriate for stationary dreads to have a much harder time mitigating missile damage.
So we're going to go ahead and increase the sig radius of all four dreads alongside this change:
Revelation: Signature Radius: 4100 (+1125)
Naglfar: Signature Radius: 4000 (+1140)
Moros: Signature Radius: 4300 (+1255)
Phoenix: Signature Radius: 4200 (+1100) u wot m8 "These application changes are totally good. We'll only have to increase the signature of stationary POS modules so that the Phoenix can continue hitting them... and the signature of dreadnoughts... and the signature of carriers..." fozzie PLS
Yes it is ridiculous but at the same time, they hate the idea of the phoenix being as effective as gun dreads and somehow missiles being better though they never will be. So i rather capital ships get a sig increase than to continue to let the phoenix suck.
|

Brutor Brutor
Non Merchant corporation 0 tax pure capitalism
4
|
Posted - 2014.05.12 17:19:00 -
[240] - Quote
Hagika wrote:
Yes it is ridiculous but at the same time, they hate the idea of the phoenix being as effective as gun dreads and somehow missiles being better though they never will be. So i rather capital ships get a sig increase than to continue to let the phoenix suck.
I guarengoddamn-T you they give citadel missiles 70 HP so you can just firewall them.
|

Alex Tutuola
Specter Syndicate Tactical Narcotics Team
14
|
Posted - 2014.05.12 17:22:00 -
[241] - Quote
Never not nerf Caldari. Even the buffs come with nerfs. o.O |

Daenika
MMO-Mechanics.com
96
|
Posted - 2014.05.12 18:25:00 -
[242] - Quote
Quote:The Phoenix is going to be doing a lot more damage in virtually all realistic situations compared to today and it will be doing it while also benefitting from the resist bonus and omni damage.
Right. Except the extremely realistic situation of trying to shoot a triage carrier with boosts. In that situation, the Phoenix sees a 9% DROP in DPS compared to live, even including the RoF buff. If you include Halo in the mix, it becomes a 28% decrease over live. |

Hagika
Hipsters In Space
228
|
Posted - 2014.05.12 18:40:00 -
[243] - Quote
Daenika wrote:Quote:The Phoenix is going to be doing a lot more damage in virtually all realistic situations compared to today and it will be doing it while also benefitting from the resist bonus and omni damage. Right. Except the extremely realistic situation of trying to shoot a triage carrier with boosts. In that situation, the Phoenix sees a 9% DROP in DPS compared to live, even including the RoF buff. If you include Halo in the mix, it becomes a 28% decrease over live.
Carriers in need a sig increase or CCP just needs to bump missiles back to where they are now.
|

Roguehellhound
Sea Hamster Legionnaires The Unthinkables
10
|
Posted - 2014.05.12 18:57:00 -
[244] - Quote
CCP Fozzie wrote:Hey everyone.
I can honestly say that I am not overly worried that carriers being able to reduce a portion of citadel missile damage through the use of gang links and/or halo implants will break the balance involved with these ships. The Phoenix is going to be doing a lot more damage in virtually all realistic situations compared to today and it will be doing it while also benefitting from the resist bonus and omni damage.
That being said, I think there is an opportunity here to both reduce the impact of skirmish links on Phoenixes while also differentiating dreads and carriers a bit. The fact that dreads and carriers have almost identical signature radius has never made much sense, and it is entirely appropriate for stationary dreads to have a much harder time mitigating missile damage.
So we're going to go ahead and increase the sig radius of all four dreads alongside this change:
Revelation: Signature Radius: 4100 (+1125)
Naglfar: Signature Radius: 4000 (+1140)
Moros: Signature Radius: 4300 (+1255)
Phoenix: Signature Radius: 4200 (+1100)
on offense but it seems as if you just skimmed a couple of posts that made some sense and than decided to put those out.. its like you aren't even trying to fix the problem that is the phoenix. token buffs for an entire mechanic that has been screwed up for years, a ship that is considered useless FOR YEARs, and here we are still at square 1.
|

Rann Skir
Republic Military School Minmatar Republic
0
|
Posted - 2014.05.12 19:11:00 -
[245] - Quote
Don't want to nerf your precious slowcats or superblob? |

Burneddi
Love Squad Pasta Syndicate
77
|
Posted - 2014.05.12 19:13:00 -
[246] - Quote
Roguehellhound wrote:and here we are still at square 1. Indeed. Since we're in square 1 again, let's look at the goals for this Phoenix rebalance:
CCP Fozzie wrote:The goals are to significantly improve the Phoenix for use against other caps (especially moving caps) and structures while avoiding turning it into some kind of subcap blapping monster.
I really don't see how you're meeting that goal at all, Fozzie. Any improvement against other caps, including moving caps, and structures is definitely not very significant, in fact in some situations this is a nerf. I think you're not really exposing your real goals when you say "avoiding turning it into some kind of subcap blapping monster", because you're not just avoiding that, you're deliberately making it extremely bad at shooting subcaps no matter what the Phoenix pilot and his allies do to make it hit them.
After these changes, what reason is there for anyone to fly Phoenix over Naglfar or Moros? Nag and Moros still do more deeps to everything, they can both be armour tanked, and they can both hit webbed+painted subcaps when in good range for a significant portion of their maximum damage.
Honestly, I wouldn't be surprised at all if the next time you posted you were announcing you'll be changing the Phoenix into a hybrid turret dread. Missiles are obviously 2hard2balance, so better nerf them and make sure they have no good large hulls (coughBarghestcough). |

Hagika
Hipsters In Space
230
|
Posted - 2014.05.12 19:59:00 -
[247] - Quote
Burneddi wrote:Roguehellhound wrote:and here we are still at square 1. Indeed. Since we're in square 1 again, let's look at the goals for this Phoenix rebalance: CCP Fozzie wrote:The goals are to significantly improve the Phoenix for use against other caps (especially moving caps) and structures while avoiding turning it into some kind of subcap blapping monster. I really don't see how you're meeting that goal at all, Fozzie. Any improvement against other caps, including moving caps, and structures is definitely not very significant, in fact in some situations this is a nerf. I think you're not really exposing your real goals when you say "avoiding turning it into some kind of subcap blapping monster", because you're not just avoiding that, you're deliberately making it extremely bad at shooting subcaps no matter what the Phoenix pilot and his allies do to make it hit them. After these changes, what reason is there for anyone to fly Phoenix over Naglfar or Moros? Nag and Moros still do more deeps to everything, they can both be armour tanked, and they can both hit webbed+painted subcaps when in good range for a significant portion of their maximum damage. Honestly, I wouldn't be surprised at all if the next time you posted you were announcing you'll be changing the Phoenix into a hybrid turret dread. Missiles are obviously 2hard2balance, so better nerf them and make sure they have no good large hulls (coughBarghestcough).
It wont be changed to a hybrid ship, it will mean that it can hit subcaps more easily. |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
1219
|
Posted - 2014.05.12 20:00:00 -
[248] - Quote
Daenika wrote:Quote:The Phoenix is going to be doing a lot more damage in virtually all realistic situations compared to today and it will be doing it while also benefitting from the resist bonus and omni damage. Right. Except the extremely realistic situation of trying to shoot a triage carrier with boosts. In that situation, the Phoenix sees a 9% DROP in DPS compared to live, even including the RoF buff. If you include Halo in the mix, it becomes a 28% decrease over live.
This isn't good enough Fozzie. Surely you appreciate how ubiquitous links are?
I'm quite happy with the design focus of a Phoenix that loses out at subcapital blapping but is effective against capitals, but you're not meeting it. There's never going to be a problem with the Phoenix dominating dread fleets because of flight time, firewalls and the reduced flexibility, so I don't understand why you're so reticent to make it worthwhile at the one thing it's supposed to be good at.
I just can't understand why you'd think that the Phoenix would be too effective against triage carriers. |

Justin Cody
AQUILA INC Verge of Collapse
208
|
Posted - 2014.05.12 22:26:00 -
[249] - Quote
Ok here is the problem fozzie
You have 4 dreadnoughts.
The revelation is better at sub-cap blapping than the phoenix and hitting moving caps and supers. Its weakness? One useless bonus I'm sure you'll correct) and a damage bonus in the form of RoF that manages to make that cap bonus even more useless (since you eat cap faster and still only have half the gunnery bonuses the nag and moros have). Still a sub-cap blapping monster if fit right.
The Moros: Sub cap blapping monster and puts out the most raw and modified dps of all dreads - your own definition of OP in this case. It even has mids and lows flexible enough to shield or armor tank and most dps fits are shield.
The Nag: Like the Moros but with 1 less gun - capless shield tanking monster that can blap sub caps, caps and POS's alike with no real difficulty and you can armor tank it in a pinch.
The Phoenix: Supposed best POS basher..but Moros is in reality more effective except in niche situations. DPS is applied in a less than instant manner. Sub Cap blapping requires a silly weak armor tank. Even with changes it doesn't actually do more effective damage. Its damage efficacy is quite literally in the same place or worse than it was before. The only improvement is in its shield tank which is now on par with the naglfar despite the nag not having a resist bonus. (stupid caldari default EM hole to blame).
So if 3/4 dreads are OK to blap caps because 'reasons' and one isn't I would like to know precisely WHY. Due to my experience with CCP for so long (2004 -> present) I would say that you just have no clue what you're doing with missiles and your game design for that weapons system is flawed.
Here's a subcap example of that flawed design. Heavy Missiles were nerfed to hell and back due to OP usefulness at all ranges compared to other medium turrets at the time. Then you buffed all medium range turrets...but left heavy missiles sucking hind-tit. So you now have heavy missiles being semi-useless (dont' get me started on precision t2's).
This is the same issue you have now with the Phoenix. So let me help you. Start with this new Phoenix but don't commit to it for more than a single or two dev cycles. So after Crius you should look at adjusting some things in small ways...like citadel torpedo and cruise missile attributes. You can tweak base damage, explosion radius and velicity as well as flight time and missile velocity all without ever touching the Phoenix. These smaller changes can optimize the scheme you are going for. So by the time you get to rebalancing the Revelation you can make a final adjustment to the Phoenix for a good amount of time. The Phoenix shouldn't worry about hitting super caps and capitals at all moving or otherwise. That makes no fecking sense...nomads...links or whatever. It doesn't make sense in reality or in game design.
It is possible you need to create some weighting in your formulas for how much of an impact sig radius has versus ship speed and hell even ship class or model size. The machariel for example has a gigantic model. That thing should be getting blapped all the time just because its a small moon. the way the math works atm you'd have a tough time hitting the earth cause of its orbit speed! Hell I am pretty sure a real planet would speed tank citadel torpedos. |

Justin Cody
AQUILA INC Verge of Collapse
208
|
Posted - 2014.05.12 22:30:00 -
[250] - Quote
quick corellary: if you're doing low slot tracking mods for drones (year of drone I guess)...then why not give ballistic control systems the ability to slightly (2-3%) enhance missile explosion velocity and explosion radius. They are after all the most CPU intensive damage mod for any class of ship (t2 is 40 vs 30 for any other system) (Faction 24 instead of 20).
just a thought. Little things. |

Paynus Maiassus
Capital Munitions
12
|
Posted - 2014.05.12 22:40:00 -
[251] - Quote
CCP Fozzie wrote:Hey everyone.
I can honestly say that I am not overly worried that carriers being able to reduce a portion of citadel missile damage through the use of gang links and/or halo implants will break the balance involved with these ships. The Phoenix is going to be doing a lot more damage in virtually all realistic situations compared to today and it will be doing it while also benefitting from the resist bonus and omni damage.
That being said, I think there is an opportunity here to both reduce the impact of skirmish links on Phoenixes while also differentiating dreads and carriers a bit. The fact that dreads and carriers have almost identical signature radius has never made much sense, and it is entirely appropriate for stationary dreads to have a much harder time mitigating missile damage.
So we're going to go ahead and increase the sig radius of all four dreads alongside this change:
Revelation: Signature Radius: 4100 (+1125)
Naglfar: Signature Radius: 4000 (+1140)
Moros: Signature Radius: 4300 (+1255)
Phoenix: Signature Radius: 4200 (+1100)
Well I put out a fantastic commentary on this but clicked post and everything disappeared. So screw it. Do what you will with the Phoenix. |

Investor Joe
Pator Tech School Minmatar Republic
14
|
Posted - 2014.05.12 22:42:00 -
[252] - Quote
can we just get hybrids on it?
You are nerfing the phoenix with these "tweaks" becuse you are afraid that missiles will do to much damage to subcaps, you either need a new mechanic that fixes that somehow similar to how guns work or you need to make it do huge damage on capitals(note: not less than a moros but more) to make it actually worthwhile to be screwed against subcaps- like a risk vs reward thing instead of being more risky for less reward that you are changing it into.
maybe a missile speed build up time? so if a subcap is close it won't get hit because the missile hasn't built up enough speed yet, this will probably be abused by 10phoenix warping in 50km away from each other to hit everything on field but you need to do something to either fix missiles to make them in line with guns or make them better at something than guns or you just give people who trained this **** of a dread hybrid guns so its actually usable. |

TheMercenaryKing
StarFleet Enterprises Intrepid Crossing
198
|
Posted - 2014.05.12 22:45:00 -
[253] - Quote
CCP Fozzie wrote:Hey everyone.
I can honestly say that I am not overly worried that carriers being able to reduce a portion of citadel missile damage through the use of gang links and/or halo implants will break the balance involved with these ships. The Phoenix is going to be doing a lot more damage in virtually all realistic situations compared to today and it will be doing it while also benefitting from the resist bonus and omni damage.
That being said, I think there is an opportunity here to both reduce the impact of skirmish links on Phoenixes while also differentiating dreads and carriers a bit. The fact that dreads and carriers have almost identical signature radius has never made much sense, and it is entirely appropriate for stationary dreads to have a much harder time mitigating missile damage.
So we're going to go ahead and increase the sig radius of all four dreads alongside this change:
Revelation: Signature Radius: 4100 (+1125)
Naglfar: Signature Radius: 4000 (+1140)
Moros: Signature Radius: 4300 (+1255)
Phoenix: Signature Radius: 4200 (+1100)
there would be no need to do this if you just didnt change the explosion radius. My math i posted earlier showed a minor, minor change if you didn't. It was like 50% more damage vs a moving archon but but that mean't 12% base damage vs 8% base damage.
|

Onictus
Silver Snake Enterprise Mordus Angels
884
|
Posted - 2014.05.12 22:51:00 -
[254] - Quote
CCP Fozzie wrote:Hey everyone.
I can honestly say that I am not overly worried that carriers being able to reduce a portion of citadel missile damage through the use of gang links and/or halo implants will break the balance involved with these ships. The Phoenix is going to be doing a lot more damage in virtually all realistic situations compared to today and it will be doing it while also benefitting from the resist bonus and omni damage.
That being said, I think there is an opportunity here to both reduce the impact of skirmish links on Phoenixes while also differentiating dreads and carriers a bit. The fact that dreads and carriers have almost identical signature radius has never made much sense, and it is entirely appropriate for stationary dreads to have a much harder time mitigating missile damage.
So we're going to go ahead and increase the sig radius of all four dreads alongside this change:
Revelation: Signature Radius: 4100 (+1125)
Naglfar: Signature Radius: 4000 (+1140)
Moros: Signature Radius: 4300 (+1255)
Phoenix: Signature Radius: 4200 (+1100)
Sooooooo Citadel Missiles are so crap that AFTER A BALANCE PASS you have to change four hulls AND small towers to compensate.
This is seriously a KISS situation
Keep It Simple STUPID
I mean really, this is a bit ridiculous. |

Burneddi
Love Squad Pasta Syndicate
79
|
Posted - 2014.05.12 23:10:00 -
[255] - Quote
Investor Joe wrote:this will probably be abused by 10phoenix warping in 50km away from each other to hit everything on field This is what you already do with the other blap dreads. There is literally no basis whatsoever to make the Phoenix not be able to hit webbed/painted subcaps (especially if it's Rigor fit) when every other dread in the game is able to do that just fine already.
I'm all for the long-due missile overhaul (the draft from 2004 linked earlier on in this thread sounded pretty damn neat), but I just know it's not going to happen. |

Roguehellhound
Sea Hamster Legionnaires The Unthinkables
11
|
Posted - 2014.05.13 00:33:00 -
[256] - Quote
Burneddi wrote:Investor Joe wrote:this will probably be abused by 10phoenix warping in 50km away from each other to hit everything on field This is what you already do with the other blap dreads. There is literally no basis whatsoever to make the Phoenix not be able to hit webbed/painted subcaps (especially if it's Rigor fit) when every other dread in the game is able to do that just fine already. I'm all for the long-due missile overhaul (the draft from 2004 linked earlier on in this thread sounded pretty damn neat), but I just know it's not going to happen.
how would we get some more overview in bringing this back? sending it to the CSM? right now this discussion is diverting away from the Phoenix and into the realm on why missiles are in the state they are in.
If CCP was a bit more wiser- they should re-evaluate and work on the actual missile mechanics and THAN work on the ships and modules. Much much more efficient and could finally bring about actual changes.
In the Army we have a saying- "Makes too much sense". |

HiddenPorpoise
Under Dark
205
|
Posted - 2014.05.13 00:51:00 -
[257] - Quote
If my awkward numbers are right supers are taking less dps now, even without links; can someone confirm that? |

Hagika
Hipsters In Space
231
|
Posted - 2014.05.13 01:09:00 -
[258] - Quote
Fozzie, the nerf is pointless and not need. Capital missiles already have hitting issues. In fact buffing their hitting ability is what you all should be doing. If not, then increase the ROF more.
If the Phoenix is going to be the best pos bashing ship then it needs a bigger dps increase. If its going to be limited to cap and pos shooting then it should be better than the gun ships including the moros.
Since the others are sub cap blappers, they should not be better than in every aspect over the phoenix. |

Burneddi
Love Squad Pasta Syndicate
81
|
Posted - 2014.05.13 01:28:00 -
[259] - Quote
During a heated Jabber discussion with a passionate Phoenix fanatic who claimed that nerfing the explosion radius and buffing the Explosion Velocity will actually help with application on subcaps, I ran some numbers. The results were somewhat interesting. Our Phoenixes are fitted with Citadel Torpedoes, 2x T2 Rigors and a T1 Rigor (due to Calibration constraints). Targets have Evasive Maneuvers links, Afterburners, and are webbed and painted to hell and back. Only application is considered, the paper DPS buffs caused by the ROF buff aren't included here as they're largely irrelevant.
First off, the relevant stats from both of the Phoenixes: CURRENT PHOENIX: 816 Explosion Radius, 30 Explosion Velocity NEW PHOENIX: 1224 Explosion Radius, 52.5 Explosion Velocity
TARGET: Proteus, double 1600 Reinforced Steel Plates II, 10mn Afterburner II; affected by 4xStasis Webifier II from a Loki and 4xTarget Painter II from a Hyena. Signature: 598m, top speed: 53m/s.
CURRENT PHOENIX APPLICATION: Damage multiplier:0.4148168701 Stationary damage:0.7328431373 Moving damage:0.4148168701 Minimum tanking speed21.98529412
NEW PHOENIX APPLICATION: Damage multiplier:0.4839530152 Stationary damage:0.4885620915 Moving damage:0.4839530152 Minimum tanking speed25.6495098
(key: damage multiplier is the final percentage of total paper deeps applied to target. Stationary damage is what you would do if the target was stationary, moving damage is what you would do if they were moving. Minimum tanking speed is the minimum speed in meters per second they have to be moving at to effectively be considered moving by the formula)
In other words, against a small target like a cruiser that is moving well above the Explosion Velocity of the current Phoenix, the new Phoenix actually applies more damage. This isn't because of Explosion Velocity being better, it's simply caused by the 25% disparity between the nerf and the buff. As you can see in the numbers here, the new Phoenix would apply about 14.3% better to this Proteus.
What happens when we shoot at a battleship, say an Abaddon?
TARGET: Abaddon, 3x Reinforced Steel Plates II, 100MN Afterburner II; affected by 4xStasis Webifier II from a Loki and 4xTarget Painter II from a Hyena. Signature: 1122m, top speed: 35m/s.
CURRENT PHOENIX APPLICATION: Damage multiplier:1 Stationary damage:1.375 Moving damage:1.178571429 Minimum tanking speed41.25
NEW PHOENIX APPLICATION: Damage multiplier:0.9166666667 Stationary damage:0.9166666667 Moving damage:1.375 Minimum tanking speed48.125
As you can see, here against a significantly larger and slower target the roles are somewhat ironically reversed. The current Phoenix applies full damage to this Abaddon, whereas the new Phoenix would only apply 91% of its paper DPS. The reason this happens is signature and it isn't really related to speed at all, webbed battleships are well slow enough for even the old Phoenix's measly 30m/s Explosion Velocity to be adequate, whereas the worse Explosion Radius of the new Phoenix gimps it against armor battleships (but would be enough for shield battleships).
Of course the Phoenix pilot could pop Crash and still apply full damage to these battleships with the new Phoenix, but I don't really think that's relevant to these points.
Also, here's the spreadsheet I made and used to get these numbers in case you want to test them out yourself. It's quite barebones, so to get the Explosion Radius etc. for the new Phoenix you'll have to do some calculus.
HiddenPorpoise wrote:If my awkward numbers are right supers are taking less dps now, even without links; can someone confirm that? Probably not. Assuming eg. a Nyx as a target, its signature is several times the Explosion Radius of both the old and the new Phoenix, while its top speed is about 2.5 times the Explosion Velocity of the old Phoenix and 1.7-ish times of the new Phoenix. Both should easily apply full damage to it no matter what. With links and drugs that would change, and both Phoenixes would have to fit Rigors. |

Linkxsc162534
Traps 'R' Us Advanced Amateurs
73
|
Posted - 2014.05.13 01:42:00 -
[260] - Quote
So what your saying is that without a doubt you will need 3 rigors on your new phoenix. Thanks for clarifying that every other capital missile rig is worthless now and the handful of people who have been building the rigors are all now gonna get rich |

Burneddi
Love Squad Pasta Syndicate
81
|
Posted - 2014.05.13 01:48:00 -
[261] - Quote
Linkxsc162534 wrote:So what your saying is that without a doubt you will need 3 rigors on your new phoenix. Thanks for clarifying that every other capital missile rig is worthless now and the handful of people who have been building the rigors are all now gonna get rich Rigors are and will be the best missile rigs by far as far as the Phoenix is concerned. Flares will be worthless until they are rebalanced, using straight up DPS rigs isn't worth it when your application is ****, and range rigs will be somewhat situational. In other words, the importance of the rigs will remain largely unchanged.
Anyway I doubt these changes are going to make the Phoenix too much more popular than it currently is, so I wouldn't start market speculating quite just yet. Of course there's the chance that the fact that something at all is done about the ship will make people interested in it, but I wouldn't count on that. |

Hagika
Hipsters In Space
231
|
Posted - 2014.05.13 01:50:00 -
[262] - Quote
. |

Linkxsc162534
Traps 'R' Us Advanced Amateurs
73
|
Posted - 2014.05.13 01:52:00 -
[263] - Quote
Burneddi wrote:Linkxsc162534 wrote:So what your saying is that without a doubt you will need 3 rigors on your new phoenix. Thanks for clarifying that every other capital missile rig is worthless now and the handful of people who have been building the rigors are all now gonna get rich Rigors are and will be the best missile rigs by far as far as the Phoenix is concerned. Flares will be worthless until they are rebalanced, using straight up DPS rigs isn't worth it when your application is ****, and range rigs will be somewhat situational. In other words, the importance of the rigs will remain largely unchanged. Anyway I doubt these changes are going to make the Phoenix too much more popular than it currently is, so I wouldn't start market speculating quite just yet. Of course there's the chance that the fact that something at all is done about the ship will make people interested in it, but I wouldn't count on that.
Im not counting on it either. But i was trying to be ironic in the fact that moros nag and rev kills often have all manner of rigs. But the phoenix is shoehorned into using only rigors |

Onictus
Silver Snake Enterprise Mordus Angels
888
|
Posted - 2014.05.13 02:02:00 -
[264] - Quote
Linkxsc162534 wrote:Burneddi wrote:Linkxsc162534 wrote:So what your saying is that without a doubt you will need 3 rigors on your new phoenix. Thanks for clarifying that every other capital missile rig is worthless now and the handful of people who have been building the rigors are all now gonna get rich Rigors are and will be the best missile rigs by far as far as the Phoenix is concerned. Flares will be worthless until they are rebalanced, using straight up DPS rigs isn't worth it when your application is ****, and range rigs will be somewhat situational. In other words, the importance of the rigs will remain largely unchanged. Anyway I doubt these changes are going to make the Phoenix too much more popular than it currently is, so I wouldn't start market speculating quite just yet. Of course there's the chance that the fact that something at all is done about the ship will make people interested in it, but I wouldn't count on that. Im not counting on it either. But i was trying to be ironic in the fact that moros nag and rev kills often have all manner of rigs. But the phoenix is shoehorned into using only rigors
Standard is usually two tank and a weapon rig, usually tracking for fleet builds. |

Xavier Thorm
Dreddit Test Alliance Please Ignore
127
|
Posted - 2014.05.13 02:06:00 -
[265] - Quote
It's disappointing to see the extent of personal attacks against CCP employees in this thread, but at the same time the actual criticism of the proposed changes is largely correct.
These changes are inelegant and fail to accomplish the goals you have stated for them. Please, shelf this idea and find a better way (probably by balancing missiles across the board before you even touch the Phoenix). |

IDGAD
Get in the van I have candy.
137
|
Posted - 2014.05.13 02:44:00 -
[266] - Quote
I really wish they improved the base damage instead of RoF. One of the nice things about the missiles is you did not use nearly as many of them. |

Ines Tegator
Towels R Us
439
|
Posted - 2014.05.13 06:09:00 -
[267] - Quote
This is turning into a slippery slope change. Adjusting a single ship/weapon combo is now spreading to direct changes to an entire hull class and a multitude of structure. WHERE.... will it. END? [/shatner]
Put these changes on hold and do a proper balance pass on capital weapon systems. This is turning into a mess. - Mission Overhaul - Bridging the PVP / PVE Gap - -áIf the game stops teaching people to fear lowsec, maybe people will start going there? |

LujTic
Unforeseen Consequences. The Unthinkables
10
|
Posted - 2014.05.13 09:11:00 -
[268] - Quote
It seems strange to me that the smallest dread (Naglfar) has the largest cargo bay. Now that you have raised the RoF on the Phoenix, you might want to increase its cargo capacity as well.
btw +1 for rebalancing missiles in general |

Duchess Starbuckington
Starbuckington Manor
262
|
Posted - 2014.05.13 11:48:00 -
[269] - Quote
Could we perhaps back up a bit and get some info on exactly what the role of the Phoenix is intended to be? Then changes can be made accordingly.
To be honest looking back at this it seems there is no defined vision for where capital missiles fit in, and I won't hold my breath for that changing. Ok, not wanting them to blap subcaps fair enough I suppose, but then you turn around say it's fine for them to not even hit a capital for full damage?
Can't you just give the Phoenix hybrids until you figure out what you want out of this weapon system? Because "not as good as turrets in every possible situation" is not a role. |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
1220
|
Posted - 2014.05.13 11:51:00 -
[270] - Quote
Onictus wrote:Linkxsc162534 wrote:Burneddi wrote:Linkxsc162534 wrote:So what your saying is that without a doubt you will need 3 rigors on your new phoenix. Thanks for clarifying that every other capital missile rig is worthless now and the handful of people who have been building the rigors are all now gonna get rich Rigors are and will be the best missile rigs by far as far as the Phoenix is concerned. Flares will be worthless until they are rebalanced, using straight up DPS rigs isn't worth it when your application is ****, and range rigs will be somewhat situational. In other words, the importance of the rigs will remain largely unchanged. Anyway I doubt these changes are going to make the Phoenix too much more popular than it currently is, so I wouldn't start market speculating quite just yet. Of course there's the chance that the fact that something at all is done about the ship will make people interested in it, but I wouldn't count on that. Im not counting on it either. But i was trying to be ironic in the fact that moros nag and rev kills often have all manner of rigs. But the phoenix is shoehorned into using only rigors Standard is usually two tank and a weapon rig, usually tracking for fleet builds.
Depends, really. A WH Phoenix would normally use SMCs like a Nag for anticapital work. You'll probably see some Rigour fits but it's just so much easier to do the blap thing with Nags and Moroses at 30-40 km with webbing support that the main reason for doing so would be "lol surprise", just as present. |

Rab See
Fool Mental Junket
63
|
Posted - 2014.05.13 14:29:00 -
[271] - Quote
Gypsio III wrote:
....
Depends, really. A WH Phoenix would normally use SMCs like a Nag for anticapital work. You'll probably see some Rigour fits but it's just so much easier to do the blap thing with Nags and Moroses at 30-40 km with webbing support that the main reason for doing so would be "lol surprise", just as present.
Its so much harder to do the blap thing at 50km with moros and naglfar compared to this rather nice Pheonix.
What is it with people who want their ship to do everyting. I have noted already, the guns are the problem, way off whack from their non capital variants. There is virtually no distinction from Blaster/Auto, and little from Pulse.
The full damage Pheonix fit will tank like a boss, have consistent damage output with choice, and have superb range. No 'miss' or 'critical'. Stop bleating about blapping BS targets. My Capital guns get 'barely scratched' on a static pos in optimal, as well as some whomping shots.. Missiles NEVER bloody miss. |

Linkxsc162534
Traps 'R' Us Advanced Amateurs
74
|
Posted - 2014.05.13 14:35:00 -
[272] - Quote
Quote: The full damage Pheonix fit will tank like a boss, have consistent damage output with choice, and have superb range. No 'miss' or 'critical'. Stop bleating about blapping BS targets. My Capital guns get 'barely scratched' on a static pos in optimal, as well as some whomping shots.. Missiles NEVER bloody miss
.
Yeah and missiles never get wrecking hits. Thats a really really pointless argument. Also nags and moros have no problems blapping at 50km. Just switch out your tc scripts. Actually it might even be easier in some cases. |

TheMercenaryKing
StarFleet Enterprises Intrepid Crossing
200
|
Posted - 2014.05.13 14:42:00 -
[273] - Quote
TheMercenaryKing wrote:CCP Fozzie wrote:Hey everyone.
I can honestly say that I am not overly worried that carriers being able to reduce a portion of citadel missile damage through the use of gang links and/or halo implants will break the balance involved with these ships. The Phoenix is going to be doing a lot more damage in virtually all realistic situations compared to today and it will be doing it while also benefitting from the resist bonus and omni damage.
That being said, I think there is an opportunity here to both reduce the impact of skirmish links on Phoenixes while also differentiating dreads and carriers a bit. The fact that dreads and carriers have almost identical signature radius has never made much sense, and it is entirely appropriate for stationary dreads to have a much harder time mitigating missile damage.
So we're going to go ahead and increase the sig radius of all four dreads alongside this change:
Revelation: Signature Radius: 4100 (+1125)
Naglfar: Signature Radius: 4000 (+1140)
Moros: Signature Radius: 4300 (+1255)
Phoenix: Signature Radius: 4200 (+1100) there would be no need to do this if you just didnt change the explosion radius. My math i posted earlier showed a minor, minor change if you didn't. It was like 50% more damage vs a moving battleship but that meant 12% base damage vs 8% base damage. And against a moving archon it was 40% post radius nerf, 48 pre-radius (new explosion velocity.) Now you are thinking of only increasing dread sig? Carriers, rorquals, freights and jf. its easier to just not increase explosion radius.
CCP Fozzie wrote:
We're buffing the explosion velocity of Citadel Cruises by 38%, and nerfing their explosion radius by 14%. We're buffing the explosion velocity of Citadel Torps by 75%, and nerfing their explosion radius by 50%.
One side effect of such significant changes is that the Torps would start doing reduced damage to starbase modules and to small towers themselves. So we're increasing the sig radius of all starbase structures that sit outside the shields from 2000 to 3000, small towers from 2000 to 4000 and medium towers from 4000 to 5000.
Let me know what you think.
Stat || Current (No Skills) || Post (no skills) Nova C. torp DRF: 5.5 (1 after the math is done) Radius: 2000m || 3000m Ex. Vel.: 20m/s || 35m/s B. Dmg: 2000
Nova c. Cruise DRF: 4.5 (0.88 after the math is done) Radius: 1750m || 2000m Ex. Vel.: 29m/s || 40m/s B. Dmg: 1500
Stat || Current (Level V) || Post (Level V) Nova C. torp DRF: 5.5 (1 after the math is done) Radius: 1500m || 2250m (-25%) Ex. Vel.: 30m/s || 52.5m/s (+50%) B. Dmg: 2750
Nova C. Cruise DRF: 4.5 (0.88 after the math is done) Radius: 1312.5m || 1500m (-25%) Ex. Vel.: 45m/s || 60m/s (+50%) B. Dmg: 2063
Megathron (no fitting) Sig: 380 Velocity: 153 (All level 5)
Archon (no fitting) Sig : 2920 Velocity: 87.5 (all level 5)
Broken down, the math becomes the following, Missile Damage = the lowest of:
Base Damage * 1 not allowing more than base damage Base Damage * (Target signature / explosion radius) If the target is sitting still, aka "0 missile transversal" Base Damage * [ (Target signature / explosion radius) * (explosion velocity / Target Velocity) ] ^ [ ln(drf) / ln(5.5)] If the target is moving
Lets compare:
Vs Archon, moving: Old Cruise: BD * [(2920/1312.5)*(45/87.5)]^.88 bd * [(2.22)*(.51)]^.88 BD * 1.11 = BD * 1
New Cruise BD * [(2920/1500)*(60/87.5)]^.88 BD * [(1.94)*(.68)]^0.88 BD * 1.27 = BD * 1 No change
Old Torp: BD * [(2920/1500)*(30/87.5)] bd * [(1.94)*(.34)] BD * 0.66
New Torp BD * [(2920/2250)*(52.5/87.5)] BD * [(1.30)*(.6)] BD * 0.78 +12% increase in damage vs a moving Archon
Vs Megathon, moving: Old Cruise: BD * [(380/1312.5)*(45/153)]^.88 bd * [(0.29)*(0.29)]^.88 BD * 0.11
New Cruise BD * [(380/1500)*(60/153)]^.88 BD * [(.25)*(.39)]^0.88 BD * .13 +20% damage vs Moving BS
Old Torp: BD * [(380/1500)*(30/153)] bd * [(.25)*(.95)] BD * 0.049
New Torp BD * [(380/2250)*(52.5/153)] BD * [(.17)*(.34)] BD * 0.058 +20 Damage vs moving BS
Vs Megathon, moving: New Cruise, old radius: BD * [(380/1312.5)*(60/153)]^.88 BD * [(0.29)*(.39)]^0.88 BD * 0.147 +33% damage vs moving BS
New Torp, old radius: BD * [(380/1500)*(52.5/153)] BD * [(0.25)*(.34)] BD * 0.085 +73% damage vs moving BS
While the +73% damage sounds over powered: 2750 * 0.085 = 233.75 damage THEN add resists of the hostile. 50% is the default explosive resist on shields, so that would reduce it to under 150 damage per missile.
|

Rab See
Fool Mental Junket
63
|
Posted - 2014.05.13 15:21:00 -
[274] - Quote
Linkxsc162534 wrote:Quote: The full damage Pheonix fit will tank like a boss, have consistent damage output with choice, and have superb range. No 'miss' or 'critical'. Stop bleating about blapping BS targets. My Capital guns get 'barely scratched' on a static pos in optimal, as well as some whomping shots.. Missiles NEVER bloody miss
. Yeah and missiles never get wrecking hits. Thats a really really pointless argument. Also nags and moros have no problems blapping at 50km. Just switch out your tc scripts. Actually it might even be easier in some cases.
The pointless argument is the one where missiles should do what guns do. They are not the same. They have benefits and drawbacks. The phoenix has new, considerable benefits. |

Blodhgarm Dethahal
Transcendent Sedition Dustm3n
120
|
Posted - 2014.05.13 18:24:00 -
[275] - Quote
I don't understand why people feel the need that the Phoenix should be able to blap subcapitals.
Look, with this change its engagement profile has shot up significantly.
+selectable damage +DPS buff +tank buff +still biggest volley damage
I will gladly trade the ability to blap subcaps for being the best in anti-capital warfare. -Bl+¦d
http://bloodytravels.blogspot.com/ -á-- My travels through space. |

TheMercenaryKing
StarFleet Enterprises Intrepid Crossing
200
|
Posted - 2014.05.13 18:41:00 -
[276] - Quote
Blodhgarm Dethahal wrote:I don't understand why people feel the need that the Phoenix should be able to blap subcapitals.
Look, with this change its engagement profile has shot up significantly.
+selectable damage +DPS buff +tank buff +still biggest volley damage
I will gladly trade the ability to blap subcaps for being the best in anti-capital warfare.
The thing is a phoenix cannot blap a sub-cap.
New Torps: 5.8% of base damage, 160 damage, is dealt to a megathron without resists. New Torps without the explosion radius nerf: 233.75 damage.
The new cruise do 13% of base damage, 268 damage per missile, against battleships. Add a t2 siege and that becomes 2500 damage per missile, times 3 missiles is 7500 damage, assuming 0% resist. If they did not modify the explosion radius it would be 14.7% base damage, 2820 damage per missile in siege, or 8460 for 3 then add the resists.
There is no need for the radius nerf, you would only blap webbed and painted subcaps, which other dreads can already do. |

Burneddi
Love Squad Pasta Syndicate
83
|
Posted - 2014.05.13 19:15:00 -
[277] - Quote
Blodhgarm Dethahal wrote:I don't understand why people feel the need that the Phoenix should be able to blap subcapitals.
Look, with this change its engagement profile has shot up significantly.
+selectable damage +DPS buff +tank buff +still biggest volley damage
I will gladly trade the ability to blap subcaps for being the best in anti-capital warfare. That'd be great if only it worked like that in practice. As numerous people in the thread have pointed out, the Phoenix unfortunately isn't able to apply properly to other capitals either. It still can't apply all of its damage without rigors to eg. a triaged Archon, and wouldn't be able to apply to sieged Dreads either if their signature radius wasn't increased a lot along with these changes.
These changes make the Phoenix better at hitting stuff that's mitigating some of its damage through speed. This was never an issue on capitals on the old Phoenix, really, although moving slowcats could in theory mitigate some damage through moving at their maximum velocity if the Phoenix had no Rigors fit or no one was painting the slowcat. In other words, these changes actually make the Phoenix better at hitting subcaps and worse at hitting stuff it's supposed to hit, eg. stationary capital ships.
I've posted quite a bit in this thread about this, but since they're long intimidating posts I doubt many people have read them. In short, the changes make the Phoenix 50% worse at applying damage to stationary targets, and 25% better at applying damage to moving targets. Stationary and moving in this context mean whether or not the target is mitigating damage through speed. You can figure out the minimum speed the target has to move to be considered moving from the equation targetSigRadius / missileExplosionRadius * missileExplosionVelocity.
This means that unless the sigradius of triaged Carriers is significantly increased, the new Phoenix will only apply about 86% of its total damage to an Archon with links that is doing absolutely nothing, and that is assuming the Phoenix pilot has Guided Missile Precision V. At GMP IV, that Archon would only take 81.5% damage from the Phoenix. The same would've applied to POS modules and dreads, but their signatures were significantly increased just so that these changes wouldn't completely ruin the Phoenix against them.
However, it also means that the Phoenix becomes a bit better at hitting stuff it's not supposed to hit. In my post on the previous page I included some examples of practical effects of these changes. In short, Phoenix becomes better at blapping cruisers and worse at blapping battleships. |

Hagika
Hipsters In Space
231
|
Posted - 2014.05.13 21:16:00 -
[278] - Quote
Xavier Thorm wrote:It's disappointing to see the extent of personal attacks against CCP employees in this thread, but at the same time the actual criticism of the proposed changes is largely correct.
These changes are inelegant and fail to accomplish the goals you have stated for them. Please, shelf this idea and find a better way (probably by balancing missiles across the board before you even touch the Phoenix).
The reason people get mad is because its a slight buff that comes with a nerf Then instead of directly just fixing it, they start changing other mechanics of the game.
Yet they still mostly ignore the problem and then they barely give responses to what really needs to be done. The phoenix has sucked for years and capital missiles as well. So when after years of people being angry of it being so bad, and then they half arse the fixes.
Wouldnt you be mad too? |

Xavier Thorm
Dreddit Test Alliance Please Ignore
129
|
Posted - 2014.05.13 22:13:00 -
[279] - Quote
Hagika wrote:Xavier Thorm wrote:It's disappointing to see the extent of personal attacks against CCP employees in this thread, but at the same time the actual criticism of the proposed changes is largely correct.
These changes are inelegant and fail to accomplish the goals you have stated for them. Please, shelf this idea and find a better way (probably by balancing missiles across the board before you even touch the Phoenix). The reason people get mad is because its a slight buff that comes with a nerf Then instead of directly just fixing it, they start changing other mechanics of the game. Yet they still mostly ignore the problem and then they barely give responses to players who know needs to be done. The phoenix has sucked for years and capital missiles as well. So when after years of people being angry of it being so bad, and then they half arse the fixes. Wouldnt you be mad too?
Nope. I definitely wouldn't be mad enough to call the developers idiots or other such insults that I've seen slung around in this thread, as I really don't see the point in that. I would, as I just did, point out in a simple and direct manner that I think this change should be shelved, and what my reasons for thinking that are. |

Hagika
Hipsters In Space
232
|
Posted - 2014.05.14 00:40:00 -
[280] - Quote
Xavier Thorm wrote:Hagika wrote:Xavier Thorm wrote:It's disappointing to see the extent of personal attacks against CCP employees in this thread, but at the same time the actual criticism of the proposed changes is largely correct.
These changes are inelegant and fail to accomplish the goals you have stated for them. Please, shelf this idea and find a better way (probably by balancing missiles across the board before you even touch the Phoenix). The reason people get mad is because its a slight buff that comes with a nerf Then instead of directly just fixing it, they start changing other mechanics of the game. Yet they still mostly ignore the problem and then they barely give responses to players who know needs to be done. The phoenix has sucked for years and capital missiles as well. So when after years of people being angry of it being so bad, and then they half arse the fixes. Wouldnt you be mad too? Nope. I definitely wouldn't be mad enough to call the developers idiots or other such insults that I've seen slung around in this thread, as I really don't see the point in that. I would, as I just did, point out in a simple and direct manner that I think this change should be shelved, and what my reasons for thinking that are.
So as often the devs ignore posts and what the far more learned player base knows and spends their waking hours on this game and more so than the devs, then they push through a ridiculous change that everyone knows is wrong and the devs basically say they do not care, and you dont expect people to be frustrated or mad because they were blown off ?
Surely that wouldnt cause people to respond harshly at all would it?
Think of it in terms of you being a coccain addict and your dealer is charging you the same price for the drugs but they are cutting it with baking powder. Make sense yet?
|

Drew Li
Space Exploitation Inc Get Off My Lawn
53
|
Posted - 2014.05.14 00:41:00 -
[281] - Quote
Rapid Torpedo/Cruise Launchers. |

TheMercenaryKing
StarFleet Enterprises Intrepid Crossing
201
|
Posted - 2014.05.14 00:53:00 -
[282] - Quote
Drew Li wrote:Rapid Torpedo/Cruise Launchers.
these would actually work out well, and it would be rapid cruise missile launchers.
I know you may be butt hurt that your precious overpowered pre-rubicon RLMLs were nerfed, but please learn to use the new ones since your complaining isn't going to help at all. |

Onictus
Silver Snake Enterprise Mordus Angels
894
|
Posted - 2014.05.14 00:57:00 -
[283] - Quote
TheMercenaryKing wrote:Drew Li wrote:Rapid Torpedo/Cruise Launchers. these would actually work out well, and it would be rapid cruise missile launchers. I know you may be butt hurt that your precious overpowered pre-rubicon RLMLs were nerfed, but please learn to use the new ones since your complaining isn't going to help at all.
The new ones are **** and the old ones were fine, the issue was never the LRML, its that HML and HAMs are trash. |

Hagika
Hipsters In Space
233
|
Posted - 2014.05.14 01:06:00 -
[284] - Quote
Blodhgarm Dethahal wrote:I don't understand why people feel the need that the Phoenix should be able to blap subcapitals.
Look, with this change its engagement profile has shot up significantly.
+selectable damage +DPS buff +tank buff +still biggest volley damage
I will gladly trade the ability to blap subcaps for being the best in anti-capital warfare.
The problem is, they wont be. In terms of DPS, they are behind 2 other dreads. That also means they will be behind in structure killing and capital ship killing still, oh and they barely touch sub caps while all the others have no issue blapping them.
|

scorchlikeshiswhiskey
Cult of Mooby
183
|
Posted - 2014.05.14 01:21:00 -
[285] - Quote
Hagika wrote:Blodhgarm Dethahal wrote:I don't understand why people feel the need that the Phoenix should be able to blap subcapitals.
Look, with this change its engagement profile has shot up significantly.
+selectable damage +DPS buff +tank buff +still biggest volley damage
I will gladly trade the ability to blap subcaps for being the best in anti-capital warfare. The problem is, they wont be. In terms of DPS, they are behind 2 other dreads. That also means they will be behind in structure killing and capital ship killing still, oh and they barely touch sub caps while all the others have no issue blapping them. But missiles are supposed to lose to turrets, because Eve. It's the same reason we have instantaneous damage from artillery shells at 150+km but battleship size missiles take over 10seconds to travel that distance. It's a feature and, as much as I would like, it's never going to change. |

unidenify
Caldari Provisions Caldari State
82
|
Posted - 2014.05.14 01:26:00 -
[286] - Quote
if Phoenix was meaning to be anti-capital, then why left Carrier's Sig radius alone at 2900 when increase Dread to 4k? |

TheMercenaryKing
StarFleet Enterprises Intrepid Crossing
202
|
Posted - 2014.05.14 01:34:00 -
[287] - Quote
unidenify wrote:if Phoenix was meaning to be anti-capital, then why left Carrier's Sig radius alone at 2900 when increase Dread to 4k?
because they are nerfing the explosion velocity needlessly. |

Linkxsc162534
Traps 'R' Us Advanced Amateurs
76
|
Posted - 2014.05.14 01:44:00 -
[288] - Quote
Onictus wrote:TheMercenaryKing wrote:Drew Li wrote:Rapid Torpedo/Cruise Launchers. these would actually work out well, and it would be rapid cruise missile launchers. I know you may be butt hurt that your precious overpowered pre-rubicon RLMLs were nerfed, but please learn to use the new ones since your complaining isn't going to help at all. The new ones are **** and the old ones were fine, the issue was never the LRML, its that HML and HAMs are trash.
Make the rapid cruise launcher. Give it lower fitting requs than cit torps or cruises. Set it in a manner they can get about 4mins of fire in a ballpark of 2500 dps out of siege. And when they siege it goes to around 9000 but ofcourse they blast through ammo in a min or 2. Perhaps give it a 3min reload out of siege, and 1min while sieged. There you dont have to worry about it blapping bses. Itll just dps them down like a boss, and still have its torps for taking down POSes
|

Xavier Thorm
Dreddit Test Alliance Please Ignore
130
|
Posted - 2014.05.14 06:01:00 -
[289] - Quote
Hagika wrote:So as often the devs ignore posts and what the far more learned player base knows and spends their waking hours on this game and more so than the devs, then they push through a ridiculous change that everyone knows is wrong and the devs basically say they do not care, and you dont expect people to be frustrated or mad because they were blown off ?
Surely that wouldnt cause people to respond harshly at all would it?
Think of it in terms of you being a coccain addict and your dealer is charging you the same price for the drugs but they are cutting it with baking powder. Make sense yet?
If you cut all the posts that consist primarily of unsupported opining or reactionary anger from every thread in this forum, you'd be left with a mostly seamless and intelligent discussion, with the side benefit of it being a lot easier to see what the informed members of the community are saying.
So basically, if you actually want game devs to listen to you, make a real argument and stop wasting their time by being dicks to them. |

ZecsMarquis
Destroyer's Inc.
10
|
Posted - 2014.05.14 08:54:00 -
[290] - Quote
I still feel increasing sig with siege modules and triage modules is the best choice. Rather than increasing the base signature of dreads, just leave them as is. This is a fair compromise no? Maybe you do not do 100% citadel damage to a carrier/dread out of siege but you most certainly can do full damage to one in siege/triage. This is way better than increasing the base signature radius.
Does anyone disagree with this? Obviously they are worried about the citadel missiles being too strong and want some sort of compromise. That way you have to make yourself both vulnerable to do full damage and to do the triage reppin. Seems like a better way to balance this issue.
Thoughts? |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
1220
|
Posted - 2014.05.14 10:41:00 -
[291] - Quote
There's a problem there with torp damage application to slowcat-type fleets, but it's pretty easy to solve it with a painter.
Not so with triage. The motivation for increasing torp explosion radius is to hinder the blap thing, which is fine by me, it's little more than a gimmick anyway. But doing so at the cost of effectiveness against a triaged carrier is just perverse.
You could replicate this effect by a lesser nerf to torp explosion radius, retaining full damage against a stationary linked triage carrier, along with an increase to DRF, making damage fall off more quickly against fast targets such as subcaps.
Or just increase carrier sig to a minimum of 3600 m, to maintain equality between turret and missile dreads even with a Ragnorak's sig bonus (3600 x 0.625 = 2250 m). Haloes and X-Instinct can then reduce torp damage, but are counterable via Crash. |

Hagika
Hipsters In Space
233
|
Posted - 2014.05.14 10:48:00 -
[292] - Quote
Xavier Thorm wrote:Hagika wrote:So as often the devs ignore posts and what the far more learned player base knows and spends their waking hours on this game and more so than the devs, then they push through a ridiculous change that everyone knows is wrong and the devs basically say they do not care, and you dont expect people to be frustrated or mad because they were blown off ?
Surely that wouldnt cause people to respond harshly at all would it?
Think of it in terms of you being a coccain addict and your dealer is charging you the same price for the drugs but they are cutting it with baking powder. Make sense yet?
If you cut all the posts that consist primarily of unsupported opining or reactionary anger from every thread in this forum, you'd be left with a mostly seamless and intelligent discussion, with the side benefit of it being a lot easier to see what the informed members of the community are saying. So basically, if you actually want game devs to listen to you, make a real argument and stop wasting their time by being dicks to them.
Unsupported opinion....So people who play the game and speak of how the mechanics are bad for missiles and for ships are unsupported opinion? The math has been proven 100 times over. How many ,more times does it need to be proven?
The others are players who are angry because their posts are largely ignored and changes that are not for the better are pushed through instead of devs responding to them and listening to more experienced player base.
While you are at it, please stop your unsupported opinions on how devs are treated. The only person making a big stink about it is you. Everyone has had years of dealing with this and are tired of being ignored and having bad changes pushed through. Have respect for their right to be angry and stop kissing butt. |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
1220
|
Posted - 2014.05.14 10:49:00 -
[293] - Quote
Hagika, stop ranting and make a real argument. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1352
|
Posted - 2014.05.14 12:58:00 -
[294] - Quote
TheMercenaryKing wrote:unidenify wrote:if Phoenix was meaning to be anti-capital, then why left Carrier's Sig radius alone at 2900 when increase Dread to 4k? because they are nerfing the explosion velocity needlessly.
that is to ensure that battleships even painted will not be blapped easily. Remember missiles do not MISS so they can NEVER do full damage to a lower sized target. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Roguehellhound
Sea Hamster Legionnaires The Unthinkables
12
|
Posted - 2014.05.14 13:41:00 -
[295] - Quote
Kagura Nikon wrote:TheMercenaryKing wrote:unidenify wrote:if Phoenix was meaning to be anti-capital, then why left Carrier's Sig radius alone at 2900 when increase Dread to 4k? because they are nerfing the explosion velocity needlessly. that is to ensure that battleships even painted will not be blapped easily. Remember missiles do not MIS S so they can NEVER do full damage to a lower sized target.
But thats the THING, they don't even vs other caps. Not to mention before the update to the buff, it wouldn't even fully hit a dread until Fozz came by and updated on them increasing sig of Dreads.
Whats apparent is that the missile formula in its current iteration has a lot of problems and they are simply adding patches to a leaking dam.
Its not as if they other caps can't alpha subcaps either but the way they buff/nerfed it does not make sense. |

Burneddi
Love Squad Pasta Syndicate
84
|
Posted - 2014.05.14 14:34:00 -
[296] - Quote
ZecsMarquis wrote:Obviously they are worried about the citadel missiles being too strong and want some sort of compromise.
Kagura Nikon wrote:that is to ensure that battleships even painted will not be blapped easily. Remember missiles do not MISS so they can NEVER do full damage to a lower sized target.
I would like to take this moment to remind you gentlemen about the practicalities of these changes. Since this is like the fifth time I post a very similar reply in this thread, excuse my resorting to bullet points.
- The nerfed Explosion Radius means that the Phoenix will become flat out 50% worse at hitting anything that's either stationary or webbed enough to effectively be considered stationary by the equation. The minimum speed for "webbed enough" is targetSigRadius / missileExplosionRadius * missileExplosionVelocity.
- The buffed Explosion Velocity means that the Phoenix will become about 25% better at hitting anything that is moving above the minimum speed you got from the equation above, assuming they aren't several times larger in Signature Radius than the new Explosion Velocity of the Phoenix is (because small Explosion Radius makes up for small Explosion Velocity, see point 2 here). In practice this means that the Phoenix becomes a little better at hitting everything as small or smaller than a Carrier that is moving at its top speed while not being webbed/painted. However, since triaged Carriers and Dreads aren't moving and can't be target painted, the Phoenix applies worse to them.
- The above means that the Phoenix becomes universally better at blapping (moving) cruisers, and better at hitting not-quad webbed battleships. However, if you have enough webs on a battleship to reduce its speed below the minimum tanking speed, the Phoenix becomes worse at applying to it.
- Also, because Stasis Webifiers are more effective than Target Painters, the more Target Painters and Stasis Webifiers you apply on a target, the closer to 0% the "25% buff" becomes, turning into the negatives (becoming a nerf) if you have "enough" (again, see the equation) webs.
Here's a post with two practical examples against armor+afterburner subcaps. As you can see, the Phoenix applies comparably better to the Proteus than the Abaddon, but overall the difference in subcap application isn't very significant. |

TheMercenaryKing
StarFleet Enterprises Intrepid Crossing
202
|
Posted - 2014.05.14 15:09:00 -
[297] - Quote
Burneddi wrote:ZecsMarquis wrote:Obviously they are worried about the citadel missiles being too strong and want some sort of compromise. Kagura Nikon wrote:that is to ensure that battleships even painted will not be blapped easily. Remember missiles do not MISS so they can NEVER do full damage to a lower sized target. I would like to take this moment to remind you gentlemen about the practicalities of these changes. Since this is like the fifth time I post a very similar reply in this thread, excuse my resorting to bullet points.
- The nerfed Explosion Radius means that the Phoenix will become flat out 50% worse at hitting anything that's either stationary or webbed enough to effectively be considered stationary by the equation. The minimum speed for "webbed enough" is targetSigRadius / missileExplosionRadius * missileExplosionVelocity.
- The buffed Explosion Velocity means that the Phoenix will become about 25% better at hitting anything that is moving above the minimum speed you got from the equation above, assuming they aren't several times larger in Signature Radius than the new Explosion Velocity of the Phoenix is (because small Explosion Radius makes up for small Explosion Velocity, see point 2 here). In practice this means that the Phoenix becomes a little better at hitting everything as small or smaller than a Carrier that is moving at its top speed while not being webbed/painted. However, since triaged Carriers and Dreads aren't moving and can't be target painted, the Phoenix applies worse to them.
- The above means that the Phoenix becomes universally better at blapping (moving) cruisers, and better at hitting not-quad webbed battleships. However, if you have enough webs on a battleship to reduce its speed below the minimum tanking speed, the Phoenix becomes worse at applying to it.
- Also, because Stasis Webifiers are more effective than Target Painters, the more Target Painters and Stasis Webifiers you apply on a target, the closer to 0% the "25% buff" becomes, turning into the negatives (becoming a nerf) if you have "enough" (again, see the equation) webs.
Here's a post with two practical examples against armor+afterburner subcaps. As you can see, the Phoenix applies comparably better to the Proteus than the Abaddon, but overall the difference in subcap application isn't very significant.
Using the tats you give:
Abaddon: Signature: 1122m Velocity: 35m/s
Proteus: 598m 53m/s
New Torp vs Abaddon you made. BD * [(1122/2250)*(52.5/35)] BD * [(.50)*(1.5)] BD * 0.75
New Torp vs archon BD * [(2920/2250)*(52.5/87.5)] BD * [(1.30)*(.6)] BD * 0.78
Almost like hitting a carrier at full speed
New Torp vs Proteus: BD * [(598/2250)*(52.5/53)] BD * [(.26)*(1)] BD * 0.26
I would say there is a significant difference, by a 50% reduction in base damage before resists.
New Torp, old radius, Abaddon: BD * [(1122/1500)*(52.5/35)] BD * [(0.75)*(1.5)] BD * 1.12 = 1
New Torp, old radius, Archon BD * [(2920/1500)*(52.5/87.5)] BD * [(1.94)*(.6)] BD * 1.16=1
New Torp, old radius, Proteus: BD * [(598/1500)*(52.5/53)] BD * [(0.40)*(.1)] BD * 0.40
So the question is, Does a battleship with 4 ship bonus-ed painters and 4 webs on it deserved to be blapped, I say yes. |

Roguehellhound
Sea Hamster Legionnaires The Unthinkables
12
|
Posted - 2014.05.14 15:12:00 -
[298] - Quote
TheMercenaryKing wrote:Burneddi wrote:ZecsMarquis wrote:Obviously they are worried about the citadel missiles being too strong and want some sort of compromise. Kagura Nikon wrote:that is to ensure that battleships even painted will not be blapped easily. Remember missiles do not MISS so they can NEVER do full damage to a lower sized target. I would like to take this moment to remind you gentlemen about the practicalities of these changes. Since this is like the fifth time I post a very similar reply in this thread, excuse my resorting to bullet points.
- The nerfed Explosion Radius means that the Phoenix will become flat out 50% worse at hitting anything that's either stationary or webbed enough to effectively be considered stationary by the equation. The minimum speed for "webbed enough" is targetSigRadius / missileExplosionRadius * missileExplosionVelocity.
- The buffed Explosion Velocity means that the Phoenix will become about 25% better at hitting anything that is moving above the minimum speed you got from the equation above, assuming they aren't several times larger in Signature Radius than the new Explosion Velocity of the Phoenix is (because small Explosion Radius makes up for small Explosion Velocity, see point 2 here). In practice this means that the Phoenix becomes a little better at hitting everything as small or smaller than a Carrier that is moving at its top speed while not being webbed/painted. However, since triaged Carriers and Dreads aren't moving and can't be target painted, the Phoenix applies worse to them.
- The above means that the Phoenix becomes universally better at blapping (moving) cruisers, and better at hitting not-quad webbed battleships. However, if you have enough webs on a battleship to reduce its speed below the minimum tanking speed, the Phoenix becomes worse at applying to it.
- Also, because Stasis Webifiers are more effective than Target Painters, the more Target Painters and Stasis Webifiers you apply on a target, the closer to 0% the "25% buff" becomes, turning into the negatives (becoming a nerf) if you have "enough" (again, see the equation) webs.
Here's a post with two practical examples against armor+afterburner subcaps. As you can see, the Phoenix applies comparably better to the Proteus than the Abaddon, but overall the difference in subcap application isn't very significant. Using the tats you give: Abaddon: Signature: 1122m Velocity: 35m/s Proteus: 598m 53m/s New Torp vs Abaddon you made. BD * [(1122/2250)*(52.5/35)] BD * [(.50)*(1.5)] BD * 0.75 New Torp vs archon BD * [(2920/2250)*(52.5/87.5)] BD * [(1.30)*(.6)] BD * 0.78 Almost like hitting a carrier at full speed New Torp vs Proteus: BD * [(598/2250)*(52.5/53)] BD * [(.26)*(1)] BD * 0.26 I would say there is a significant difference, by a 50% reduction in base damage before resists. New Torp, old radius, Abaddon: BD * [(1122/1500)*(52.5/35)] BD * [(0.75)*(1.5)] BD * 1.12 = 1 New Torp, old radius, Archon BD * [(2920/1500)*(52.5/87.5)] BD * [(1.94)*(.6)] BD * 1.16=1 New Torp, old radius, Proteus: BD * [(598/1500)*(52.5/53)] BD * [(0.40)*(.1)] BD * 0.40 So the question is, Does a battleship with 4 ship bonus-ed painters and 4 webs on it deserved to be blapped, I say yes.
every single ship in the game deserves to be blapped   |

Burneddi
Love Squad Pasta Syndicate
87
|
Posted - 2014.05.14 15:22:00 -
[299] - Quote
TheMercenaryKing wrote:New Torp, old radius, Abaddon: BD * [(1122/1500)*(52.5/35)] BD * [(0.75)*(1.5)] BD * 1.12 = 1
New Torp, old radius, Proteus: BD * [(598/1500)*(52.5/53)] BD * [(0.40)*(.1)] BD * 0.40 These actually become 0.748 damage modifier for the Abaddon and 0.395 damage modifier (as opposed to your ~0.399) for the Proteus. The reason for this being, if stationary damage would be lower than moving damage, the formula uses the stationary damage.
TheMercenaryKing wrote:So the question is, Does a battleship with 4 ship bonus-ed painters and 4 webs on it deserved to be blapped, I say yes. Probably yeah. The difference is that these changes make the Phoenix comparably worse at blapping that battleship than the old Phoenix, and comparably better at blapping a Proteus. I really don't see why it should be so. |

Lady Ayeipsia
Red Federation RvB - RED Federation
781
|
Posted - 2014.05.14 15:48:00 -
[300] - Quote
Any thoughts on if we will see a Rapid Cruise Missile launcher for use on the phoenix? Given rgat we have rapid lighta for cruiser.size, rapid heavies for BS size, a Rapid Cruise would fit, no clue,on balancing though. |

Pubbie Spy
GoonWaffe Goonswarm Federation
57
|
Posted - 2014.05.14 16:04:00 -
[301] - Quote
So... due to the explosion radius changes a triaged Carrier will be able to sig tank a Phoenix. Anyone else see a problem with this? |

ZecsMarquis
Destroyer's Inc.
10
|
Posted - 2014.05.14 16:28:00 -
[302] - Quote
Burneddi wrote:ZecsMarquis wrote:Obviously they are worried about the citadel missiles being too strong and want some sort of compromise. Kagura Nikon wrote:that is to ensure that battleships even painted will not be blapped easily. Remember missiles do not MISS so they can NEVER do full damage to a lower sized target. I would like to take this moment to remind you gentlemen about the practicalities of these changes. Since this is like the fifth time I post a very similar reply in this thread, excuse my resorting to bullet points.
- The nerfed Explosion Radius means that the Phoenix will become flat out 50% worse at hitting anything that's either stationary or webbed enough to effectively be considered stationary by the equation, and has a signature below its Explosion Radius. The maximum speed for "webbed enough" is targetSigRadius / missileExplosionRadius * missileExplosionVelocity.
- The buffed Explosion Velocity means that the Phoenix will become about 25% better at hitting anything that is moving above the minimum speed you got from the equation above, assuming they aren't several times larger in Signature Radius than the new Explosion Radius of the Phoenix is (because small Explosion Radius makes up for small Explosion Velocity, see point 2 here). In practice this means that the Phoenix becomes a little better at hitting everything as small or smaller than a Carrier that is moving at its top speed while not being webbed/painted. However, since triaged Carriers and Dreads aren't moving and can't be target painted, the Phoenix applies worse to them.
- The above means that the Phoenix becomes universally better at blapping (moving) cruisers, and better at hitting not-quad webbed battleships. However, if you have enough webs on a battleship to reduce its speed below the minimum tanking speed, the Phoenix becomes comparably worse at applying to it.
- Also, because Stasis Webifiers are more effective than Target Painters, the more Target Painters and Stasis Webifiers you apply on a target, the closer to 0% the "25% buff" becomes, turning into the negatives (becoming a nerf) if you have "enough" (again, see the equation) webs.
- Note that this doesn't translate to "less webs = better". It translates to "less webs doesn't hurt you as much, and more webs or 90% webs won't give you as much benefit".
Here's a post with two practical examples against armor+afterburner subcaps. As you can see, the Phoenix applies comparably better to the Proteus than the Abaddon, but overall the difference in subcap application isn't very significant.
I've read every post, did you read my proposed change? It does not contradict your points.
|

TheMercenaryKing
StarFleet Enterprises Intrepid Crossing
202
|
Posted - 2014.05.14 17:00:00 -
[303] - Quote
Burneddi wrote:TheMercenaryKing wrote:New Torp, old radius, Abaddon: BD * [(1122/1500)*(52.5/35)] BD * [(0.75)*(1.5)] BD * 1.12 = 1
New Torp, old radius, Proteus: BD * [(598/1500)*(52.5/53)] BD * [(0.40)*(.1)] BD * 0.40 These actually become 0.748 damage modifier for the Abaddon and 0.395 damage modifier (as opposed to your ~0.399) for the Proteus. The reason for this being, if stationary damage would be lower than moving damage, the formula uses the stationary damage. TheMercenaryKing wrote:So the question is, Does a battleship with 4 ship bonus-ed painters and 4 webs on it deserved to be blapped, I say yes. Probably yeah. The difference is that these changes make the Phoenix comparably worse at blapping that battleship than the old Phoenix, and comparably better at blapping a Proteus. I really don't see why it should be so.
I forgot about the portion, so against an abaddon it would do .75 times base damage and not 1.
I admit, i did a quite a bit of rounding to keep things farily simple and not give 4 decimal places, but all results should be -¦1% |

Burneddi
Love Squad Pasta Syndicate
87
|
Posted - 2014.05.14 17:34:00 -
[304] - Quote
ZecsMarquis wrote:I've read every post, did you read my proposed change? It does not contradict your points.
Yeah, I did. It would certainly fix the issue with hitting caps, but it doesn't really make these changes any better since without the changes, that issue would never exist in the first place. My post was to point out that these changes certainly aren't making the Phoenix significantly worse at hitting subcapitals than it used to be, which is why I only quoted that one sentence in your post.
But anyway, I doubt that's actually their actual intentions are to nerf the blap Phoenix too significantly. From the way these changes to application interact with hitting subcaps I can only imagine they didn't really think them all the way through. A much better change to application would've been for instance to increase explosion velocity by 25% and leave explosion radius alone -- the net buff would've remained roughly the same, we could've avoided having to increase the signature radius of POSes, dreads and hopefully also carriers, and the effects on subcap application would've been essentially the same.
I hereby propose the 25% Buffed Explosion Velocity But Otherwise Vanilla -torpedo change. Its base stats would be 2000m Explosion Radius and 25m/s Explosion Velocity (and of course the buffs to travel speed, which don't affect application). With all 5, its stats would become 1500m Explosion Radius and 37.5m/s Explosion Velocity. Its application would be roughly the same, although a teeny tiny bit better (practical tests suggest about 6.7% percent better application across the board) than proposed, which could easily be tuned by reducing the buffs to Explosion Velocity.
For instance, on an Abaddon with a signature of 470m and top speed of 111m/s:
FOZZIE TORP (2250 Explosion Radius, 52.5 Explosion Velocity): Damage multiplier:0.0987987988 Stationary damage:0.2088888889 Moving damage:0.0987987988 Minimum tanking speed10.96666667
BEVBOV (1500 Explosion Radius, 37.5 Explosion Velocity): Damage multiplier:0.1058558559 Stationary damage:0.3133333333 Moving damage:0.1058558559 Minimum tanking speed11.75
The BEVBOV applies slightly but negligibly better (9.9% damage modifier vs. 10.5% damage modifier, ~6.7% increase).
Or the webbed and painted and linked Proteus I already used in another example, signature 598m and top speed of 53m/s:
FOZZIE TORP: Damage multiplier:0.2632704403 Stationary damage:0.2657777778 Moving damage:0.2632704403 Minimum tanking speed13.95333333
BEVBOV: Damage multiplier:0.2820754717 Stationary damage:0.3986666667 Moving damage:0.2820754717 Minimum tanking speed14.95
The BEVBOV also applies slightly negligibly better, with a 28.2% damage modifier vs. 26.3%, a ~6.7% increase.
Or, say, a linked untriaged Archon moving at its top speed (essentially a slowcat I guess), with a signature of 1956m and a top speed of 88m/s:
FOZZIE TORP: Damage multiplier:0.5186363636 Stationary damage:0.8693333333 Moving damage:0.5186363636 Minimum tanking speed45.64
BEVBOV: Damage multiplier:0.5556818182 Stationary damage:1.304 Moving damage:0.5556818182 Minimum tanking speed48.9
Against this capital target, the BEVBOV also applies slightly better but not too much, applying about 6.7% better here also. |

ZecsMarquis
Destroyer's Inc.
10
|
Posted - 2014.05.14 19:54:00 -
[305] - Quote
Burneddi wrote:ZecsMarquis wrote:I've read every post, did you read my proposed change? It does not contradict your points.
Yeah, I did. It would certainly fix the issue with hitting caps, but it doesn't really make these changes any better since without the changes, that issue would never exist in the first place. My post was to point out that these changes certainly aren't making the Phoenix significantly worse at hitting subcapitals than it used to be, which is why I only quoted that one sentence in your post. Fancy maths to further improve my points and ideas.
Sounds good to me. It's obvious they will neither do your suggestion nor mine but I would at least like to here the reasoning for leaving as is currently proposed if anything. |

Hagika
Hipsters In Space
236
|
Posted - 2014.05.14 19:55:00 -
[306] - Quote
Xavier Thorm wrote:Hagika wrote:So as often the devs ignore posts and what the far more learned player base knows and spends their waking hours on this game and more so than the devs, then they push through a ridiculous change that everyone knows is wrong and the devs basically say they do not care, and you dont expect people to be frustrated or mad because they were blown off ?
Surely that wouldnt cause people to respond harshly at all would it?
Think of it in terms of you being a coccain addict and your dealer is charging you the same price for the drugs but they are cutting it with baking powder. Make sense yet?
If you cut all the posts that consist primarily of unsupported opining or reactionary anger from every thread in this forum, you'd be left with a mostly seamless and intelligent discussion, with the side benefit of it being a lot easier to see what the informed members of the community are saying. So basically, if you actually want game devs to listen to you, make a real argument and stop wasting their time by being dicks to them.
Now just as you say that, we go back to the original point that you have been ignoring from the start which is why people are mad.. The devs DON'T listen. |

Hagika
Hipsters In Space
236
|
Posted - 2014.05.14 20:01:00 -
[307] - Quote
Gypsio III wrote:Hagika, stop ranting and make a real argument.
I have made real arguments, the responding to the other guy was about the devs not listening and pushing changes that are bad. Something you agreed with me from earlier and now you are butting into this conversation between me and the Test guy because he is somehow foolish enough to think that if we beg,plead and kiss dev butt, which has been done for years with little to no results.
It was not your conversation to get involved in.
|

Mario Putzo
Welping and Dunking.
890
|
Posted - 2014.05.14 21:33:00 -
[308] - Quote
Fixing a ship by changing 4 hulls and a structure... CCP 2014.
|

Roguehellhound
Sea Hamster Legionnaires The Unthinkables
12
|
Posted - 2014.05.14 22:50:00 -
[309] - Quote
Mario Putzo wrote:Fixing a ship by changing 4 hulls and a structure... CCP 2014.
more like buff and nerf a Caldari ship(calling it over all buff) while changing 4 ship hulls and a few pos structures... are they even trying? when was the last time anyone seen changes to a ship hull THAT HAD TO HAVE changes made to other ships just to compliment it?
CCP Fozz, I've been waiting for literally YEARS to see some sort of change but seems like all you do is give us token feedback.
|

Burneddi
Love Squad Pasta Syndicate
87
|
Posted - 2014.05.14 23:29:00 -
[310] - Quote
Hey, I revised the idea I posted a few messages up a little. It's now less than 3% off of Fozzie's original draft in the opening post as far as application on moving targets is concerned, and getting it to a 100% match would simply be a matter of lowering the explosion velocity by 0.66666...m/s and make it a fractional.
This suggestion has the exact same application on anything that's moving, but isn't gimped against stationary targets unlike the original suggestion. It doesn't suffer from any of that "not being able to hit triaged carriers for full damage" nonsense, and if it was used we could avoid increasing the sig of carriers, dreads and POS modules while the Phoenix's application on subcaps would remain essentially unchanged.
Pls respond Fozziem8 |

Legion40k
Boa Innovations Brothers of Tangra
74
|
Posted - 2014.05.15 01:07:00 -
[311] - Quote
Burneddi wrote:Hey, I revised the idea I posted a few messages up a little. It's now less than 3% off of Fozzie's original draft in the opening post as far as application on moving targets is concerned, and getting it to a 100% match would simply be a matter of lowering the explosion velocity by 0.66666...m/s and make it a fractional. This suggestion has the exact same application on anything that's moving, but isn't gimped against stationary targets unlike the original suggestion. It doesn't suffer from any of that "not being able to hit triaged carriers for full damage" nonsense, and if it was used we could avoid increasing the sig of carriers, dreads and POS modules while the Phoenix's application on subcaps would remain essentially unchanged. Pls respond Fozziem8
hmmmmm. I always thought playing around with POS sig radius and now dreads themselves was just a messy way to deal with a problem that wasn't there in the first place - I'm half expecting carriers to get their sig radius inflated too as another compensation soon. They're not exactly..elegant solutions, considering they'll have (albeit very slight) consequences for probing and whatnot which isn't intentional
+1 for your simpler solution, much better. Fozzie must see this.. |

Galphii
Caldari Provisions Caldari State
228
|
Posted - 2014.05.15 02:31:00 -
[312] - Quote
I have a suspicion this change is merely a stopgap until the full capital rebalance coming in a later expansion. The mere fact we got a phoenix improvement in kronos shows ccp is aware how broken the ship is. Continue pointing out the problems and be patient  X |

ZecsMarquis
Destroyer's Inc.
10
|
Posted - 2014.05.15 03:17:00 -
[313] - Quote
Galphii wrote:I have a suspicion this change is merely a stopgap until the full capital rebalance coming in a later expansion. The mere fact we got a phoenix improvement in kronos shows ccp is aware how broken the ship is. Continue pointing out the problems and be patient 
Too much faith in the devs lol. |

Ines Tegator
Towels R Us
445
|
Posted - 2014.05.15 04:25:00 -
[314] - Quote
Galphii wrote:I have a suspicion this change is merely a stopgap until the full capital rebalance coming in a later expansion. The mere fact we got a phoenix improvement in kronos shows ccp is aware how broken the ship is. Continue pointing out the problems and be patient  If it's a stopgap they shouldn't be changing all POS towers and the entire Dreadnought class to go with it. It's reckless design and they need to go back to the drawing board. - Mission Overhaul - Bridging the PVP / PVE Gap - -áIf the game stops teaching people to fear lowsec, maybe people will start going there? |

Duchess Starbuckington
Starbuckington Manor
277
|
Posted - 2014.05.15 15:03:00 -
[315] - Quote
I for one am still in favour of just giving the Phoenix hybrids.
CCP don't have a clue how they want capital missiles to work, and frankly vast amounts of the game would need an overhaul to make missiles viable at that level. Once the Phoenix has guns, it'll be a viable dread and they can take all the time they need if they want to reintroduce missiles into capital-scale combat. |

scorchlikeshiswhiskey
Cult of Mooby
186
|
Posted - 2014.05.15 15:25:00 -
[316] - Quote
Duchess Starbuckington wrote:I for one am still in favour of just giving the Phoenix hybrids.
CCP don't have a clue how they want capital missiles to work (as shown by the schizophrenic approach to "balancing" them in this very thread) and frankly vast amounts of the game would need an overhaul to make missiles viable at that level. Once the Phoenix has guns, it'll be a viable dread and they can take all the time they need if they want to reintroduce missiles into capital-scale combat. Once it gets guns though, it will be just like the Naga in that any proposal to change it to missiles will be met with flames.
I think it would be easier to fix missile code than to try and switch/balance a hybrid Phoenix. Besides, we really do need missile code to be fixed, and even updated. |

Alexander McKeon
AQUILA INC Verge of Collapse
55
|
Posted - 2014.05.15 18:09:00 -
[317] - Quote
Burneddi, what sort of damage application does your suggestion give against a shield battleship affected by linked, hull-bonused painters (~100% sig bloom) slowed by a 90% web (~20 m/s)? I think you'll find the damage application to be rather high in such a case. |

Burneddi
Love Squad Pasta Syndicate
90
|
Posted - 2014.05.15 18:35:00 -
[318] - Quote
Alexander McKeon wrote:Burneddi, what sort of damage application does your suggestion give against a shield battleship affected by linked, hull-bonused painters (~100% sig bloom) slowed by a 90% web (~20 m/s)? I think you'll find the damage application to be rather high in such a case. The exact same application the current Tranquility Phoenix would have. For this example, let's assume a Raven being painted by a Hyena (1x paint) and webbed by a Vindicator (1x 90% web), top speed: 14m/s, signature radius: 1085m.
Current Phoenix (1500 Explosion Radius, 30 Explosion Velocity): Damage multiplier:0.7233333333 Stationary damage:0.7233333333 Moving damage:1.55 Minimum tanking speed21.7
My suggestion: (1500 Explosion Radius, 36 Explosion Velocity): Damage multiplier:0.7233333333 Stationary damage:0.7233333333 Moving damage:1.86 Minimum tanking speed26.04
For comparison's sake, here's Fozzie's draft from the OP: Damage multiplier:0.4822222222 Stationary damage:0.4822222222 Moving damage:1.808333333 Minimum tanking speed25.31666667 (As you can see it applies significantly worse, which is because the raven is essentially stationary as far as the formula is concerned, and that particular missile has, when compared to the old missile, trouble hitting stationary targets.)
I don't think this is really an issue, as gun dreads wouldn't have any issues hitting that target either. A Naglfar with no tracking computers, tracking enhancers or tracking rigs would apply almost full damage at 20km and upwards, as would a Moros. The Phoenix, even after these changes, thus applies comparably worse to this target. Here are the DPS graphs from EFT, although the Phoenix used here has the old torpedo stats (which have the same application as my suggestion). Even with the ROF bonus, the Phoenix will do far less damage to this target than gun dreads, although admittedly its alpha will be a little better (in the ballpark of 50-60k compared to the 35-45k of the gun dreads, assuming no modules fitted).
Keep in mind the Phoenix is losing the hull damage bonus and having that damage transferred into RoF, which means that it'll do a little less alpha. |

Soldarius
Deadman W0nderland Test Alliance Please Ignore
682
|
Posted - 2014.05.15 19:01:00 -
[319] - Quote
Alexander McKeon wrote:Burneddi, what sort of damage application does your suggestion give against a shield battleship affected by linked, hull-bonused painters (~100% sig bloom) slowed by a 90% web (~20 m/s)? I think you'll find the damage application to be rather high in such a case.
I don't even have to do the math to say that this is a ridiculous example. Any weapon will apply 100% damage under those circumstances. GÇ£I personally refuse to help AAA take space from itself so it can become an even shittier version of itselfGÇ¥
-Grath Telkin, 2014. |

Burneddi
Love Squad Pasta Syndicate
90
|
Posted - 2014.05.15 19:10:00 -
[320] - Quote
Soldarius wrote:Any weapon will apply 100% damage under those circumstances. Well, this is true to an extent. A Moros with 3x Tracking Computers with Tracking Speed Scripts would easily apply all of its DPS to that target at ranges above 10-15km. A Phoenix would require 2x Rigors to apply all of its damage here. However, I think using rigs for application instead of mid/lowslots is a nice niche for the Phoenix. |

ZecsMarquis
Destroyer's Inc.
13
|
Posted - 2014.05.15 19:39:00 -
[321] - Quote
Well I participated in the sisi mass test in my phoenix today and with the new changes I have some thoughts. The RoF change is really nice. Out of TiDi it feels like I'm firing cruise missiles as far as the feel of the RoF. I managed to solo a capital or two and got on a few other mails as well. I was firing at a triaged archon at one point. He was standard triage archon fit with the cpr's and eanm and all that, standard cookie cutter. It felt like I was applying most if not all damage. He was at max velocity before entering triage so he was slowly going from 77 to about 48 m/s by the time I took him down. It feels like it's in decent shape. Burdeddi's proposal is still worth looking into as well as a sig bloom but it was a lot better at applying damage than I expected.
I was able to tank a Hel's full flight of bombers for a few minutes as well and I didn't activate my booster until he pulled aggro to something else, at which point I was 75% cap and was back to full shields after about 6 cycles or so.
The other dreads are probably still better but even if the application is weak that RoF really makes it a good damage boat finally.
So far I approve. |

Burneddi
Love Squad Pasta Syndicate
90
|
Posted - 2014.05.15 20:27:00 -
[322] - Quote
ZecsMarquis wrote:I was firing at a triaged archon at one point. He was standard triage archon fit with the cpr's and eanm and all that, standard cookie cutter. It felt like I was applying most if not all damage. He was at max velocity before entering triage so he was slowly going from 77 to about 48 m/s by the time I took him down. I doubt that Archon had Evasive Maneuvers links which reduce its signature radius, so you probably were. Even the new Phoenix has no issues applying to unlinked Archons, but as soon as they have links it becomes a different story. The sigradius link is just so powerful, especially against missiles and bombs which care about signature radius more than guns. |

Angsty Teenager
Broski North Black Legion.
386
|
Posted - 2014.05.16 02:27:00 -
[323] - Quote
Alexander McKeon wrote:The dread changes are good, but you still haven't said anything to address missile hp concerns, nor speed tanking by moving carriers/bumped dreads in siege.
The corner case of citadel missiles in a wolf-rayet can probably be ignored since only a silly FC would use shield dreadnoughts there.
Hah
Considering that shield fit dreads are STILL BETTER THAN ARMOR DREADS even in a wolf-rayet, only a silly FC would not use them. |

progodlegend
Infinite Point Nulli Secunda
168
|
Posted - 2014.05.16 03:06:00 -
[324] - Quote
Max Kolonko wrote:CCP Fozzie wrote:Hey everyone.
I can honestly say that I am not overly worried that carriers being able to reduce a portion of citadel missile damage through the use of gang links and/or halo implants will break the balance involved with these ships. The Phoenix is going to be doing a lot more damage in virtually all realistic situations compared to today and it will be doing it while also benefitting from the resist bonus and omni damage.
That being said, I think there is an opportunity here to both reduce the impact of skirmish links on Phoenixes while also differentiating dreads and carriers a bit. The fact that dreads and carriers have almost identical signature radius has never made much sense, and it is entirely appropriate for stationary dreads to have a much harder time mitigating missile damage.
So we're going to go ahead and increase the sig radius of all four dreads alongside this change:
Revelation: Signature Radius: 4100 (+1125)
Naglfar: Signature Radius: 4000 (+1140)
Moros: Signature Radius: 4300 (+1255)
Phoenix: Signature Radius: 4200 (+1100) What about -50% from wolf rayet wh? Halo+mindlinked bonuses+wolf rayer c6 = very little damage from missiles
Just don't use phoneix's in a wolf-rayet wormhole.
|

PotatoOverdose
Handsome Millionaire Playboys
1791
|
Posted - 2014.05.16 03:15:00 -
[325] - Quote
CCP Fozzie wrote:
So we're going to go ahead and increase the sig radius of all four dreads alongside this change:
Revelation: Signature Radius: 4100 (+1125)
Naglfar: Signature Radius: 4000 (+1140)
Moros: Signature Radius: 4300 (+1255)
Phoenix: Signature Radius: 4200 (+1100)
You know capital missile mechanics are borked when you have to change every single other ship in class to accomodate them. |

Ragnen Delent
GoonWaffe Goonswarm Federation
17
|
Posted - 2014.05.16 03:50:00 -
[326] - Quote
Can someone just do the needful and show what all the other dreads can do to subcaps so we can show how these changes are foolish? I get that some ships will be worse than others sometimes but damn man this is absurd. Not to mention, once this pass is done I am thinking it will be a very long time indeed before they are looked at again.
Let's do this right. |

Mario Putzo
Welping and Dunking.
895
|
Posted - 2014.05.16 04:02:00 -
[327] - Quote
Ragnen Delent wrote:Can someone just do the needful and show what all the other dreads can do to subcaps so we can show how these changes are foolish? I get that some ships will be worse than others sometimes but damn man this is absurd. Not to mention, once this pass is done I am thinking it will be a very long time indeed before they are looked at again.
Let's do this right.
**** damage to subcaps, honestly that is hardly an overall concern, these could really do 0 to subcaps and I wouldn't lose sleep. Youve got Sentry Carriers for Anti SubCap support. The fact these can't hit idle carriers for 100% damage is a major design flaw.
|

Ragnen Delent
GoonWaffe Goonswarm Federation
17
|
Posted - 2014.05.16 04:14:00 -
[328] - Quote
Mario Putzo wrote:Ragnen Delent wrote:Can someone just do the needful and show what all the other dreads can do to subcaps so we can show how these changes are foolish? I get that some ships will be worse than others sometimes but damn man this is absurd. Not to mention, once this pass is done I am thinking it will be a very long time indeed before they are looked at again.
Let's do this right. **** damage to subcaps, honestly that is hardly an overall concern, these could really do 0 to subcaps and I wouldn't lose sleep. Youve got Sentry Carriers for Anti SubCap support. The fact these can't hit idle carriers for 100% damage is a major design flaw.
The point is that as it stands these changes are being performed quite obviously to avoid having a Phoenix be capable of hitting a subcap. The point of showing that the others CAN is to point out that the effort to avoid this is absurd given that all other dreads are capable of doing so. |

Onslaughtor
Occult National Security Affirmative.
84
|
Posted - 2014.05.16 05:13:00 -
[329] - Quote
Fun fact, by increasing the sig of all dreads all dreads become easier to hit and lock all other dreads... So all dreads just got a tracking bonus, and a scan res bonus vs other dreads. Win win. |

Josilin du Guesclin
University of Caille Gallente Federation
138
|
Posted - 2014.05.16 05:24:00 -
[330] - Quote
Swiftstrike1 wrote:For all the people moaning about increased Explosion Radius...
- TPs work on capital ships as well as subcaps (when they're not in siege/triage)
- Capital rigor rigs reduce explosion radii by 15% for T1 and 20% for T2
So there might be a new "standard phoenix fit". So what. That's not unusual after a significant rebalance like this. Except having to fit target painters squeezes the mid slots, which means less tank, which means the hull bonus is negated, and the ship ends up back where it is, except the missiles move a little faster and damage barely moving capitals a little more.
|

Mario Putzo
Welping and Dunking.
896
|
Posted - 2014.05.16 06:20:00 -
[331] - Quote
Ragnen Delent wrote:Mario Putzo wrote:Ragnen Delent wrote:Can someone just do the needful and show what all the other dreads can do to subcaps so we can show how these changes are foolish? I get that some ships will be worse than others sometimes but damn man this is absurd. Not to mention, once this pass is done I am thinking it will be a very long time indeed before they are looked at again.
Let's do this right. **** damage to subcaps, honestly that is hardly an overall concern, these could really do 0 to subcaps and I wouldn't lose sleep. Youve got Sentry Carriers for Anti SubCap support. The fact these can't hit idle carriers for 100% damage is a major design flaw. The point is that as it stands these changes are being performed quite obviously to avoid having a Phoenix be capable of hitting a subcap. The point of showing that the others CAN is to point out that the effort to avoid this is absurd given that all other dreads are capable of doing so.
Except the issue isn't about vs Sub Cap. Carriers already dominate subcaps. Any carrier comp will kill subcaps with sentries (aside from a comp specifically designed to beat carriers of course). They are your subcap counter. If other dreads can hit sub caps so what other BS can hit smaller ****, and you don't see CCP scrambling to address the comparative damage application of the Raven, Scorp, or Trashcan. The problem is CCP in their attempt to prevent subcap blapping has made the Phoenix worse at Capital blapping. Worse enough that they believe increasing the sig radius of Dreads is the solution to the problem.
Dreads should counter Carriers, other Dreads, and be the primary choice for DPS vs Supers and Titans. The sub cap **** is secondary.
Ignore the subcap ****, it is irrelevant. It makes no difference if a Moros can hit a BS harder than a Phoenix. It makes a huge difference when you need to change 4 hulls and a structure to facilitate a change to the Phoenix is just another band aid knee jerk fix.
The Phoenix needs love in dealing with capitals not sub caps, and CCP needs to address its ability to do so properly. It can be done, someone showed how it can be done last page. |

Alexander McKeon
AQUILA INC Verge of Collapse
55
|
Posted - 2014.05.16 07:08:00 -
[332] - Quote
Mario Putzo wrote: Ignore the subcap ****, it is irrelevant. It makes no difference if a Moros can hit a BS harder than a Phoenix.
When dreadnoughts are a not-uncommon source of anti-cruiser DPS, it matters.
|

Mario Putzo
Welping and Dunking.
896
|
Posted - 2014.05.16 07:24:00 -
[333] - Quote
Alexander McKeon wrote:Mario Putzo wrote: Ignore the subcap ****, it is irrelevant. It makes no difference if a Moros can hit a BS harder than a Phoenix.
When dreadnoughts are a not-uncommon source of anti-cruiser DPS, it matters. Breaking through triage reps on a deadspace fit armor T3 requires a lot of DPS; since battleships are practically unusable due to crappy resists & vulnerability to blap dreads, something has to kill those cruisers.
Battlecruisers. Carrier Sentry Drones. Other Cruisers. Bombers. Frigates. Ignore subcaps. They are irrelevant. They are taken care of by other subcaps, and by carriers.
The problem is not the Phoenix's ability to hit subcaps. The problem with the proposed change is its inability to hit Capitals.
A proper fix for the Phoenix should not involve the adjustment of 4 ship hulls and a structure.
|

Alexander McKeon
AQUILA INC Verge of Collapse
55
|
Posted - 2014.05.16 07:36:00 -
[334] - Quote
Mario Putzo wrote:Battlecruisers. Carrier Sentry Drones. Other Cruisers. Bombers. Frigates. Ignore subcaps. They are irrelevant. They are taken care of by other subcaps, and by carriers.
Typical fleet comp for non-strategic fights might be one dread, 10-15 armor cruisers, and four or five Guardians / one triage carrier for logi. Battlecruisers can't fit a decent resist profile for RR and can't be used in large numbers because of their high mass. Unless you spend several days preparing for the fight in that specific system or it's occurring in your home system, you're limited to an absolute maximum of three (3) capital ships. Two carrier's worth of sentry drones isn't that much dps, armor T3s laugh at bombers, and any frigate is an invitation to get quickly podded, thus being unable to get to your home system for several hours; in the case of a system siege you might not get home for days, which makes frigates less than popular.
All of these facts mean that yes, dreadnought dps vs. subcaps is important, and gun dreads are generally able to fulfill this role. |

Josilin du Guesclin
University of Caille Gallente Federation
138
|
Posted - 2014.05.16 07:44:00 -
[335] - Quote
PinkKnife wrote: The best thing CCP could do to boost the never-not moros problem, is nerf XL blaster range into oblivion where it should be. I get it that they want you to hit pos's with AM for full damage, but that arbitrary point means pushing the ranges to absurd and silly levels.
I've never seen why a Moros has an innate right to use the shortest ranged ammo in a short-range weapon and be at optimal vs. a large POS. One of the drawbacks of blasters is supposed to be their short range.
|

Josilin du Guesclin
University of Caille Gallente Federation
138
|
Posted - 2014.05.16 08:41:00 -
[336] - Quote
Roguehellhound wrote: Question... why does the Caldari ships have lower scan res than their Mimatar counterparts? Isn't lore wise, Caldari suppose to be second only to Jove in technology. So you factor in lower base scan res with the flight time of missiles- it gimps the application of dps a bit. And yes, i found out that the Phoon is potentially a much better torp boat than the Raven... Nice balance CCP.
I prefer the Raven for torps, most of the time, because torps have such a short range, and the Raven helps with that. For Cruise Missiles the Typhoon comes out ahead because you don't need the range boost with them. Of course, if you're sure you'll only ever inside ~20km, the Typhoon wins any time. That said, for most of my uses getting a navy version is worth it, and the CNR wins out there.
|

Josilin du Guesclin
University of Caille Gallente Federation
138
|
Posted - 2014.05.16 08:53:00 -
[337] - Quote
Daenika wrote: When are those missile TC/TE modules coming?
As a sub-cap pilot (large small gangs) I really don't want those modules in the game. Shield ships are already starved for slots once you put a bit of EWAR in, and those modules will make it worse, except for those few ships with tons of low slots (it's probably come out okay for the Nighthawk, for example). Remember, the missile ships most in need of help are Caldari, which means shield tanks, and it means even the T2 models have that huge EM hole that eats a slots to fill before you even really begin building a (PvP) tank.
|

Burneddi
Love Squad Pasta Syndicate
90
|
Posted - 2014.05.16 09:05:00 -
[338] - Quote
progodlegend wrote: Just don't use phoneix's in a wolf-rayet wormhole.
Now that you're here, did they run this change past you guys? How on earth did none of you object? I voted for you dude god damn it. |

gascanu
Bearing Srl.
134
|
Posted - 2014.05.16 09:43:00 -
[339] - Quote
Onslaughtor wrote:Fun fact, by increasing the sig of all dreads all dreads become easier to hit and lock all other dreads... So all dreads just got a tracking bonus, and a scan res bonus vs other dreads. Win win.
well, this is working as intended heh? so by buffing the phoenix CCP is buffing the other dreads also? oau, Fozzie, that's how a buff it's done, congrats! |

Luscius Uta
82
|
Posted - 2014.05.16 12:11:00 -
[340] - Quote
Not liking the changes, of course. Yes, explosion velocity for citadel missiles was laughable, but there was no need to increase their explosion radius, especially not by 50%. And now you "fix" that mistake by increasing signature radius of Dreads, seriously WTF??
Now, if you increased the explosion radius of citadel torpedoes by only 20% that would end up in explosion radius of 1800m with perfect skills. Enough to perfectly hit any POS or capital ship without Ragnarok bonus or Halo implants, AFAIK. Citadel cruises, on the other hand, need a slight decrease (maybe 10%) in explosion radius since their damage output is already so low that they have no practical application that I've heard of.
Highsec is for casuals. |

Zomgnomnom
Royal Black Watch Highlanders Mordus Angels
36
|
Posted - 2014.05.16 13:10:00 -
[341] - Quote
Burneddi wrote:progodlegend wrote: Just don't use phoneix's in a wolf-rayet wormhole.
Now that you're here, did they run this change past you guys? How on earth did none of you object? I voted for you dude god damn it.
Seconded, can you guys get in your skype channel and give Fozzie a mild whack with a rolled up news paper? 
Burneddi seems to have come up with a very good solution to the problems raised by this proposed change. Similar outcome on sub cap blapping but actually lets it hit a non moving capital. It's several Kilomoters long and sitting still.... There is no good reason it should be mitigating damage.
In real life we've been firing missiles out of the atmosphere, thousands of miles into orbit and intercepting a MOVING target a tenth the size ( if not smaller) of a Carrier since the 70's. In game we have warp drive and cloning technology but apparently have somehow forgotten how to math. |

Suitonia
Path of Radiance HYDRA RELOADED
243
|
Posted - 2014.05.16 13:18:00 -
[342] - Quote
Why not just put a Signature Radius Penalty on the Triage module while it is active, for example,+50% signature. Then Triage Carriers will take full application from the Phoenix, the signature radius penalty won't affect gameplay in any other meaningful way. |

Maru Sha
The Department of Justice
38
|
Posted - 2014.05.16 14:22:00 -
[343] - Quote
How does it effect POS defences? |

ZecsMarquis
Destroyer's Inc.
13
|
Posted - 2014.05.16 14:55:00 -
[344] - Quote
Suitonia wrote:Why not just put a Signature Radius Penalty on the Triage module while it is active, for example,+50% signature. Then Triage Carriers will take full application from the Phoenix, the signature radius penalty won't affect gameplay in any other meaningful way.
I've posted that proposal mean a-times in this thread. Thanks for the +1 |

ZecsMarquis
Destroyer's Inc.
13
|
Posted - 2014.05.16 14:58:00 -
[345] - Quote
ZecsMarquis wrote:Suitonia wrote:Why not just put a Signature Radius Penalty on the Triage module while it is active, for example,+50% signature. Then Triage Carriers will take full application from the Phoenix, the signature radius penalty won't affect gameplay in any other meaningful way. I've posted that proposal mean a-times in this thread. Thanks for the +1
Edit function not working today. Many* a-times |

Kassasis Dakkstromri
Deep Core Mining Inc. Caldari State
145
|
Posted - 2014.05.16 16:14:00 -
[346] - Quote
Pure and simple: This is bad game design.
When a Dev/Developers have to tweak this many peripheral things for ONE SHIP it means bad game design, regardless of the good intentions.
I have been a Phoenix pilot for more years than I can even recount (or care too), and flew it all of one time on a structure shoot many years ago. So while I want to see the ship viable, I also don't want to see this 'Bull(sh*t) in a china shop' approach.
You guys need to postpone this feature change until you come up with a better approach.
And I'm not gonna hold back here: CCP in front of a name does not make a good Developer...
Sorry CCP Fozzie but .... "you don't know Sh*t from Shinola" on this one.
~
Listen to your critics
#PHOENIXRESCUE |

ShadowandLight
Black Aces Against ALL Authorities
266
|
Posted - 2014.05.16 20:00:00 -
[347] - Quote
why cant i find the downvote button -A- Space Rental Program https://forums.eveonline.com/default.aspx?g=posts&m=4163928#post4163928 |

Hagika
Hipsters In Space
237
|
Posted - 2014.05.16 21:53:00 -
[348] - Quote
ShadowandLight wrote:why cant i find the downvote button
Can you imagine the number of down votes =P |

Hagika
Hipsters In Space
237
|
Posted - 2014.05.16 21:57:00 -
[349] - Quote
Fozzie, friend,buddy,pal..
Please listen to the players on this one. The nerf is not needed at all. The phoenix already has a hard time hitting the broadside of a barn.
Reverse the nerf, and just either add a damage bonus to all damage types or a higher ROF bonus.
Keep the tank buff and people will be happy. |

Money Makin Mitch
Paid in Full
345
|
Posted - 2014.05.17 01:03:00 -
[350] - Quote
more useless capital changes. keep ******* that chicken, CCP |

Rusty Waynne
Section 8. Fatal Ascension
11
|
Posted - 2014.05.18 06:59:00 -
[351] - Quote
Started training for a Phoenix when it was announced ships were being rebalanced, I hope now after all of this skill training that it would not have been for nothing.
CCP if you don't mind, could you not screw this up please? I'd like my newly obtained Phoenix to not be craptastic on fleet ops.
THX |

BiggestT
Serenity. CORP. Northern Associates.
73
|
Posted - 2014.05.18 08:49:00 -
[352] - Quote
If anyone is interested, I have graphed the new vs. old phoenix numbers here
To see the full reddit discussion of these graphs, see here (my reddit user name is deepandabear fyi)
It is quite clear that the higher DPS is not substantial enough to overcome sig tanking capitals. |

TheMercenaryKing
StarFleet Enterprises Intrepid Crossing
205
|
Posted - 2014.05.18 13:55:00 -
[353] - Quote
BiggestT wrote:If anyone is interested, I have graphed the new vs. old phoenix numbers hereTo see the full reddit discussion of these graphs, see here (my reddit user name is deepandabear fyi) It is quite clear that the higher DPS is not substantial enough to overcome sig tanking capitals.
the problem with this s that it doesn't show the targets velocity. |

BiggestT
Serenity. CORP. Northern Associates.
74
|
Posted - 2014.05.18 14:58:00 -
[354] - Quote
TheMercenaryKing wrote:BiggestT wrote:If anyone is interested, I have graphed the new vs. old phoenix numbers hereTo see the full reddit discussion of these graphs, see here (my reddit user name is deepandabear fyi) It is quite clear that the higher DPS is not substantial enough to overcome sig tanking capitals. the problem with this s that it doesn't show the targets velocity.
If you check out the discussion, different velocities are analysed. The short story is, the explosion radius nerf is so significant, that velocity of the target is now far less important. Some one else made a (somewhat dodgy) graph that also shows velocity in that thread fyi.
So basically the missile velocity buff is not that useful. It will only help more when the target has a huge sig and is going 40-60ms (so a pretty marginal amount of cases). |

Burneddi
Love Squad Pasta Syndicate
98
|
Posted - 2014.05.18 15:14:00 -
[355] - Quote
BiggestT wrote:TheMercenaryKing wrote:BiggestT wrote:If anyone is interested, I have graphed the new vs. old phoenix numbers hereTo see the full reddit discussion of these graphs, see here (my reddit user name is deepandabear fyi) It is quite clear that the higher DPS is not substantial enough to overcome sig tanking capitals. the problem with this s that it doesn't show the targets velocity. If you check out the discussion, different velocities are analysed. The short story is, the explosion radius nerf is so significant, that velocity of the target is now far less important. Some one else made a (somewhat dodgy) graph that also shows velocity in that thread fyi. So basically the missile velocity buff is not that useful. It will only help more when the target has a huge sig and is going 40-60ms (so a pretty marginal amount of cases). Here's an analysis on subcap application I made. I only considered two ships, but the results can be extrapolated quite well. Essentially the Phoenix becomes better at hitting things that would've both speed and signature tanked both the old and the new torpedo, while becoming worse at hitting things that couldn't signature tank the old torp but can signature tank the new one.
I'm yet to see an argument against my suggestion of just buffing the Explosion Velocity by 20% and leaving the Explosion Radius alone. I'm also yet to see any dev replies to any of the problems people have pointed out in this thread, aside from the one on page 5 or something which denied the existence of those problems despite there being quite concrete proof for them. |

Tau Cabalander
Retirement Retreat Working Stiffs
3630
|
Posted - 2014.05.18 18:29:00 -
[356] - Quote
Was there any thought to increasing cargohold size, as the rate-of-fire bonus means the Phoenix requires more missiles now? |

Orny
Shipping Corporation Global ANZUS
6
|
Posted - 2014.05.19 00:04:00 -
[357] - Quote
Sounds good to me |

BiggestT
Serenity. CORP. Northern Associates.
74
|
Posted - 2014.05.19 00:56:00 -
[358] - Quote
Burneddi wrote:BiggestT wrote:TheMercenaryKing wrote:BiggestT wrote:If anyone is interested, I have graphed the new vs. old phoenix numbers hereTo see the full reddit discussion of these graphs, see here (my reddit user name is deepandabear fyi) It is quite clear that the higher DPS is not substantial enough to overcome sig tanking capitals. the problem with this s that it doesn't show the targets velocity. If you check out the discussion, different velocities are analysed. The short story is, the explosion radius nerf is so significant, that velocity of the target is now far less important. Some one else made a (somewhat dodgy) graph that also shows velocity in that thread fyi. So basically the missile velocity buff is not that useful. It will only help more when the target has a huge sig and is going 40-60ms (so a pretty marginal amount of cases). Here's an analysis on subcap application I made. I only considered two ships, but the results can be extrapolated quite well. Essentially the Phoenix becomes better at hitting things that would've both speed and signature tanked both the old and the new torpedo, while becoming worse at hitting things that couldn't signature tank the old torp but can signature tank the new one. I'm yet to see an argument against my suggestion of just buffing the Explosion Velocity by 20% and leaving the Explosion Radius alone. I'm also yet to see any dev replies to any of the problems people have pointed out in this thread, aside from the one on page 12 or something which denied the existence of those problems despite there being quite concrete proof for them.
Yeah, both analyses confirm it, citadel torps need some improvement to ER if the new phoenix is to be viable.
|

Freddie Merrcury
Daktaklakpak. Red Coat Conspiracy
49
|
Posted - 2014.05.19 03:04:00 -
[359] - Quote
I am honestly dumbfounded as to how this "rework" of the Phoenix got greenlighted in the first place.
Why is CCP so goddamn terrified of a capital being able to hit a subcap at all? Since when is a dread being able to do reasonable damage to a webbed and painted battleship "gamebreaking". Also thanks for the worthless tank bonus, having the by far largest tank sure helped the Phoenix before. At this rate, the next round of Phoenix "buff" will take galactic expansion into account when calculating the applied damage of citadel torps.
Incidentally, anyone in the market for a Phoenix by any chance? I been kicked out of better homes than this. |

Nevyn Auscent
Broke Sauce
1341
|
Posted - 2014.05.19 07:53:00 -
[360] - Quote
Tau Cabalander wrote:Was there any thought to increasing cargohold size, as the rate-of-fire bonus means the Phoenix requires more missiles now? How many hours of firepower can it currently hold? And how many hours will it hold after?
And how does that compare to the other caps. |

Burneddi
Love Squad Pasta Syndicate
101
|
Posted - 2014.05.19 14:45:00 -
[361] - Quote
Hijacking page 19
Burneddi wrote:But anyway, I doubt that their actual intentions are to nerf the blap Phoenix too significantly. From the way these changes to application interact with hitting subcaps I can only imagine they didn't really think them all the way through. A much better change to application would've been for instance to increase explosion velocity by 20% and leave explosion radius alone -- the net buff would've remained roughly the same, we could've avoided having to increase the signature radius of POSes, dreads and hopefully also carriers, and the effects on subcap application would've been essentially the same.
I hereby propose the 20% Buffed Explosion Velocity But Otherwise Vanilla -torpedo change. Its base stats would be 2000m Explosion Radius and 24m/s Explosion Velocity (and of course the buffs to travel speed, which don't affect application). With all 5, its stats would become 1500m Explosion Radius and 36m/s Explosion Velocity. Its application would be almost completely identical (we're talking about a 2.8% difference in favour of my suggestion, they would be identical for moving targets if the explosion velocity was 23Gàôm/s but I'm not sure how the system likes fractionals).
For instance, on an Abaddon with a signature of 470m and top speed of 111m/s:
FOZZIE TORP (2250 Explosion Radius, 52.5 Explosion Velocity): Damage multiplier:0.0987987988 Stationary damage:0.2088888889 Moving damage:0.0987987988 Minimum tanking speed10.96666667
BEVBOV (1500 Explosion Radius, 36 Explosion Velocity): Damage multiplier:0.1016216216 Stationary damage:0.3133333333 Moving damage:0.1016216216 Minimum tanking speed11.28
Or the webbed and painted and linked Proteus I already used in another example, signature 598m and top speed of 53m/s:
FOZZIE TORP: Damage multiplier:0.2632704403 Stationary damage:0.2657777778 Moving damage:0.2632704403 Minimum tanking speed13.95333333
BEVBOV: Damage multiplier:0.2707924528 Stationary damage:0.3986666667 Moving damage:0.2707924528 Minimum tanking speed14.352
Or, say, a linked untriaged Archon moving at its top speed (essentially a slowcat I guess), with a signature of 1956m and a top speed of 88m/s:
FOZZIE TORP: Damage multiplier:0.5186363636 Stationary damage:0.8693333333 Moving damage:0.5186363636 Minimum tanking speed45.64
BEVBOV: Damage multiplier:0.5334545455 Stationary damage:1.304 Moving damage:0.5334545455 Minimum tanking speed46.944
As you can see, my BEVBOV suggestion is almost identical as far as application on moving targets is concerned, but doesn't suffer from the completely ridicilous issue of being unable to apply to stationary Archons etc.
EDIT: Revised my suggestion, making it closer to Fozzie's original draft. |

Burneddi
Love Squad Pasta Syndicate
101
|
Posted - 2014.05.19 14:59:00 -
[362] - Quote
Nevyn Auscent wrote:Tau Cabalander wrote:Was there any thought to increasing cargohold size, as the rate-of-fire bonus means the Phoenix requires more missiles now? How many hours of firepower can it currently hold? And how many hours will it hold after? And how does that compare to the other caps. Also going to restate what I said earlier. Explosion Velocity should be at least the same as the fastest ship in the intended target class (Caps) In this case Nid at 90 m/s Explosion Radius should be no larger than the smallest ship in the intended target class. There is no reason for a weapons system to not be capable of applying 100% of it's DPS to an unfitted ship in the right target class (Assuming matching skill levels, no implants & no boosts.) Implants, Boosts & Fittings will mitigate enough damage. This should be true for all classes of missiles. (Pretty sure it's already 99% true for Guns) Actually, an Archon with links can speed tank a fairly good bit of damage from a Naglfar with no tracking rigs/mods, just like it can tank some damage from a Phoenix with no Rigors. The Nag will be looking at applying about 60% of its paper DPS to this target (at 30km), increased to 70-90% with some tracking mods. On the other hand the Phoenix will apply about 50% of its damage with no Rigors, increased to something like 80% of its full damage with 2xT2 Rigors on the new Phoenix. Granted, T2 Rigors are significantly more expensive than Tracking Computers. Hell, even T1 Rigors are. For the record, with T1 Rigors that'd be about 71% damage.
So in that regard, the missiles perform quite similarly. Of course for guns this is assuming that the Archon is moving perfectly perpendicular to the Naglfar, if it's moving at an imperfect angle the guns will apply better. |

Max Rico
Sleeper Slumber Party Test Alliance Please Ignore
1
|
Posted - 2014.05.19 17:12:00 -
[363] - Quote
I support a smaller explosion radius alongside a tinier buff to explosion velocity. Decreasing the radius means I won't be able to hit stationary targets for damage. Also, can we please get some low slot modules that effect both radius and velocity? These changes wouldn't be so horrible to the phoenix if there was a module I could equip to address the explosion radius. Midslot too, just like guns. I'm hoping even though I feel like it's pointless that CCP might consider what we, the players, are asking for. I'm not looking for the phoenix to be god of dreads, just on line with its ability to hit ships including battleships should I choose to fit it out that way. |

TheMercenaryKing
StarFleet Enterprises Intrepid Crossing
205
|
Posted - 2014.05.19 17:19:00 -
[364] - Quote
Max Rico wrote:Decreasing the radius means I won't be able to hit stationary targets for damage.
Wrong, smaller radius means more damage if the calculation is still less than 1.
People, you want the radius to be smaller and the explosion velocity to be faster, its exactly the same as how you want to fit your ship in perfect conditions, smaller sig and faster speeds. |

Nevyn Auscent
Broke Sauce
1344
|
Posted - 2014.05.19 20:03:00 -
[365] - Quote
Burneddi wrote: Actually, an Archon with links....
And that was a reading comprehension fail. If you look I was specifically talking about full damage application without links or skills involved. Bare hull vs bare guns, no tracking mods, no rigs etc. In those cases the missiles still have some their damage mitigated because their base explosion velocity is significantly less than the top speed of a carrier (Or Dread that was moving before it sieged) While assuming piloting rather than sitting still like a doorknob and letting someone orbit you at their max velocity, guns will almost always be applying properly.
Obviously links will mitigate damage. |

Max Rico
Sleeper Slumber Party Test Alliance Please Ignore
1
|
Posted - 2014.05.19 20:22:00 -
[366] - Quote
TheMercenaryKing wrote:Max Rico wrote:Decreasing the radius means I won't be able to hit stationary targets for damage. Wrong, smaller radius means more damage if the calculation is still less than 1. People, you want the radius to be smaller and the explosion velocity to be faster, its exactly the same as how you want to fit your ship in perfect conditions, smaller sig and faster speeds. Sorry, I was being bad and mistyped, I meant the increase in explosion radius will hurt missile damage against stationary targets that aren't small planets and or stations. |

Tyrion Reeves
Science and Trade Institute Caldari State
0
|
Posted - 2014.05.20 02:37:00 -
[367] - Quote
Short question. will this change affect the citadel torpedos from npcs. im thinking about the one in the DED complex, since normally its easier to tank it with fast ship ( with ab, not mwd) would be good to know if this cahnge affects it the same way |

Burneddi
Love Squad Pasta Syndicate
101
|
Posted - 2014.05.20 12:44:00 -
[368] - Quote
Nevyn Auscent wrote: And that was a reading comprehension fail. If you look I was specifically talking about full damage application without links or skills involved. Bare hull vs bare guns, no tracking mods, no rigs etc. In those cases the missiles still have some their damage mitigated because their base explosion velocity is significantly less than the top speed of a carrier (Or Dread that was moving before it sieged)
Even without links, hull vs. hull, an Archon can mitigate at least 22-ish% of a Naglfar's damage. For the new Phoenix, this number is about 22.5%. Actually, the new Phoenix will apply perfectly to this Archon with a couple of Rigors, while a Naglfar will never apply perfectly to it no matter how many Tracking Mods it stacks.
Anyway, this is without links. The main issue with the capital missiles is the signature link being really strong against them. This goes for missiles of all sizes, really, but since the sig radius of capital missiles is so absurdly large it becomes quite a bit more noticeable (especially on Fozzie Phoenix).
Nevyn Auscent wrote: While assuming piloting rather than sitting still like a doorknob and letting someone orbit you at their max velocity, guns will almost always be applying properly.
Obviously links will mitigate damage.
Manual piloting to make your guns apply better isn't really possible in a sieged dread, but yeah a completely perfect orbit at 100% velocity might be a little stretching it. However in practice you'll be looking at a relatively small deviation from the perfect conditions, which considering the god-awful tracking of capital guns will make very little (literally talking about less than 5%) difference. |

Alex Tutuola
Specter Syndicate Tactical Narcotics Team
21
|
Posted - 2014.05.20 17:38:00 -
[369] - Quote
Wouldn't it be a little more elegant to change the damage reduction factor than to have to change the sig radii of everything the phoenix is supposed to shoot at? If you have to change all of those numbers, it's clear that you're not really causing the change you're seeking.
Hell, it would probably be better to leave the explosion radius the same in addition to the other changes; it will still be entirely inefficient to fire capital weapons at subcaps. As the changes stand now, the phoenix will not become useful enough to change its status as least used dread. :/ |

O'nira
United System's Commonwealth
6
|
Posted - 2014.05.21 04:29:00 -
[370] - Quote
dweq |

Freddie Merrcury
Daktaklakpak. Red Coat Conspiracy
53
|
Posted - 2014.05.21 05:00:00 -
[371] - Quote
O'nira wrote:Have you guys played with phoenix in eft? its a freaking monster after patch, no more buffs PLEASE, i dont want it nerfed afterwards for being too freaking ridiculous yeah sure big pretty EFT warrior numbers.
Mind you almost all of its meaningless since it can apply less damage than before and its tank is inconsequential since the only thing that has to fear it is other dreads or supers and you can just field subcaps against with no risk.
I been kicked out of better homes than this. |

James Amril-Kesh
4S Corporation Goonswarm Federation
10010
|
Posted - 2014.05.21 05:25:00 -
[372] - Quote
Why are you so bent on making sure that the Phoenix can't do any damage to subcaps that you're sacrificing its ability to apply damage to capitals? You seriously, seriously need to re-examine the goals of this rebalance. Other dreadnoughts have somewhat of an ability to blap subcaps, so why can't the Phoenix do this too? I think you should keep the current changes except remove the nerf to explosion radius. The fact that you have to increase signature radius of everything you want the Phoenix to be shooting is a pretty telling indicator that you have absolutely no clue what you're doing. "Pretty much all 14 of the CSM were in favor of a drone assign nerf for OBVIOUS gameplay reasons" - Sala Cameron
|

Roguehellhound
Sea Hamster Legionnaires The Unthinkables
15
|
Posted - 2014.05.21 07:51:00 -
[373] - Quote
James Amril-Kesh wrote:Why are you so bent on making sure that the Phoenix can't do any damage to subcaps that you're sacrificing its ability to apply damage to capitals? You seriously, seriously need to re-examine the goals of this rebalance. Other dreadnoughts have somewhat of an ability to blap subcaps, so why can't the Phoenix do this too? I think you should keep the current changes except remove the nerf to explosion radius. The fact that you have to increase signature radius of everything you want the Phoenix to be shooting is a pretty telling indicator that you have absolutely no clue what you're doing.
i think its due to the fact that missiles will "always" apply damage even if its only 1 damage or more. while guns will miss completely.. shows how bad the current missile formula will make it a nightmare to balance. |

James Amril-Kesh
4S Corporation Goonswarm Federation
10015
|
Posted - 2014.05.21 08:22:00 -
[374] - Quote
Roguehellhound wrote:James Amril-Kesh wrote:Why are you so bent on making sure that the Phoenix can't do any damage to subcaps that you're sacrificing its ability to apply damage to capitals? You seriously, seriously need to re-examine the goals of this rebalance. Other dreadnoughts have somewhat of an ability to blap subcaps, so why can't the Phoenix do this too? I think you should keep the current changes except remove the nerf to explosion radius. The fact that you have to increase signature radius of everything you want the Phoenix to be shooting is a pretty telling indicator that you have absolutely no clue what you're doing. i think its due to the fact that missiles will "always" apply damage even if its only 1 damage or more. while guns will miss completely.. shows how bad the current missile formula will make it a nightmare to balance. This has nothing to do with it and there's nothing wrong with the missile damage formula. "Pretty much all 14 of the CSM were in favor of a drone assign nerf for OBVIOUS gameplay reasons" - Sala Cameron
|

TheMercenaryKing
StarFleet Enterprises Intrepid Crossing
208
|
Posted - 2014.05.21 13:29:00 -
[375] - Quote
So Fozzie, have you and your team reconsidered the Explosion radius nerf and sig increase of dreads and POSs?
If not, you will need to increase the sig of carriers, rorquals, freighters, and JFs. |

Meltmind2
NED-Clan Goonswarm Federation
44
|
Posted - 2014.05.21 14:56:00 -
[376] - Quote
Fozzie, since you're touching the Phoenix, would you mind taking a look at the Revelation aswell while you're at it? As it stands right now, the Rev is quite lacking compared to the other dreads (raw dps of the Moros; dps, selectable damage type and lack of capacitor use of the Naglfar). With the upcomming Phoenix changes, this would make the Revelation practically obsolete.
In order to save the Rev, I propose changing the Amarr Dread bonus from 5% capuse/5% RoF to 5% cap use/10% damage per level. This would increase the dps of a Rev by ~12.5%, putting it in line with the Nag while retaining the current characteristics of laser-based weapons (locked damage type, cap use, instantly swapping crystals and not having to reload). The capacitor use would go down by about 25% due to the RoF reduction. This would leave the Moros with the highest capacitor guzzeling guns, but that is compensated by their higher dps. |

Mario Putzo
Welping and Dunking.
914
|
Posted - 2014.05.21 15:24:00 -
[377] - Quote
Freddie Merrcury wrote:O'nira wrote:Have you guys played with phoenix in eft? its a freaking monster after patch, no more buffs PLEASE, i dont want it nerfed afterwards for being too freaking ridiculous yeah sure big pretty EFT warrior numbers. Mind you almost all of its meaningless since it can apply less damage than before and its tank is inconsequential since the only thing that has to fear it is other dreads or supers and you can just field subcaps against with no risk.
So bring some Chimeras and have them fit a pile of drone mods and tank, and reps, and then stick some sentries out into space and blap subcaps.
Stop looking at **** in a vacuum for christ sake.
The only downside of these changes is that CCP feels a fix to one single ship...well one single weapon system. Is changing the 4 hulls and a structure. We should be a tad more realistic with this adjustment. Has CCP looked at the fallout from this change? Nagalfars will now project more damage vs Dreads, so why bring a phoenix? Moros will still be king ****, the Rev will have better projection.
Instead of actually buffing the Phoenix to do its job, CCP has decided to buff it, then change ships which indirectly buff every other race as well, thus putting the Phoenix back to exactly where it is today. A ship that can fit a big tank, with lots of potential damage, and terrible application.
Increasing the sig radius of the 4 dreads is bad. Increasing the sig radius of structures is redundant.
This whole fix is silly, and anyone crying about subcaps is a mong. |

Soldarius
Deadman W0nderland Test Alliance Please Ignore
685
|
Posted - 2014.05.21 15:37:00 -
[378] - Quote
tl;dr of OP: Lets nerf expRad to compensate for buffing expVel. Now increase sigRad of everything to compensate for that.
Makes perfect sense.
Fozzie, you're just making more work for yourself. By increasing expRad, you've actually made subcap damage application worse, not the same. Since the lowest of the reductions is always the one chosen this mathematically limits the possible dps application. It was completely impossible to make the Phoenix a subcap blapping monster without already having target painters. Nothing would have changed. GÇ£I personally refuse to help AAA take space from itself so it can become an even shittier version of itselfGÇ¥
-Grath Telkin, 2014. |

Soldarius
Deadman W0nderland Test Alliance Please Ignore
685
|
Posted - 2014.05.21 15:41:00 -
[379] - Quote
Mario Putzo wrote:Freddie Merrcury wrote:O'nira wrote:Have you guys played with phoenix in eft? its a freaking monster after patch, no more buffs PLEASE, i dont want it nerfed afterwards for being too freaking ridiculous yeah sure big pretty EFT warrior numbers. Mind you almost all of its meaningless since it can apply less damage than before and its tank is inconsequential since the only thing that has to fear it is other dreads or supers and you can just field subcaps against with no risk. So bring some Chimeras and have them fit a pile of drone mods and tank, and reps, and then stick some sentries out into space and blap subcaps. Stop looking at **** in a vacuum for christ sake. The only downside of these changes is that CCP feels a fix to one single ship...well one single weapon system. Is changing the 4 hulls and a structure. We should be a tad more realistic with this adjustment. Has CCP looked at the fallout from this change? Nagalfars will now project more damage vs Dreads, so why bring a phoenix? Moros will still be king ****, the Rev will have better projection. Instead of actually buffing the Phoenix to do its job, CCP has decided to buff it, then change ships which indirectly buff every other race as well, thus putting the Phoenix back to exactly where it is today. A ship that can fit a big tank, with lots of potential damage, and terrible application. Increasing the sig radius of the 4 dreads is bad. Increasing the sig radius of structures is redundant. This whole fix is silly, and anyone crying about subcaps is a mong.
This is a very important point. By increasing sigRad of ships, CCP will now be applying a stealth buff to all other capital weapons systems, doing exactly as is quoted above; putting the Phoenix right back where it is.
Clearly and without doubt, we don't need that to happen.
One of the wonderful things about Sisi is we can test the crap out of things until we're happy with them. Plz to be putting un-nerfed new Phoenix and citadel missles on Sisi so we can see just how good/bad they are. GÇ£I personally refuse to help AAA take space from itself so it can become an even shittier version of itselfGÇ¥
-Grath Telkin, 2014. |

Naomi Knight
Imperial Academy Amarr Empire
513
|
Posted - 2014.05.21 15:50:00 -
[380] - Quote
Awesome change ,gj Fozzie
You made this token change which probably wont help Phonix as much as it needs, still making it not only the worst dread ,but it is still so behind the others that most alliances kick you out if you bring these into any op.
Why cant it have real advatage ? Like the best pos shooter ,when it sux at shooting subcaps and rly the worst shooting other caps.
Also its lock speed is the worst while it has the only delayed dmg , how does that make any sense? And now it runs out of missiles faster. rly good job there ,but now it can do all dmg type equally , hmm not rly important for a dread most enemies are omni tanked anyway. Fitting still not improved.
Btw whats the point in changeing all those stats just for a minimal increment in effectiveness?
|

Freddie Merrcury
Daktaklakpak. Red Coat Conspiracy
54
|
Posted - 2014.05.21 16:02:00 -
[381] - Quote
In general, Fozzie missed the forest for the trees in this "buff"
Instead of looking directly at the problems with the weapons system, he simply made any change he could that would impact in no way how well the ship actually performed compared to other ships of its class.
Even if the only change made was the explosion velocity buff, it would still be only comparable to other dreads in damage to caps and structures, and a far cry from the "subcap blapping" boogeyman that lives under Fozzie's desk and tangles his computer cords while he sleeps at night.
The tank bonus is a meaningless charity granted only to be taken away when the Phoenix can actually apply damage at some future point when the cycle of buffs comes round again I been kicked out of better homes than this. |

Allison A'vani
North Eastern Swat Pandemic Legion
130
|
Posted - 2014.05.21 20:04:00 -
[382] - Quote
If you live in the "real world," instead of inside EFT, you would realize that in every cap fight since ever (and in basically every large sub cap fight) everyone just approaches an anchor. No archon can actually ever "speed tank," a citadel cruise or torp missile as they are never going full speed, you will at most go 3/4 of your speed (more like 1/2 speed tops since you are constantly bumping) if you are at all approaching a target. In most cases, when you cyno into a cap fight you just sit there and do not move, unless you are being told to align to a celestial or are getting in range to neut out another target. Both of these are to ensure that you are in rep rage of everyone else in your fleet.
With this change all the other dreads will still be better since the other 3 can apply damage better to sub caps, and 99% of all cap fights have sub caps either as tackle or support, so the Phoenix after this change will actually be worst in almost all cases. The other reason it is not seen as much is due to the current armor capital meta that has existed for several years. |

Kassasis Dakkstromri
Deep Core Mining Inc. Caldari State
149
|
Posted - 2014.05.22 03:26:00 -
[383] - Quote
Freddie Merrcury wrote:
... a far cry from the "subcap blapping" boogeyman that lives under Fozzie's desk and tangles his computer cords while he sleeps at night.
I just wanted to take a moment to point out to our venerable community what an AWESOME statement this is.
Please run for CSM 10
And.... to keep the posting on topic: Clearly Phoenix lovers and concerned pod pilots everywhere do not want this 'change'. So like with the Freighter change, the Dev team working on this needs to go back to the drawing board. |

Naomi Knight
Imperial Academy Amarr Empire
514
|
Posted - 2014.05.23 05:24:00 -
[384] - Quote
Hmm another ostrich balancing by Fozzie
Post the "prefered" changes ,then dug head deep into sand so no argument reach you about why these changes are bad. ---> no need to do any extra work job done
"Hey guys, we have a pass on the Phoenix and Citadel Missiles for your feedback. " Yeah pass by while ignoring any feedback |

scorchlikeshiswhiskey
Cult of Mooby
190
|
Posted - 2014.05.23 06:17:00 -
[385] - Quote
I gotta say, between this thread and the (missile using) Mordu's thread, there has been a resounding lack of Dev replies. Given that Rise is out sick, that places more of a load on Fozzie, but at some point he must have taken notice of the feedback in these threads no matter how overworked he might be. So... anyone else feeling like a second class citizen? |

Kassasis Dakkstromri
Deep Core Mining Inc. Caldari State
150
|
Posted - 2014.05.23 16:56:00 -
[386] - Quote
scorchlikeshiswhiskey wrote:I gotta say, between this thread and the (missile using) Mordu's thread, there has been a resounding lack of Dev replies. Given that Rise is out sick, that places more of a load on Fozzie, but at some point he must have taken notice of the feedback in these threads no matter how overworked he might be. So... anyone else feeling like a second class citizen?
Yeah the silence is pretty deafening. |

Sebastian Sorana
School of Applied Knowledge Caldari State
0
|
Posted - 2014.05.23 18:56:00 -
[387] - Quote
Thanks for this ccp, been waiting for long years for this. |

teta231
Medieval Plants Greater Western Co-Prosperity Sphere
0
|
Posted - 2014.05.23 20:12:00 -
[388] - Quote
Burneddi wrote:During a heated Jabber discussion with a passionate Phoenix fanatic who claimed that nerfing the explosion radius and buffing the Explosion Velocity will actually help with application on subcaps, I ran some numbers. The results were somewhat interesting. Our Phoenixes are fitted with Citadel Torpedoes, 2x T2 Rigors and a T1 Rigor (due to Calibration constraints). Targets have Evasive Maneuvers links, Afterburners, and are webbed and painted to hell and back. Only application is considered, the paper DPS buffs caused by the ROF buff aren't included here as they're largely irrelevant. First off, the relevant stats from both of the Phoenixes: CURRENT PHOENIX: 816 Explosion Radius, 30 Explosion Velocity NEW PHOENIX: 1224 Explosion Radius, 52.5 Explosion Velocity TARGET: Proteus, double 1600 Reinforced Steel Plates II, 10mn Afterburner II; affected by 4xStasis Webifier II from a Loki and 4xTarget Painter II from a Hyena. Signature: 598m, top speed: 53m/s. CURRENT PHOENIX APPLICATION: Damage multiplier:0.4148168701 Stationary damage:0.7328431373 Moving damage:0.4148168701 Minimum tanking speed21.98529412 NEW PHOENIX APPLICATION: Damage multiplier:0.4839530152 Stationary damage:0.4885620915 Moving damage:0.4839530152 Minimum tanking speed25.6495098 (key: damage multiplier is the final percentage of total paper deeps applied to target. Stationary damage is what you would do if the target was stationary, moving damage is what you would do if they were moving. Minimum tanking speed is the minimum speed in meters per second they have to be moving at to effectively be considered moving by the formula) In other words, against a small target like a cruiser that is moving well above the Explosion Velocity of the current Phoenix, the new Phoenix actually applies more damage. This isn't because of Explosion Velocity being better, it's simply caused by the 25% disparity between the nerf and the buff. As you can see in the numbers here, the new Phoenix would apply about 14.3% better to this Proteus. What happens when we shoot at a battleship, say an Abaddon? TARGET: Abaddon, 3x Reinforced Steel Plates II, 100MN Afterburner II; affected by 4xStasis Webifier II from a Loki and 4xTarget Painter II from a Hyena. Signature: 1122m, top speed: 35m/s. CURRENT PHOENIX APPLICATION: Damage multiplier:1 Stationary damage:1.375 Moving damage:1.178571429 Minimum tanking speed41.25 NEW PHOENIX APPLICATION: Damage multiplier:0.9166666667 Stationary damage:0.9166666667 Moving damage:1.375 Minimum tanking speed48.125 As you can see, here against a significantly larger and slower target the roles are somewhat ironically reversed. The current Phoenix applies full damage to this Abaddon, whereas the new Phoenix would only apply 91% of its paper DPS. The reason this happens is signature and it isn't really related to speed at all, webbed battleships are well slow enough for even the old Phoenix's measly 30m/s Explosion Velocity to be adequate, whereas the worse Explosion Radius of the new Phoenix gimps it against armor battleships (but would be enough for shield battleships). Of course the Phoenix pilot could pop Crash and still apply full damage to these battleships with the new Phoenix, but I don't really think that's relevant to these points. Also, here's the spreadsheet I made and used to get these numbers in case you want to test them out yourself. It's quite barebones, so to get the Explosion Radius etc. for the new Phoenix you'll have to do some calculus. HiddenPorpoise wrote:If my awkward numbers are right supers are taking less dps now, even without links; can someone confirm that? Probably not. Assuming eg. a Nyx as a target, its signature is several times the Explosion Radius of both the old and the new Phoenix, while its top speed is about 2.5 times the Explosion Velocity of the old Phoenix and 1.7-ish times of the new Phoenix. Both should easily apply full damage to it no matter what. With links and drugs that would change, and both Phoenixes would have to fit Rigors.
if u use TP then u have booster to TP and bs size is from 1,6 to 1,9 k instead from what u assumed 1,1. However crusier size hulls will be still horrible |

Wulfy Johnson
NorCorp Security
44
|
Posted - 2014.05.26 16:24:00 -
[389] - Quote
Will the phoenix be relevant this year? Dev silence is strong in this tread.. |

Gnoshia
Section 8. Fatal Ascension
58
|
Posted - 2014.05.26 16:40:00 -
[390] - Quote
Wulfy Johnson wrote:Will the phoenix be relevant this year? Dev silence is strong in this tread..
I agree. The silence from CCP on this is a bit frustrating. |

scorchlikeshiswhiskey
Cult of Mooby
198
|
Posted - 2014.05.26 17:24:00 -
[391] - Quote
Gnoshia wrote:Wulfy Johnson wrote:Will the phoenix be relevant this year? Dev silence is strong in this tread.. I agree. The silence from CCP on this is a bit frustrating. Don't worry, it's not just this thread. The Devs haven't been spotted in the Mordu's thread for many pages, but legend has it that when the forum dwellers finally bow down and worship the almighty Devs they will return and they will bring many ****** up balancings and tiercides and the mindless sheep will rejoice for fear of driving away the Devs with "feedback", "critique", or "opinions". |

Kassasis Dakkstromri
Deep Core Mining Inc. Caldari State
150
|
Posted - 2014.05.26 17:29:00 -
[392] - Quote
I hope those who have already posted will keep this thread on their radar, so the feedback is not simply dismissed as "Attack of the Tr011z".
Personally, and based on those in this thread who know Maths way better than myself; and after playing with the new Phoenix on SiSi - I still think this change is bad.
So to CCP: If we, the vocal opponents, are wrong in the Maths, and practical application for the Phoenix based on this change, then don't leave us hanging; post for us the why and how so we can either see how terribly wrong we are, or continue the discussion.
.... I mean if all a Phoenix needs now is a (fail fit) double Target Painter setup - then just tell us that's what your shooting for?
Cause right now everyone is left wondering if you guys even try flying these ships your attempting to 'fix' before you work on Iterations? |

Wulfy Johnson
NorCorp Security
45
|
Posted - 2014.05.26 22:21:00 -
[393] - Quote
Byen mostly silent here due to the ammount of good decission and maths in the tread.
My wildguess is that the increased shields is to compensate for use of rigs towards application, but thats at a very stiff price. If this is the case, it might have been an idea to decrease build requirements for missile application rigs to compensate shield ships.. |

O'nira
united system's commonwealth
7
|
Posted - 2014.05.27 01:29:00 -
[394] - Quote
phoenix is gonna be ridiculous after patch. thanks ccp, capital torps 5 here i come |

Kassasis Dakkstromri
Deep Core Mining Inc. Caldari State
150
|
Posted - 2014.05.27 03:40:00 -
[395] - Quote
O'nira wrote:phoenix is gonna be ridiculous after patch. thanks ccp, capital torps 5 here i come
Good luck finding anyone that will let you fly it in Cap Fleet (non-structure shoot) |

Kassasis Dakkstromri
Deep Core Mining Inc. Caldari State
150
|
Posted - 2014.05.27 05:40:00 -
[396] - Quote
Okay so I just got my first chance to get some shots on an Archon on SiSi @ Combat Area 1: the results were... erm horrid.
So I was at 190km(ish) using Sensor Booster and Citadel Cruise missiles; and while I don't have any charts as such I can report that at first damage was par normal at around 22k damage per volley (using Thermal damage type) on his armor UNTIL...
He started gaining speed.
And as he got significantly closer to his max speed I watched my volley damage go from 22k down to 7k volley damage, and was continuing to drop, (and he wasn't at 100% velocity yet) before I was so disgusted I simply shut down the launcher.
So it's not a Tr011 when Math experts point out that Carrier's can kite damage - they totally can.
I can't confirm this categorically, but from shooting at other capitals on SiSi, this is only an issue with carriers.
And as far as I can see - even though there seems to be a boost to ehp, it's impossible to run as more than a active buffer while sieging red, waiting to get out of siege. Really seems just like the same old Phoenix: A really awesome structure shooting Dreadnaught.

|

O'nira
united system's commonwealth
7
|
Posted - 2014.05.27 10:33:00 -
[397] - Quote
Kassasis Dakkstromri wrote:O'nira wrote:phoenix is gonna be ridiculous after patch. thanks ccp, capital torps 5 here i come Good luck finding anyone that will let you fly it in Cap Fleet (non-structure shoot)
Because cap blobs are the only use for dreads. |

BiggestT
Serenity. CORP. Northern Associates.
75
|
Posted - 2014.05.27 11:34:00 -
[398] - Quote
Hi everyone, I made more graphs! This is a follow-up to my last thread here.
So what do the graphs mean?
The graphs show that even after 20 minutes, the new phoenix barely out damages the old one. In addition, the old phoenix does similar dps over time to the new one when shooting targets with 900m sig, even with non-kinetic ammo.
The only real advantage is we can now get max dps with different ammo types, but considering the armour tanking, omni tanking cap meta, this is much less advantageous than Fozzie is making out.
We did get more tank, but tank was never an issue on the phoenix, so I don't know why we had to trade...
Sure the EV went up, but considering that caps will often anchor or stay stationary to remain in rep range, the EV buff will go largely un-noticed, especially given that triage carriers can now sig tank citadel torps as well.
So why is this a big deal?
Because the old phoenix was meh, the new phoenix is now super meh. The old one could at lest apply some damage to smaller ships in certain scenarios, the new one will be seriously gimped. And its old problems that limited its use *still remain*.
We need substantial investment in t2 cap rigs just to get decent application. This is unacceptable for fleets and a prohibitive issue.
We also get less bang for our buck, citadel missile ammo use is going to be a b*tch with the ROF changes. Notice the larger amount of flat bumps on the graphs, that's your launchers reloading.
So what now?
PLEASE FOZZIE FOR THE LOVE OF GOD lessen the nerf to explosion radius, we still have the issue of delayed damage etc, why can't the phoenix be good or at least passable? We already have to invest hugely in rigs to get passable numbers.
If not, then BUFF THIS SHIP'S CPU. Then at least we can fit a 4th damage mod and not the mandatory co-pro...
A reddit discussion on the same topic can be found here
Sadly I feel that Fozzie will keep ignoring us  |

Freddie Merrcury
Daktaklakpak. Red Coat Conspiracy
95
|
Posted - 2014.05.27 11:44:00 -
[399] - Quote
O'nira wrote:Kassasis Dakkstromri wrote:O'nira wrote:phoenix is gonna be ridiculous after patch. thanks ccp, capital torps 5 here i come Good luck finding anyone that will let you fly it in Cap Fleet (non-structure shoot) Because cap blobs are the only use for dreads.
If the changes go through as is then yes that would be their only use
They won't be more useful in Wormhole
I don't see too many small gang pvpers often roaming around with a dread on cyno
Phoenix will be a Structure and Supercap grinder still. The least versatile dread by a far margin still. I been kicked out of better homes than this. |
|

CCP Fozzie
C C P C C P Alliance
10622

|
Posted - 2014.05.27 13:10:00 -
[400] - Quote
I'm not ignoring this thread at all. That being said, I am well aware of the kinds of games that can be played in attempts to win theorycrafting arguments.
I am especially amused by the implication that 900m sig radius capitals are somehow more common or significant than casually bumping or slowboating capitals. 
The new Phoenix is far superior to the old one and although I can understand the natural desire to always want more power it's not always in the best interests of the game to indulge in excessive buff spirals.
Of course we aren't ruling out any future changes to the Phoenix and other dreads (especially the Rev). Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie
http://www.twitch.tv/ccp_fozzie/ |
|

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
712
|
Posted - 2014.05.27 13:13:00 -
[401] - Quote
when are you fixing dread blapping |

Harvey James
The Sengoku Legacy
823
|
Posted - 2014.05.27 13:14:00 -
[402] - Quote
CCP Fozzie wrote:I'm not ignoring this thread at all. That being said, I am well aware of the kinds of games that can be played in attempts to win theorycrafting arguments. I am especially amused by the implication that 900m sig radius capitals are somehow more common or significant than casually bumping or slowboating capitals.  The new Phoenix is far superior to the old one and although I can understand the natural desire to always want more power it's not always in the best interests of the game to indulge in excessive buff spirals. Of course we aren't ruling out any future changes to the Phoenix and other dreads (especially the Rev).
you tell em fozzie!!  oh is CCP Rise back yet? Tech 3's need to be multi role ships not cruiser hulls with battleship tank and insane resists ABC's are clearly T2 in all but name.. remove drone assist mechanic. Nerf web strength ..... module tiercide FTW role based instead of tiers please. |

Ammzi
Love Squad Pasta Syndicate
1798
|
Posted - 2014.05.27 13:16:00 -
[403] - Quote
CCP Fozzie wrote: Of course we aren't ruling out any future changes to the Phoenix and other dreads (especially the Rev).
All that is necessary: Tracking computers & enhancers affecting missiles. Is there anything new about this? |

Harvey James
The Sengoku Legacy
823
|
Posted - 2014.05.27 13:17:00 -
[404] - Quote
TrouserDeagle wrote:when are you fixing dread blapping
they missed that opportunity with a nerf on 90% webs .. alas Tech 3's need to be multi role ships not cruiser hulls with battleship tank and insane resists ABC's are clearly T2 in all but name.. remove drone assist mechanic. Nerf web strength ..... module tiercide FTW role based instead of tiers please. |

Freddie Merrcury
Daktaklakpak. Red Coat Conspiracy
97
|
Posted - 2014.05.27 13:18:00 -
[405] - Quote
CCP Fozzie wrote:I'm not ignoring this thread at all. That being said, I am well aware of the kinds of games that can be played in attempts to win theorycrafting arguments. I am especially amused by the implication that 900m sig radius capitals are somehow more common or significant than casually bumping or slowboating capitals.  The new Phoenix is far superior to the old one and although I can understand the natural desire to always want more power it's not always in the best interests of the game to indulge in excessive buff spirals. Of course we aren't ruling out any future changes to the Phoenix and other dreads (especially the Rev). But, at least from a Wormhole usage perspective, its not.
Its objectively worse than every other dread in a wormhole scenario beyond a single combat duel with no outside interference. It's even worse for PvE in high class wormholes, and the fact that a Triage carrier or subcap fleet can outright ignore it makes it still the most underwhelming of dreads.
And really, who's idea was the tank bonus? Just a few expansions ago, resist bonuses were nerfed because they were dictating which ships were used too much. Why would you throw that monkey wrench into the already dubious dread balance situation.
As a Phoenix pilot, i'm far from pleased to seeing you move my ship into a nullsec dread blob niche only fit for hitting towers and super capitals. I been kicked out of better homes than this. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
712
|
Posted - 2014.05.27 13:20:00 -
[406] - Quote
Freddie Merrcury wrote:CCP Fozzie wrote:I'm not ignoring this thread at all. That being said, I am well aware of the kinds of games that can be played in attempts to win theorycrafting arguments. I am especially amused by the implication that 900m sig radius capitals are somehow more common or significant than casually bumping or slowboating capitals.  The new Phoenix is far superior to the old one and although I can understand the natural desire to always want more power it's not always in the best interests of the game to indulge in excessive buff spirals. Of course we aren't ruling out any future changes to the Phoenix and other dreads (especially the Rev). But, at least from a Wormhole usage perspective, its not. Its objectively worse than every other dread in a wormhole scenario beyond a single combat duel with no outside interference. It's even worse for PvE in high class wormholes, and the fact that a Triage carrier or subcap fleet can outright ignore it makes it still the most underwhelming of dreads. And really, who's idea was the tank bonus? Just a few expansions ago, resist bonuses were nerfed because they were dictating which ships were used too much. Why would you throw that monkey wrench into the already dubious dread balance situation. As a Phoenix pilot, i'm far from pleased to seeing you move my ship into a nullsec dread blob niche only fit for hitting towers and super capitals.
wormholes are broken and irrelevant |

Freddie Merrcury
Daktaklakpak. Red Coat Conspiracy
97
|
Posted - 2014.05.27 13:27:00 -
[407] - Quote
TrouserDeagle wrote: wormholes are broken and irrelevant
Thanks for your input. feel free to gargle my nuts.
Anyway, where was I? Ranting i think.
At this point, if these are the best we can expect for citadel torpedo buffs, I imagine it would be more fruitful to simply hope that the Phoenix becomes another hybrid weapons dread rather than an unused waste of hangar space and minerals. I been kicked out of better homes than this. |

BiggestT
Serenity. CORP. Northern Associates.
75
|
Posted - 2014.05.27 13:38:00 -
[408] - Quote
CCP Fozzie wrote:I'm not ignoring this thread at all. That being said, I am well aware of the kinds of games that can be played in attempts to win theorycrafting arguments. I am especially amused by the implication that 900m sig radius capitals are somehow more common or significant than casually bumping or slowboating capitals.  The new Phoenix is far superior to the old one and although I can understand the natural desire to always want more power it's not always in the best interests of the game to indulge in excessive buff spirals. Of course we aren't ruling out any future changes to the Phoenix and other dreads (especially the Rev).
Thankyou for replying!
The issue isn't really the sig radius of capitals (though the nerf makes it much worse at shooting small targets compared to other dreads, dunno why you did that tbh) its that the new phoenix isn't much better than the old one except for tank. The same issues it used to have it still has.
It was never about caps speed tanking missiles; it was about firewalls, lack of instant damage, and the need for higher dps compared to these drawbacks.
Do you honestly think people will use the phoenix compared to the nag or the moros now? Because that's what needs addressing and I doubt anything will change 
Edit: not to mention the stealth nerf to the wallets of phoenix pilots with the ROF changes  |

Kassasis Dakkstromri
Deep Core Mining Inc. Caldari State
151
|
Posted - 2014.05.27 16:13:00 -
[409] - Quote
CCP Fozzie wrote:Of course we aren't ruling out any future changes to the Phoenix and other dreads (especially the Rev).
Translation: The change is happening as is; so grab your ankles! 
|

Pinky Feldman
Fweddit I Whip My Slaves Back and Forth
694
|
Posted - 2014.05.27 16:29:00 -
[410] - Quote
Freddie Merrcury wrote:TrouserDeagle wrote: wormholes are broken and irrelevant
Thanks for your input. feel free to gargle my nuts. Anyway, where was I? Ranting i think. At this point, if these are the best we can expect for citadel torpedo buffs, I imagine it would be more fruitful to simply hope that the Phoenix becomes another hybrid weapons dread rather than an unused waste of hangar space and minerals.
The Phoenix in its current form was actually one of the best dreads for WH escalations. Really the only issue is the missile velocity of cap missiles. The time it takes your DPS to get there is really bad and while I understand the difference in weapons systems, combined with the poor scan res and long cycle time of torps, the Phoenix is a bit out of place. That being said, I loved the massive alpha and enjoyed the special place it had in the game regarding giving the Phoenix a niche role.
The moar you cry the less you pee |

Wulfy Johnson
NorCorp Security
47
|
Posted - 2014.05.27 16:34:00 -
[411] - Quote
Flat out ignoring the obstacles the phoenix must overcome before shining, firewalls, delayed damage, cpu issues, damage application and very costly fitting to make it usefull in various fights, you still make it sub par to any of the other dread when it comes to damage and application.
I dont think its hard to understand that some of us want it to shine a little stronger than sub par facing greater challenges of beeing useful. |

Chris Winter
Zephyr Corp V.A.S.T.
430
|
Posted - 2014.05.27 17:37:00 -
[412] - Quote
CCP Fozzie wrote:I am especially amused by the implication that 900m sig radius capitals are somehow more common or significant than casually bumping or slowboating capitals.  I am especially amused by your implication that dreads never shoot at subcaps, when every other dread can blap subcaps easily and dreads shooting subcaps is actually a major part of some PvE activities (WH escalations).
Quote: The new Phoenix is far superior to the old one and although I can understand the natural desire to always want more power it's not always in the best interests of the game to indulge in excessive buff spirals.
Except that people who actually use the thing have run the numbers and found that it is by no means "far superior." You're buffing it for some uses and nerfing it for others--and more importantly you're needing to tweak the numbers on a lot of other things (thereby buffing OTHER ships as well) in order to prevent it from being too much of a nerf.
The phoenix is currently a joke, and it'll be more of a joke after these changes. You're making it so that targets don't even have to move in order to mitigate significant chunks of damage. |

O'nira
united system's commonwealth
7
|
Posted - 2014.05.27 17:39:00 -
[413] - Quote
Freddie Merrcury wrote:O'nira wrote:Kassasis Dakkstromri wrote:O'nira wrote:phoenix is gonna be ridiculous after patch. thanks ccp, capital torps 5 here i come Good luck finding anyone that will let you fly it in Cap Fleet (non-structure shoot) Because cap blobs are the only use for dreads. If the changes go through as is then yes that would be their only use They won't be more useful in Wormhole I don't see too many small gang pvpers often roaming around with a dread on cyno Phoenix will be a Structure and Supercap grinder still. The least versatile dread by a far margin still.
they are gonna be the dread to have in whs i think, we will see after the patch i guess. |

scorchlikeshiswhiskey
Cult of Mooby
199
|
Posted - 2014.05.27 17:55:00 -
[414] - Quote
O'nira wrote:Freddie Merrcury wrote:O'nira wrote:Kassasis Dakkstromri wrote:O'nira wrote:phoenix is gonna be ridiculous after patch. thanks ccp, capital torps 5 here i come Good luck finding anyone that will let you fly it in Cap Fleet (non-structure shoot) Because cap blobs are the only use for dreads. If the changes go through as is then yes that would be their only use They won't be more useful in Wormhole I don't see too many small gang pvpers often roaming around with a dread on cyno Phoenix will be a Structure and Supercap grinder still. The least versatile dread by a far margin still. they are gonna be the dread to have in whs i think, we will see after the patch i guess. For what reasons do you think it will be so useful in WH's? |

Freddie Merrcury
Daktaklakpak. Red Coat Conspiracy
99
|
Posted - 2014.05.27 18:08:00 -
[415] - Quote
O'nira wrote:
they are gonna be the dread to have in whs i think, we will see after the patch i guess.
Feel free to explain your logic, because in literally no situation past the aforementioned dreadnought duel will the Phoenix post changes even be competitive.
In a typical wormhole engagement where you would need to commit a limited number of caps through a hole, why would you ever consider the new Phoenix over the Naglfar or Moros. Both of the gun equipped dreadnoughts could post a danger to a Bhaalgorn that would shut their tank down rather quickly, but against the Phoenix there is no such threat to fielding that asset. Also, while most theory crafting so far has been assuming a T2 fit more typical of k-space capital fits, the new Phoenix wouldn't even come close to breaking a properly fit WH Triage carrier. Consequently, this limitation on its PvP utility, coupled with its near inability to be competitive with even the weakest of gun dreadnoughts in escalation PvE renders the ship nearly worthless.
Although its rather nice for rolling holes. If you put a pair of plates and an afterburner on it, it reaches the maximum jump mass on the largest wormholes.
I been kicked out of better homes than this. |

Ransu Asanari
Powder and Ball Alchemists Union The Predictables
120
|
Posted - 2014.05.27 18:13:00 -
[416] - Quote
CCP Fozzie wrote:I'm not ignoring this thread at all. That being said, I am well aware of the kinds of games that can be played in attempts to win theorycrafting arguments. You've been ignoring the Rapid Missile Update Thread since March. So I can see how people could jump to that conclusion.
Powder and Ball Alchemists Union - "Turning Lead into Gold since 2008" |

Freddie Merrcury
Daktaklakpak. Red Coat Conspiracy
99
|
Posted - 2014.05.27 18:19:00 -
[417] - Quote
Freddie Merrcury wrote:O'nira wrote:
they are gonna be the dread to have in whs i think, we will see after the patch i guess.
I would request that you explain your logic and reasoning behind you thinking this, because as far as my experience and what I have read leads me to believe is that in no situation past the aforementioned dreadnought duel will the Phoenix post changes even be competitive. In a typical wormhole engagement where you would need to commit a limited number of caps through a hole, why would you ever consider the new Phoenix over the Naglfar or Moros. Both of the gun equipped dreadnoughts could post a danger to a Bhaalgorn that would shut their tank down rather quickly, but against the Phoenix there is no such threat to fielding that asset. Also, while most theory crafting so far has been assuming a T2 fit more typical of k-space capital fits, the new Phoenix wouldn't even come close to breaking a properly fit WH Triage carrier. Consequently, this limitation on its PvP utility, coupled with its near inability to be competitive with even the weakest of gun dreadnoughts in escalation PvE renders the ship nearly worthless. Although its rather nice for rolling holes. If you put a pair of plates and an afterburner on it, it reaches the maximum jump mass on the largest wormholes.
I been kicked out of better homes than this. |

Soldarius
Deadman W0nderland Test Alliance Please Ignore
685
|
Posted - 2014.05.27 18:40:00 -
[418] - Quote
CCP Fozzie wrote:I am especially amused by the implication that 900m sig radius capitals are somehow more common or significant than casually bumping or slowboating capitals.  The new Phoenix is far superior to the old one and although I can understand the natural desire to always want more power it's not always in the best interests of the game to indulge in excessive buff spirals.
They are significant because sig-tanking happens no matter what. It is always in effect unlike speed tanking. And sig-tanking Archons are being used en masse live on TQ.
While I agree that the new Phoenix is superior to the old one, I dislike seeing a change that needs so many ancillary changes to seem balanced, and yet still leaves the Phoenix looking sub-par compared to other dreads.
Also, people talking about needed billions of isk in rigs just to compensate are not looking at the whole picture. Crash Booster or a target painter are your friends. Use one or the other. Perhaps both if shooting at subcaps.
GÇ£I personally refuse to help AAA take space from itself so it can become an even shittier version of itselfGÇ¥
-Grath Telkin, 2014. |

Joraa Starkmanir
Republic Military School Minmatar Republic
1
|
Posted - 2014.05.27 18:55:00 -
[419] - Quote
How much support does a Phoenix need to "blap" subcaps, and how much support does the other dreads need for the same thing?
Should be in the ballpark same numbers of modules for same(ish) effect. |

Alexander McKeon
AQUILA INC Verge of Collapse
65
|
Posted - 2014.05.27 19:18:00 -
[420] - Quote
Fozzie, what would it take to convince you to place the Phoenix on par or within ~80% the effectiveness of a Naglfar or Moros for blapping sub-caps? I'm not sure you appreciate just how essential dreadnought DPS is at breaking deadspace-fit T3s being supported by triage reps.
Joraa Starkmanir wrote:How much support does a Phoenix need to "blap" subcaps, and how much support does the other dreads need for the same thing? They require a similar amount of web support to be effective, but no matter how much you paint the target, as it stands the gun dreads will apply their DPS much better. |

Wulfy Johnson
NorCorp Security
47
|
Posted - 2014.05.27 19:28:00 -
[421] - Quote
Soldarius wrote:CCP Fozzie wrote:I am especially amused by the implication that 900m sig radius capitals are somehow more common or significant than casually bumping or slowboating capitals.  The new Phoenix is far superior to the old one and although I can understand the natural desire to always want more power it's not always in the best interests of the game to indulge in excessive buff spirals. They are significant because sig-tanking happens no matter what. It is always in effect unlike speed tanking. And sig-tanking Archons are being used en masse live on TQ. While I agree that the new Phoenix is superior to the old one, I dislike seeing a change that needs so many ancillary changes to seem balanced, and yet still leaves the Phoenix looking sub-par compared to other dreads. Also, people talking about needed billions of isk in rigs just to compensate are not looking at the whole picture. Crash Booster or a target painter are your friends. Use one or the other. Perhaps both if shooting at subcaps.
The other dreads has the same advantage in boosters, and painters dont quite cut it at the root of the problem, siege..
When speed becomes an issue, the pheonix is still left in the hole its in. |

PotatoOverdose
Handsome Millionaire Playboys
1849
|
Posted - 2014.05.27 19:29:00 -
[422] - Quote
Alexander McKeon wrote:Fozzie, what would it take to convince you to place the Phoenix on par or within ~80% the effectiveness of a Naglfar or Moros for blapping sub-caps? I'm not sure you appreciate just how essential dreadnought DPS is at breaking deadspace-fit T3s being supported by triage reps. The problem with the phoenix as a blap dread is range. The so called "blap" phoenix would be just as effective at blapping targets 30km away as it would be in blapping targets 1km away because of missile mechanics. This is why you'll never see a phoenix with anywhere near the blapping capability of a nag or moros.
The nag or the moros can blap targets that are reasonably far away, but up close will fail because turrets. The hypothetical blap phoenix has no such limitation. |
|

ISD Dorrim Barstorlode
ISD Community Communications Liaisons
3073

|
Posted - 2014.05.27 19:30:00 -
[423] - Quote
Removed a double post. ISD Dorrim Barstorlode Captain Community Communication Liaisons (CCLs) Interstellar Services Department |
|

Alexander McKeon
AQUILA INC Verge of Collapse
65
|
Posted - 2014.05.27 19:53:00 -
[424] - Quote
PotatoOverdose wrote:The problem with the phoenix as a blap dread is range. The so called "blap" phoenix would be just as effective at blapping targets 30km away as it would be in blapping targets 1km away because of missile mechanics. This is why you'll never see a phoenix with anywhere near the blapping capability of a nag or moros.
The nag or the moros can blap targets that are reasonably far away, but up close will fail because turrets. The hypothetical blap phoenix has no such limitation. I recognize that, but the phoenix will also never apply max dps because there is no equivalent amongst target painters to 90% webs. Having the phoenix be uniformly effective at some portion of what a gun dread applies across it's entire range seems like a reasonable compromise.
Of course, all this theorycrafting may be for naught if a Thanatos with assigned fighters arises as our new anti-subcap overlord.
|

O'nira
united system's commonwealth
7
|
Posted - 2014.05.27 20:59:00 -
[425] - Quote
Freddie Merrcury wrote:O'nira wrote:
they are gonna be the dread to have in whs i think, we will see after the patch i guess.
Feel free to explain your logic, because in literally no situation past the aforementioned dreadnought duel will the Phoenix post changes even be competitive. In a typical wormhole engagement where you would need to commit a limited number of caps through a hole, why would you ever consider the new Phoenix over the Naglfar or Moros. Both of the gun equipped dreadnoughts could post a danger to a Bhaalgorn that would shut their tank down rather quickly, but against the Phoenix there is no such threat to fielding that asset. Also, while most theory crafting so far has been assuming a T2 fit more typical of k-space capital fits, the new Phoenix wouldn't even come close to breaking a properly fit WH Triage carrier. Consequently, this limitation on its PvP utility, coupled with its near inability to be competitive with even the weakest of gun dreadnoughts in escalation PvE renders the ship nearly worthless. Although its rather nice for rolling holes. If you put a pair of plates and an afterburner on it, it reaches the maximum jump mass on the largest wormholes.
because other than subcap blapping(at range) it's basically a better naglfar, capless guns,truly selectable damage type and a freaking monster of a tank, if you can't hit a bhaalgorn with the new phoenix then you have the shittiest fleet/phoenix skills ever.
it's gonna destroy caps vs caps fights wich is honestly what dreads are used for 80% of the time in whs. it can even fit stupid ass rigs to be a monster at subcap blapping if that's the only thing that you are going for - and it will be better at it than other dreads, especially if you don't have that many dreads if you have many its probably better to make a circle of death with them
and unlike a naglfar where the bhaal can just stroll under the nag guns the bhaal can't dodge the missiles in a similar way, they are gonna hit and they are gonna hit hard unless the fleet with the phoenix are **** and don't have webs and painters in wich case the nag/moros would also suck ass at it.
what dread can break a properly fit wh triage carrier exactly? the nag with the same or less amount of dps? maybe a moros can if the carrier is not fit for kin/therm damage but then again the naglfar seems to be preferred over the moros nowadays, even though it can't break a properly fit triage archon so maybe its not as important as you make it sound. and i just thought a bit more about this and the new phoenix has 100% selectable damage types meaning you can shoot at whatever hole the archon has and break it, its probably the best dread for breaking a really well tanked triage carrier. moros is still king for dps though of course.
i think it will be the new naglfar for pvp in terms of wh space(same as happened to nag after ccp reworked them basically)
it will still be **** for pve though you are 100% right on that, probably worse than it is now even.
it's always gonna be **** for k-space because of delayed missile damage so i'm not sure why people are complaining about it, it will literally never get used in any sort of large-scale dread fights. or it will never be prefered over other dreads i guess i mean. in small scale situations it's gonna be great though. can probably see some large scale k-space situations that you can use them with actually, like if you want to tank a buttload of doomsdays they are gonna very viable for it. |

Freddie Merrcury
Daktaklakpak. Red Coat Conspiracy
100
|
Posted - 2014.05.27 22:26:00 -
[426] - Quote
O'nira wrote: and unlike a naglfar where the bhaal can just stroll under the nag guns the bhaal can't dodge the missiles in a similar way, they are gonna hit and they are gonna hit hard unless the fleet with the phoenix are **** and don't have webs and painters in wich case the nag/moros would also suck ass at it.
I don't think you quite understand how the new ER on citadels will affect the damage.
Even a webbed and painted Bhaal will shrug off a siege phoenix with minimal reps, even more so after the patch.
I'm not sure Fozzie himself has ever flown the ship or attempted to "blap" with it, lest he might be a bit less relentless in his crusade to make citadel missiles unable to hit anything without a sizable gravity well. I been kicked out of better homes than this. |

Iam Widdershins
Project Nemesis
861
|
Posted - 2014.05.27 22:30:00 -
[427] - Quote
CCP Fozzie wrote:I'm not ignoring this thread at all. That being said, I am well aware of the kinds of games that can be played in attempts to win theorycrafting arguments. I am especially amused by the implication that 900m sig radius capitals are somehow more common or significant than casually bumping or slowboating capitals.  The new Phoenix is far superior to the old one and although I can understand the natural desire to always want more power it's not always in the best interests of the game to indulge in excessive buff spirals. Of course we aren't ruling out any future changes to the Phoenix and other dreads (especially the Rev). Perhaps not everyone is just asking for the Phoenix to be buffed out of control. Everyone is pretty excited to see the prodigal Dread return home to roost at last, and we are simply following the logical course of thought as to what will happen: Phoenixes become popular, people fly fleets of phoenixes, then someone comes to kill the phoenixes in other dreads. In the min-max nature of EVE, it would not be long before people fighting Phoenixes would use as many signature radius buffs as possible for the sake of strong, guaranteed damage mitigation and almost certain victory.
tl;dr everyone is happy to see the Phoenix getting attention, and we just don't want it to end up being relegated to some other sad niche because of some critical flaw in its damage application.
also hooray fixing the revelation Lobbying for your right to delete your signature |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
1234
|
Posted - 2014.05.27 22:45:00 -
[428] - Quote
O'nira wrote:it's gonna destroy caps vs caps fights wich is honestly what dreads are used for 80% of the time in whs. it can even fit stupid ass rigs to be a monster at subcap blapping if that's the only thing that you are going for - and it will be better at it than other dreads, especially if you don't have that many dreads if you have many its probably better to make a circle of death with them.
This is the thing. It's really hard to judge how good the new Phoenix will be because it's so one-dimensional. If you take the opinion that dreads in WH fights are there for killing hostile caps, then the new Phoenix is dominant. Similar raw DPS to a Nag but ~40% more EHP and active tank. It's no contest.
The problem comes with the inevitable Bhaals and neut Legions etc. If you have Naglfars, then you can just position them 30 km apart and one of them should be able to blap away. Or just get 90% webs. I think the concept of the blap Phoenix is overrated - it's a niche fit that doesn't really do anything that a Nag or Moros doesn't do. Its main advantage is surprising idiots. Fitting those Rigours instead of SMCs really hurts the tank and just leaves you with a dread that has unremarkable performance against both caps and subcaps.
And the other problem is that the Phoenix will never be useful in fleet environments, because of delayed damage and firewalls. That's a fundamental issue of missiles, so it's not going away, but it means that the only role possible for a Phoenix is that of the small-scale fights typical of WHs. (This is also a good argument for binning the missile Phoenix entirely for a fleet hybrid dread, but making it viable yet different to the Moros is another problem...)
I'm kinda waffling now, but I recommend leaving the explosion radius as it is now and seeing how things go. CCP has been good recently at tweaking ships after balancing, so should triple-rigour Phoenix gank squads start running amok, they can be brought down to Earth pretty quickly. |

Claud Tiberius
38
|
Posted - 2014.05.28 01:40:00 -
[429] - Quote
Delayed damage is not really an issue - particularly for torp fits. Its an negligible cost when you consider, launchers do not have to worry about tracking and turret disruptors, capacitor costs and can use any damage type they like...
Firewalls are also a gamble - not only do they have limited range (they cannot protect the whole fleet) their ability to destroy missiles can be reduced, if the missile ship is firing each launcher at different times. Not to mention, the bomb ship is sacrificing some of its own combat abilities. And since missiles only represent 1/4 of the weapon types available in the game, you can bet that not many firewall fits will be in the battle. Once upon a time the Golem had a Raven hull and it looked good. Then it transformed into a plataduck. The end. |

O'nira
united system's commonwealth
7
|
Posted - 2014.05.28 02:20:00 -
[430] - Quote
Freddie Merrcury wrote:O'nira wrote: and unlike a naglfar where the bhaal can just stroll under the nag guns the bhaal can't dodge the missiles in a similar way, they are gonna hit and they are gonna hit hard unless the fleet with the phoenix are **** and don't have webs and painters in wich case the nag/moros would also suck ass at it.
I don't think you quite understand how the new ER on citadels will affect the damage. Even a webbed and painted Bhaal will shrug off a siege phoenix with minimal reps, even more so after the patch. I'm not sure Fozzie himself has ever flown the ship or attempted to "blap" with it, lest he might be a bit less relentless in his crusade to make citadel missiles unable to hit anything without a sizable gravity well.
i don't think you quite looked at the phoenix for wh use yet, all the numbers in this thread are based off **** fits in k-space with what looks like minimal support.
1 t2 rigor and 1 strong crash booster on a phoenix gets its explosion radius down to 1260 with a 118k damage per hit. 3republic target painters and 2 fed webs both unbonused get bhaal up to 927 sig radius and 24ms,lets say that the bhaal has a strong x-instinct booster and it's 788sig radius and 24ms.
if a bhaal can just shrug off that damage then i will be surprised. and that's 3 painters and 2 webs, thats a pretty low number of support to be honest.
a nag with 2 t2 semi and 1 t1 semi lasts for 3m and 15seconds in eft or 3m and 44 seconds with 2 power diagnostics.
a phoenix with 1 t2 rigor and 1 t2 semi and 1 t1 semi lasts for 3m and 36seconds and has a stronger tank with resist bonus and 1 extra mid slot, downside is you can't fit power diagnostics. you can fit 1 painter on the phoenix and tank better than the nag anyways because of the dumb as **** resist bonus its getting.
Gypsio III wrote:O'nira wrote:it's gonna destroy caps vs caps fights wich is honestly what dreads are used for 80% of the time in whs. it can even fit stupid ass rigs to be a monster at subcap blapping if that's the only thing that you are going for - and it will be better at it than other dreads, especially if you don't have that many dreads if you have many its probably better to make a circle of death with them. This is the thing. It's really hard to judge how good the new Phoenix will be because it's so one-dimensional. If you take the opinion that dreads in WH fights are there for killing hostile caps, then the new Phoenix is dominant. Similar raw DPS to a Nag but ~40% more EHP and active tank. It's no contest. The problem comes with the inevitable Bhaals and neut Legions etc. If you have Naglfars, then you can just position them 30 km apart and one of them should be able to blap away. Or just get 90% webs. I think the concept of the blap Phoenix is overrated - it's a niche fit that doesn't really do anything that a Nag or Moros doesn't do. Its main advantage is surprising idiots. Fitting those Rigours instead of SMCs really hurts the tank and just leaves you with a dread that has unremarkable performance against both caps and subcaps. And the other problem is that the Phoenix will never be useful in fleet environments, because of delayed damage and firewalls. That's a fundamental issue of missiles, so it's not going away, but it means that the only role possible for a Phoenix is that of the small-scale fights typical of WHs. (This is also a good argument for binning the missile Phoenix entirely for a fleet hybrid dread, but making it viable yet different to the Moros is another problem...) I'm kinda waffling now, but I recommend leaving the explosion radius as it is now and seeing how things go. CCP has been good recently at tweaking ships after balancing, so should triple-rigour Phoenix gank squads start running amok, they can be brought down to Earth pretty quickly.
its really not that one dimensional, no more than the other dreads.
subcaps aren't gonna be a huge problem for phoenix any more than they are for the other caps. the whole position the dreads 30km off each other is a very niche situation as well and almost never happens because of the nature of wh fights and it also makes you unable to refit unless you warp in an archon with every one of them wich might be ok if its vs only subcaps but if its against others dreads they will punish you for it.
|

James Amril-Kesh
4S Corporation Goonswarm Federation
10131
|
Posted - 2014.05.28 05:44:00 -
[431] - Quote
CCP Fozzie wrote:The new Phoenix is far superior to the old one and although I can understand the natural desire to always want more power it's not always in the best interests of the game to indulge in excessive buff spirals. Do you want the Phoenix to be roughly as effective as other dreadnoughts? Yes or no? If the answer is yes, then you've done a rather poor job. It seems you're trying so hard to keep it from being overpowered that you're being too cautious and it's preventing the ship from being buffed as much as it needs to be. "Pretty much all 14 of the CSM were in favor of a drone assign nerf for OBVIOUS gameplay reasons" - Sala Cameron
|

Paikis
Lycosa Syndicate Surely You're Joking
1220
|
Posted - 2014.05.28 06:56:00 -
[432] - Quote
This is Blap-Dread DPS against a webbed (x4) and painted (x2) Legion. Blue is Moros, green is Naglfar and red is Revelation. That solid line that takes a dump on the other three until 35kms? That's the current Phoenix... with cap rigs and no drugs.
|

Naomi Knight
Imperial Academy Amarr Empire
514
|
Posted - 2014.05.28 07:50:00 -
[433] - Quote
James Amril-Kesh wrote:CCP Fozzie wrote:The new Phoenix is far superior to the old one and although I can understand the natural desire to always want more power it's not always in the best interests of the game to indulge in excessive buff spirals. Do you want the Phoenix to be roughly as effective as other dreadnoughts? Yes or no? If the answer is yes, then you've done a rather poor job. It seems you're trying so hard to keep it from being overpowered that you're being too cautious and it's preventing the ship from being buffed as much as it needs to be. he is just an arrogan caldari hater ,wonder why he has to balance the phoenix |

Joraa Starkmanir
Republic Military School Minmatar Republic
1
|
Posted - 2014.05.28 08:07:00 -
[434] - Quote
Paikis wrote:This is Blap-Dread DPS against a webbed (x4) and painted (x2) Legion. Blue is Moros, green is Naglfar and red is Revelation. That solid line that takes a dump on the other three until 35kms? That's the current Phoenix... with cap rigs and no drugs. EDIT: This graph was made using standard 60% Fed Navy webs on an unbonused hull, as well as Republic TPs on an unbonused hull.
How do those numbers look when you use 90% webs and bonused TP ? |

Freddie Merrcury
Daktaklakpak. Red Coat Conspiracy
100
|
Posted - 2014.05.28 08:49:00 -
[435] - Quote
Joraa Starkmanir wrote:Paikis wrote:This is Blap-Dread DPS against a webbed (x4) and painted (x2) Legion. Blue is Moros, green is Naglfar and red is Revelation. That solid line that takes a dump on the other three until 35kms? That's the current Phoenix... with cap rigs and no drugs. EDIT: This graph was made using standard 60% Fed Navy webs on an unbonused hull, as well as Republic TPs on an unbonused hull. How do those numbers look when you use 90% webs and bonused TP ? 1x 90% web slows a target down MORE than 4x 60% webs, to 10% speed vs 10.45% speed. In a typical blap dread centric fight, webbing lokis are whats putting down the webs rather than vindis or vigilants by virtue of being able to survive being primaried by the subcap fleet better. 90% webs certainly do perform better, but really standard Fed Navy webs are generally more than sufficient for a decent tracking fit nag or moros.
I been kicked out of better homes than this. |

Joraa Starkmanir
Republic Military School Minmatar Republic
1
|
Posted - 2014.05.28 09:08:00 -
[436] - Quote
Freddie Merrcury wrote: In a typical blap dread centric fight, webbing lokis are whats putting down the webs rather than vindis or vigilants by virtue of being able to survive being primaried by the subcap fleet better. 90% webs certainly do perform better, but really standard Fed Navy webs are generally more than sufficient for a decent tracking fit nag or moros.
When Phoenix is supposed to be "balanced" around worst case scenario, it natural to look at the other dreads in the same way.
Vindicator can easily have 180k EHP (omni, 150k for lowest resists), not counting boost or slave implants, and using t1 rigs. Vigilant under same conditions have almost 100k EHP omni, or 87k lowest resist. |

Wulfy Johnson
NorCorp Security
47
|
Posted - 2014.05.28 10:44:00 -
[437] - Quote
Much focus on webs, painters, boosters and any other random "benefit".... All these applies for all the dreads and not the phoenix alone. |

Wulfy Johnson
NorCorp Security
47
|
Posted - 2014.05.28 11:08:00 -
[438] - Quote
Naomi Knight wrote:James Amril-Kesh wrote:CCP Fozzie wrote:The new Phoenix is far superior to the old one and although I can understand the natural desire to always want more power it's not always in the best interests of the game to indulge in excessive buff spirals. Do you want the Phoenix to be roughly as effective as other dreadnoughts? Yes or no? If the answer is yes, then you've done a rather poor job. It seems you're trying so hard to keep it from being overpowered that you're being too cautious and it's preventing the ship from being buffed as much as it needs to be. he is just an arrogan caldari hater ,wonder why he has to balance the phoenix
Opportunist winmatar scientist working undercover, which sold of cutting edge caldari missile tech to matars, trying to cover it up in every patch which is the favoured race by shifting focus between galente/matar.. I have a gut feeling hes a secretly machariel carebear.. |

Freddie Merrcury
Daktaklakpak. Red Coat Conspiracy
100
|
Posted - 2014.05.28 11:16:00 -
[439] - Quote
Wulfy Johnson wrote:Naomi Knight wrote:James Amril-Kesh wrote:CCP Fozzie wrote:The new Phoenix is far superior to the old one and although I can understand the natural desire to always want more power it's not always in the best interests of the game to indulge in excessive buff spirals. Do you want the Phoenix to be roughly as effective as other dreadnoughts? Yes or no? If the answer is yes, then you've done a rather poor job. It seems you're trying so hard to keep it from being overpowered that you're being too cautious and it's preventing the ship from being buffed as much as it needs to be. he is just an arrogan caldari hater ,wonder why he has to balance the phoenix Opportunist winmatar scientist working undercover, which sold of cutting edge caldari missile tech to matars, trying to cover it up in every patch which is the favoured race by shifting focus between galente/matar.. I have a gut feeling hes a secretly machariel carebear.. kinda funny when you think about it
HMLs used to be the bar none best cruiser sized weapons, now they are arguably the worst.
Imagine if the HML's had never been gutted and the rest of the medium sized weapons were buffed to where they are today
we might have something close to that vaunted "balance" that so elusive for some reason. I been kicked out of better homes than this. |

Joraa Starkmanir
Republic Military School Minmatar Republic
1
|
Posted - 2014.05.28 11:29:00 -
[440] - Quote
Wulfy Johnson wrote:Much focus on webs, painters, boosters and any other random "benefit".... All these applies for all the dreads and not the phoenix alone.
Since those are needed for deads to "blap" subcaps, they play a big factor in the balance process |

Soldarius
Deadman W0nderland Test Alliance Please Ignore
685
|
Posted - 2014.05.28 13:36:00 -
[441] - Quote
Alexander McKeon wrote:PotatoOverdose wrote:The problem with the phoenix as a blap dread is range. The so called "blap" phoenix would be just as effective at blapping targets 30km away as it would be in blapping targets 1km away because of missile mechanics. This is why you'll never see a phoenix with anywhere near the blapping capability of a nag or moros.
The nag or the moros can blap targets that are reasonably far away, but up close will fail because turrets. The hypothetical blap phoenix has no such limitation. I recognize that, but the phoenix will also never apply max dps because there is no equivalent amongst target painters to 90% webs. Having the phoenix be uniformly effective at some portion of what a gun dread applies across it's entire range seems like a reasonable compromise. Of course, all this theorycrafting may be for naught if a Thanatos with assigned fighters arises as our new anti-subcap overlord.
A Phoenix will apply max dps to anything that has a sigRad larger than it's missiles' explosion radius, and if it's sigRad/ExpRad ratio is proportionately larger than the expVel/target Velocity ratio. 90% webs are not required. But they are very effective when you have them, unless the first condition is in effect, in which case no amount of webbing will help.
GÇ£I personally refuse to help AAA take space from itself so it can become an even shittier version of itselfGÇ¥
-Grath Telkin, 2014. |

Deacon Abox
Justified Chaos
334
|
Posted - 2014.05.28 21:03:00 -
[442] - Quote
Naomi Knight wrote: I am just an clueless Caldari chauvinist irl, that thinks the devs hate the Caldari, irl
FYP
Freddie Merrcury wrote: kinda funny when you think about it
HMLs used to be the bar none best cruiser sized weapons, now they are arguably the worst.
Imagine if the HML's had never been gutted while the rest of the medium sized weapons were buffed to where they are today
we might have something close to that vaunted "balance" that so elusive for some reason. Except you are crying not laughing. You missed the save Drakes Online campaign by over a year. Deal with it.
Returning to the OP, Fozzie, where are the TC, TE, TD effects on missiles? Are they still coming? CCP, there are off buttons for ship explosions, missile effects, turret effects, etc. "Immersion" does not seem to be harmed by those. So, please give us a persisting-áoff button for the jump gate and autoscan visuals. |

Andy Koraka
Blackwater USA Inc. Pandemic Legion
37
|
Posted - 2014.05.28 22:58:00 -
[443] - Quote
I'd rather see the Pheonix overtuned than undertuned because at least people will use them. If they're subcap blapping monsters you can nerf them in a month with the next point release with no lasting harm done, but without a compelling reason to switch from the better dreads is going to spend 3billion isk + SP to switch. |

James Amril-Kesh
4S Corporation Goonswarm Federation
10136
|
Posted - 2014.05.28 23:09:00 -
[444] - Quote
but nuuuuuuu buff spirals "Pretty much all 14 of the CSM were in favor of a drone assign nerf for OBVIOUS gameplay reasons" - Sala Cameron
|

Kassasis Dakkstromri
Bull and Vitleysa
152
|
Posted - 2014.05.29 05:22:00 -
[445] - Quote
So off SiSi again (for down time) and was almost exclusively focused on Battleships in my Phoenix (@ CA1)
I even made sure to have a trusty target painter onboard - which was very helpful and did not affect my tank fit in any way (sure a booster amplifier would be nice, but it's not the make or break of an active tank Phoenix in my unscientific opinion).
Anyway.... While the Phoenix can clearly hit moving battleships, it does not do sufficient damage individually to ward off Bhallgorn or other Nuet/Nos fit BS's... but can only do meaningful damage...
ONLY WHILE SIEGED
Try as I may (and I have good Phoenix/Torp skills) I could not, while sieged, apply enough DPS/VOLLEY damage to make the Bhallgorn think twice about trying to nuet me out. *I have no deeper analysis of what if anything else contributed to this
One thing I did note is that trying to Citadel Cruise fit you are stuck choosing a Sensor Booster over the Target Painter for two reasons:
1) You can't target as far as you can shoot and need the Range Script on the Sebo 2 2) For actually max range firing the Target Painter is useless because it maxes out at 126km range (though I was able to get a single TP hit farther than that [don't ask me why])
CCP Fozzie have you ever thought about adjusting the Phoenix's base range stat to 180km? And what about giving the Phoenix a Target Painter bonus for range per level??
~
I no way do I still like the way this change is being implemented, I still stick by my comments, but for the sake of being constructive I've been on SiSi flying Phoenix after Phoenix to get a real sense for the change, and really really think Target Painters need to be part of that iteration - fitting wise CPU/PG there's no issue and still having a >3 Million EHP (no boosters/links) - but range is useless on Citadel Cruise fit.
Would like to hear your thoughts Fozzie? |

Trinkets friend
Sudden Buggery
1473
|
Posted - 2014.05.29 09:23:00 -
[446] - Quote
I think you're supposed to have a Bellicose in fleet, mate. You know, the only EWAR cruiser with 56km base range and a buff to TP's which have a base range of 96km. *MASSIVE EPILEPTIC WHALE SIZED EYEROLL*
You know, just in case 220km targeting BBs were in any danger from TP's being landed on you from a tankless wet handkerchief of a Minmatar T1 EWAR cruiser, Fozzie has pre-nerfed the Minnie to uselessness by dumping a stupidly low targeting range into it.
Same with the Phoenix, mate. Why should you be able to target as far as your missiles fly? Clearly the Phoenix was designed by committee to use a missile system designed to hit nothing that exists in the universe, as long as that target sits well within 120km range, just in case you wanted to be cynoed so far away from a POS that it might require POS guns which can hit out to the extent of the grid. You know, like POS EWAR.
Besides, lore-wise, TP's are Minmatar toys. Because autocannons clearly need the signature radius of their foes to be pumped up in order to hit deep, deep into falloff (hit quality is kind, don'tcherknow, not actually doing anything nearly as good as Scorch or Null lolol) whereas wise Caldari weapons scientists said "You know, our missiles are crap but it won't matter. just add Falcon." J's before K's. ::brofist:: http://www.localectomy.blogspot.com.au
|

Wulfy Johnson
NorCorp Security
47
|
Posted - 2014.05.29 10:10:00 -
[447] - Quote
Well, many tried to make the raven works in fleets after the balancing, because looking at eft it should be alle to rival the maelstrom.. Same with every other missile system that looks realy good in eft, put into effect, just cant cut it ingame.
So maybe superior to the ole phoenix, its still crap and then some.. It will need more application to beeing remotly useful due to missile drawbacks.. |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
1234
|
Posted - 2014.05.29 10:39:00 -
[448] - Quote
Kassasis Dakkstromri wrote:
One thing I did note is that trying to Citadel Cruise fit you are stuck choosing a Sensor Booster over the Target Painter for two reasons:
1) You can't target as far as you can shoot and need the Range Script on the Sebo 2 2) For actually max range firing the Target Painter is useless because it maxes out at 126km range (though I was able to get a single TP hit farther than that [don't ask me why])
CCP Fozzie have you ever thought about adjusting the Phoenix's base range stat to 180km? And what about giving the Phoenix a Target Painter bonus for range per level??
You're not going to be soloing in your Phoenix. Get someone else to fit the painter. |

Kassasis Dakkstromri
Bull and Vitleysa
152
|
Posted - 2014.05.29 18:34:00 -
[449] - Quote
Gypsio III wrote:Kassasis Dakkstromri wrote:
One thing I did note is that trying to Citadel Cruise fit you are stuck choosing a Sensor Booster over the Target Painter for two reasons:
1) You can't target as far as you can shoot and need the Range Script on the Sebo 2 2) For actually max range firing the Target Painter is useless because it maxes out at 126km range (though I was able to get a single TP hit farther than that [don't ask me why])
CCP Fozzie have you ever thought about adjusting the Phoenix's base range stat to 180km? And what about giving the Phoenix a Target Painter bonus for range per level??
You're not going to be soloing in your Phoenix. Get someone else to fit the painter.
Soloing no... but a lot of folks in this thread have been mentioning WH use. So yes it would be proper to have support that included a bellicose, but if a Golem can have bonus to TP, then why not the big brother?
What won't be happening is seeing Phoenix's in any meaningful way, other than 'its the only dread I have because I fail' invites, in Capital Fleets. And that's not theory; I'm confident that a majority of people haven't trained the Phoenix for many years now. In fact the last time I undocked mine there were players that were shocked that I had one, and were excited (not for it's epic tank or merits as a Dread) but because they had never seen one before outside of images and videos.
We 'may' see some Alliance decide to get some use out of Phoenix's as a niche and unexpected counter/ambush, but for all intents and purpses it will never be as widely used as the turret Dreads - not as is, and not after these changes.
With that said, why not make it a small captial gang brawler? It's not like it would hurt the phoenix or the community to have a dread that helps out WH pilots, seeing as it's never going to gain traction in 0.0 Captial Fleet fights (except for a B-R5RB situation where everyone is throwing EVERYTHING they have, which may not occur again for months or years at a time)
So I say definately boost the innate targeting range to 180km to actually be able to target out to what you can shoot at, and possibly consider giving a ship bonus to Target Painting (like the Golem) for small captial gang brawling in WH (and anywhere else in K-space someone is brave enough to try it and not get hot dropped)
I mean if we're gonna have to take this 'change' as is, might as well throw out some least worst suggestions, eh?
Edit: Heck give me a bit of a drone bay on the Phoenix, and you could throw a single TP drone in there as well - get a double TP that way! |

Freddie Merrcury
Daktaklakpak. Red Coat Conspiracy
103
|
Posted - 2014.05.29 18:47:00 -
[450] - Quote
Kassasis Dakkstromri wrote: So I say definately boost the innate targeting range to 180km to actually be able to target out to what you can shoot at, and possibly consider giving a ship bonus to Target Painting (like the Golem) for small captial gang brawling in WH (and anywhere else in K-space someone is brave enough to try it and not get hot dropped)
!
The bonused target painter bonus isn't the worst idea i have ever heard. At this point it would be more useful than a resist bonus at least. Not to mention it would be the closest thing to a tracking computer you could fit in a missile ship. What a shame TP stacking penalties are so damning. I been kicked out of better homes than this. |

scorchlikeshiswhiskey
Cult of Mooby
199
|
Posted - 2014.05.29 19:06:00 -
[451] - Quote
Freddie Merrcury wrote:Kassasis Dakkstromri wrote: So I say definately boost the innate targeting range to 180km to actually be able to target out to what you can shoot at, and possibly consider giving a ship bonus to Target Painting (like the Golem) for small captial gang brawling in WH (and anywhere else in K-space someone is brave enough to try it and not get hot dropped)
!
The bonused target painter bonus isn't the worst idea i have ever heard. At this point it would be more useful than a resist bonus at least. Not to mention it would be the closest thing to a tracking computer you could fit in a missile ship. What a shame TP stacking penalties are so damning. Well if the goal is to give the Phoenix a useful role, it would make sense to have a TP bonus and the resist bonus combined on the same hull. The TP bonus, and stronger tank, would make it more appealing to small groups that don't have the extra manpower/ships to bring a dedicated TP ship for the cap. (Think WH mass limits and such) The stronger tank also makes it more survivable for a small gangs without outshining the other dreads for large fleets. |

HiddenPorpoise
Under Dark
221
|
Posted - 2014.05.29 20:30:00 -
[452] - Quote
If the phoenix gets a TP bonus I'm going to hate everything more loudly.
Nothing should be balanced for wormholes; because they are magical. |

Soldarius
Deadman W0nderland Test Alliance Please Ignore
690
|
Posted - 2014.05.29 21:18:00 -
[453] - Quote
If CCP ever makes a module that reduces explosion radius by a significant percentage, I believe it will be one of the most powerful and popular weapon buff modules in the game. GÇ£I personally refuse to help AAA take space from itself so it can become an even shittier version of itselfGÇ¥
-Grath Telkin, 2014. |

O'nira
united system's commonwealth
7
|
Posted - 2014.05.29 21:21:00 -
[454] - Quote
HiddenPorpoise wrote:If the phoenix gets a TP bonus I'm going to hate everything more loudly.
Nothing should be balanced for wormholes; because they are magical.
nothing is balanced for wormholes, ccp just keeps wormholes in mind when balancing stuff so it doesn't get out of control in wormholes. |

Grarr Dexx
Snuff Box
421
|
Posted - 2014.05.29 22:49:00 -
[455] - Quote
I don't understand why only dreadnoughts received a signature radius increase. I thought dreadnoughts were anti-capital, not just anti-dreadnought. I like how carriers were suspiciously absent from this increase, do you think this change would have been too threatening to slowcats otherwise? |

Kassasis Dakkstromri
Bull and Vitleysa
152
|
Posted - 2014.05.30 03:07:00 -
[456] - Quote
Soldarius wrote:If CCP ever makes a module that reduces explosion radius by a significant percentage, I believe it will be one of the most powerful and popular weapon buff modules in the game.
Will never happen because Flare and Rigor Rigs fill that role - though how adequately is entirely in question; particularly in the context of this thread topic.
Though I pre-supposed you were being facetious ? |

TheMercenaryKing
StarFleet Enterprises Intrepid Crossing
215
|
Posted - 2014.05.30 03:32:00 -
[457] - Quote
Kassasis Dakkstromri wrote:Soldarius wrote:If CCP ever makes a module that reduces explosion radius by a significant percentage, I believe it will be one of the most powerful and popular weapon buff modules in the game. Will never happen because Flare and Rigor Rigs fill that role - though how adequately is entirely in question; particularly in the context of this thread topic. Though I pre-supposed you were being facetious ?
Yet there are also metastasis rigs that increase a turrets tracking, so your statement is kind of invalid. CCP does need a mod that is not a rig to fit to missile ships to increase their explosion velocity or decrease your missiles explosion radius. |

Joraa Starkmanir
Republic Military School Minmatar Republic
3
|
Posted - 2014.05.30 03:40:00 -
[458] - Quote
TheMercenaryKing wrote:Kassasis Dakkstromri wrote:Soldarius wrote:If CCP ever makes a module that reduces explosion radius by a significant percentage, I believe it will be one of the most powerful and popular weapon buff modules in the game. Will never happen because Flare and Rigor Rigs fill that role - though how adequately is entirely in question; particularly in the context of this thread topic. Though I pre-supposed you were being facetious ? Yet there are also metastasis rigs that increase a turrets tracking, so your statement is kind of invalid. CCP does need a mod that is not a rig to fit to missile ships to increase their explosion velocity or decrease your missiles explosion radius.
Think you need to look in the Freighter/JF balance thread, any mod that reduce expRad will be implemented with a nerf to missiles expRad. So that you HAVE to use 1-2 mods just to reach the same values as you currently have (not a good change for missiles) |

Joe Boirele
Lords 0f Justice Lords Of Stars
49
|
Posted - 2014.05.30 04:08:00 -
[459] - Quote
Joraa Starkmanir wrote:TheMercenaryKing wrote:Kassasis Dakkstromri wrote:Soldarius wrote:If CCP ever makes a module that reduces explosion radius by a significant percentage, I believe it will be one of the most powerful and popular weapon buff modules in the game. Will never happen because Flare and Rigor Rigs fill that role - though how adequately is entirely in question; particularly in the context of this thread topic. Though I pre-supposed you were being facetious ? Yet there are also metastasis rigs that increase a turrets tracking, so your statement is kind of invalid. CCP does need a mod that is not a rig to fit to missile ships to increase their explosion velocity or decrease your missiles explosion radius. Think you need to look in the Freighter/JF balance thread, any mod that reduce expRad will be implemented with a nerf to missiles expRad. So that you HAVE to use 1-2 mods just to reach the same values as you currently have (not a good change for missiles) Luckily for us, missiles are already nerfed. As far as I know, light missiles are the only heavily used missile system (feel free to correct me if I'm wrong),mainly because, in general, missiles have damage application problems.
EDIT: at least for PVP Enemies are just friends who stab you in the front.
Might makes right!
Proud Rattlesnake pilot. |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
1234
|
Posted - 2014.05.30 10:47:00 -
[460] - Quote
Kassasis Dakkstromri wrote:[quote=Gypsio III]
With that said, why not make it a small captial gang brawler? It's not like it would hurt the phoenix or the community to have a dread that helps out WH pilots, seeing as it's never going to gain traction in 0.0 Captial Fleet fights (except for a B-R5RB situation where everyone is throwing EVERYTHING they have, which may not occur again for months or years at a time)
So I say definately boost the innate targeting range to 180km to actually be able to target out to what you can shoot at, and possibly consider giving a ship bonus to Target Painting (like the Golem) for small captial gang brawling in WH (and anywhere else in K-space someone is brave enough to try it and not get hot dropped)
I mean if we're gonna have to take this 'change' as is, might as well throw out some least worst suggestions, eh?
Edit: Heck give me a bit of a drone bay on the Phoenix, and you could throw a single TP drone in there as well - get a double TP that way!
A small capital gang brawler doesn't need 180 km lock range. Nor does it need a drone bay for painter drones, nor a painter bonus, and certainly not at the cost of the powerful and valuable resist bonus - which is currently responsible for the planned Phoenix's great superiority in anti-capital work over the Naglfar in those small capital gangs you refer to.
Fit the damn painter on another ship. You're not soloing. |

Rab See
Fool Mental Junket
72
|
Posted - 2014.05.30 11:50:00 -
[461] - Quote
Grarr Dexx wrote:I don't understand why only dreadnoughts received a signature radius increase. I thought dreadnoughts were anti-capital, not just anti-dreadnought. I like how carriers were suspiciously absent from this increase, do you think this change would have been too threatening to slowcats otherwise?
If you want to make Minmatar any more pointless, then negating their Gang like bonuses is the way to go.
Giving the Pheonix a painting bonus is totally stupid. It will assist everyone hitting subcaps, and be usless on structures and everything from Dreads up. Carriers will still take a lot of damage from the Pheonix, nice juicy appropriate damage as well, and always hitting.
Fix Moros/ XL Blasters not buff Pheonix.
|

Warde Guildencrantz
TunDraGon Drunk 'n' Disorderly
1040
|
Posted - 2014.05.30 16:11:00 -
[462] - Quote
How about making capital missiles have too much HP to easily firewall (Is this already the case?) |

Freddie Merrcury
Daktaklakpak. Red Coat Conspiracy
104
|
Posted - 2014.05.30 17:00:00 -
[463] - Quote
After reading the unchanged patch notes, I felt it was prudent to start searching for a buyer because if this is all we can look forward to for this ship, I think the message is rather clear.
Two years ago at this time, the Naglfar and the Phoenix were fairly equal in their inadequacy. The Nag was plagued by a split weapons system and an inhuman SP amount requirement just to come close to being worthwhile, and the Phoenix was quite literally unable to hit a webbed and painted carrier for reasonable dps under the best paper conditions. Fast forward a year and the Nag is now tied for best and the Phoenix is still waiting for its turn in the sun.
I wonder why no one took time to look at the Nag and fear that it might become a "subcap blapping monster"
I suppose we could just wait for Fozzie to go scuttle over to Riot like the last 5 devs have and hope that his successor is the IRL avatar of Tibus Heth and instates sweeping Caldari buffs along side arbitrary Gallente nerfs. Or at least have a basic sense of game balance. I been kicked out of better homes than this. |

D'go Jahn
Bearded BattleBears Brave Collective
11
|
Posted - 2014.05.30 17:02:00 -
[464] - Quote
Kathao Crendraven wrote:...please remake the optical design of it as well, I really don't want to fly a grey chocolate bar in space.
Ohmaigawd this.
For the second most phallic ship in the game it should be a little sexier, no? |

Meltmind2
NED-Clan Goonswarm Federation
44
|
Posted - 2014.05.30 17:16:00 -
[465] - Quote
Warde Guildencrantz wrote:How about making capital missiles have too much HP to easily firewall (Is this already the case?) Currently all citadel missiles have 1920hp, which means it'd take 6 faction EM smartbomb cycles to kill them off (or a bomb going off). With the speed of torps going to ~4km/sec and cruise missiles to ~6.6km/sec, I don't think firewalling will be an issue for the phoenix. |

D'go Jahn
Bearded BattleBears Brave Collective
11
|
Posted - 2014.05.30 17:20:00 -
[466] - Quote
Wulfy Johnson wrote:...Same with every other missile system that looks realy good in eft, put into effect, just cant cut it ingame....
*A few noteworthy caveats being bombers, missile frigates and cruisers. Crows, Condors, Caracals, Cerberus, Tengus (etc.) all have niche roles and viable missile-based fleet setups.
Unlike their smaller counterparts, larger missile ships lack a fun niche within their respective echelons. |

Mario Putzo
Welping and Dunking.
916
|
Posted - 2014.05.30 17:31:00 -
[467] - Quote
So is CCP still changing 4 hulls in order to accommodate these changes that will ultimately leave the Phoenix exactly where it is today because the other 3 dreads will still be better against subcaps, and now apply better damage against other dreads?
Or did Rise/Foz decide that it was silly to adjust 4 ships instead of just tweaking the missiles too effectively apply damage to capital ships while limiting the gains on subcaps? |

Jack Terrosky
Brutor Tribe Minmatar Republic
0
|
Posted - 2014.05.30 17:53:00 -
[468] - Quote
The phoenix is the only Dread that gets Resistance boost from the skill lvl, this means it can take harder beating compared to other Dreads.
For me it looks so |

Warde Guildencrantz
TunDraGon Drunk 'n' Disorderly
1040
|
Posted - 2014.05.30 18:13:00 -
[469] - Quote
Meltmind2 wrote:Warde Guildencrantz wrote:How about making capital missiles have too much HP to easily firewall (Is this already the case?) Currently all citadel missiles have 1920hp, which means it'd take 6 faction EM smartbomb cycles to kill them off (or a bomb going off). With the speed of torps going to ~4km/sec and cruise missiles to ~6.6km/sec, I don't think firewalling will be an issue for the phoenix.
If a single BS can take out a missile with a round of smartbombs, I think it's not exactly the best design choice. I mean, I'm pretty sure citadel torpedos are the size of a cruiser (I'm fairly sure they aren't the size of a frigate), and it's not like you can smartbomb a cruiser to death in one cycle with a single battleship. A round of 8 normal smartbombs deals 2400 damage, so technically (I'm not sure missiles have resistances) a single cycle could take these missiles out.
Not only from a lore perspective (why would missile designers allow their biggest missiles to be destroyed by a small amount of conventional smartbombs?), but dreadnoughts shouldn't be easy to firewall. Regardless of 4km/s, if you have a decent group of smartbombers they can take off dps from huge ships that should have an impact on the battlefield regardless. |

O'nira
United System's Commonwealth
7
|
Posted - 2014.05.30 20:35:00 -
[470] - Quote
Freddie Merrcury wrote:After reading the unchanged patch notes, I felt it was prudent to start searching for a buyer because if this is all we can look forward to for this ship, I think the message is rather clear. Two years ago at this time, the Naglfar and the Phoenix were fairly equal in their inadequacy. The Nag was plagued by a split weapons system and an inhuman SP amount requirement just to come close to being worthwhile, and the Phoenix was quite literally unable to hit a webbed and painted carrier for reasonable dps under the best paper conditions. Fast forward a year and the Nag is now tied for best and the Phoenix is still waiting for its turn in the sun. I wonder why no one took time to look at the Nag and fear that it might become a "subcap blapping monster"I suppose we could just wait for Fozzie to go scuttle over to Riot like the last 5 devs have and hope that his successor is the IRL avatar of Tibus Heth and instates sweeping Caldari buffs along side arbitrary Gallente nerfs. Or at least have a basic sense of game balance.
just want to point out that the same guy that is in that nag in the video has posted this in this thread
"Too late.
It's already a subcap blapping monster in it's current iteration, I was legit concerned you were gonna nerf my baby. ;)
Glad to see it's gonna become an OP wtfpwnmobile \o/"
also if you are really selling your phoenixes can i buy them? |

Kassasis Dakkstromri
Bull and Vitleysa
154
|
Posted - 2014.05.30 21:41:00 -
[471] - Quote
Rab See wrote:Grarr Dexx wrote:I don't understand why only dreadnoughts received a signature radius increase. I thought dreadnoughts were anti-capital, not just anti-dreadnought. I like how carriers were suspiciously absent from this increase, do you think this change would have been too threatening to slowcats otherwise? If you want to make Minmatar any more pointless, then negating their Gang like bonuses is the way to go. Giving the Pheonix a painting bonus is totally stupid. It will assist everyone hitting subcaps, and be usless on structures and everything from Dreads up. Carriers will still take a lot of damage from the Pheonix, nice juicy appropriate damage as well, and always hitting. Fix Moros/ XL Blasters not buff Pheonix.
Just for the record my 'least' worst (fail) suggestion for a TP bonus was in addition to the current iteration of Phoenix resist bonuses.
And again, in no way do I think this is an outstanding idea... it was just an idea that came up while testing on SiSi - isn't that what this thread is for anyway....
For fail fixes to the Phoenix? |

Kassasis Dakkstromri
Bull and Vitleysa
154
|
Posted - 2014.05.30 21:48:00 -
[472] - Quote
O'nira wrote:Freddie Merrcury wrote:After reading the unchanged patch notes, I felt it was prudent to start searching for a buyer because if this is all we can look forward to for this ship, I think the message is rather clear. Two years ago at this time, the Naglfar and the Phoenix were fairly equal in their inadequacy. The Nag was plagued by a split weapons system and an inhuman SP amount requirement just to come close to being worthwhile, and the Phoenix was quite literally unable to hit a webbed and painted carrier for reasonable dps under the best paper conditions. Fast forward a year and the Nag is now tied for best and the Phoenix is still waiting for its turn in the sun. I wonder why no one took time to look at the Nag and fear that it might become a "subcap blapping monster"I suppose we could just wait for Fozzie to go scuttle over to Riot like the last 5 devs have and hope that his successor is the IRL avatar of Tibus Heth and instates sweeping Caldari buffs along side arbitrary Gallente nerfs. Or at least have a basic sense of game balance. just want to point out that the same guy that is in that nag in the video has posted this in this thread "Too late. It's already a subcap blapping monster in it's current iteration, I was legit concerned you were gonna nerf my baby. ;) Glad to see it's gonna become an OP wtfpwnmobile \o/" also if you are really selling your phoenixes can i buy them?
Anyone sense a conspiracy here about Naglafar's... I mean didn't GSF/CFC dive headlong into Naglafars to counter PL/N3 Slowcat fleets? (and while yes there's the drone nerf) doesn't it seem, given the post above, a bit suspicious that Nag is getting a back door OP Buff, under the guise of supposedly 'improving' the Phoenix??
/TINFOILHAT |

Naomi Knight
Imperial Academy Amarr Empire
514
|
Posted - 2014.05.30 21:58:00 -
[473] - Quote
Kassasis Dakkstromri wrote:O'nira wrote:Freddie Merrcury wrote:After reading the unchanged patch notes, I felt it was prudent to start searching for a buyer because if this is all we can look forward to for this ship, I think the message is rather clear. Two years ago at this time, the Naglfar and the Phoenix were fairly equal in their inadequacy. The Nag was plagued by a split weapons system and an inhuman SP amount requirement just to come close to being worthwhile, and the Phoenix was quite literally unable to hit a webbed and painted carrier for reasonable dps under the best paper conditions. Fast forward a year and the Nag is now tied for best and the Phoenix is still waiting for its turn in the sun. I wonder why no one took time to look at the Nag and fear that it might become a "subcap blapping monster"I suppose we could just wait for Fozzie to go scuttle over to Riot like the last 5 devs have and hope that his successor is the IRL avatar of Tibus Heth and instates sweeping Caldari buffs along side arbitrary Gallente nerfs. Or at least have a basic sense of game balance. just want to point out that the same guy that is in that nag in the video has posted this in this thread "Too late. It's already a subcap blapping monster in it's current iteration, I was legit concerned you were gonna nerf my baby. ;) Glad to see it's gonna become an OP wtfpwnmobile \o/" also if you are really selling your phoenixes can i buy them? Anyone sense a conspiracy here about Naglafar's... I mean didn't GSF/CFC dive headlong into Naglafars to counter PL/N3 Slowcat fleets? (and while yes there's the drone nerf) doesn't it seem, given the post above, a bit suspicious that Nag is getting a back door OP Buff, under the guise of supposedly 'improving' the Phoenix?? /TINFOILHAT I wouldnt be suprised at all. As it seems cfc benefits mostly of latest changes , can be a coincidence ofc :P |

Egravant Alduin
republic fleet battle support
144
|
Posted - 2014.05.31 14:50:00 -
[474] - Quote
HiddenPorpoise wrote:From my use of them ER is WAY more important than EV which is apparent from you needing to make tower guns even bigger targets. I don't like that a min titan being on grid would keep me from hitting caps for full damage.
I CAN'T HIT A TRIAGE CARRIER NOW.
I don't like that.
Agree on that.They are trying to make something more balanced while making it worse
|

Joraa Starkmanir
Republic Military School Minmatar Republic
5
|
Posted - 2014.05.31 15:31:00 -
[475] - Quote
They should just make it OP or borderline OP, then nerf back when the dread balace comes. This is just a CHANGE. Its not a buff, there is to much nerf in dmg application for it to be that... |

Alexander McKeon
AQUILA INC Verge of Collapse
65
|
Posted - 2014.06.02 23:32:00 -
[476] - Quote
After some SISI testing, I completely understand why Fozzie doesn't wish to lower the Explosion Radius any further. Fears of it becoming a sub-cap blapping monstrosity are well-founded. |

Joraa Starkmanir
Republic Military School Minmatar Republic
5
|
Posted - 2014.06.03 09:23:00 -
[477] - Quote
Alexander McKeon wrote:After some SISI testing, I completely understand why Fozzie doesn't wish to lower the Explosion Radius any further. Fears of it becoming a sub-cap blapping monstrosity are well-founded.
With same level of support, would you take a the changed Phoenix over a moros/naglfar for subcap blapping? Would lowering the expRad to a level where carriers dont sig tank missiles make you change your answer to the last question?
|

Alexander McKeon
AQUILA INC Verge of Collapse
65
|
Posted - 2014.06.03 18:05:00 -
[478] - Quote
Joraa Starkmanir wrote:With same level of support, would you take a the changed Phoenix over a moros/naglfar for subcap blapping? Would lowering the expRad to a level where (linked) carriers dont sig tank missiles make you change your answer to the last question? The phoenix needs support slightly more biased in favour of target painters, but with an equivalent number of support ships, I expect it to be preferable to the gun dreads for anti-subcap work. Performance aside, being able to engage @ 0km is highly valuable. My answer stays constant, except to say that things would get even sillier if the explosion radius was lowered.
|

Kassasis Dakkstromri
Bull and Vitleysa
156
|
Posted - 2014.06.03 18:55:00 -
[479] - Quote
Alexander McKeon wrote:After some SISI testing, I completely understand why Fozzie doesn't wish to lower the Explosion Radius any further. Fears of it becoming a sub-cap blapping monstrosity are well-founded.
Fozzie you really shouldn't try to anonymously post on your Alt(s) in this tread, bro. |

Alexander McKeon
AQUILA INC Verge of Collapse
65
|
Posted - 2014.06.03 19:06:00 -
[480] - Quote
hahaha, I don't think that I've ever been accused of being a CCP alt before, that's a first. Taking a capital escalation-fit Loki (with links) from full armor to ~20% with a single volley is cause for concern about anti-subcap capability. |

O'nira
United System's Commonwealth
8
|
Posted - 2014.06.03 19:22:00 -
[481] - Quote
Alexander McKeon wrote:hahaha, I don't think that I've ever been accused of being a CCP alt before, that's a first. Taking a capital escalation-fit Loki (with links) from full armor to ~20% with a single volley is cause for concern about anti-subcap capability.
but it cant even hit carriers according to this thread, how is it hitting a loki :O ! |

TheMercenaryKing
StarFleet Enterprises Intrepid Crossing
217
|
Posted - 2014.06.03 20:17:00 -
[482] - Quote
O'nira wrote:Alexander McKeon wrote:hahaha, I don't think that I've ever been accused of being a CCP alt before, that's a first. Taking a capital escalation-fit Loki (with links) from full armor to ~20% with a single volley is cause for concern about anti-subcap capability. but it cant even hit carriers according to this thread, how is it hitting a loki :O !
the damage to a loki would be based on how fast it's moving and if its painted and running an MWD. The phoenix's rigs would also be a huge impact on the damage. |

HiddenPorpoise
Under Dark
227
|
Posted - 2014.06.03 20:38:00 -
[483] - Quote
O'nira wrote:Alexander McKeon wrote:hahaha, I don't think that I've ever been accused of being a CCP alt before, that's a first. Taking a capital escalation-fit Loki (with links) from full armor to ~20% with a single volley is cause for concern about anti-subcap capability. but it cant even hit carriers according to this thread, how is it hitting a loki :O ! Carriers can be immune to painters. |

Lady Rift
What Shall We Call It
5
|
Posted - 2014.06.03 21:13:00 -
[484] - Quote
HiddenPorpoise wrote:O'nira wrote:Alexander McKeon wrote:hahaha, I don't think that I've ever been accused of being a CCP alt before, that's a first. Taking a capital escalation-fit Loki (with links) from full armor to ~20% with a single volley is cause for concern about anti-subcap capability. but it cant even hit carriers according to this thread, how is it hitting a loki :O ! Carriers can be immune to painters.
archon with max links and strong x-instinct booster and full halo set is 1289 sig
loki under max links MWD running 5 linked domination TP's and 5 60% webs has a sig of 1366 (860 if using non faction tp's and 711 if the tp's aren't boosted by links) and a speed of 180m/s) using an ab its 348 sig and 62 m/s
if we give the loki pilot halos and booster ab is 235 sig MWD is 921
|

Freddie Merrcury
Daktaklakpak.
107
|
Posted - 2014.06.03 21:27:00 -
[485] - Quote
Lady Rift wrote:HiddenPorpoise wrote:O'nira wrote:Alexander McKeon wrote:hahaha, I don't think that I've ever been accused of being a CCP alt before, that's a first. Taking a capital escalation-fit Loki (with links) from full armor to ~20% with a single volley is cause for concern about anti-subcap capability. but it cant even hit carriers according to this thread, how is it hitting a loki :O ! Carriers can be immune to painters. archon with max links and strong x-instinct booster and full halo set is 1289 sig loki under max links MWD running 5 linked domination TP's and 5 60% webs has a sig of 1366 (860 if using non faction tp's and 711 if the tp's aren't boosted by links) and a speed of 180m/s) using an ab its 348 sig and 62 m/s if we give the loki pilot halos and booster ab is 235 sig MWD is 921
You seem to be disregarding that a carrier has by a large magnitude a larger EHP pool and capacity for active tank.
A Phoenix with its 120k alpha (Pre patch, might be lower now) doing even a comparatively low % of applied damage would still appear to do more damage to a loki. It doesn't change the fact that the reduction in damage from the subpar application allows a loki to survive a volley and a triage carrier to tank it without strain.
Either way I already offloaded the damn thing. I'm just amused watching the arguments from the Fozzie shills about why this wasn't a colossal waste of time I been kicked out of better homes than this. |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
1234
|
Posted - 2014.06.03 22:02:00 -
[486] - Quote
Alexander McKeon wrote:hahaha, I don't think that I've ever been accused of being a CCP alt before, that's a first. Taking a capital escalation-fit Loki (with links) from full armor to ~20% with a single volley is cause for concern about anti-subcap capability.
So that's a linked, stationary 85 m sig Loki, quad-painted (overloaded, linked, bonused Domination painters) up to 640 m sig, being shot by a triple-rigour Strong Crash Phoenix with explosion radius 857 m, dealing 74.7% damage, or 85,120 volley. Ignoring shield and assuming a dual plated Loki with 80.3% lowest resist and 180,226 armour EHP on explosive means it drops to 53% armour.
That's a long way from 20%. |

Alexander McKeon
AQUILA INC Verge of Collapse
65
|
Posted - 2014.06.04 01:26:00 -
[487] - Quote
Uh, I have a loki with no prop mod at 163m signature with mind-linked boosts. Assuming Halo + X-Instinct is a bit unreasonable. |

TheMercenaryKing
StarFleet Enterprises Intrepid Crossing
217
|
Posted - 2014.06.04 03:10:00 -
[488] - Quote
Alexander McKeon wrote:Uh, I have a loki with no prop mod at 163m signature with mind-linked boosts. Assuming Halo + X-Instinct is a bit unreasonable. Most T3 pilots I know don't routinely fly around with a full set of Halo implants.
most dreads dont fly around with 4 painters, nor does a t3 sit still.
people always say:
Quote: 4 webs 4 painters (usually a 7.5% effectiveness per level) 3 rigors
anything hit with that is dead. end of story the phoenix is not special in this case
if it was 1 painter, maybe a web, and 3 rigors with a moving target i would feel it would be more reasonable. |

HiddenPorpoise
Under Dark
227
|
Posted - 2014.06.04 04:09:00 -
[489] - Quote
With that 4-4-3 thing going the old phoenix could make basically anything dead. You'll notice that the phoenix wasn't killing everything while that was around.
140k alphas hurt even if they see it coming. |

Kassasis Dakkstromri
Bull and Vitleysa
157
|
Posted - 2014.06.04 17:33:00 -
[490] - Quote
Freddie Merrcury wrote:... I'm just amused watching the arguments from the Fozzie shills about why this wasn't a colossal waste of time
Fozzie shills - Brilliant!! |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
1235
|
Posted - 2014.06.05 10:41:00 -
[491] - Quote
Alexander McKeon wrote:Uh, I have a loki with no prop mod at 163m signature with mind-linked boosts.
Not for an armour Loki, you don't. Even without links you don't. Sorry. 
Armour resist-bonused Loki has base sig of 130 m. T3 links takes that to 87.1 m, CS links to 85.1 m. |

Krystyn
Serenity Rising LLC Ishuk-Raata Enforcement Directive
158
|
Posted - 2014.06.09 02:21:00 -
[492] - Quote
Grarr Dexx wrote:I don't understand why only dreadnoughts received a signature radius increase. I thought dreadnoughts were anti-capital, not just anti-dreadnought. I like how carriers were suspiciously absent from this increase, do you think this change would have been too threatening to slowcats otherwise?
So triage carriers are harder to hit with the new phoenix WTH!!!
I'm sick of getting grief for dropping my phoenix and getting crap for it. Give me some help CCP.
The tank is utterly worthless. Any dread that gets caught is going to die no matter how much tank its got. A few good neuts on you and there goes that tank....or a bubble and your dead since you can't hit anything smaller than a large moon so the heavy dictors that have to run in fear a Moros blapping them just lazily drift up to your phoenix without having to bother to orbit you even, heck they could just set a range and infipoint you and you couldn't kill them EVER. The worry of making it a sub cap blapping monster is silly. We already have them so making another one wouldn't be much of a difference.
Who dreamed up the ridiculous idea of editing like 12 different things instead of just making citadel missiles better. If you over buffed them to be too boss you can just tweak the dos down a bit with a quick simple patch of one thing. Now we got like 19 things all jacked up.
Ok I am not totally hating on everything about it, however, the flight speed of missiles getting increased is a great idea. Makes fire walling harder and makes your dos actually get to the target in time to count more often. Check my killboard for a few amusing 0 damage 'kills' with a phoenix. I fired but the moros and Revs second shots killed the target before my first volley got there...that was pretty lame. |

Freddie Merrcury
Daktaklakpak.
107
|
Posted - 2014.06.09 02:44:00 -
[493] - Quote
Kassasis Dakkstromri wrote:Freddie Merrcury wrote:... I'm just amused watching the arguments from the Fozzie shills about why this wasn't a colossal waste of time Fozzie shills - Brilliant!! I wonder who else would've endorsed this waste of time.
I wonder what kind of person would ignore the overwhelming majority of experienced Phoenix pilots saying these changes weren't going to be even an upgrade, let alone satisfactory for overall dread balance. Shifting the garbage pile around and putting a pretty new banana peel on top doesn't make it any less trash.
I'm just sorry for the people that waste time on the skill training. I know I am. I been kicked out of better homes than this. |

Kassasis Dakkstromri
Bull and Vitleysa
161
|
Posted - 2014.06.09 17:50:00 -
[494] - Quote
See Carlo M. Cipolla as the appropriate reference for this imaginative 12 steps to making the Phoenix 'terribetter'
*(Def: Terribetter: The act of making something better, and terrible at the same time) |

Naomi Knight
Imperial Academy Amarr Empire
515
|
Posted - 2014.06.10 19:37:00 -
[495] - Quote
oh yes the new phoenix is still not supported by my alliance ,the other 3 are gj ccp Fozzie ,your haterd toward caldari still as enjoyable as ever , hope you continue this awesome job elsewhere |

Naomi Knight
Imperial Academy Amarr Empire
515
|
Posted - 2014.06.11 09:37:00 -
[496] - Quote
HiddenPorpoise wrote:With that 4-4-3 thing going the old phoenix could make basically anything dead. You'll notice that the phoenix wasn't killing everything while that was around.
140k alphas hurt even if they see it coming. what 140k alpha ? where is that from? |

Arthur Aihaken
Erebus Solia
3704
|
Posted - 2014.06.11 10:05:00 -
[497] - Quote
CCP Fozzie wrote:We're buffing the explosion velocity of Citadel Cruises by 38%, and nerfing their explosion radius by 14%. We're buffing the explosion velocity of Citadel Torps by 75%, and nerfing their explosion radius by 50%. Retain the explosion velocity increases; revert the explosion radius back to the original values. The Phoenix won't be "OP", but at least it'll be somewhat improved. I am currently away, traveling through time and will be returning last week. |

Caleb Seremshur
The Atomic Fallout Kids
293
|
Posted - 2014.06.11 11:50:00 -
[498] - Quote
Freddie Merrcury wrote:Kassasis Dakkstromri wrote:Freddie Merrcury wrote:... I'm just amused watching the arguments from the Fozzie shills about why this wasn't a colossal waste of time Fozzie shills - Brilliant!! I wonder who else would've endorsed this waste of time. I wonder what kind of person would ignore the overwhelming majority of experienced Phoenix pilots saying these changes weren't going to be even an upgrade, let alone satisfactory for overall dread balance. Shifting the garbage pile around and putting a pretty new banana peel on top doesn't make it any less trash. I'm just sorry for the people that waste time on the skill training. I know I am.
From comments like this I sort of feel that maybe CCP just made a change to see how it would play out and that in spite of the people saying this or that any increase in usage (and any associated victories) could be considered an *effective* change even if it's not immediately popular or makes sense.
Compare with some of the other changes they've made throughout the rebalance, I'd say that they sit on 8/10 for performance generally with a couple of things here or there that are just no good and maybe only because there's not really any place for them anymore (like mine layers or such). https://forums.eveonline.com/default.aspx?g=posts&t=348015 T3 OHing subsystem review and rebalance https://forums.eveonline.com/default.aspx?g=posts&t=290346 LP faction weapon store costs rebalancing
|

Naomi Knight
Imperial Academy Amarr Empire
515
|
Posted - 2014.06.11 15:34:00 -
[499] - Quote
Caleb Seremshur wrote:Freddie Merrcury wrote:Kassasis Dakkstromri wrote:Freddie Merrcury wrote:... I'm just amused watching the arguments from the Fozzie shills about why this wasn't a colossal waste of time Fozzie shills - Brilliant!! I wonder who else would've endorsed this waste of time. I wonder what kind of person would ignore the overwhelming majority of experienced Phoenix pilots saying these changes weren't going to be even an upgrade, let alone satisfactory for overall dread balance. Shifting the garbage pile around and putting a pretty new banana peel on top doesn't make it any less trash. I'm just sorry for the people that waste time on the skill training. I know I am. From comments like this I sort of feel that maybe CCP just made a change to see how it would play out and that in spite of the people saying this or that any increase in usage (and any associated victories) could be considered an *effective* change even if it's not immediately popular or makes sense. Compare with some of the other changes they've made throughout the rebalance, I'd say that they sit on 8/10 for performance generally with a couple of things here or there that are just no good and maybe only because there's not really any place for them anymore (like mine layers or such). heh? the only changes made after "see how it would play out" i can remember is the domi nerf ,and probably thats only cause it was total op |

Caleb Seremshur
The Atomic Fallout Kids
293
|
Posted - 2014.06.11 16:06:00 -
[500] - Quote
Provide some ideas if you have them instead of just complaining. See the RLML thread, i offer some ideas for ccp to work with. What can be done with phoenix'? I don't fly them literally so i cannot offer advice beyond mathematics. https://forums.eveonline.com/default.aspx?g=posts&t=348015 T3 OHing subsystem review and rebalance https://forums.eveonline.com/default.aspx?g=posts&t=290346 LP faction weapon store costs rebalancing
|

Naomi Knight
Imperial Academy Amarr Empire
515
|
Posted - 2014.06.11 17:24:00 -
[501] - Quote
Caleb Seremshur wrote:Provide some ideas if you have them instead of just complaining. See the RLML thread, i offer some ideas for ccp to work with. What can be done with phoenix'? I don't fly them literally so i cannot offer advice beyond mathematics. there are plenty of ideas presented already and it seems all got ignored |

Kassasis Dakkstromri
Bull and Vitleysa
163
|
Posted - 2014.06.12 00:26:00 -
[502] - Quote
Naomi Knight wrote:Caleb Seremshur wrote:Provide some ideas if you have them instead of just complaining. See the RLML thread, i offer some ideas for ccp to work with. What can be done with phoenix'? I don't fly them literally so i cannot offer advice beyond mathematics. there are plenty of ideas presented already and it seems all got ignored
No no .... I have it on good authority that every pragmatic and realistic idea that was not 'terribetter' was properly entered into the round file at CCP HQ!
So Chin up!!  |

HiddenPorpoise
Under Dark Sins of our Fathers
228
|
Posted - 2014.06.15 05:26:00 -
[503] - Quote
Naomi Knight wrote:HiddenPorpoise wrote:With that 4-4-3 thing going the old phoenix could make basically anything dead. You'll notice that the phoenix wasn't killing everything while that was around.
140k alphas hurt even if they see it coming. what 140k alpha ? where is that from? Old phoenix fired 125-140k alphas, it was one of the reasons they ever saw use. Now it's 90-110k and there is far less damage done in each clip and the clip empties faster. |

Naomi Knight
Imperial Academy Amarr Empire
515
|
Posted - 2014.06.15 16:35:00 -
[504] - Quote
anyway the new phoenix isnt good at all :I when you realize that station services can sigtank the dmg you will start to cry := fire ccp fozzie |

Kassasis Dakkstromri
Bull and Vitleysa
163
|
Posted - 2014.06.17 12:20:00 -
[505] - Quote
Naomi Knight wrote:anyway the new phoenix isnt good at all :I when you realize that station services can sigtank the dmg you will start to cry := fire ccp fozzie
Wait... I thought the 'Devs were already in Fire'?
|

Nolak Ataru
Incursion Osprey Replacement Fund LLC
66
|
Posted - 2014.06.20 15:27:00 -
[506] - Quote
Guys, guys. I hate to necropost, but I think i figured out why Fozzie thinks the Phoenix is OP.
Remember the last time CCP went on a lowsec roam? They all had their Aurora implants that gave MASSIVE boosts to everything, including EXPLOSION VELOCITY and EXPLOSION RADIUS. So, when Fozzie decided that he needed to change the Phoenix, he tested it in his Aurora clone with all the bonuses that came with it! |

Rin Valador
Sovereign Colonies Armed Forces
112
|
Posted - 2014.06.20 15:34:00 -
[507] - Quote
**** Citadel torps and missiles. Give the phoenix some guns already and leave this missile nonsense behind. "There will be neither compassion nor mercy; Nor peace, nor solace For those who bear witness to these Signs And still do not believe." - The Scriptures, Book of Reclaiming 25:10 |
| |
|
| Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 .. 17 :: [one page] |