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Gregor Parud
853
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Posted - 2015.01.04 19:40:22 -
[31] - Quote
People don't run from a Condor because of its dps, they run from a Condor because they know it'll be faster than them while they're being double TDed to hell and back. A Condor will kite most turrets ships to death because you can't catch it and because you can't hurt it, and since you can't hurt it the Condor's dps isn't the issue as it has all the time in the world to finish you.
In fact LML dps vs an MWD T1 frig, or worse an intie, is hilariously low.
Missiles doing almost no dps to a fast moving target isn't something new or amazing and, frankly, shouldn't need "testing". My point is that you still do damage whereas against turrets you can completely negate their dps. The only option the target has against missiles is speed, not manual manoeuvring (you're not going to outrun HML in realistic scenarios). Against turrets you can use both speed as transversal, it's much more effective in dropping incoming turret damage (to zero).
On top of all that the missile ship's manoeuvring won't mess up its missile's damage application. When you use turrets you can very easily fck up your own tracking when flying a fast mover. |

Caleb Seremshur
The Atomic Fallout Kids
447
|
Posted - 2015.01.05 03:47:59 -
[32] - Quote
Gregor Parud wrote:For the sake of argument, repeat those "tests" but now with rigor/flare rigs.
Well graphed in pyfa the caracal from the earlier example shooting the slasher jumps from 22.5dps to 30.4.
This is with 2 flares and 1 rigor, no drugs or TPs factored. So not even 30% more dps for what is 45% better application through modifiers.
Shooting the stabber base dps 69, plus 2x flare 1 rigor it jumps to 92.2. 33% more dps applied. Again this is 45% more application resulting in 33% more dps. Adding in 2x painters and strong crash you hit 175.5 dps or 38% damage mitigated through the stabber having a 10mn AB II. By comparison the caracal has 718m/s with an AB so you'd want a fairly healthy head start (and probably HG snakes) to keep ahead.
There's lots and lots of variables but the guarantees work out generally to that missiles will apply greatly reduced dps to any target moving over 12% faster than your missile explosion velocity. For reference of the curious, after this break point your dps applied drops faster and faster until it bottoms out at nearly nothing. I think stoicfaux generated a 3d graph of this for the inital RLML remake which showed how missiles function across a broad spectrum of sig and velocities. I might go dig those up.
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afkalt
Republic Military School Minmatar Republic
638
|
Posted - 2015.01.05 09:20:57 -
[33] - Quote
So did you feel they were worthwhile trades? Compared to say RLML or a gunship? I never did.
I actually made a mistake before, there is one ship quite nifty with HML - Navy caracals. Rigor on that starts to be worth it, for me personally (rainbow damage plays a significant part in that as well though). |

Tabyll Altol
Breaking.Bad Circle-Of-Two
66
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Posted - 2015.01.05 09:37:58 -
[34] - Quote
Suitonia wrote:So I've thought a lot about heavy missiles, currently they are really bad and Difficult to use, RLML or Light Missiles are often used instead of them because Heavy Missiles have incredibly bad application and very low DPS (Compared to other medium LR Turrets), Boosting the statistics of Heavy Missiles won't really do much good though because otherwise they threaten to step on Heavy Assault and Cruise Missiles (Esp because of the new RHML lauchers) and the more I thought about it the more I think that with the current set of parameters balancing Heavy Missiles and making them have actual good interesting game-play attached to them is incredibly difficult. When HMLs were everywhere, they were a very dumb low interaction module that had average DPS and good application with very good range, but since there is no tracking/cap use/different optimal/DPS ranges, they were basically 'Press Button' in terms of the thought of use associated with them. And I understand why CCP made them weaker.
I propose to add the following mechanic to Heavy Missiles; Heavy Missiles gain %bonus damage+Application based on the time they have spent in the air, the longer the flight time, the more powerful Heavy Missiles become.
I think this would be interesting because it allows you to balance heavy missiles with heavy assault missiles better. (HMLs could have equal or even higher potential damage, although this damage would obviously not manifest in the range where HAMs operate, retaining HAMs as the go-to missile system for brawling, where as HMLs could do equilvilant LR Turret DPS at range, if the missiles spend sufficient time in the air, this would make missiles vs LR Turrets interesting too, HMLs don't sacrifice as much fittings/no cap use/tracking is of a 'lesser' concern, but Heavy Missiles are obviously a delayed weapon where as Turrets are instant, so it could create an interesting dynamic where HMLs have better fittings for damage, but suffer from delayed damage.
This also makes Heavy Missiles an interesting weapon to use, and to fight against, getting on top of a Heavy Missile user will reduce his DPS output, which creates interesting decision making in a fight vs a HML user, it could also be interesting for the HML user to swap to different targets based on their range so that he can do higher potential damage to them. There is also high risk for the highest damage, as shooting someone at the edge of your missile range risks your opponent moving away and evading all the damage all together.
This would also make Missile Flight Time Rigs interesting!
Every weapon type exchanges dps for a better Optimal range/falloff. But the missles should get better the farther the flight. Yes sounds very plausible, not! See no good idea so a no from me.
-1 |

Caleb Seremshur
The Atomic Fallout Kids
447
|
Posted - 2015.01.05 11:08:17 -
[35] - Quote
afkalt wrote:So did you feel they were worthwhile trades? Compared to say RLML* or a gunship? I never did.
I actually made a mistake before, there is one ship quite nifty with HML - Navy caracals. Rigor on that starts to be worth it, for me personally (rainbow damage plays a significant part in that as well though).
*Edit: If I'm not mistaken, RLML even do more sustained (i.e. DPS reduced even accounting for all reloads) to moving cruisers than HML, whilst still murdering frigates compared to a non-rigor caracal. They (RLML) don't need the rigor and in fact when compared to a triple application fit HML the difference is ~10%. So 10% more damage to cruisers at a massive tank hit and vastly inferior tackle clearing. Yuck. Range difference isn't really significant either, given how far the RLML go. Numbers may not be quite there, please double check - was in a hurry and not had enough coffee!
I suppose if you're shooting fury at a tackled battlecruiser/ship maybe - but at that point I really am clutching at straws.
2015.01.05 09:30:00
Destroyed: Myrmidon System: 6-CZ49 Security: -0.2 Damage Taken: 69993
Involved parties:
Name: Caleb Seremshur (laid the final blow) Security: 5.00 Corp: The Atomic Fallout Kids Alliance: None Faction: None Ship: Drake Navy Issue Weapon: Scourge Fury Heavy Missile Damage Done: 66215
Name: Top Security Security: -4.3 Corp: Zebra Corp Alliance: The Bastion Faction: None Ship: Vargur Weapon: Vargur Damage Done: 3778
So the myrmidon had a very good chance here of killing me, we both burning our mods like crazy. Vargur comes in at the last second and pops the myrm with arty, starts lining me up before I warp off.
So my fit was
[Drake Navy Issue, DNI HML 1] Power Diagnostic System II Co-Processor II Ballistic Control System II Ballistic Control System II
Large Shield Extender II Adaptive Invulnerability Field II Large Shield Extender II Adaptive Invulnerability Field II Large Shield Extender II Limited 'Anointed' EM Ward Field
Heavy Missile Launcher II Heavy Missile Launcher II Heavy Missile Launcher II Heavy Missile Launcher II Heavy Missile Launcher II Heavy Missile Launcher II Heavy Missile Launcher II Heavy Missile Launcher II
Medium Warhead Flare Catalyst II Medium Warhead Flare Catalyst II Medium Hydraulic Bay Thrusters II
Acolyte II x5
Literally the only thing this ship had going for it was the huge tank. In hind sight with such a slow ship I might trade the thrusters rig for something else like a core extender. No drugs were used. If I drop the 3rd rig as I said earlier I can put the EM field back to T2. But then I might get kited at 40km. Would probably happen anyway. Hard to say really. I feel like against any BC or down this fit with the extender rig would give them a real headache.
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Debora Tsung
Die Woge des Wahnsinns Ultima Ratio.
1396
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Posted - 2015.01.05 11:08:34 -
[36] - Quote
A lot of problems for missile boats would just evaporate if they had something like Tracking Computers and Tracking enhancers.
Target painters work on the target but only up to a certan range while tracking comps not only potentially increase your optimal range but also work on all ranges, no matter how far your target is away.
Also, just so I understand this right, because usually I don't fly gun boats, how many rig slots does the avaerage Cruiser or BC gunboat have to dedicate for gun rigs to apply viable damage in PVP?
Stupidity should be a bannable offense.
Also This --> AFK Cloaking Collection Thread
Please stop making "fix afk cloaking!" threads, your idea is not new. Thanks in advance.
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afkalt
Republic Military School Minmatar Republic
638
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Posted - 2015.01.05 11:13:12 -
[37] - Quote
Remember the DNI has rigors built into the hull, much like the CNI I mentioned. Also doesnt it have range bonuses, 40km should be well shootable with faction missiles.
I've tried and tried to get a satisfactory DNI fit and come up with fitting mods every time. It's depressing, considering the cost. |

Gregor Parud
862
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Posted - 2015.01.05 13:11:57 -
[38] - Quote
1) Just because the DNI gets an explosion radius bonus doesn't mean you should fit flare instead of rigors. Under all circumstances when you do below max damage 2 rigor rigs would perform better than 2 flare rigs, even on that ship. Because explosion radius weighs in much more heavily in the whole damage calculation.
2) why on earth would you want to fit HML on a slow ship, especially one that can use MMJD. It makes zero sense
3) fitting mods on EHP shield tanked ships is normal and done so by design, otherwise they'd have way too many free lows to toy with. Whining about it makes you look like a 5 yearold who wants his cookie, it certainly doesn't showcase an understanding of balancing
4) turret ships don't need to use rigs for their guns normally, but they do need low or actually mid slots to apply damage, as in NEED them.. If people don't understand how tracking affects applied dps then that's not the game's fault. You're not going to get a long range ship that doesn't fit tracking comp with range script and you're not going to get a short/medium range ship without tracking enhancers.
All what I'm reading from these posts is a lack of understanding and a very biased attitude. |

Gregor Parud
862
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Posted - 2015.01.05 13:16:58 -
[39] - Quote
Debora Tsung wrote:A lot of problems for missile boats would just evaporate if they had something like Tracking Computers and Tracking enhancers.
Target painters work on the target but only up to a certain range while tracking comps not only potentially increase your optimal range but also work on all ranges, no matter how far your target is away.
Also, just so I understand this right, because usually I don't fly gun boats, how many rig slots does the avaerage Cruiser or BC gunboat have to dedicate for gun rigs to apply viable damage in PVP?
They thought about that but then two things would need to happen simultaneously:
1 - they would have to nerf base stats to make up for it, otherwise the end results would become silly. So simply wanting TC for missiles doesn't mean missiles get buffed, it just means you'll have a choice of which bonus you want to be on par. A clear case "be sure what you wish for". It would effect in a whole lot of musical chairs with stats and balancing, probably not worth the effort
2 - they'd also have to introduce a "tracking disruptor" for missiles (this is yet another massive advantage missiles have, there's no counter to them in normal ship combat), and if that would happen the whining would be epic. |

Gregor Parud
862
|
Posted - 2015.01.05 13:37:25 -
[40] - Quote
Caleb Seremshur wrote:Gregor Parud wrote:For the sake of argument, repeat those "tests" but now with rigor/flare rigs. Well graphed in pyfa the caracal from the earlier example shooting the slasher jumps from 22.5dps to 30.4. This is with 2 flares and 1 rigor, no drugs or TPs factored. So not even 30% more dps for what is 45% better application through modifiers. Shooting the stabber base dps 69, plus 2x flare 1 rigor it jumps to 92.2. 33% more dps applied. Again this is 45% more application resulting in 33% more dps. Adding in 2x painters and strong crash you hit 175.5 dps or 38% damage mitigated through the stabber having a 10mn AB II. By comparison the caracal has 718m/s with an AB so you'd want a fairly healthy head start (and probably HG snakes) to keep ahead. There's lots and lots of variables but the guarantees work out generally to that missiles will apply greatly reduced dps to any target moving over 12% faster than your missile explosion velocity. For reference of the curious, after this break point your dps applied drops faster and faster until it bottoms out at nearly nothing. I think stoicfaux generated a 3d graph of this for the inital RLML remake which showed how missiles function across a broad spectrum of sig and velocities. I might go dig those up.
You need 2 rigor 1 flare, not the other way round :P It's even arguably better to have 3 rigors 0 flare that's how important those rigors are.
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Caleb Seremshur
The Atomic Fallout Kids
447
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Posted - 2015.01.07 01:41:04 -
[41] - Quote
Well one thing I've found so far is it's arguably better to ise RLML on any ship with a damage bonus to them and fit hydraulic thruster rigs to extend the range than use HML on the same vessel.
OTOH RLML don't hold a candle to the volley damage or uptime from an HML ship so there are some fringe scenarios where you might still select HML and I suspect that would be based around your fleet comp or possibly the orthrus. I'm finding it hard to even give HML a role here. Kind of like HACs where the ishtar (rlml) just does everything better.
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CW Itovuo
The Executioners Capital Punishment.
54
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Posted - 2015.01.07 05:56:59 -
[42] - Quote
Debora Tsung wrote:A lot of problems for missile boats would just evaporate if they had something like Tracking Computers and Tracking enhancers.
Target painters work on the target but only up to a certain range while tracking comps not only potentially increase your optimal range but also work on all ranges, no matter how far your target is away.
Also, just so I understand this right, because usually I don't fly gun boats, how many rig slots does the avaerage Cruiser or BC gunboat have to dedicate for gun rigs to apply viable damage in PVP?
no, No, NO!
That's actually the worst option.
The issues surrounding missiles were created by CCP's balancing team. Creating a module to fix a "balance" problem will only create additional imbalance. |

afkalt
Republic Military School Minmatar Republic
652
|
Posted - 2015.01.07 07:51:12 -
[43] - Quote
Caleb Seremshur wrote:Well one thing I've found so far is it's arguably better to ise RLML on any ship with a damage bonus to them and fit hydraulic thruster rigs to extend the range than use HML on the same vessel.
OTOH RLML don't hold a candle to the volley damage or uptime from an HML ship so there are some fringe scenarios where you might still select HML and I suspect that would be based around your fleet comp or possibly the orthrus. I'm finding it hard to even give HML a role here. Kind of like HACs where the ishtar (rlml) just does everything better.
Exactly. There are definitely some edge cases where theorycraft puts HML as the weapon of choice, in reality those situations are either so unlikey, so rare or it will be so fleeting that actually using them is a mistake. There are odd exceptions but that is my general experience, things like the orthrus cope better because the combination of speed and tackle range buys it more time/room to maneover.
They don't need much help, but they need help. The performance is too poor shooting same sized targets to warrant their use for me personally. Even if RLML didn't exist, I'd still use a different weapon if I had any say in it, they just can't keep up with other medium guns (or sentries at HAC level) at any reasonable engagement. |

Caleb Seremshur
The Atomic Fallout Kids
448
|
Posted - 2015.01.07 08:38:28 -
[44] - Quote
afkalt wrote:Caleb Seremshur wrote:Well one thing I've found so far is it's arguably better to ise RLML on any ship with a damage bonus to them and fit hydraulic thruster rigs to extend the range than use HML on the same vessel.
OTOH RLML don't hold a candle to the volley damage or uptime from an HML ship so there are some fringe scenarios where you might still select HML and I suspect that would be based around your fleet comp or possibly the orthrus. I'm finding it hard to even give HML a role here. Kind of like HACs where the ishtar (rlml) just does everything better. Exactly. There are definitely some edge cases where theorycraft puts HML as the weapon of choice, in reality those situations are either so unlikey, so rare or it will be so fleeting that actually using them is a mistake. There are odd exceptions but that is my general experience, things like the orthrus cope better because the combination of speed and tackle range buys it more time/room to maneover. They don't need much help, but they need help. The performance is too poor shooting same sized targets to warrant their use for me personally. Even if RLML didn't exist, I'd still use a different weapon if I had any say in it, they just can't keep up with other medium guns (or sentries at HAC level) at any reasonable engagement.
Well I would be asking why so many ships are getting bonuses to light missiles when they are cruisers. HACs perhaps, but standard t1 cruisers and maybe even pirate cruisers should probably not.
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afkalt
Republic Military School Minmatar Republic
652
|
Posted - 2015.01.07 09:22:42 -
[45] - Quote
Well, it's rapid light, only cruisers can really use them well. Gruistas aside. Unbonsued rlml wouldnt see the light of day.
Even if you did though, I wouldnt expect to see HML profilerate into that gap because they dont fill it. They are just sub-standard, I'd usually say this is just my opinion but I cant even remember the last time I was hit by one, or saw one on (either side of) a killmail without trawling zkillboard, so my local area basically. Anyway, point being I don't think it's just me being a special snowflake. Heck if they were worth a damn, they'd be good at killing ishtars because you can [on paper] outrange the main sentry damage - except no-one does it because it's not viable.
I'd like to test them with the application nerf rolled back (but not the damage one). |

Shivanthar
165
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Posted - 2015.01.07 09:53:38 -
[46] - Quote
Suitonia wrote: Heavy Missiles gain %bonus damage+Application based on the time they have spent in the air, the longer the flight time, the more powerful Heavy Missiles become.
This was proposed for some other threads of other missiles also, including cruise. Actually, this proposal should be the mechanic of all missiles, where each missile starts with the velocity of the host ship, accelerating through target. The more speed it has, the more explosion velocity it should have, thus increasing its application. This would also encourage people who use missiles to bring some piloting skills to the ship they use, encouraging them to fire from somewhere around max flight time distance their missiles has.
_Half _the lies they tell about me **aren't **true.
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Caleb Seremshur
The Atomic Fallout Kids
448
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Posted - 2015.01.07 10:04:16 -
[47] - Quote
afkalt wrote:Well, it's rapid light, only cruisers can really use them well. Gruistas aside. Unbonsued rlml wouldnt see the light of day.
Even if you did though, I wouldnt expect to see HML profilerate into that gap because they dont fill it. They are just sub-standard, I'd usually say this is just my opinion but I cant even remember the last time I was hit by one, or saw one on (either side of) a killmail without trawling zkillboard, so my local area basically. Anyway, point being I don't think it's just me being a special snowflake. Heck if they were worth a damn, they'd be good at killing ishtars because you can [on paper] outrange the main sentry damage - except no-one does it because it's not viable.
I'd like to test them with the application nerf rolled back (but not the damage one).
Can anyone remember what the old stats used to be? I'm gonna do some forum searching for the dev post that did all this.
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Signal11th
1594
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Posted - 2015.01.07 10:08:20 -
[48] - Quote
They used to be interesting until CCP made them less so.
God Said "Come Forth and receive eternal life!" I came fifth and won a toaster!
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afkalt
Republic Military School Minmatar Republic
652
|
Posted - 2015.01.07 10:53:36 -
[49] - Quote
Caleb Seremshur wrote:afkalt wrote:Well, it's rapid light, only cruisers can really use them well. Gruistas aside. Unbonsued rlml wouldnt see the light of day.
Even if you did though, I wouldnt expect to see HML profilerate into that gap because they dont fill it. They are just sub-standard, I'd usually say this is just my opinion but I cant even remember the last time I was hit by one, or saw one on (either side of) a killmail without trawling zkillboard, so my local area basically. Anyway, point being I don't think it's just me being a special snowflake. Heck if they were worth a damn, they'd be good at killing ishtars because you can [on paper] outrange the main sentry damage - except no-one does it because it's not viable.
I'd like to test them with the application nerf rolled back (but not the damage one). Can anyone remember what the old stats used to be? I'm gonna do some forum searching for the dev post that did all this.
Heavy Missiles -Base flight time reduced by 35% -Base velocity increased by 14.66% -In total, base range reduced by ~25% -Damage decreased by 10% (rounded to closest digit) -Explosion radius increased by 12% -Affects all variant Heavy missiles, including FOF.
https://forums.eveonline.com/default.aspx?g=posts&t=155029
Amusing, that was watered down, the initial proposal was a 20% damage nerf as well (!) |

Caleb Seremshur
The Atomic Fallout Kids
448
|
Posted - 2015.01.07 11:25:54 -
[50] - Quote
I note that we still don't see any kind of statistical evidence like we see in the HML nerf thread.
Quote:The four most heavily used medium weapons in the game are all Heavy Missile launcher variants, as well as seven of the top eleven. Whenever we need to change something this powerful it will always be painful because so many players will have done the smart thing and flocked to the best game mechanic. If it feels like CCP nerfs you a lot that's just a sign that you're doing it right and getting good at staying on top of the best trends so pat yourself on the back.
No insight in to the performance since that day. Do any websites track usage? I think eve-kill used to?
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afkalt
Republic Military School Minmatar Republic
652
|
Posted - 2015.01.07 11:36:07 -
[51] - Quote
iirc they pretty much tanked off the top N shortly afterwards but I've not seen any decent stats since.
To be fair - they WERE too good and the end nerf WAS about right - just the buff to medium turrets skewed it again (and the expanding of hulls getting 50% sig reduction on MWDs hurt a lot too). They were balanced for about 6 months. |

Spugg Galdon
APOCALYPSE LEGION The Obsidian Front
597
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Posted - 2015.01.07 13:54:32 -
[52] - Quote
I still think long range missiles should be good at hitting "Fast" moving targets and struggle to apply damage to "Small" targets. This would give synergy to long range missiles being paired with Target Painters (makes sense).
Then short range missiles should be good at hitting "Small" targets and struggle to apply damage to "Fast" targets. Then we get synergy with webs and short range.
Then Flare rigs would be useful for long range missiles and Rigor rigs would be useful with short ranged missiles.
I also feel that missile launchers really now need to be "fleshed out" a lot more. We currently have only one choice per weapon system.
You're either: rockets or lights
HAM's or HML's (with RLML's)
Cruise or Torps (with RHML's)
Turrets get good choices (eg Dual 150mm, 220mm or 425mm) which allow for choices between tracking, fitting and projection within each class (long range or short)
Why can't launchers get similar options. I don't believe the choice between RLML, HML and HAM is a choice as they all serve different roles and are technically different classes of weapons.
What I'd like to see is something like this:
Heavy Missile Launcher II (Low fittings. Standard operation) Dual Heavy Missile Launcher II (V. High Fittings, 1/2 RoF, Fires two missiles per shot) |

afkalt
Republic Military School Minmatar Republic
654
|
Posted - 2015.01.07 14:19:11 -
[53] - Quote
@Spugg Galdon
I suggested this - different launchers with different properties affecting range/application etc and different fittings to match the different gun "sizes" thus allowing CCP to fine tune missiles by modifying ammo properties, but still not screwing with the ammo itself.
Not much came of it, unfortunately - maybe too much work. |

Soldarius
Deadman W0nderland The 99 Percent
1011
|
Posted - 2015.01.07 14:24:40 -
[54] - Quote
This is before my time. But I believe that missiles actually used to use this mechanic as a way for frigates to "get under the guns". Then CCP switched to the current formula as a way of distinguishing missiles from turrets. If you check missile stats, they still have an agility stat.
TBH, heavies have sucked since the medium weapon rebalance of 2013. They were far far over-nerfed instead of fixing the ships that were abusing them. Now compared to medium long range turrets, they are absolutely worthless.
Don't get me wrong. Rails are actually viable now. But there really was no reason to nerf heavies so much. I think they just need some damage restored to put them back into a viable place.
http://youtu.be/YVkUvmDQ3HY
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Gregor Parud
881
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Posted - 2015.01.07 15:17:54 -
[55] - Quote
Soldarius wrote:This is before my time. But I believe that missiles actually used to use this mechanic as a way for frigates to "get under the guns". Then CCP switched to the current formula as a way of distinguishing missiles from turrets. If you check missile stats, they still have an agility stat.
TBH, heavies have sucked since the medium weapon rebalance of 2013. They were far far over-nerfed instead of fixing the ships that were abusing them. Now compared to medium long range turrets, they are absolutely worthless.
Don't get me wrong. Rails are actually viable now. But there really was no reason to nerf heavies so much. I think they just need some damage restored to put them back into a viable place.
Heavies are fine for the range they have, they're balanced just fine in that regard. Would you want more dps (which makes sense because they're kinda low dps) then you have to agree to a rebalance where they get less range.
On top of that; any missile ship that still doesn't use rigor and flare rigs is a moron and one has only himself to blame in that regard. |

scorchlikeshiswhiskey
Cirrius Technologies O X I D E
350
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Posted - 2015.01.07 18:29:44 -
[56] - Quote
1. It actually makes a lot of sense for missiles to do more damage based on how long they have been flying, but only if they continue to accelerate. Not that I am for such a change, but it makes perfect sense technically....this is Eve however, where space is filled with space fluid and clearly not a vacuum so it's a moot point. 2. Anyone who says that missiles, specifically heavies, apply just fine probably hasn't used them outside of blob or semi-blob where the volley makes up for the poor application. 3. The same goes for the "lol rigors/flares/paints/webs noob" argument. For a missiles ship to meaningfully increase it's application, the pilot must sacrifice their rig slots and this is not balanced. For the sake of argument let us set aside paints and webs since they apply to all ships. This leaves missile pilots with rigors and flares. That's it. Turret and drone pilots still have TEs, scripted TCs, and scripted remote TCs that allow for numerous combinations of stat increases. Need to trade optimal for tracking? Just change a script or 2 and voila. Paints, webs, and rigs are all common factors that, when subtracted, clearly shows the inequalities between missiles and turrets in regards to application. 4. Just an example, I worked through the math of the application formula on TS using Heavies shot from my drake against my drake. The math showed that, by simply turning on it's engines and flying at approximately 187m/s, a drake can negate roughly 25-30% of incoming heavy missile damage by speed alone. That is before resists, before an AB, and with no application mods. So he anemic dps of heavies is further reduced by the movement of a terribly slow BC under engines alone, at any range. To clarify, I am not making the argument that heavies should apply perfectly, that would be ridiculous, but they should apply better against something as big and slow as a drake. Also, note that IIRC velocity was the limiting factor in my example and webs are not commonly used by a ship at long range. (Obviously a different matter with tackle)
In conclusion, there are most definitely problems with missiles and with heavies specifically that should not continue to be swept under the rug with the "lol rigors" arguments. Application, for heavies and torps, as well as flight time vs engagement range are both issues that I would like to see seriously addressed by someone other than Rise. There are multiple approaches to a solution, whether it be a stat change, a role shift, or something different entirely, and I find it a little discouraging that nothing has been done or said officially.
**Typed on my phone, so errors or unclear points can be cleared up later if you're not an ass about it.  |

Soldarius
Deadman W0nderland The 99 Percent
1011
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Posted - 2015.01.07 18:33:18 -
[57] - Quote
Unfortunately, the base range of the longest range heavy missiles (Caldari Navy) is half of long range rail ammo (Spike) loaded into 250mm Rails. So a range reduction would be absolutely unacceptable.
http://youtu.be/YVkUvmDQ3HY
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Spugg Galdon
APOCALYPSE LEGION The Obsidian Front
598
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Posted - 2015.01.08 15:00:39 -
[58] - Quote
scorchlikeshiswhiskey wrote:Stuff comparing turrets and missiles namely the use of tracking computers/enhancers 
Yes, Turrets do get modules that assist in the projection and application of damage.
Yes, Missiles only get two different rigs (where only rigors are important) and target painters to improve application and turrets also benefit from the use of painters.
However.
Missiles =/= Turrets.
They work incredibly differently. For starters, missile users can completely ignore their own transversal velocity to the target as they know it doesn't effect their own application. Speed and size is all that matters to them.
There are only three ways to reduce or mitigate damage. (excluding links and drugs) Speed Smart bombs Defender Missiles
Speed is the only really viable one.
Now lets look at the different weapons fitted to a properly fitted Caracal. That means maximizing tank, DPS and damage application. The Caracal is a kiter. So I haven't gone for any kind of brawler fits as you simply can't get the tank for it.
A HAM Kiter (1x Rigor Rig) using a TP applies very good damage to cruiser and above and (IMO) acceptable damage to a frigate
A HML Caracal (2x Rigor Rig) using a TP and no point fitted as it should be operating at above 75km range to target gets good application vs cruisers and acceptable application vs frigates which can be further boosted by using precision missiles
The RLML Caracal is a special snow flake though. But I think people need to consider the fact that it's burst DPS is much higher than it's sustained DPS. You also should fit a range rig in order to get very good projection.
If you compare actual range and damage of comparable turret ships it all looks pretty good. Including how well you can tank these ships.
All in all, I think missiles are in a generally good place (Including heavies). They currently aren't used very much because of the insanely overpowered Ishtar. |

afkalt
Republic Military School Minmatar Republic
656
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Posted - 2015.01.08 15:21:39 -
[59] - Quote
Caracal cant lock passed 72km, maximising tank is going to be tough with 3 mids down for prop/TP/SeBo and 2 rigs down for what....a couple of hundred dps?
It's not the ishtar - there is a reason slippery petes do not use missiles. |

Spugg Galdon
APOCALYPSE LEGION The Obsidian Front
598
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Posted - 2015.01.08 15:32:45 -
[60] - Quote
afkalt wrote:Caracal cant lock passed 72km, maximising tank is going to be tough with 3 mids down for prop/TP/SeBo and 2 rigs down for what....a couple of hundred dps if you're lucky since the painter is in falloff too :) ?
It's not the ishtar - there is a reason slippery petes do not use missiles.
My HML Caracal fit has a targeting range of >93km and approx. 20k eHP. That is plenty sufficient for a ship hanging about at >75km.
I can't find another T1 cruiser that can do that and get similar applied damage to target at ranges between 70-90km. A 250mm Railgun Moa perhaps but that needs to use Spike ammo which is pretty damn awful. Not to mention how terrible railgun tracking is at close range which missiles just ignore.
Stealth Edit: A Sentry Vexor can compare in range and damage and can fit a huge armour buffer still. But, you know. Because of Sentry. |
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