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Caleb Seremshur
The Atomic Fallout Kids
449
|
Posted - 2015.01.10 05:49:40 -
[151] - Quote
Mario Putzo wrote:Caleb Seremshur wrote: 12% lower explosion radius would give you what 97m?
Somewhere around that ya. Should drop the "damage bleed" to around 30% or so. In line with other missiles, and more in line with other turrets but still about 30-35% behind peak damage. But since Turrets can be TDd that seems about right.
That's not unreasonable. As long as we're talking about size-appropriate targets naturally.
Join channel Aussies in space to chat with AU/NZ players
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Paynus Maiassus
Capital Munitions
216
|
Posted - 2015.01.10 05:56:46 -
[152] - Quote
Heavy missiles used to be interesting. It was called Drakes Online. They had to make them uninteresting. |

Mario Putzo
Welping and Dunking.
1053
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Posted - 2015.01.10 06:40:07 -
[153] - Quote
Caleb Seremshur wrote:Mario Putzo wrote:Caleb Seremshur wrote: 12% lower explosion radius would give you what 97m?
Somewhere around that ya. Should drop the "damage bleed" to around 30% or so. In line with other missiles, and more in line with other turrets but still about 30-35% behind peak damage. But since Turrets can be TDd that seems about right. That's not unreasonable. As long as we're talking about size-appropriate targets naturally.
Probably going to be a long post.
Damage = D *( MIN A,B,1) A= Sr/Er B=(Ev/V * Sr/Er)^(log(DRF) / log(5.5)) )
CN Heavy D 254 EV 121/5 ER 105 DRF 3.2
Caracal with AB SR 150, SPEED 785
Current. (SR.ER)150/105 = 1.42 (EV/V)121.5/785 =.15 (lDRF) .66 A) = 1.42 B) = .3603
D= 91.52
Proposed -12% ER
SE/ER 150/92.4 = 1.62 EV/V 121.5/785 = .15 (lDRF)= .66 A) 1.62 B) = .393 D= 254*.393 = 99.82
99.82/91.52 = 9%
Without AB Caracal(V= 315) this would be:
Old = 168.91 New = 184.40
184.4/168.91 = 9%
So removing the 12% Explosion Radius increase change you bump up the applied damage of missiles by about 9%. This doesn't increase the peak damage of heavy missiles, but it does increase overall damage output...which we have established is lacking in all ranges above 5K against other LR turrets.
*Note this does not include Rigors or Flares and is damage applied before resists. |

Spugg Galdon
APOCALYPSE LEGION The Obsidian Front
598
|
Posted - 2015.01.10 07:35:01 -
[154] - Quote
Mario Putzo wrote:Just a troll at this point I think. But what the hell. http://i.imgur.com/ht1PruT.png WITH AB http://i.imgur.com/8J45o92.png WITHOUT AB HML RED BEAMS GREEN RAILS BLUE (FEROX) RAILS TEAL (BRUTIX) ARTY YELLOW Drake is using 3x Fitting slots for damage application. Cane is using 3x Fitting slots for damage application. Others using 2x Fitting Slots for damage application. One of these things is not like the others.
What are the eHP's of these ships?
The fact that you have to fit an AB instead of an MWD or MJD is a massive drawback on the defending ship. They then completely lose their ability to dictate range.
I notice that the Drake does not have a TP fitted (or you would see a distinct drop at 45km).
If anything. All this graph proves to me is that Arty completely sucks. |

Soraellion
7
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Posted - 2015.01.10 08:45:25 -
[155] - Quote
They're not willing to take EHP and other balancing factors into account, simply because it doesn't support their cause. They don't want to talk about how turrets magically have to switch ammo for every target at a different distance (which takes 2/7 seconds, projectiles don't really benefit nor need it, it's also why their dps is also a tad lower), they don't want to talk about how missiles don't use cap (nor projectiles, that's why their dps is also a bit lower), or how missiles can select damage types (just like projectiles, that's why their dps is also a bit lower) or massive fitting or... anything really.
They just want to talk pure dps, they're not even willing to do a "trade" in a "well yeah, if you'd outright buff HML then you'd create a monster again so we'll try and make it balanced". NO, all they want is for a dumb, moronic proof, non cap using, easy to use, damage type selectable, clown car weapon that has no real counter, 60km range that doesn't need to switch ammo to work across its whole range, to be JUST AS GOOD at applying damage as turrets, without ANY of the disadvantages.
Because that's logical, balanced and not at all biased. |

afkalt
Republic Military School Minmatar Republic
664
|
Posted - 2015.01.10 09:22:55 -
[156] - Quote
Tell me more about the selectable damage on a drake (lol unbonused missiles), or that missile using ships have flat out weaker cap to balance it, or that wth three fitting rigs the tank is no longer "all that".
I've not seen any fits from the people saying they are ok. NOT. ONE. SINGLE. FIT.
If you're so worried about the drake, stick a cyclone in there instead, or are you going to tell me active tanking i a thing in fleet battles now?.
It's like Fozzie said, you balance the weapon THEN the ships. All I hear from the "HML are fine" guys is "Because of Drake".
Post some fits, or I'm sorry I'm with Mario that you're flat out trolling in the face of overwhelming evidence. |

Soraellion
7
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Posted - 2015.01.10 09:27:37 -
[157] - Quote
I see you completely ignored the idea I posted earlier, why would that be? |

afkalt
Republic Military School Minmatar Republic
664
|
Posted - 2015.01.10 09:39:43 -
[158] - Quote
Because it makes them even worse than today, makes HAMs a superior choice in all nearly cases. There would be even LESS reason to use them and that's saying something.
Furthermore: I see you've STILL not posted these mythical awesome fits that are better than guns. I see you've still not been able to address the lack of footprint from missiles in CCPS charts beyond "adding them up is hard"
Post some credible fits otherwise, I'm done. |

Soraellion
7
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Posted - 2015.01.10 10:00:43 -
[159] - Quote
afkalt wrote:I see you've STILL not posted these mythical awesome fits that are better than guns.
Because they aren't better, nor should be. Have you actually been paying attention? There's massive advantages to missiles that have to be balanced somehow.
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Aiyshimin
Shiva Furnace
301
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Posted - 2015.01.10 10:25:31 -
[160] - Quote
Missiles by definition aren't interesting, they are by far the stupidest weapon in game, requiring no attention or player skills at all.
As such they are really difficult to balance. If they would do as much damage as real weapons, everyone would use them (which is was the case for years).
They also cause massive lag.
Therefore it would be best to replace them with a fourth turret type instead of trying to make the impossible work. |

elitatwo
Eve Minions Poopstain Removal Team
531
|
Posted - 2015.01.10 14:23:59 -
[161] - Quote
Soraellion wrote:Because they aren't better, nor should be. Have you actually been paying attention? There's massive advantages to missiles that have to be balanced somehow.
What?
signature
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scorchlikeshiswhiskey
Cirrius Technologies O X I D E
353
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Posted - 2015.01.10 14:54:54 -
[162] - Quote
elitatwo wrote:Soraellion wrote:Because they aren't better, nor should be. Have you actually been paying attention? There's massive advantages to missiles that have to be balanced somehow.
What? See, their argument/troll goes like this: Heavies are fine because they're better than turrets, which we would see if all the dps graphs weren't biased, and since they're better they have to be balanced by being ******. But they're still better because, as a long range platform, they might get more EHP (despite using all rigs for application, and lows for damage) and you can get under guns but not missiles so missiles are better because they apply more dps <10km than turrets do with max transversal. Also, no missile platforms have ever been locked into damage type at all. Makes sense right?
Edit: Mario, did those graphs get switched? It looks like the with/without AB is backwards. I could be wrong though |

Mario Putzo
Welping and Dunking.
1054
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Posted - 2015.01.10 15:37:40 -
[163] - Quote
scorchlikeshiswhiskey wrote:elitatwo wrote:Soraellion wrote:Because they aren't better, nor should be. Have you actually been paying attention? There's massive advantages to missiles that have to be balanced somehow.
What? Edit: Mario, did those graphs get switched? It looks like the with/without AB is backwards. I could be wrong though
Nope those Graphs are in the right order.
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Soraellion
7
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Posted - 2015.01.10 15:51:52 -
[164] - Quote
scorchlikeshiswhiskey wrote:elitatwo wrote:Soraellion wrote:Because they aren't better, nor should be. Have you actually been paying attention? There's massive advantages to missiles that have to be balanced somehow.
What? See, their argument/troll goes like this: Heavies are fine because they're better than turrets, which we would see if all the dps graphs weren't biased, and since they're better they have to be balanced by being ******. But they're still better because, as a long range platform, they might get more EHP (despite using all rigs for application, and lows for damage) and you can get under guns but not missiles so missiles are better because they apply more dps <10km than turrets do with max transversal. Also, no missile platforms have ever been locked into damage type at all. Makes sense right? Edit: Mario, did those graphs get switched? It looks like the with/without AB is backwards. I could be wrong though
Switching to non-bonused damage type is better than having to hit against T2/T3 resists. |

scorchlikeshiswhiskey
Cirrius Technologies O X I D E
353
|
Posted - 2015.01.10 15:56:13 -
[165] - Quote
Mario Putzo wrote:scorchlikeshiswhiskey wrote:elitatwo wrote:Soraellion wrote:Because they aren't better, nor should be. Have you actually been paying attention? There's massive advantages to missiles that have to be balanced somehow.
What? Edit: Mario, did those graphs get switched? It looks like the with/without AB is backwards. I could be wrong though Nope those Graphs are in the right order. My mistake, under the weather today and forgot how to Eve for a bit. 
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Mario Putzo
Welping and Dunking.
1054
|
Posted - 2015.01.10 15:58:52 -
[166] - Quote
Soraellion wrote:They're not willing to take EHP and other balancing factors into account simply because it doesn't support their cause.
They don't want to talk about how turrets magically have to switch ammo for every target at a different distance (which takes 2/7 seconds, projectiles don't really benefit nor need it, it's why their dps is also a tad lower), they don't want to talk about how missiles don't use cap (nor projectiles, that's why their dps is also a bit lower), or how missiles can select damage types (just like projectiles, that's why their dps is also a bit lower) or massive fitting or... anything really.
They just want to talk pure dps, they're not even willing to do a "trade" in a "well yeah, if you'd outright buff HML then you'd create a monster again so we'll try and make it balanced". NO, all they want is for a dumb, moronic proof, non cap using, easy to use, damage type selectable clown car weapon that has no real counter, 60km range that doesn't need to switch ammo to work across its whole range, to be JUST AS GOOD at applying damage as turrets, without ANY of the disadvantages.
Because that's logical, balanced and not at all biased.
Its not being talked about because it is irrelevant.
I can fit all tank no gank whenever I want on any ship I can fit all gank no tank whenever I want on any ship I can have a friend apply Webs/Painters whenever I want with any ship.
Since none of those things can be standardized, and are totally at the will of the user, it is irrelevant in a balance discussion about Heavy Missiles and Turrets. Period.
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Mario Putzo
Welping and Dunking.
1054
|
Posted - 2015.01.10 16:01:05 -
[167] - Quote
scorchlikeshiswhiskey wrote:Mario Putzo wrote:scorchlikeshiswhiskey wrote:elitatwo wrote:Soraellion wrote:Because they aren't better, nor should be. Have you actually been paying attention? There's massive advantages to missiles that have to be balanced somehow.
What? Edit: Mario, did those graphs get switched? It looks like the with/without AB is backwards. I could be wrong though Nope those Graphs are in the right order. My mistake, under the weather today and forgot how to Eve for a bit. 
Meh they just look funny because Long Range Ammo peaks so early in the non AB graph. It doesn't help when the HMs lose their 40+% damage when the AB turns on, then it really funks it up.
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Soraellion
7
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Posted - 2015.01.10 16:02:35 -
[168] - Quote
Mario Putzo wrote:Soraellion wrote:They're not willing to take EHP and other balancing factors into account simply because it doesn't support their cause.
They don't want to talk about how turrets magically have to switch ammo for every target at a different distance (which takes 2/7 seconds, projectiles don't really benefit nor need it, it's why their dps is also a tad lower), they don't want to talk about how missiles don't use cap (nor projectiles, that's why their dps is also a bit lower), or how missiles can select damage types (just like projectiles, that's why their dps is also a bit lower) or massive fitting or... anything really.
They just want to talk pure dps, they're not even willing to do a "trade" in a "well yeah, if you'd outright buff HML then you'd create a monster again so we'll try and make it balanced". NO, all they want is for a dumb, moronic proof, non cap using, easy to use, damage type selectable clown car weapon that has no real counter, 60km range that doesn't need to switch ammo to work across its whole range, to be JUST AS GOOD at applying damage as turrets, without ANY of the disadvantages.
Because that's logical, balanced and not at all biased. Its not being talked about because it is irrelevant. I can fit all tank no gank whenever I want on any ship I can fit all gank no tank whenever I want on any ship I can have a friend apply Webs/Painters whenever I want with any ship. Since none of those things can be standardized, and are totally at the will of the user, it is irrelevant in a balance discussion about Heavy Missiles and Turrets. Period.
I see you conveniently decided to not address the rest.
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Mario Putzo
Welping and Dunking.
1055
|
Posted - 2015.01.10 17:20:10 -
[169] - Quote
Soraellion wrote: I see you conveniently decided to not address the rest.
Because its not relevant?
HMLs reload for Damage Type. Artys reload for Range and Damage Type Beams/Rails reload for Range.
Balance!
Want to see how unimportant that is.
http://imgur.com/U3L9RNH
Myrm No reload No ammo No cap use
Here are the fits.
http://imgur.com/rgW5PWF (Harby, Brutix, Ferox) http://imgur.com/dwI29JP (Cane, Drake, Myrm)
All have over 50K EHP All have MWD All have cap stability All have long range
Turret ships using IN Standard CN Thorium RF Sabbot
Myrm Using Ogre 2
Myrm has best Tank Myrm has most DPS Myrm has least DPS lost to AB Myrm has longest Range.
But lets keep talking about how OP the Drake would be adding what amounts to 30 Applied Damage by reverting the explosion velocity change on Heavy Missiles.
Give me a break guy. |

Gregor Parud
889
|
Posted - 2015.01.10 17:44:48 -
[170] - Quote
Will you be removing the Drake's non working web and painter, add more EHP instead and then tell us how much more EHP it has compared to the rest? Or is that "not relevant". |

Mario Putzo
Welping and Dunking.
1055
|
Posted - 2015.01.10 17:50:40 -
[171] - Quote
Gregor Parud wrote:Will you be removing the Drake's non working web and painter, add more EHP instead and then tell us how much more EHP it has compared to the rest? Or is that "not relevant".
If you want to be the size of a Capital ship sure. You can do that. Then we can have a thread about how OP Dreads are because they can alpha drakes the size of Carriers. |

Gregor Parud
889
|
Posted - 2015.01.10 17:54:49 -
[172] - Quote
Yes well, you go through aaaalll the effort of making a whole number of fits to show us how bad the drake/missiles are, and then (weirdly) there's one ship fit that has some modules that aren't doing anything, nor aren't used for the whole comparison. And that just, magically, happens to be that Drake... with the missiles.
Really. |

Mario Putzo
Welping and Dunking.
1055
|
Posted - 2015.01.10 18:20:06 -
[173] - Quote
Gregor Parud wrote:Yes well, you go through aaaalll the effort of making a whole number of fits to show us how bad the drake/missiles are, and then (weirdly) there's one ship fit that has some modules that aren't doing anything, nor aren't used for the whole comparison. And that just, magically, happens to be that Drake... with the missiles.
Really.
Yes I see your point. That doesn't make much sense if i was comparing the drake to other ships. But im not here to argue for the drake. So I don't really care about that. I am here to get balance for heavy missiles, which even people with a limited understanding know are not in line. Ship balance to me is secondary to having the weapons right. Drakes are not the only ship to use Heavy Missiles don't ya know. Which is why I have done comparisons with TPs with Webs, without them, with AB without AB, with only weapons, with weapons and application modules.
What is fitted to those ships in the link above are largely irrelevant for what I am showing. If the drake poses to be out of line down the road (doubtful) then nerf it and not the missiles a dozen other ships use too.
I mean I could have chosen a Cyclone, and ended up with the same result.
FYI 75K EHP is what the drake should max out around. which is a lot, but irrelevant to missile/turret relations.
In Regards to the drake itself I would probably have pulled a midslot in all honesty but thats just me maybe then the navy drake would have stood out more too. |

Komodo Askold
No Code of Conduct Fluffeh Bunneh Murder Squad
272
|
Posted - 2015.01.10 18:25:07 -
[174] - Quote
I haven't red all the pages, but OP's idea looks very nice. Reminds me of Genetic Torpedoes from Genesis Rising: they also applied increased damage the longer they flied.
I wonder if this could be a trait for all long range missiles actually (light, heavy, cruise, citadel cruise), so that it becomes an unique trait for missiles (also avoids having just 1 missile system with an unique trait)... |

Gregor Parud
889
|
Posted - 2015.01.10 19:16:38 -
[175] - Quote
Mario Putzo wrote:Gregor Parud wrote:Yes well, you go through aaaalll the effort of making a whole number of fits to show us how bad the drake/missiles are, and then (weirdly) there's one ship fit that has some modules that aren't doing anything, nor aren't used for the whole comparison. And that just, magically, happens to be that Drake... with the missiles.
Really. Yes I see your point. That doesn't make much sense if i was comparing the drake to other ships. But im not here to argue for the drake. So I don't really care about that. I am here to get balance for heavy missiles
But you're making use of the ferox' trait; range, the Cane's dps, the brutix's dps etc etc. If you're going to use a ship that has a really big advantage over other ships, while not being missile related, then that's going to impact its missile performance and as such affect the comparison.
Here's some conditions I'd want to see before HML would get a buff:
- Drake loses base shield HP - all the silly long range bonuses get nerfed to hell - HML loses some base range
Because if you don't do that then buffing HML will, again, create massive problems. So previously it was "Caldari won't be buffed because of Drake" and now "HML won't be buffed because of Drake (and because of HML range)".
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Mario Putzo
Welping and Dunking.
1055
|
Posted - 2015.01.10 19:36:58 -
[176] - Quote
Gregor Parud wrote:Mario Putzo wrote:Gregor Parud wrote:Yes well, you go through aaaalll the effort of making a whole number of fits to show us how bad the drake/missiles are, and then (weirdly) there's one ship fit that has some modules that aren't doing anything, nor aren't used for the whole comparison. And that just, magically, happens to be that Drake... with the missiles.
Really. Yes I see your point. That doesn't make much sense if i was comparing the drake to other ships. But im not here to argue for the drake. So I don't really care about that. I am here to get balance for heavy missiles But you're making use of the ferox' trait; range, the Cane's dps, the brutix's dps etc etc. If you're going to use a ship that has a really big advantage over other ships, while not being missile related, then that's going to impact its missile performance and as such affect the comparison.
First, I don't care about peak DPS, I am talking about amount of applied DPS.
The only ship listed with a DPS application bonus is the Ferox, which is why I also included the Brutix.
I don't care if any of the Turrets can do 1000 more DPS than Missiles, I do care that Missiles are losing over 40% of their applied damage, where all the turrets lose 25-30%.
That is a big gap.
And for the record. Every chart was done with CN Kinetic Missiles which activates the drakes 10%/level kinetic damage bonus. So I am not sure where you are finding a discrepancy with that either. The only outlier in the weapon comparison is the Ferox, which is why the Brutix was used as well.
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Caleb Seremshur
The Atomic Fallout Kids
451
|
Posted - 2015.01.12 02:49:57 -
[177] - Quote
What I'd really like to see from CCP is just a statement where they tell us roughly where missiles sit on the food chain. I know we have that nifty graph but that isn't really specific enough.
I want to know by % weight how many ships used in pvp use missiles, which ships those are and which missiles they use. Lastly I want to know if they were used in fleet or solo combat. I might even report my own post here to hopefully an ISD can escalate it up.
Join channel Aussies in space to chat with AU/NZ players
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Spugg Galdon
APOCALYPSE LEGION The Obsidian Front
598
|
Posted - 2015.01.12 09:41:43 -
[178] - Quote
I'm confused as to what this DPS drop is when shooting HM's at BC's. Even with AB's on I'm only getting a very small drop in DPS and that's beyond the single TP's range of 45km which is fitted to the Drake already!
I've been making some graphs of my own. My HML Fleet Drake fits do comparably well vs everything else (except a Myrm because of Sentries). The Arty Hurricane and HML Cyclone are really pathetic compared to the rest of the pack though. |

afkalt
Republic Military School Minmatar Republic
673
|
Posted - 2015.01.12 09:50:37 -
[179] - Quote
You'd expect that, it's a size class up (cruiser weapon system). Arguably one should be shooting fury at BC. |

Caleb Seremshur
The Atomic Fallout Kids
454
|
Posted - 2015.01.12 12:24:15 -
[180] - Quote
Quote:I'm confused as to what this DPS drop is when shooting HM's at BC's. Even with AB's on I'm only getting a very small drop in DPS and that's beyond the single TP's range of 45km which is fitted to the Drake already!
I've been making some graphs of my own. My HML Fleet Drake fits do comparably well vs everything else (except a Myrm because of Sentries). The Arty Hurricane and HML Cyclone are really pathetic compared to the rest of the pack though.
afkalt wrote:You'd expect that, it's a size class up (cruiser weapon system). Arguably one should be shooting fury at BC.
Well yeah, I guess that only small drops in dps against a larger target it the expected outcome huh. OTOH I think I would still use navies against an armour boat just in case, at least until they close to scram range (and they will because missile ships are slow whowouldathought)
Join channel Aussies in space to chat with AU/NZ players
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