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Suitonia
Corp 54 Curatores Veritatis Alliance
412
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Posted - 2015.01.04 08:11:41 -
[1] - Quote
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!
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Zaebos
TURN LEFT The Camel Empire
0
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Posted - 2015.01.04 08:15:09 -
[2] - Quote
I endorse this mans idea. |

Anope
TURN LEFT The Camel Empire
70
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Posted - 2015.01.04 08:16:02 -
[3] - Quote
I too endorse this idea |

Adrie Atticus
Shadows of Rebellion The Bastion
804
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Posted - 2015.01.04 08:20:48 -
[4] - Quote
So we'd be left with artillery tracking issues / lack of damage at close range on top of pitiful damage application due to how explosion radius and velocity function?
I can understand that damage would ramp up in a situation where a HM is chasing a ceptor around you ship for 50km even though it orbits at 20, but it's not going to apply any of that increased damage due to the mechanics anyways. |

Gregor Parud
843
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Posted - 2015.01.04 08:28:28 -
[5] - Quote
Interesting idea but all it'll do is make kiting ships even better than they already are and simply because of that it's a bad idea. Also, you can't just implement a massive mechanic change like that to just HML, that would be highly arbitrary.
All that HML needs to do for more dps is to drop some range; Lose 20% range and get a 10-15% flat dps increase. |

Caleb Seremshur
The Atomic Fallout Kids
447
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Posted - 2015.01.04 08:57:34 -
[6] - Quote
Gregor Parud wrote:Interesting idea but all it'll do is make kiting ships even better than they already are and simply because of that it's a bad idea. Also, you can't just implement a massive mechanic change like that to just HML, that would be highly arbitrary.
All that HML needs to do for more dps is to drop some range; Lose 20% range and get a 10-15% flat dps increase.
Heavy missile volley on an appropriately bonused ship goes over 2200 per volley. Increasing explosion velocity for a weapon that is essentially used when kiting (I.e. presenting a scenario where their damage is getting mitigated the most) would be the single most appropriate buff for the ship. Buffing navy missiles of each size catagory to 75% of the base speed of the aggregate average speed of the hull appropriate target is one potential way of rebalancing missiles to be better and more situationally appropriate.
In a little but I'll draw up a quick graph of damages and get back to this thread. I coukd be totally wrong but it is my gut feeling after spending basicly 3 years using missiles in various capacities.
Join channel Aussies in space to chat with AU/NZ players
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Nevyn Auscent
Broke Sauce
1858
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Posted - 2015.01.04 09:18:33 -
[7] - Quote
Find the fastest bare hull. Find the lowest sig bare hull. Base stats on heavy missiles should deal 100% damage in both of these cases.
Currently it's possible to mitigate about 30% of their damage on a bare hull. |

Gregor Parud
844
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Posted - 2015.01.04 09:19:16 -
[8] - Quote
You can't implement something like that for just one weapon type, it's not logical nor worth the time & effort to make it happen and continually balance it.
It would make much more sense to look at what's already in the game (precision ammo) and have a look at that. How about slightly buffing base stats on all precision ammo and then have it "arm" itself after 30-50% of its flight time where it performs less good before arming and then actually as advertised once it did.
That way we won't have to introduce something HML specific and at the same time we make precision ammo actually interesting, while leaving the ammo characteristic choice to the pilot AND not completely lol-buffing stuff like Tengus. |

Gregor Parud
844
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Posted - 2015.01.04 09:20:02 -
[9] - Quote
Nevyn Auscent wrote:Find the fastest bare hull. Find the lowest sig bare hull. Base stats on heavy missiles should deal 100% damage in both of these cases.
Currently it's possible to mitigate about 30% of their damage on a bare hull.
Stop posting.
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afkalt
Republic Military School Minmatar Republic
637
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Posted - 2015.01.04 09:32:37 -
[10] - Quote
You fix them by adding new launcher "sizes" which modify ammo properties. Shorter range ones with better DPS/application, longer range ones like they are today.
But it's too much like hard work. |
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Caleb Seremshur
The Atomic Fallout Kids
447
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Posted - 2015.01.04 09:57:58 -
[11] - Quote
Caleb Seremshur wrote:Gregor Parud wrote:Interesting idea but all it'll do is make kiting ships even better than they already are and simply because of that it's a bad idea. Also, you can't just implement a massive mechanic change like that to just HML, that would be highly arbitrary.
All that HML needs to do for more dps is to drop some range; Lose 20% range and get a 10-15% flat dps increase. Heavy missile volley on an appropriately bonused ship goes over 2200 per volley. Increasing explosion velocity for a weapon that is essentially used when kiting (I.e. presenting a scenario where their damage is getting mitigated the most) would be the single most appropriate buff for the ship. Buffing navy missiles of each size catagory to 75% of the base speed of the aggregate average speed of the hull appropriate target is one potential way of rebalancing missiles to be better and more situationally appropriate. In a little but I'll draw up a quick graph of damages and get back to this thread. I coukd be totally wrong but it is my gut feeling after spending basicly 3 years using missiles in various capacities.
Okay here we go:
In each case I'm taking a hull with no application bonuses loaded with hull appropriate long range ammo. Then I'm going to run a quick diagnostic against shooting the fastest hull for class with no speed or sig altering fittings/implants. In essence this is a missile user shooting someone slowboating straight towards him.
eV = explosion velocity eS = explosion signature
Kestrel with LML: 30 eS / 255 eV Caracal with HML: 105 eS / 122 eV Raven with cruise: 248 eS / 104 eV
Now when shooting their worst likely target with NO fittings OR implants.
slasher: 30/255 vs 30/538 = 70 reduced to 45 (36% reduction)(HML caracal gets 248->43 ie 82% reduction)(cruise raven 688->122 ie 82%)
Stabber: 105/122 vs 100/363 = 248 to ~140 (44% reduction)(kestrel 0%)(raven 64%)
typhoon: 248/104 vs 330/163 = 100% applied damage across the board.
It might only be anecdotal but to me when LML gets 36% reduced applied damage to a ship in its own class with no prop mod, HML gets 44% and cruises get 0% there might be a problem. And that problem is very likely explosion velocity.
For reference an LML corax shooting against that same unpropped slasher gets all 100% of its damage going through. But.. loses 44% of its damage if the slasher puts on an AB.
The caracal against this slasher: gets about 23 dps. 91% reduced applied damage due only to speed. For the sake of discussion lets apply two fully bonused painters (40% each) and then use a strong crash on the caracal. 41 dps. 83%. Against the stabber from above with AB: 72% mitigation. With 2x painters and strong crash: 130, 48% mitigated.
Let's go for another anecdotal extreme: the RHML. Since no ship using RHML gets an application bonus to it let's look at an RHML ship shooting a HAC and look only at damage applied before resists. For this purpose I've used a Typhoon FI vs a deimos (since I know the two ships well). The phoon loses 44% of it's damage shooting this target. Leaving 55% of its original amount to go through, in to resists and finally be subtracted from the target. If I instead put say just an AB on the deimos that value becomes 63% damage mitigated.
Against another battleship (TFI) with AB it's 11%. A battleship can literally speed tank a missile designed for 2 size catagories smaller than it just by burning in a straight line anywhere with an AB on.
I think the heavy missile needs some attention.
Join channel Aussies in space to chat with AU/NZ players
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Gregor Parud
844
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Posted - 2015.01.04 10:04:25 -
[12] - Quote
No, people need to stop living in the past. I'll just refer you to these two posts of mine:
https://forums.eveonline.com/default.aspx?g=posts&m=5322285#post5322285
https://forums.eveonline.com/default.aspx?g=posts&m=5365559#post5365559
Simply put; just as turrets need TE or TC, missiles need rigor/flare. People who still go "well, missiles suck lol" are no different from all the folks who after the webbing changes years ago stepped into a Megathron, piled on the neutron blasters and mag stabs and then went "welp, I can't hit for ****".
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afkalt
Republic Military School Minmatar Republic
637
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Posted - 2015.01.04 10:14:49 -
[13] - Quote
Just as soon as my manual piloting can address the shortfalls of missiles you can compare them to turrets like that. |

Gregor Parud
844
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Posted - 2015.01.04 10:19:06 -
[14] - Quote
afkalt wrote:Just as soon as my manual piloting can address the shortfalls of missiles you can compare them to turrets like that.
You're not really that intelligent, are you. Give me one good reason why missiles shouldn't need modules or rigs to apply their damage better, and by "good" I mean a logical one.
Also, it works both ways; no, you can't help your missiles with manual piloting but then neither can your target use manual piloting to avoid them. Have you thought about that one? I bet you haven't. |

afkalt
Republic Military School Minmatar Republic
637
|
Posted - 2015.01.04 10:27:52 -
[15] - Quote
Shooting down sizes, yes. General application generally yes - but heavies are too poor (and lights too good). Like I say it was all fine until the guns got a 15-30% DPS hike barely 6 months after HML were 'brought into line' with them.
Turn on prop mod - missile damage diminished. Kite away, missile range reduced to the point they fail to hit even in long point range if you're fast.
Have you fired a heavy missile in the last two years against a player, I wonder? Doesn't sound like it. |

Gregor Parud
844
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Posted - 2015.01.04 10:35:14 -
[16] - Quote
You:
"being out of range of my blasters clearly sucks and should not be possible" "getting in close to me while I'm using rails and thus completely mitigating my damage sucks and should not be possible"
me:
"well, if you fit range/tracking mods then you can affect how well your turrets affect damage in both scenarios
you: "THIS SHOULD NOT BE NEEDED, I'M COMPLETELY INCAPABLE OF USING LOGIC OR UNDERSTANDING BALANCING. EVERTHING I USE MUST BE GODLY, EVERYTHING I DON'T USE IS OP AND SHOULD BE NERFED!!!!!!!oneoneeleven"
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afkalt
Republic Military School Minmatar Republic
637
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Posted - 2015.01.04 10:38:11 -
[17] - Quote
Those 2011 drakes really cut you deep huh? |

Gregor Parud
844
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Posted - 2015.01.04 10:39:20 -
[18] - Quote
No, not at all. Will you at some point starting making unbiased, logical posts or is this the best you can do. |

afkalt
Republic Military School Minmatar Republic
637
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Posted - 2015.01.04 11:41:03 -
[19] - Quote
Still waiting on credible evidence that they are fine, perhaps a usable fit or some charts.
But I don't think so, in spite of the fact that almost the entire Eve community doesn't use them, they are virtually extinct in game you're pretty much sticking your fingers in your ears and saying they're fine because you say so and anyone who disagrees is bad.
So post some real usable fits and data. Until then, good day. |

CW Itovuo
The Executioners Capital Punishment.
54
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Posted - 2015.01.04 11:41:43 -
[20] - Quote
Gregor Parud wrote:afkalt wrote:Just as soon as my manual piloting can address the shortfalls of missiles you can compare them to turrets like that. You're not really that intelligent, are you. Give me one good reason why missiles shouldn't need modules or rigs to apply their damage better, and by "good" I mean a logical one. Also, it works both ways; no, you can't help your missiles with manual piloting but then neither can your target use manual piloting to avoid them. Have you thought about that one? I bet you haven't.
This is why the OP's idea, while somewhat novel, is still a bad idea. Players will continue to argue round and round and round and round and round and round and round and round and round and round and round and round and round (gasp) and round and round and round and round and round and round and round and round (gasp) and round and round....
CCP should give up on it's failed Missile Damage Formula and go back to square 1.
This would be a massive undertaking, but one that's certainly within CCP's powers.
In essence, turn missiles into pseudo guns. Instant damage like all guns. Adjust DPS/tracking to follow accepted norms: +Long Range = Poor Tracking, Low DPS, High Alpha. +Medium Range = Improved Tracking, Average DPS, Average Alpha. +Short Range = Best Tracking, Best DPS, Lowest Alpha.
Finally, CCP would be able to create lasting balance between the weapons system. Meaningful quantitative discussion between the benefits of one apple versus the other three apples; rather than the current: Apple, Apple, Apple, Squash. (Squash always looses out because it's a vegetable, not a fruit.)
Launcher Modules: +Launcher Signature Resolution +Launcher Tracking/Accuracy Speed +Damage Modifier +Optimal Range +Falloff Range
Missile Charges: -Explosion Velocity -Explosion Radius -Flight Time -Maximum Velocity +Range Bonus +Tracking Speed Multiplier
Tracking Computer/Enhancers: +Apply attributes to Launcher Modules
Tracking Disruptors: +Apply attributes to Luancher Modules
Rigs: +Readjust as necessary
Skills: +Rename, Adjust, Refund as necessary.
Implants: +Readjust as necessary
The people who constantly spam: tracking disruptor this, tracking disruptor that, why, I imagine they'd be happy as pigs in ****.
Big null block fights would loose their clever-than-sliced-bread firewall defense. Seriously, gold star to whomever figured that one out, it's bloody brilliant. (Sorry for your loss)
Oh, but the graphics.... well, I think folks will just have to extend their suspension of disbelief.
As said in the beginning, this would be a massive undertaking, but one that's certainly within CCP's powers. |
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CW Itovuo
The Executioners Capital Punishment.
54
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Posted - 2015.01.04 11:43:12 -
[21] - Quote
... |

Gregor Parud
849
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Posted - 2015.01.04 13:15:10 -
[22] - Quote
afkalt wrote:Still waiting on credible evidence that they are fine, perhaps a usable fit or some charts.
But I don't think so, in spite of the fact that almost the entire Eve community doesn't use them, they are virtually extinct in game you're pretty much sticking your fingers in your ears and saying they're fine because you say so and anyone who disagrees is bad.
So post some real usable fits and data. Until then, good day.
Many people use HML, just not in moronic F1 fleet blobs anymore. You can make those graphs yourself. Use your own two fits, swap your lol shield rigs for rigors/flare and start doing some testing with different ammo types and angulars. It takes about a minute.
see the problem is that people are incapable of looking at more than one variable, more than one angle or insight. They just look at one thing and go "THIS IS NOT RIGHT!!!!!". Turrets are capable of doing more dps but they're also capable of doing zero dps, missiles are less erratic in their damage, more versatile if you will, and will always do some sort of damage.
So you can't go "LOOK AT HOW MISSILES DO LESS" while forgetting to mention that on the other side of the spectrum they can out perform turrets. They're quintessentially different weapon systems and as such focussing on a single stat is pretty much moronic.
Also, the reason "no one" uses HML is that for solo or small gang pvp (where missiles do just fine) HAM get enough range to deal with targets around point range. again,; more dps, less range.
If you want HML to do more dps then you will have to agree to less range, how is this so difficult to comprehend. |

Caleb Seremshur
The Atomic Fallout Kids
447
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Posted - 2015.01.04 15:26:50 -
[23] - Quote
This debate is certainly interesting. I'm going to investigate it further. Obviously as you begin swapping defensive rigs out for application rigs you need to get further away and move faster. It still doesn't remove the facts of fighting in point range as being a really bad idea for any HML user particularly when the target can keep pace with you (pretty easy for every ship except amarr)
Join channel Aussies in space to chat with AU/NZ players
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Gregor Parud
851
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Posted - 2015.01.04 16:02:27 -
[24] - Quote
Caleb Seremshur wrote:This debate is certainly interesting. I'm going to investigate it further. Obviously as you begin swapping defensive rigs out for application rigs you need to get further away and move faster. It still doesn't remove the facts of fighting in point range as being a really bad idea for any HML user particularly when the target can keep pace with you (pretty easy for every ship except amarr)
In the fits he provided the extender rigged Caracal had 50% more EHP as the Thorax, while applying less dps. Replacing those rigs would drop the Caracal's EHP to be within the same ballpark as the thorax while, amazingly, it suddenly also started performing a ton better with its HML. It's the same for the Drake; if you want its stupid EHP then you forego on damage application, if you go for damage application then you bring down its EHP a notch. Still above other comparable ships but not as good as it was.
A HML Caracal has less problems with people getting up close as a rail Thorax, so this whole "but HML ships will have problems" is simply not true, at least not specifically HML ships as it's a basic "kiter vs scram tactic". Rock, paper, scissors.
This whole discussion is no different from a newbie/lazy bear perma running lvl Raven crap fit and him making a thread about how bad it is, it's going to take a whole lot of explaining and reasoning to convince said clueless bear that if he'd just stop shitfitting his raven it would perform much better making him more isk/h. And just as those lazy bears will kick, scream and put their fingers in their ears going "I can't HEAR you!" the same is happening here: people unwilling or incapable of understanding actual mechanics and adapting to the changed situation.
Which, neatly, brings me back to this. |

afkalt
Republic Military School Minmatar Republic
637
|
Posted - 2015.01.04 16:42:14 -
[25] - Quote
Caleb Seremshur wrote:This debate is certainly interesting. I'm going to investigate it further. Obviously as you begin swapping defensive rigs out for application rigs you need to get further away and move faster. It still doesn't remove the facts of fighting in point range as being a really bad idea for any HML user particularly when the target can keep pace with you (pretty easy for every ship except amarr)
Indeed and this works well for PvE - tengus, ravens, golems etc.
It is a disaster in PvP at all typically workable ranges. Test it, you'll soon see that the damage is really, REALLY bad for the benefits conveyed versus the sacrifices made. The fits become hilarious squishy, pressed for fitting and all for less applied damage in any typical scenario than an average gunboat provides. Missile boats also can't dictate range for long, typically have minimal drones so clearing fast tackle is a nightmare. Sure, in a paper world they'll grief it to death eventually - in game, they just get caught and die in a fire. I've never heard a tackler in my life say they're scared of a HML boat, or will need backup quickly.
Unfortunately, people are still so mad about the old drake blobs you tend to attract weird stuff like "lol use a painter" or "lol webs" as if these have no impact on guns when actually they benefit both just fine. You also get other stuff like people caught in 2012 when drakes did have mad tanks, when in fact today the difference between a decent comparable fit drake and a ferox is ~1-2% EHP.
Anyway, if you do manage to find a good fit that isnt outclassed at every typical opportunity by either slapping RLML or a gunboat, please post it - it has literally eluded everyone else to date. This probably sounds a bit sarcastic, it isn't - I'd love to have a reason to fit HML again, other than for snowflake laughs to annoy my corpmates 
Good luck in your fitting, I'll keep using guns and drones like everyone else is right now  |

ISD Decoy
ISD Community Communications Liaisons
328
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Posted - 2015.01.04 17:00:30 -
[26] - Quote
I have cleaned (and edited) this thread free of personal attacks and disrespectful posts. You CAN contribute constructively without insulting each other.
Quote:2. Be respectful toward others at all times.
The purpose of the EVE Online forums is to provide a platform for exchange of ideas, and a venue for the discussion of EVE Online. Occasionally there will be conflicts that arise when people voice opinions. Forum users are expected to be courteous when disagreeing with others.
27. Off-topic posting is prohibited.
Off-topic posting is permitted within reason, as sometimes a single comment may color or lighten the tone of discussion. However, excessive posting of off-topic remarks in an attempt to derail a thread may result in the thread being locked, or a forum warning being issued to the off-topic poster.
ISD Decoy
Lieutenant Commander
Community Communication Liaisons (CCLs)
Interstellar Services Department
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Gregor Parud
852
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Posted - 2015.01.04 17:55:51 -
[27] - Quote
afkalt wrote:Caleb Seremshur wrote:This debate is certainly interesting. I'm going to investigate it further. Obviously as you begin swapping defensive rigs out for application rigs you need to get further away and move faster. It still doesn't remove the facts of fighting in point range as being a really bad idea for any HML user particularly when the target can keep pace with you (pretty easy for every ship except amarr) Indeed and this works well for PvE - tengus, ravens, golems etc. It is a disaster in PvP at all typically workable ranges. Test it, you'll soon see that the damage is really, REALLY bad for the benefits conveyed versus the sacrifices made. The fits become hilarious squishy, pressed for fitting and all for less applied damage in any typical scenario than an average gunboat provides. Missile boats also can't dictate range for long, typically have minimal drones so clearing fast tackle is a nightmare. Sure, in a paper world they'll grief it to death eventually - in game, they just get caught and die in a fire. I've never heard a tackler in my life say they're scared of a HML boat, or will need backup quickly. Unfortunately, people are still so mad about the old drake blobs you tend to attract weird stuff like "lol use a painter" or "lol webs" as if these have no impact on guns when actually they benefit both just fine. You also get other stuff like people caught in 2012 when drakes did have mad tanks, when in fact today the difference between a decent comparable fit drake and a ferox is ~1-2% EHP. Anyway, if you do manage to find a good fit that isnt outclassed at every typical opportunity by either slapping RLML or a gunboat, please post it - it has literally eluded everyone else to date. This probably sounds a bit sarcastic, it isn't - I'd love to have a reason to fit HML again, other than for snowflake laughs to annoy my corpmates  Good luck in your fitting, I'll keep using guns and drones like everyone else is right now 
- the damage is fine for the range HML get, you want more damage then have them drop range - those fits are just as squishy as comparable ships - applied damage depends on scenario, so yet more lies - why can't missile ships dictate range compared to, say, a rail ship? - they get less drones because upclose missiles still do damage but long range turrets tend not to. If you add dps from 3 lights with heavy missile damage you get similar applies dps as just using 5 lights - yes, clearly missiles shouldn't be using modules to apply damage. That's just for turrets because :reasons: |

Caleb Seremshur
The Atomic Fallout Kids
447
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Posted - 2015.01.04 18:16:18 -
[28] - Quote
Please do not presume every ship getting close to another automatically means it is getting under its guns. A decent kite fit works optimally when the target is actively chasing them after all. A rail eagle with javelin and pulling 2200m/s is something to be feared and respected. I say kiting isn't good with missiles mostly because of that scenario. The one where you are being egged at optimal or low falloff while he mitigates most of your dps through raw speed. It's only in my estimation that missiles especially the heavy missile work best when used on a target which is already pinned down.
Consider the power of a fury cerb and rf point/navyweb huginn. Especially after their rebalance a combo like this will be ridiculously deadly. It still will be today just not so much so... and to be fair in that case you might opt for HAM anyway.
I am perhaps more speaking for something like deimos/cerb or any other brawler/arty combo you elect.
Join channel Aussies in space to chat with AU/NZ players
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Gregor Parud
853
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Posted - 2015.01.04 18:33:59 -
[29] - Quote
It all depends on the scenario. The second a frigate realises your Deimos/Eagle is rail kite fit is the second he'll spiral into scram range and get under your guns. Can it be countered? Sure but the fact remains that long range turrets can very easily be entirely useless, which is my point. Yes turrets can apply really good dps but they can also apply zero dps. Missiles do not have these highs and low and do more average dps instead.
- less than turrets when turrets are doing fine - more than turrets when turrets struggle
Neither is better or worse, it's just different. My point is that one can't froth over how missiles do less than turrets when turrets are working fine, because there's many scenarios where they don't work fine, or at all.
Again, for the zillionth time, I'm not saying that HML couldn't use a small dps boost, but it would have to come at the cost of losing some range. As they are their dps is inline with he ranges they can achieve.
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elitatwo
Eve Minions Poopstain Removal Team
527
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Posted - 2015.01.04 19:13:21 -
[30] - Quote
Gregor Parud wrote: -some nonsense-Again, for the zillionth time, I'm not saying that HML couldn't use a small dps boost, but it would have to come at the cost of losing some range. As they are their dps is inline with he ranges they can achieve.
And for the last time now, the least important value on the fitting screen for heavy or any other missile is dps.
Get it through your head.
Oh and you may ask Caleb about it, he did some testing with me yesterday with a damage bonused Orthrus and some ships of mine.
From a base volley damage of 2200 hp damage, less than 300 hit my ships. And all interceptors can outrun them just fine.
Somehow my proposal from a few weeks back isn't so unreasonable anymore.
The worst case is already in EVE - the light missile.
Anyone from faction warfare can jump right in here and tell us their experiences with Condors.
A Condor does 97dps - in your mind it is the most important value on earth, it is not.
Those 97dps Condors will tear everyone they find apart just fine and all interceptors start running the hills if they see them on d-scan.
Seems the 97dps is scary enough to make them afraid of them.
Odd..
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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
|
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.
Join channel Aussies in space to chat with AU/NZ players
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Debora Tsung
Die Woge des Wahnsinns Ultima Ratio.
1396
|
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
|
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
|
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
|
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
|
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.
Join channel Aussies in space to chat with AU/NZ players
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CW Itovuo
The Executioners Capital Punishment.
54
|
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
|
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.
|

Caleb Seremshur
The Atomic Fallout Kids
448
|
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.
Join channel Aussies in space to chat with AU/NZ players
|

Signal11th
1594
|
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?
Join channel Aussies in space to chat with AU/NZ players
|
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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
|
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
|
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
|
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
|
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
|
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
|
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
|
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. |
|

afkalt
Republic Military School Minmatar Republic
656
|
Posted - 2015.01.08 15:42:16 -
[61] - Quote
Thing is, no other cruisers (stabber aside) have a range bonus, so they can't compete. I discounted vexors for the same reason. Makes it hard to compare.
Try comparing a cerb and an eagle, I've not actually tried that, but both have double range boosts. |

Caleb Seremshur
The Atomic Fallout Kids
448
|
Posted - 2015.01.08 16:04:42 -
[62] - Quote
Personally I wish CCP would take more advantage of what a missile launcher *is*. Its a tube that shoots rocket propelled explosives. Take a look at the HML for example it has 24 missiles or so visibly loaded in to it. Being able to fire the whole lot ala LRM would be a great great thing.
I have been musing on the topic for a couple of days now. If you fly another ship with long ranged weaponry you effectively have a cone in front of the nose of your guns wherr you csnnot miss. On the outside of this cone is another cone where you begin to mis and this second cone gets more blurry the further to its edges you go. This vague idea is the only appropriate parallel I could come up with for comparing long ranged performance for turrets vs missiles. In brief, inside a certain set of parameters you are almost certain to hit your target with guns at a given range for a damage as determined by how deep in to falloff (+ù2) they were. Also unless I am mistaken a target can be beating your tracking by percentages thus resulting in grazing or glancing hits which are still hits but at reduced damage output. Essentially with a long range turret and at a range inside your falloff you will have a hard time missing.
Where am I going with this? Look at the volley damage for 720 arties. It hits what... I think 3700 or so on a gank fit? I'm not personally sure but let's say it does. You can land a practically guaranteed blow of between 3700 & 1850 on a target within the limit of your falloff as long as you hold the appropriate range advantage. Heavy missiles will lose damage if the target is stationary but has a smaller sig radius than the explosion radius of your missiles. As correctly pointed out above the best way to mitigate damage from missiles is by being very fast. The faster you go the less damage you take. Period.
To me if we were to say hypothetically remove missiles from the dps grinder gameplay of turrets and instead make them high damage (which is easily mitigated) low dps one-shot-per-reload weapons it could provide some very interesting operational situations for missiles to exist in. Consider again the LRM. It is a finesse weapon. Bad lrm users receive little thanks and underperform woefully while very skilled LRM users amongst other things will complement a variety of group outfits and provide long range harassment that can dislodge enemies or force them to bunker down and become entrapped. Long range missiles would become like lrm (which possess relatively poor target tracking and a prone to losing applied damage due to landing off tsrget) while short range missiles become like SRM or MRM a higher rof burst weapon with relatively lower damage per volley but are faster and track much better.
Look up a mechwarrior video sometime and tell me how conclusively thst missile ganeplay isn't incredibly boring in EVE right now and that it wouldn't be improved both from a technical and player skill investment perspective but also from a gameplay perspective where players with a poor sense of timing or incompatible fleet design will see degraded performance as compared to a player with very high skill and proper fleet comp will see better than average performance. And the best part is you don't even have to change the heavy missile or HAM or anything at all to achieve this, you're changing the launcher instead. To do this you would lower the maximum capacity of the HML to what is physically visible and then set the number of charges launched per cycle to say a percentage of the whole rack at a time. Things like the rapid launchers would dump their entire load at once irrespective of the target making them perfect for instantly killing that one frigate tackling you but useless for wiping the rest of the group because you'll spend quite a while waiting to reload.
If there's one thing I've really hated about the new design of the rlml is the reload timer penalising you arbitrarily for having the wrong ammo loaded, taking 35s of damage you can't respond to and then having to wait 90 seconds to expend the clip you just loaded. Waiting is not good gameplay. If I have to wait a long time to reload then I feel like that should be compensated for by a very high rof or a much larger usable ammo count. Like LMGs with belt fed ammunition they have their srawbacks in reload time compensated for by very high rofs and longer uptimes. Rlmls and rhml would follow this pattern if they shot once per tick instead of whatever. Their ammo count isn't high and when they do get to fire again they dont dish out the pain fast enough to get them out of those situations where it literally would have been better to fit lml and not rlml. Talk about sustained damage all you want at the end of the day it's still time spent not defending yourself. Knowing that once you've finished reloading you just pull the trigger and you'll dump 50 missiles on someone is enough to keep the heart racing.
There's very little tactics to missiles particularly long range missiles right now. Just benin range and press shoot and then stand there mystified at why you can't dump your whole cassette instead of playing grab-ass against someone's logi module timer.
Sample ammo cassettes could be like lml 10, rocket 6, rlml 9, hml 12, ham 5, rhml 10 and then balance torps and cruises as loading from an ammo bay only and compensating for their one-shot then reload gamplay by multiplying the damage volley by the rof/reload time lost from original. Making cruises volley kings but still unable to blap a frig in one volley unless that frig has a vegetable for a pilot.
Join channel Aussies in space to chat with AU/NZ players
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scorchlikeshiswhiskey
Cirrius Technologies O X I D E
351
|
Posted - 2015.01.08 17:26:16 -
[63] - Quote
Not going to make a long quote that has to be scrolled past.... Caleb, you obviously put a lot of thought into that idea but I'm not sure how your version of missiles would be much different than the current artillery. My understanding is that you were referring to the MLRS (Multiple Launch Rocket System) and how it fires all at once which, IIRC, is not entirely correct. I believe the MLR systems are selectable, one can be launched or all can be launched, or somewhere in between. I do like the idea of having launchers that fire double, like dual AC's, but having launchers just fire everything and go into reload seems like a poor change to make unless you want to see gank Corax's replace gank Catalysts.
Actually... I'm not sure they would replace artillery gank fits entirely, a well-timed smartbomb would clear a lot of damage off the field since the missiles would still have their ridiculous flight times.
Spugg, I think you're wrong on some things but you do raise some good, and valid, points. This proposal addresses the lack of missile transversal in a way and also gives a new way to mitigate missile damage, range control.
I do think Caleb is on the right track though, missiles need a change in fundamental mechanics rather than a change within the flawed mechanics. Personally, I favor the approach of reworking the missile formula for damage and giving missiles an acceleration instead of max velocity. My idea would be to have short range missiles be big and slow, packed to the gills (so to speak) with explosives and little room for fuel. They would have a high base damage modified very slightly by their velocity at impact, which would be low because of the short flight time. Long range missiles would have a low base damage that is modified heavily by velocity at impact, such that the longer a missile is flying the more damage it will do when it hits. (Not counting maneuvering to catch an orbiting frig, since the missile would be correcting course constantly) This would give long range missiles an "optimal" of sorts where their damage peaks, so for lights it might peak at 40km (random) and would not increase significantly beyond that. It would also be beneficial if missiles started with a vector and velocity from the firing ship such that flying at your target allows your damage to peak slightly sooner if you are willing to fly right into their guns, short range missiles to travel slightly further, or even for "chase" armament to make a debut of sorts. Short range would be limited more by range than by damage peaks, making the 2 have different useage characteristics. I would even go so far as to suggest that maybe short range missiles should have a slower ROF, but higher volley, with the lore reasoning of needing to recharge/clear the booster that pushes them to max velocity at/near launch. Long range missiles would then fire faster, by virtue of not needing a booster, but would require time and distance to reach useful damage. Then adjust the base damages to balance the dps, of course. (More objects to track, but for shorter time server-wise) Obviously it's not a fully formed idea, there are plenty of holes to fill, but I think that if CCP were to run with something like that, it would make missiles better and more interesting to fly. On making acceleration work in a fluid system.... Missiles already have a behind the scenes acceleration, like the warp acceleration mechanics currently. You could leave short range missiles largely as they are, and increase the maximum velocity of long range missiles while decreasing the hidden acceleration. (Short range=frig warping, long range=BS warping in this analogy) This would have the effect of decreasing overall flight time at long range, without making them into quasi-turrets with insta-damage. This would make heavies a more viable long range weapon, with a damage curve similar in ranges to long range turrets which can be mitigated with a similar ammo swap, while still keeping them different and alternately better/worse in a given scenario.
Thoughts? I have read this a couple times and I think it looks good, but I would appreciate constructive feedback and, of course, discussion. 
As for heavies by themselves, reading the dissenting opinions does highlight that their is more to missile balance than just increasing application. I think that application could be addressed alone if CCP hadn't said that they would like to get rid of Defenders, leaving the only good missile counter as speed. (CSM summer summit minutes '13) I would much rather CCP try and fix the real, underlying problems rather than slapping on a fresh coat of paint and pretending that the foundation isn't flawed because the paint is easier. |

Mario Putzo
Welping and Dunking.
1033
|
Posted - 2015.01.08 17:38:37 -
[64] - Quote
CCP just needs to make missiles apply damage more in line with other weapons. Since they have no way (outside of rigs) to increase explosion velocity or radius guns of equal sizes will always have a higher application rate.
IMO this is what would fix missiles on all levels.
Dropping the Alpha on missiles - This is a no brainer if you are going to increase applied damage. Increasing the explosion velocity on missiles - This is the problem all missiles have Increasing the velocity on missiles - So missiles spend less time in space Decreasing the Flight time of missiles - So missiles still only go as far as they do now (with velocity changes included)
For the launchers Increase ROF on the launchers - To get back DPS lost from reducing Alpha
As it stand missiles on every level bleed too much damage against like sized targets that are moving. This applies to rockets against frigs, all the way up to Capital Launchers against Capitals.
HM shows the largest "bleeding" of damage against like sized targets that are moving. |

Gabriel Karade
Noir. Suddenly Spaceships.
216
|
Posted - 2015.01.08 18:06:39 -
[65] - Quote
CW Itovuo wrote:
CCP should give up on it's failed Missile Damage Formula and go back to square 1.
This would be a massive undertaking, but one that's certainly within CCP's powers.
This.
Just to add a bit more context, most players will not be aware the current missile system was a bad compromise that arose out of the ashes of failure of the intended 'new' system back in 2004 (which got as far as the development server) - where missiles, particularly the bigger variants, would come out of the tubes at low velocity, with poor manoeuvrability, then accelerate up to speed. Reasons given at the time were basically "because of server"GǪ.
I still maintain something more interesting than the current system (which is stupid, with the explosion 'radius' always affecting damage, regardless of velocityGǪ.) could be achieved, for example by using the under-utilized 'agility' attribute.
Edit:
And here was that proposed 'new' system:
http://oldforums.eveonline.com/?a=topic&threadID=79439
War Machine: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=386293
|

Soraellion
0
|
Posted - 2015.01.08 18:22:11 -
[66] - Quote
Mario Putzo wrote:Since they have no way (outside of rigs) to increase explosion velocity or radius guns of equal sizes will always have a higher application rate.
That isn't true at all. JUST because there's only 2 variables to affect it also means there's only 2 variables to counter with, it works both ways. Long range weapons will do zero damage to short orbit targets, missiles will still do damage. You simply can not pick out one variable or mechanic and decide missiles are crap or not. There's way too many different mechanics, pros, cons and whatnot going on for that to have any weight in a rational discussion.
Here's a vid on that very subject I made earlier today: https://www.youtube.com/watch?v=qwkr5s8dVRE |

Mario Putzo
Welping and Dunking.
1037
|
Posted - 2015.01.08 18:38:15 -
[67] - Quote
Soraellion wrote:Mario Putzo wrote:Since they have no way (outside of rigs) to increase explosion velocity or radius guns of equal sizes will always have a higher application rate. That isn't true at all. JUST because there's only 2 variables to affect it also means there's only 2 variables to counter with, it works both ways. Long range weapons will do zero damage to short orbit targets, missiles will still do damage. You simply can not pick out one variable or mechanic and decide missiles are crap or not. There's way too many different mechanics, pros, cons and whatnot going on for that to have any weight in a rational discussion. Here's a vid on that very subject I made earlier today: https://www.youtube.com/watch?v=qwkr5s8dVRE
Except I can cherry pick that variable because at the present it is the only one that matters in the discussion about why Missiles are lackluster in comparison to Turrets.
Webs impact both TP's impact both Both have Rigs Both have Weapon Upgrade options
And then Turrets have TE's and TC's to boost their damage application, with Optimal Range or Tracking Speed.
Missiles do not have this option, and only serves to further keep them in check against other weapon types.
Hell Drones even get Omnis/
|

afkalt
Republic Military School Minmatar Republic
657
|
Posted - 2015.01.08 18:38:16 -
[68] - Quote
Soraellion wrote:Mario Putzo wrote:Since they have no way (outside of rigs) to increase explosion velocity or radius guns of equal sizes will always have a higher application rate. That isn't true at all. JUST because there's only 2 variables to affect it also means there's only 2 variables to counter with, it works both ways. Long range weapons will do zero damage to short orbit targets, missiles will still do damage. You simply can not pick out one variable or mechanic and decide missiles are crap or not. There's way too many different mechanics, pros, cons and whatnot going on for that to have any weight in a rational discussion. Here's a vid on that very subject I made earlier today: https://www.youtube.com/watch?v=qwkr5s8dVRE
So for being able to do damage at targets <5kms let's say...it's worth the trade of doing (markedly) less damage from 10km>max range?
I checked out the beam OmenNI vs the (scourge) HML OspreyNI* and the beam omen is far and away the superior platform - even putting rigor IIx2 and rigor I on the HML ship. Even against frigates. Against HACs its a disaster for HML because of sig reduction and against cruisers it's far better at almost every turn.
*Chosen because both ships have a range bonus and a damage bonus. Two damage mods and application rigs where used on both. |

Soraellion
0
|
Posted - 2015.01.08 19:44:44 -
[69] - Quote
Mario Putzo wrote: Webs impact both TP's impact both Both have Rigs Both have Weapon Upgrade options
And then Turrets have TE's and TC's to boost their damage application, with Optimal Range or Tracking Speed.
Missiles do not have this option, and only serves to further keep them in check against other weapon types.
Hell Drones even get Omnis/
Turrets also get TDed, countering TE/TC. Turrets can do 0 damage in many situations because they're very easily countered. Missiles always apply at least some damage. Turrets will have to swap ammo, losing time, when attacking targets at difference ranges. Most turrets use cap. In some cases missiles are worse, in others they are better.
For every pro you list there's a con, for every con you list there's a pro. There's MANY ship and weapons types that you simply don't see in large fleet meta, I don't hear you say anything about those. Just because "the masses" in blob fleets don't use a specific weapon doesn't mean they're bad. Missiles work just fine in other forms of PVP just as other weapon systems might suck there.
Missiles are non-effort, stupid-proof weapon systems that require no thought, no piloting, no real interaction, no cap, lack anti-missile specific EWAR, aren't damage type limited AND they work decently well. why should they on top of all those pros (which, are countered by a whole bunch of cons, paper dps being one of them) also content for top paper damage? |

Soraellion
0
|
Posted - 2015.01.08 19:50:34 -
[70] - Quote
afkalt wrote:So for being able to do damage at targets <5kms let's say...it's worth the trade of doing (markedly) less damage from 10km>max range?
I checked out the beam OmenNI vs the (scourge) HML OspreyNI* and the beam omen is far and away the superior platform - even putting rigor IIx2 and rigor I on the HML ship. Even against frigates. Against HACs its a disaster for HML because of sig reduction and against cruisers it's far better at almost every turn.
*Chosen because both ships have a range bonus and a damage bonus. Two damage mods and application rigs where used on both.
Yeah, your strawman lol Nosprey isn't obvious, at all. Also sig reduction on MWD doesn't affect turret dps of course, right. You're talking about a weapon system that does damage out to 60km base, show me a turret weapon system that works all the way from 0 to 60km without performance gaps.
|
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afkalt
Republic Military School Minmatar Republic
657
|
Posted - 2015.01.08 19:57:02 -
[71] - Quote
It's not just blobs that don't use them. We're primarily small gang up to fleets of 50 odd and we never seem them. Friend or foe.
In fact the last time I was hit with one was by an Orth pilot testing it when they released, before that.....uuummmm.....don't even remember. Maybe a 100mn tengu. |

afkalt
Republic Military School Minmatar Republic
657
|
Posted - 2015.01.08 19:58:36 -
[72] - Quote
Soraellion wrote:afkalt wrote:So for being able to do damage at targets <5kms let's say...it's worth the trade of doing (markedly) less damage from 10km>max range?
I checked out the beam OmenNI vs the (scourge) HML OspreyNI* and the beam omen is far and away the superior platform - even putting rigor IIx2 and rigor I on the HML ship. Even against frigates. Against HACs its a disaster for HML because of sig reduction and against cruisers it's far better at almost every turn.
*Chosen because both ships have a range bonus and a damage bonus. Two damage mods and application rigs where used on both. Yeah, your strawman lol Nosprey isn't obvious, at all. Also sig reduction on MWD doesn't affect turret dps of course, right. You're talking about a weapon system that does damage out to 60km base, show me a turret weapon system that works all the way from 0 to 60km without performance gaps.
Strawman how?
10% range, 10% damage. Fully missile bonused hull. 4 launchers
Or is the fact it is comprehensively DUNKED by a hull with 10% range 10% damage, 4 turrets inconvenient to you?
It is a like for like comparison. Also sig hits nowhere near as hard. |

Soraellion
0
|
Posted - 2015.01.08 20:03:56 -
[73] - Quote
No because everyone knows the ship is crap and thus it has nothing to do with missiles as such. Why don't you use, say, the Navy Caracal or would that be inconvenient for you? You REALLY have to stretch to mention the Nosprey instead of the Navy Caracal, so much so that it's actually hilarious. |

afkalt
Republic Military School Minmatar Republic
657
|
Posted - 2015.01.08 20:13:50 -
[74] - Quote
Accidentally overwrote with an edit above. |

Ronny Hugo
Dark Fusion Industries Limitless Redux
77
|
Posted - 2015.01.08 20:19:11 -
[75] - Quote
@ OP. Well the good old days with missile T3s alphaing stuff off field from afar... |

Soraellion
0
|
Posted - 2015.01.08 20:25:23 -
[76] - Quote
afkalt wrote:Because the navy caracal has inbuilt application bonuses and lacks the range. I was looking for a level playing field.
So then, if heavy missiles don't suck, why are my beams crapping all over them? You've certain backtracked fast to 'well the hull must be bad'. Navy Ospreys are great little ships, just like the navy exequror, little used.
The system needs help next to its peers, it has done since they were buffed.
I've STILL not seen a decent fit from the people claiming they are so awesome that is actually workable or desirable in any realistic common scenario. All I hear is THEY ALWAYS HIT!!! 100% of crap all remains crap all.
The Navy Exeq is far superior to the Nosprey, not even a contest. Heavy beam damage application is worse in many ways compared to HML and much more easily countered. It requires cap, is limited in damage types, uses massive amounts of fittings and can't hit anything upclose. |

Mario Putzo
Welping and Dunking.
1038
|
Posted - 2015.01.08 21:10:33 -
[77] - Quote
Soraellion wrote: Turrets also get TDed, countering TE/TC. Turrets can do 0 damage in many situations because they're very easily countered. Missiles always apply at least some damage. Turrets will have to swap ammo, losing time, when attacking targets at difference ranges. Most turrets use cap. In some cases missiles are worse, in others they are better.
For every pro you list there's a con, for every con you list there's a pro. There's MANY ship and weapons types that you simply don't see in large fleet meta, I don't hear you say anything about those. Just because "the masses" in blob fleets don't use a specific weapon doesn't mean they're bad. Missiles work just fine in other forms of PVP just as other weapon systems might suck there.
Missiles are non-effort, stupid-proof weapon systems that require no thought, no piloting, no real interaction, no cap, lack anti-missile specific EWAR, aren't damage type limited AND they work decently well. why should they on top of all those pros (which, are countered by a whole bunch of cons, paper dps being one of them) also content for top paper damage?
Right but we aren't talking about a hierarchy of them. We are talking about why there is a huge difference between the damage application of missiles compared to other weapons.
I saw your video and I thought it was good in explaining the fundamentals, but was very narrow in scope of comparison. First and foremost the lack of comparison with AB use. Nor did you mention the relevance in a PVP context.
So here is an addendum I guess. Below is the fits I used and their stats.
http://imgur.com/i1eyO2C
HML Drake, HML Ferox, AB Caracal.
Here is a dps chart without an AB http://i.imgur.com/lC226VU.png
Here is a dps chart with an AB http://i.imgur.com/u9Ntkfg.png
Here is a DPS chart Webbed and TPd http://i.imgur.com/F9Dd1A5.png
Here is a DPS chart no Rigors/Flare no AB http://i.imgur.com/0XyQbxQ.png
Here is DPS chart no Rigors/Flare with AB http://i.imgur.com/rYNfJSp.png
So common theme Rail Ferox simply pounds the drake in terms of applied DPS against the same target under the same circumstance. From about 12K until 45K the drake can just not compete. Even after 65K where the drake no longer applies any damage the Rail Ferox is still capable of applying more of its DPS more of the time right out to nearly double where the drake stops.
Giving it more overall damage application, by a long shot.
The only range the drake is significantly better is inside 10K...unless the target is webbed.
Your video really sells short the application differences. Heck the typical engagement zone is 10-40km which just so happens to have Ferox territory written all over it against our little caracal friend here.
Missiles need less explosion radius and more explosion velocity. Less Alpha Damage, higher rate of fire to keep same DPS Less Flight Time, More Velocity (keep same range)
The fact that you absolutely must fit rigors/flares to a drake in order to hit an AB Caracal for more than 200DPS I think really says it all.
|

Soraellion
0
|
Posted - 2015.01.08 21:59:18 -
[78] - Quote
Missiles get countered by AB, turrets get countered by being up close to them. If you want to buff missiles to a point where not even AB can counter them they become omnipotent as there's NOTHING LEFT. Fly your cruiser with long range weapons, get tackled by a frig in short orbit and I'll start a convo with you about how missiles suck ass while you're doing 0 dps to that frig and he takes 5 minutes to kill you.
This is a graph of my drake/ferox (couldn't really decipher your fits and it doesn't really matter for the comparison) firing at an AB Caracal at full transversal. Explain to me how that isn't balanced; missiles work everywhere but not brilliantly, turrets have higher peak damage but also areas where they suck. And before you go "well, even at lower or zero transversal the damage reduction happens" then I'll counter with "even if you slow down a bit in short orbit range turrets will still do 0 damage.
Again: missiles are fool proof, easy to use, no cap, damage type selectable, easy to fit, require no piloting input, don't have specific ewar against them and work across their projection range just as well up close as at full range. Given all those massive pros (which aren't necessarily useful in fleet pvp) why do you feel they're not allowed to have downsides? |

afkalt
Republic Military School Minmatar Republic
657
|
Posted - 2015.01.08 22:01:16 -
[79] - Quote
Mario Putzo wrote:Soraellion wrote: Turrets also get TDed, countering TE/TC. Turrets can do 0 damage in many situations because they're very easily countered. Missiles always apply at least some damage. Turrets will have to swap ammo, losing time, when attacking targets at difference ranges. Most turrets use cap. In some cases missiles are worse, in others they are better.
For every pro you list there's a con, for every con you list there's a pro. There's MANY ship and weapons types that you simply don't see in large fleet meta, I don't hear you say anything about those. Just because "the masses" in blob fleets don't use a specific weapon doesn't mean they're bad. Missiles work just fine in other forms of PVP just as other weapon systems might suck there.
Missiles are non-effort, stupid-proof weapon systems that require no thought, no piloting, no real interaction, no cap, lack anti-missile specific EWAR, aren't damage type limited AND they work decently well. why should they on top of all those pros (which, are countered by a whole bunch of cons, paper dps being one of them) also content for top paper damage?
Right but we aren't talking about a hierarchy of them. We are talking about why there is a huge difference between the damage application of missiles compared to other weapons. I saw your video and I thought it was good in explaining the fundamentals, but was very narrow in scope of comparison. First and foremost the lack of comparison with AB use. Nor did you mention the relevance in a PVP context. So here is an addendum I guess. Below is the fits I used and their stats. http://imgur.com/i1eyO2C
HML Drake, HML Ferox, AB Caracal. Here is a dps chart without an AB http://i.imgur.com/lC226VU.png
Here is a dps chart with an AB http://i.imgur.com/u9Ntkfg.png
Here is a DPS chart Webbed and TPd http://i.imgur.com/F9Dd1A5.png
Here is a DPS chart no Rigors/Flare no AB http://i.imgur.com/0XyQbxQ.png
Here is DPS chart no Rigors/Flare with AB http://i.imgur.com/rYNfJSp.png
So common theme Rail Ferox simply pounds the drake in terms of applied DPS against the same target under the same circumstance. From about 12K until 45K the drake can just not compete. Even after 65K where the drake no longer applies any damage the Rail Ferox is still capable of applying more of its DPS more of the time right out to nearly double where the drake stops. Giving it more overall damage application, by a long shot. The only range the drake is significantly better is inside 10K...unless the target is webbed. Your video really sells short the application differences. Heck the typical engagement zone is 10-40km which just so happens to have Ferox territory written all over it against our little caracal friend here. Missiles need less explosion radius and more explosion velocity. Less Alpha Damage, higher rate of fire to keep same DPS Less Flight Time, More Velocity (keep same range) The fact that you absolutely must fit rigors/flares to a drake in order to hit an AB Caracal for more than 200DPS I think really says it all. Edit Playing with it even more using Caldari Navy Thorium beats the drake at every range above 15K, and thats not even as far as we can go! Tungsten is better than HMs from 25K out to 95K 30KM further than the drake can even engage! Edit 2 If you add the Caracal into that graph the Drake does 38 more damage against a moving AB Caracal than a Caracal with Rigors/Flare. and the Caracal can only fire 30KM further than the Drake. Its like a 40% reduction in missile damage just by using an AB. Meanwhile the Ferox loses about 30% of potential damage, but still has 25% more DPS than the Drake does on average. And that is just by using an AB. Its really not even close, Heavy Missiles need a rework, all missiles do really.
I should be able to like this twice.
|

Soraellion
0
|
Posted - 2015.01.08 22:10:43 -
[80] - Quote
Actually, I see why your graphs are all mistaken. You applied the drake's painter as a projected effect on the caracal (because if you didn't then you'd see a damage difference show up at 45km, TP optimal). Which then also affects the Ferox applied dps on the Caracal. |
|

Mario Putzo
Welping and Dunking.
1039
|
Posted - 2015.01.08 22:19:57 -
[81] - Quote
What do you mean you couldn't decipher my fits, it was the very first link I shared. Since I have no idea what fits you are using in your test I can only assume its the same from the video?.
Either way.
If you bothered at all to look at any of the links I posted you will see that in every circumstance the Rail Ferox has a wider range of damage application and applies a higher average than the drake.
The only time a Drake applies more damage than the Ferox (at any range the drake can hit) is inside 10K. Which is only true if you assume no webs and/or painter. If you assume webs/painter than this falls to inside 5K.
From 5K-80K the rail ferox applies more damage and more peak damage 100% of the time and never less damage than the Drake (unless we assume no cap in which case DPS is 0), and only needs 2 ammo types to switch between CN Antimatter, and CN Tungsten to do so.
If you took time at all to look at my links you would see this. It is clearly imbalanced in terms of applied damage. Which is why you lower its top end damage (alpha on missiles) reduce its cycle time (ROF on Turrets), and reduce explosion velocity and radius. (Doing the Missile Velocity/Fuel Tank is not an impactor on this and merely serves to reduce missiles on grid resulting in less server load.)
Again. The fact that you MUST fit Rigors and Flares to hit above 200DPS on an AB Caracal speaks for itself. Its the Explosion Velocity and Radius that absolutely need to be changed.
Also I am not sure what your link is representative of. |

Mario Putzo
Welping and Dunking.
1039
|
Posted - 2015.01.08 22:21:52 -
[82] - Quote
Soraellion wrote:Actually, I see why your graphs are all mistaken. You applied the drake's painter as a projected effect on the caracal (because if you didn't then you'd see a damage difference show up at 45km, TP optimal). Which then also affects the Ferox applied dps on the Caracal.
Actually the painter is turned off as is the web in each case, except for the one I specifically linked in which they are stated as on. (which you can see listed under projected effects on the Caracal) |

Soraellion
0
|
Posted - 2015.01.08 22:30:09 -
[83] - Quote
Yes but if they're used as projected effect then the Ferox also benefits from it, messing up the graph. Still, given that you have a painter and web, why aren't you accounting for them in your graphs? That's like fitting a tracking computer and then not running it.
This is your two fits but now with painter/web running and you can clearly see their impact. So while you have them fitted, why don't you account for them. |

Mario Putzo
Welping and Dunking.
1039
|
Posted - 2015.01.08 22:34:00 -
[84] - Quote
Soraellion wrote:Yes but if they're used as projected effect then the Ferox also benefits from it, messing up the graph. Still, given that you have a painter and web, why aren't you accounting for them in your graphs? That's like fitting a tracking computer and then not running it.
Why would you not compare both ships under equal circumstances?
Turrets benefit from TP and Webs too, so why would I only apply them to the drake.
And they are accounted for in my graphs, I have one dedicated specifically to Webbed and Painted Caracal.
I showed against a caracal with no AB Web Painter off a caracal with an AB Web Painter off a caracal Webbed and Painted
Comparing the Ferox and Drake DPS in all three areas.
Then I took the Rigors and Flares off, to show the DPS difference again between an AB and non AB caracal. Web and Painted was the same outcome Rigs or no Rigs.
Are you just trolling here? Or trying to have a real discussion. |

Soraellion
0
|
Posted - 2015.01.08 22:40:08 -
[85] - Quote
The Ferox doesn't have a TP fitted so no. If the web and painter are fitted (to get comparable EHP between the two ships) then you'll have to use them as well. If you choose to not apply them specifically to the drake alone then you need to remove them and add invuls or whatever, which would of course create a discrepancy.
What you're doing right now is inherently skewed, not saying you're doing it on purpose but it's very much wrong. |

Mario Putzo
Welping and Dunking.
1039
|
Posted - 2015.01.08 22:48:09 -
[86] - Quote
Soraellion wrote:The Ferox doesn't have a TP fitted so no. If the web and painter are fitted (to get comparable EHP between the two ships) then you'll have to use them as well. If you choose to not apply them specifically to the drake alone then you need to remove them and add invuls or whatever, which would of course create a discrepancy.
What you're doing right now is inherently skewed, not saying you're doing it on purpose but it's very much wrong.
The effect of Webs and Painters are being applied to the Caracal through the projected effect function on the fitting window of the caracal.
http://imgur.com/jXSCEe8
|

Soraellion
0
|
Posted - 2015.01.08 22:52:05 -
[87] - Quote
Yes and because of that the Ferox is also benefitting from a painter, while not having one. Tbh, it's ridiculous you're even defending it. I also like how your web reaches out all the ay to max range, you're distorting facts. |

Mario Putzo
Welping and Dunking.
1039
|
Posted - 2015.01.08 22:56:02 -
[88] - Quote
Soraellion wrote:Yes and because of that the Ferox is also benefitting from a painter, while not having one. Tbh, it's ridiculous you're even defending it. I also like how your web reaches out all the ay to max range, you're distorting facts.
Right because there is no way at all to apply webs and tps to a ship that both a drake and ferox can be shooting at.
**** lets assume the ferox and drake are attacking the same guy. If the Drake puts webs and painters on...the Ferox gets the advantage too! Oh we are engaging at 40K ok imagine a little merlin is tackling the Caracal using a TP and a Web. Got it?
Fantastic.
I am not distorting facts. My points are very clear. God damn. |

Soraellion
0
|
Posted - 2015.01.08 23:04:09 -
[89] - Quote
If they apply to both you either fit them to both or you remove them from both. So on the Ferox that means less EHP or the loss of the TC or you start adding invuls to the Drake. Either way, we'll have a nice discussion on why it's ok for the Drake to have more EHP than the Ferox while you also think its weapons need to be buffed to be on par :) |

afkalt
Republic Military School Minmatar Republic
658
|
Posted - 2015.01.08 23:17:45 -
[90] - Quote
Mario Putzo wrote:Soraellion wrote:Yes and because of that the Ferox is also benefitting from a painter, while not having one. Tbh, it's ridiculous you're even defending it. I also like how your web reaches out all the ay to max range, you're distorting facts. Right because there is no way at all to apply webs and tps to a ship that both a drake and ferox can be shooting at. **** lets assume the ferox and drake are attacking the same guy. If the Drake puts webs and painters on...the Ferox gets the advantage too! Oh we are engaging at 40K ok imagine a little merlin is tackling the Caracal using a TP and a Web. Got it? Fantastic. I am not distorting facts. My points are very clear. God damn.
You're hitting the same walls I was hitting.
They'll cherry pick facts which have nothing to do with the point at hand, have zero impact on an actual likely scenario all the while claiming this proves HML are 'fine' as a result.
You'll notice no balanced charts from them - even the recent ones are like different gun ammunition doesn't exist.
It's like poking water uphill with a stick. |
|

Mario Putzo
Welping and Dunking.
1039
|
Posted - 2015.01.08 23:19:59 -
[91] - Quote
Soraellion wrote:If they apply to both you either fit them to both or you remove them from both. So on the Ferox that means less EHP or the loss of the TC or you start adding invuls to the Drake. Either way, we'll have a nice discussion on why it's ok for the Drake to have more EHP than the Ferox while you also think its weapons need to be buffed to be on par :)
You have seriously got to be shitting me.
I am comparing weapons damage application that is all. I could have literally left all other spots unfilled and just compared against effects that impact application. What is fitted on the ships other than damage application modules is ******* irrelevant. Where the Webs and TPs come from is ******* irrelevant.
The only thing that matters is that Rails apply more damage on average from 5K-80K+.
In regards to the Drake having more EHP than the Ferox. Of course it should, the Ferox has an engagement range of nearly double the Drake. (115Kish vs 65K).
The only part of these fits that matters are the weapons, and the application mods. Everything else can be stripped out, and you will still get the same result.
The only reason the drake has webs and painter in its mids is because I was to lazy to fit a fourth ship to apply them to the Caracal.
|

scorchlikeshiswhiskey
Cirrius Technologies O X I D E
352
|
Posted - 2015.01.08 23:20:17 -
[92] - Quote
Soraellion wrote:If they apply to both you either fit them to both or you remove them from both. So on the Ferox that means less EHP or the loss of the TC or you start adding invuls to the Drake. Either way, we'll have a nice discussion on why it's ok for the Drake to have more EHP than the Ferox while you also think its weapons need to be buffed to be on par :) Because long range fits typically rely on range as part of their tank? Maybe? Besides, if you're being shot with Heavies you really don't need a lot of tank.  Nice distraction from an example that shows you were mistaken about application though.
Edit for spelling mistake. |

Soraellion
0
|
Posted - 2015.01.08 23:22:35 -
[93] - Quote
scorchlikeshiswhiskey wrote:Soraellion wrote:If they apply to both you either fit them to both or you remove them from both. So on the Ferox that means less EHP or the loss of the TC or you start adding invuls to the Drake. Either way, we'll have a nice discussion on why it's ok for the Drake to have more EHP than the Ferox while you also think its weapons need to be buffed to be on par :) Because long range fits typically rely on range as part of their tank? Maybe? Besides, if you're being shot with Heavies you really don't need a lot of tank.  Nice distraction from an example that shows your were mistaken about application though.
You realise that he's purposely messed up his "proof" right? The ferox applies more dps than it can do because it's being helped by a painter it doesn't have. |

afkalt
Republic Military School Minmatar Republic
658
|
Posted - 2015.01.08 23:23:15 -
[94] - Quote
Mario Putzo wrote:The only thing that matters is that Rails apply more damage on average from 5K-80K+.
At at a worst possible case for transversal.
|

scorchlikeshiswhiskey
Cirrius Technologies O X I D E
352
|
Posted - 2015.01.08 23:28:04 -
[95] - Quote
Soraellion wrote:scorchlikeshiswhiskey wrote:Soraellion wrote:If they apply to both you either fit them to both or you remove them from both. So on the Ferox that means less EHP or the loss of the TC or you start adding invuls to the Drake. Either way, we'll have a nice discussion on why it's ok for the Drake to have more EHP than the Ferox while you also think its weapons need to be buffed to be on par :) Because long range fits typically rely on range as part of their tank? Maybe? Besides, if you're being shot with Heavies you really don't need a lot of tank.  Nice distraction from an example that shows your were mistaken about application though. You realise that he's purposely messed up his "proof" right? The ferox applies more dps than it can do because it's being helped by a painter it doesn't have. Damn! You're right! You're so right! In a solo game like Eve, where in the universe would a pilot get the effects of a Target Painter they don't have fitted? Oh, woe is me for choosing the wrong side! /sarcasm When an equally bonused, slotted and fitted comparison wasn't enough for you, because reasons(?), another example was provided. To which the only fault you have managed to cling to is that the Ferox might have someone providing a Target Painter. Maybe even the Drake, in which case this comparison shows that you would be better off with 2 Feroxs as opposed to a Drake/Ferox combo or 2 Drakes. Try again. |

Soraellion
0
|
Posted - 2015.01.08 23:32:17 -
[96] - Quote
scorchlikeshiswhiskey wrote:Damn! You're right! You're so right! In a solo game like Eve, where in the universe would a pilot get the effects of a Target Painter they don't have fitted? Oh, woe is me for choosing the wrong side! /sarcasm When an equally bonused, slotted and fitted comparison wasn't enough for you, because reasons(?), another example was provided. To which the only fault you have managed to cling to is that the Ferox might have someone providing a Target Painter. Maybe even the Drake, in which case this comparison shows that you would be better off with 2 Feroxs as opposed to a Drake/Ferox combo or 2 Drakes. Try again.
Here's a tip: if you're going to talk about game mechanics and balance, it helps if you're capable of being a) correct and b) not biased. |

Mario Putzo
Welping and Dunking.
1039
|
Posted - 2015.01.08 23:35:14 -
[97] - Quote
Soraellion wrote:scorchlikeshiswhiskey wrote:Soraellion wrote:If they apply to both you either fit them to both or you remove them from both. So on the Ferox that means less EHP or the loss of the TC or you start adding invuls to the Drake. Either way, we'll have a nice discussion on why it's ok for the Drake to have more EHP than the Ferox while you also think its weapons need to be buffed to be on par :) Because long range fits typically rely on range as part of their tank? Maybe? Besides, if you're being shot with Heavies you really don't need a lot of tank.  Nice distraction from an example that shows your were mistaken about application though. You realise that he's purposely messed up his "proof" right? The ferox applies more dps than it can do because it's being helped by a painter it doesn't have.
Ok sorry.
Lets ignore the TP and Webs then since no one has them fit anymore because we live in special vacuum land where only I exist against unfitted Caracals representing PVE targets in a one on one environment.
So Rails are better from 10K-80K+, instead of 5K - 80K+
My bad guys sorry for misleading you all with 3rd party Webs and TPs, and making HMs look 5K worse than they actually are. |

Soraellion
0
|
Posted - 2015.01.08 23:42:53 -
[98] - Quote
Mario Putzo wrote:Ok sorry.
Lets ignore the TP and Webs then since no one has them fit anymore because we live in special vacuum land where only I exist against unfitted Caracals representing PVE targets in a one on one environment.
So Rails are better from 10K-80K+, instead of 5K - 80K+
My bad guys sorry for misleading you all with 3rd party Webs and TPs, and making HMs look 5K worse than they actually are.
So you don't only fabricate "proof" (and then defend it) but you also use hyperbole and just lies, showing bias. Kinda disqualifies one from any serious discussion, doesn't it. Pretty much done with that. |

scorchlikeshiswhiskey
Cirrius Technologies O X I D E
352
|
Posted - 2015.01.08 23:48:22 -
[99] - Quote
Soraellion wrote:Mario Putzo wrote:Ok sorry.
Lets ignore the TP and Webs then since no one has them fit anymore because we live in special vacuum land where only I exist against unfitted Caracals representing PVE targets in a one on one environment.
So Rails are better from 10K-80K+, instead of 5K - 80K+
My bad guys sorry for misleading you all with 3rd party Webs and TPs, and making HMs look 5K worse than they actually are. So you don't only fabricate "proof" (and then defend it) but you also use hyperbole and just lies, showing bias. Kinda disqualifies one from any serious discussion, doesn't it. Pretty much done with that. Troll post is trollerific. Pretty much done with that. Good job on the charts Mario, someone here can put 2 and 2 together without screaming bloody murder about where the plus sign came from and it's unfair.  |

Mario Putzo
Welping and Dunking.
1039
|
Posted - 2015.01.08 23:53:02 -
[100] - Quote
scorchlikeshiswhiskey wrote:Soraellion wrote:Mario Putzo wrote:Ok sorry.
Lets ignore the TP and Webs then since no one has them fit anymore because we live in special vacuum land where only I exist against unfitted Caracals representing PVE targets in a one on one environment.
So Rails are better from 10K-80K+, instead of 5K - 80K+
My bad guys sorry for misleading you all with 3rd party Webs and TPs, and making HMs look 5K worse than they actually are. So you don't only fabricate "proof" (and then defend it) but you also use hyperbole and just lies, showing bias. Kinda disqualifies one from any serious discussion, doesn't it. Pretty much done with that. Troll post is trollerific. Pretty much done with that. Good job on the charts Mario, someone here can put 2 and 2 together without screaming bloody murder about where the plus sign came from and it's unfair. 
Haha thanks. At least some folks are able to understand what I was trying to convey. |
|

Soraellion
0
|
Posted - 2015.01.09 00:37:57 -
[101] - Quote
Yes, a biased graph. |

Mario Putzo
Welping and Dunking.
1039
|
Posted - 2015.01.09 00:54:35 -
[102] - Quote
Soraellion wrote:Yes, a biased graph. I don't think that word means what you think it means. |

Mario Putzo
Welping and Dunking.
1039
|
Posted - 2015.01.09 01:11:02 -
[103] - Quote
Actually here is my favorite one though, Drakes vs AB Caracal
http://imgur.com/PG0ufzt
RED Rapid Light fit Drake 6x RLML II with Caldari Navy Scourge 2x Missile Fuel Rig 1x Missile Velocity Rig
Green HML fit Drake. 6x HML II Caldari Navy Scourge 2x Rigors 1x Flare
RAPID LULZ
Ya HMs don't need anything. Trolololo.  |

Caleb Seremshur
The Atomic Fallout Kids
449
|
Posted - 2015.01.09 02:02:29 -
[104] - Quote
scorchlikeshiswhiskey wrote:Not going to make a long quote that has to be scrolled past.... Caleb, you obviously put a lot of thought into that idea but I'm not sure how your version of missiles would be much different than the current artillery. My understanding is that you were referring to the MLRS (Multiple Launch Rocket System) and how it fires all at once which, IIRC, is not entirely correct. I believe the MLR systems are selectable, one can be launched or all can be launched, or somewhere in between. I do like the idea of having launchers that fire double, like dual AC's, but having launchers just fire everything and go into reload seems like a poor change to make unless you want to see gank Corax's replace gank Catalysts.
Actually... I'm not sure they would replace artillery gank fits entirely, a well-timed smartbomb would clear a lot of damage off the field since the missiles would still have their ridiculous flight times.
Let me pretext this response with a video primer. https://www.youtube.com/watch?v=70yNAwUUsc0
And then two missile tutorials based on the same game. https://www.youtube.com/watch?v=waC4DXncwxs
https://www.youtube.com/watch?v=1azBuiFIymc
Tell me how that missile gameplay is not better than the crap we get in EVE? For reference I think each LRM takes like 40 seconds to reload after every volley, Rise wanted to create tension, knowing you live or die by 1 shot instead of a dps blender is tension. Maybe EVE can't handle it and if that's true then it's very sad to me. There is a "charges per cycle" attribute on missile launchers Rise, consider investigating it sometime.
I miss this game so much, only servers still active are in the UK and I am in Aus.
Join channel Aussies in space to chat with AU/NZ players
|

Spugg Galdon
APOCALYPSE LEGION The Obsidian Front
598
|
Posted - 2015.01.09 07:46:10 -
[105] - Quote
Soraelion actually seems to know what he is talking about. I wouldn't dismiss his comments. |

afkalt
Republic Military School Minmatar Republic
659
|
Posted - 2015.01.09 07:58:00 -
[106] - Quote
If he is correct, it shouldn't be hard to produce decent charts with proofs.
Trouble here is, doing so /correctly/ reveals the glaring holes in heavy missiles.
For instance no one has contested that they do damage at 0m and you can get under guns HOWEVER the point is that advantage is not worth the loss of effectiveness from 10-max range.
Attempting to argue they are 'fine' whilst being sub par in all common engagement types and ranges is hard to believe.
That is but one example.
Also - for really chuckles, add skirmish links to the mix and...wow. |

Spugg Galdon
APOCALYPSE LEGION The Obsidian Front
598
|
Posted - 2015.01.09 08:15:33 -
[107] - Quote
afkalt wrote:If he is correct, it shouldn't be hard to produce decent charts with proofs.
Trouble here is, doing so /correctly/ reveals the glaring holes in heavy missiles.
For instance no one has contested that they do damage at 0m and you can get under guns HOWEVER the point is that advantage is not worth the loss of effectiveness from 10-max range.
Attempting to argue they are 'fine' whilst being sub par in all common engagement types and ranges is hard to believe.
That is but one example.
Also - for really chuckles, add skirmish links to the mix and...wow.
Properly fitted HML ships deal comparable damage with a relative turret fitted counterpart.
I will concede that skirmish links break the whole situation because they are wholly broken.
At an absolute push I would say HML's could use an explosion radius reduction of between 5-10% (probably around the 8% mark would work best) |

Caleb Seremshur
The Atomic Fallout Kids
449
|
Posted - 2015.01.09 08:18:33 -
[108] - Quote
afkalt wrote:If he is correct, it shouldn't be hard to produce decent charts with proofs.
Trouble here is, doing so /correctly/ reveals the glaring holes in heavy missiles.
For instance no one has contested that they do damage at 0m and you can get under guns HOWEVER the point is that advantage is not worth the loss of effectiveness from 10-max range.
Attempting to argue they are 'fine' whilst being sub par in all common engagement types and ranges is hard to believe.
That is but one example.
Also - for really chuckles, add skirmish links to the mix and...wow.
Hence why I said 4 pages ago that HML need to stop being treated as a viable solo weapon. They're "not bad" when used to pound the **** out of stuff that's already hard tackled. Functionally you could have a couple of brawlers (or just arazu/rapier combo) disabling the enemy and keeping your dps safe while they work from 50km off and apply very easy dps.
Which still isn't very good gameplay but at least it requires some teamwork to be effective which is what I guess the original HML fleets lacked (diverse fleet composition).
No matter the outcome of all these threads I will still regard missile systems in EVE as being inferior to their form in nearly every other game as they feel to me like they're playing the turret game in a game of turrets and then being upset when they come up short. If missile launchers in EVE worked more realistically then this discussion today would no doubt be calling for a nerf (based on their current stats) and that would be completely justified.
If it were my call no matter what I would increase volley and decrease ROF for all regular launchers, then lower maximum capacity for RLML/RHML and boost their ROF to the max possible but also decrease cartridge sizes. It's only my opinion and one that will most likely never happen. These missile launchers are not belt-fed their ammunitiion, the missiles are quite clearly just sitting there waiting to be told to activate. It's a suspension of disbelief I'm no longer willing to make and I'm also no longer willing to concede that it's good gameplay when my volleys are so weak and slow that my enemies can rep through them despite being hard tackled and outnumbered.
Join channel Aussies in space to chat with AU/NZ players
|

afkalt
Republic Military School Minmatar Republic
659
|
Posted - 2015.01.09 08:19:34 -
[109] - Quote
@Spugg: No, they really do not.
Toss up some fits and charts then, be sure to use different ammo types. Most people use worst possible transversal but maybe it is more realistic to use a 45 degree angle as keeping max transversal at all ranges at all times is all but impossible.
I've done it before but mine seem to be "not good enough", apparently neither are Mario's.
edit:
Caleb Seremshur wrote:Hence why I said 4 pages ago that HML need to stop being treated as a viable solo weapon. They're "not bad" when used to pound the **** out of stuff that's already hard tackled. Functionally you could have a couple of brawlers (or just arazu/rapier combo) disabling the enemy and keeping your dps safe while they work from 50km off and apply very easy dps.
Absolutely, just the thing is, guns also kick all kinds of ass in that scenario. You can close in, use short range ammo and not care that the tracking is meh because the target is scram/webbed. In open engagements you just go back to long range ammo.
This is entirely my point (and I'm not having a go at you here) that missiles are limited to extremely niche situations where the trade offs are absolutely not worth it in the real world. |

Spugg Galdon
APOCALYPSE LEGION The Obsidian Front
598
|
Posted - 2015.01.09 08:34:41 -
[110] - Quote
Caleb gets it.
HML is NOT a solo weapon system. The only ship it works really well on in the solo situation is the Orthrus. But that's "because of Orthrus".
If you want to solo with medium missiles you use HAM for pure damage where you SHOULD have a scram and a web fitted with a rigor rig and you get the advantage of being completely immune to tracking disruptors.
RLML gives you a nice kiting platform for lower sustained damage.
This actually seems like it's by design!
HAM - brawling RLML - kiting HML - fleet
I don't understand why people want to use HML's in a solo situation. That's not really their design.
P.S @ afkalt they really do! |
|

afkalt
Republic Military School Minmatar Republic
659
|
Posted - 2015.01.09 08:52:12 -
[111] - Quote
So now they're a fleet weapon? Just a few posts back people were trying to tell us they are not a fleet weapon.
Which is it?
And if it IS a good fleet weapon, why are slippery petes not using them? Why are cerberus fleets not spanking the ishtars?
Because it all comes back to the fact that their application is poor, that ANY third party effect such as tackle or painting ALSO buffs guns (allowing the use of even HIGHER damage ammo) that the fringe benefits of missiles are never worth sacrificing the mainstream gun benefits.
Fleets also exacerbate the telegraphed DPS incoming negating all benefits of a target switch, a point which I've stayed away from up until now as these aren't used in fleets.
No-one I'm aware runs ANY missile based fleet, not a soul. There are ishtar fleets, there are BS fleets, there are T3 fleets, there are blap dread doctrines (seeing dreads hit linked T3 cruisers with guns is another story). They can't ALL be wrong. |

Spugg Galdon
APOCALYPSE LEGION The Obsidian Front
598
|
Posted - 2015.01.09 09:34:36 -
[112] - Quote
People don't use Cerb's because Ishtar's are massively overpowered.
A HML Cerb fleet would be like the days of olde HML Drake fleets. Only a lot better and faster.
Seriously. HML Cerbs en masse would be devastating. They actually outperform Ishtars at ranges >100km and less than 60km when using Mjolnir missiles vs Bouncer II's. Even when the Bouncer II's are in their sweet spot they're only maginally better than the cerbs HM's.
The main problem being that missiles have flight times. HM's could use a bit of a velocity buff and a flight time nerf to make them very useful at ranges >50km.
I think the only reason people don't use Cerbs is because of drone assist. |

Soraellion
5
|
Posted - 2015.01.09 09:53:28 -
[113] - Quote
Drone assist is a silly concept anyway and I bet it causes a lot of head aches coding it all. Only assist should be from carriers with fighters etc. No other weapon system can be delegated to others like that and there is no need for it, the fringe "give intie your drones" isn't worth the hassle and game/balance breaking problems.
Remove drone assist, nerf ishtars and suddenly they stop being a menace. |

Mario Putzo
Welping and Dunking.
1047
|
Posted - 2015.01.09 17:15:39 -
[114] - Quote
Spugg Galdon wrote:People don't use Cerb's because Ishtar's are massively overpowered.
A HML Cerb fleet would be like the days of olde HML Drake fleets. Only a lot better and faster.
Seriously. HML Cerbs en masse would be devastating. They actually outperform Ishtars at ranges >100km and less than 60km when using Mjolnir missiles vs Bouncer II's. Even when the Bouncer II's are in their sweet spot they're only maginally better than the cerbs HM's.
The main problem being that missiles have flight times. HM's could use a bit of a velocity buff and a flight time nerf to make them very useful at ranges >50km.
I think the only reason people don't use Cerbs is because of drone assist.
People don't use Cerbs because Heavy Missiles suck. Period.
Its why people use Rail Tengu instead of HML Tengu its why people use Rail Eagle instead of Cerb its why people use Munnin, Zealot.
Ishtar is strong. But you know what else beats an HML Cerb. Any ship with a drone damage bonus using 5 Hobgob 2's
Vexor, VNI, Ishtar, Myrm, Stratios, Domi, and im sure I missed some.
HML are underused because their damage application is just straight up inferior to every other weapons platform in the game.
|

SFM Hobb3s
Wrecking Shots Black Legion.
276
|
Posted - 2015.01.09 17:46:03 -
[115] - Quote
CCP literally teases us with better missile use thanks to the new Mordus line of ships. For a long time I wondered if the reason they gave those ships a missile velocity bonus was to test the waters for a general buff across the board. |

scorchlikeshiswhiskey
Cirrius Technologies O X I D E
353
|
Posted - 2015.01.09 17:53:28 -
[116] - Quote
SFM Hobb3s wrote:CCP literally teases us with better missile use thanks to the new Mordus line of ships. For a long time I wondered if the reason they gave those ships a missile velocity bonus was to test the waters for a general buff across the board. Teaze is the right word. Someone needs to put some Ritalin in the water up there... Remember the utility high missile mod that Rise teased us with a while back before he went a screwed with rapids until he saw something else shiny? |

Mario Putzo
Welping and Dunking.
1048
|
Posted - 2015.01.09 18:40:34 -
[117] - Quote
From CCP Basically graphing what weapons and ship types have been most responsible for all damage done in PVP over the past year.
http://i.imgur.com/yfeQpc4.jpg
Look at all those missile chuckers representing. |

afkalt
Republic Military School Minmatar Republic
661
|
Posted - 2015.01.09 19:09:54 -
[118] - Quote
Mario Putzo wrote:From CCP Basically graphing what weapons and ship types have been most responsible for all damage done in PVP over the past year. http://i.imgur.com/yfeQpc4.jpg
Look at all those missile chuckers representing.
But Mario, don't you see? They're ALL wrong. The people in the forum told me so. Overwhelming evidence from CCP, in game and damage charts be damned, missiles are fine!!!!!
/sarcasm.
And before anyone says 'power creep' it's not power creep to raise the outlier to the median. |

Soraellion
6
|
Posted - 2015.01.09 19:11:43 -
[119] - Quote
Mario Putzo wrote:From CCP Basically graphing what weapons and ship types have been most responsible for all damage done in PVP over the past year. http://i.imgur.com/yfeQpc4.jpg
Look at all those missile chuckers representing.
That graph is misleading. It specifies all the different missiles types but on the other hand piles all the other weapon systems in one group. OF COURSE that is going to show heavy missiles (or any other missile type) are under used. If they would break up "hybrids" into "light blasters, light rails, medium blaster, medium rails" etc etc then that would create a different picture. Or, conversely, pile all the missile types onto one and then see how that works out.
Not saying it would suddenly sway it the other way but this is just a silly and misleading representation. On top of that, all this "proves" is what the current lol fleet blob meta is. Recons aren't bad, they're just not used in clown fleets. |

afkalt
Republic Military School Minmatar Republic
661
|
Posted - 2015.01.09 19:13:18 -
[120] - Quote
You realise it's split by ship, or are you telling me undersized guns is a thing? |
|

Mario Putzo
Welping and Dunking.
1050
|
Posted - 2015.01.09 19:20:12 -
[121] - Quote
Soraellion wrote:Mario Putzo wrote:From CCP Basically graphing what weapons and ship types have been most responsible for all damage done in PVP over the past year. http://i.imgur.com/yfeQpc4.jpg
Look at all those missile chuckers representing. That graph is misleading. It specifies all the different missiles types but on the other hand piles all the other weapon systems in one group. OF COURSE that is going to show heavy missiles (or any other missile type) are under used. If they would break up "hybrids" into "light blasters, light rails, medium blaster, medium rails" etc etc then that would create a different picture. Or, conversely, pile all the missile types onto one and then see how that works out. Not saying it would suddenly sway it the other way but this is just a silly and misleading representation.
Quote: [GÇô]CCP_QuantCCP[S] 6 points 2 hours ago I wondered the same, I grouped by the group name of the typeID and it seems this is how it is in the database. I thought about grouping them manually but CCP_Cognac said no :) blame him
From Reddit.
But we can work around that. Adding up all the missile damages based on the values of the color coding and lumping them together as Missile Damage shows 1) Drones 2) Hybrids 3) Projectile 4) Laser 5) Missiles.
With the vast majority of all missile damage coming from a single source. SB Torps. |

Soraellion
6
|
Posted - 2015.01.09 19:22:19 -
[122] - Quote
afkalt wrote:You realise it's split by ship, or are you telling me undersized guns is a thing?
It's specifying missiles from rockets all the way to citadels. So while it's perhaps useful to figure how the different missiles types are represented it's misleading (to the average viewer anyway) in total representation. |

Mario Putzo
Welping and Dunking.
1050
|
Posted - 2015.01.09 19:24:21 -
[123] - Quote
Soraellion wrote:afkalt wrote:You realise it's split by ship, or are you telling me undersized guns is a thing? It's specifying missiles from rockets all the way to citadels. So while it's perhaps useful to figure how the different missiles types are represented it's misleading (to the average viewer anyway) in total representation.
Well its a good thing people who aren't average, and know what they are talking about are capable of deciphering the graph and understand that on every single ship level Missiles are woefully underrepresented...and why are they under represented...
Because they are ****.
Lone exception of course being the SB. |

Soraellion
6
|
Posted - 2015.01.09 19:29:36 -
[124] - Quote
Mario Putzo wrote:But we can work around that. Adding up all the missile damages based on the values of the color coding and lumping them together as Missile Damage shows 1) Drones 2) Hybrids 3) Projectile 4) Laser 5) Missiles.
With the vast majority of all missile damage coming from a single source. SB Torps.
About the only misleading thing is Drones, because nearly every hull cruiser and up has a drone bay.
Sure, that makes sense but given the rather course legend and visualisation it's not really that easy. again, not saying that this would completely change the graph (it wouldn't, missiles are underused in lol blob fleets) but in and of itself it's misleading. Still, just because current blob inbred fleet meta doesn't use missiles doesn't mean they're inherently bad.
Don't get me wrong btw, I'm not going against just for the heck of it but I'm scared shitless of going back to a buffed lol range, lol easy to use, ****** proof weapon system fitted to ****** proof lol ship that will just blot out the sun, again. They're too easy to use with too much EHP and (if buffed) too powerful. If they'd be buffed to have their average applied dps to be even remotely on par to paper turret dps we'd see hundreds of fleets with clown drakes again. And no one wants that, I do hope. |

afkalt
Republic Military School Minmatar Republic
661
|
Posted - 2015.01.09 19:37:45 -
[125] - Quote
Agreed but I think that's fairly unlikely given the resist nerf, HP nerf and the loss of a launcher. They don't need more range either (IMO). I genuinely don't see it being a danger of a return to 2011
And if I'm wrong my preference is to fix missiles and nerfbat the drake - too many hulls have been left outside in the cold because of it (well today it's because of fear of its legacy). |

Mario Putzo
Welping and Dunking.
1050
|
Posted - 2015.01.09 19:40:54 -
[126] - Quote
Soraellion wrote:Mario Putzo wrote:But we can work around that. Adding up all the missile damages based on the values of the color coding and lumping them together as Missile Damage shows 1) Drones 2) Hybrids 3) Projectile 4) Laser 5) Missiles.
With the vast majority of all missile damage coming from a single source. SB Torps.
About the only misleading thing is Drones, because nearly every hull cruiser and up has a drone bay. Sure, that makes sense but given the rather course legend and visualisation it's not really that easy. again, not saying that this would completely change the graph (it wouldn't, missiles are underused in lol blob fleets) but in and of itself it's misleading. Still, just because current blob inbred fleet meta doesn't use missiles doesn't mean they're inherently bad.
Yes it does mean they are inherently bad if they weren't than the inbred blob fleets as you call them would be using them more. Like they did a few years back when HML were actually imbalanced vs the rest of the mid range weapons, and the drake was heavily superior in function and cost efficiency vs all other mid sized ships.
The fact that there are no fleet doctrines based on, in this case heavy missiles, but missiles in general should sound very large alarms in your head.
I mean all you have to do is look at the graphs I provided yesterday and this one, **** this one only reinforces what I said yesterday. |

Soraellion
6
|
Posted - 2015.01.09 20:00:05 -
[127] - Quote
afkalt wrote:Agreed but I think that's fairly unlikely given the resist nerf, HP nerf and the loss of a launcher. They don't need more range either (IMO). I genuinely don't see it being a danger of a return to 2011
And if I'm wrong my preference is to fix missiles and nerfbat the drake - too many hulls have been left outside in the cold because of it (well today it's because of fear of its legacy).
It has too much EHP; Too high shield HP, too many midslots AND a resist bonus. It's too good to be let loose. Drop base shield HP so that when fitted it'd be in line with other BC would help. And then we get to HML who when buffed would be entirely too good for the range and pros they have, which have been named a dozen times. You simply can not give them similar dps.
Mario Putzo wrote:Yes it does mean they are inherently bad if they weren't than the inbred blob fleets as you call them would be using them more..
No, blob fleet doctrines are about counters. Just because something doesn't counter the current top dog doesn't mean it's bad, it's just not the most obvious counter at that moment. |

Mario Putzo
Welping and Dunking.
1050
|
Posted - 2015.01.09 20:04:56 -
[128] - Quote
Soraellion wrote:Mario Putzo wrote:Yes it does mean they are inherently bad if they weren't than the inbred blob fleets as you call them would be using them more.. No, blob fleet doctrines are about counters. Just because something doesn't counter the current top dog doesn't mean it's bad, it's just not the most obvious counter at that moment.
sigh I give up. Its like talking to a wall.
|

Mario Putzo
Welping and Dunking.
1050
|
Posted - 2015.01.09 20:07:18 -
[129] - Quote
double post. |

TheMercenaryKing
StarFleet Enterprises Almost Awesome.
346
|
Posted - 2015.01.09 20:09:54 -
[130] - Quote
I dislike the idea, more damage over time doesn't make sense or sit well with me. I think it would be greatly abused if it did.
While it helps snipers, things like the barghest would be super powerful, it seems kiting tengus would be way more powerful than they are. |
|

Mario Putzo
Welping and Dunking.
1050
|
Posted - 2015.01.09 20:16:37 -
[131] - Quote
TheMercenaryKing wrote:I dislike the idea, more damage over time doesn't make sense or sit well with me. I think it would be greatly abused if it did.
While it helps snipers, things like the barghest would be super powerful, it seems kiting tengus would be way more powerful than they are.
Agreed the idea is not well thought out. Still doesn't change the fact Heavy Missiles are the worst possible mid sized weapon you can use at any range above 10K in pretty much any generatable conflict scenario. |

Soraellion
6
|
Posted - 2015.01.09 21:20:56 -
[132] - Quote
Because it has too much range while not having range related performance gaps. |

Mario Putzo
Welping and Dunking.
1051
|
Posted - 2015.01.09 21:36:46 -
[133] - Quote
Soraellion wrote:Because it has too much range while not having range related performance gaps. This has already been demonstrated as false.
|

Soraellion
6
|
Posted - 2015.01.09 21:51:38 -
[134] - Quote
No it hasn't, there are no performance gaps based on range and as such it's versatile which is a plus, so it needs a con to make up for it. you want HML to do more dps or apply more damage? Then it needs to have its base range slashed, could be made up for by morphing precision missiles into range ones to help it achieve more range but base 60km without range performance issues is very good. |

Mario Putzo
Welping and Dunking.
1051
|
Posted - 2015.01.09 22:24:54 -
[135] - Quote
Soraellion wrote:No it hasn't, there are no performance gaps based on range and as such it's versatile which is a plus, so it needs a con to make up for it. you want HML to do more dps or apply more damage? Then it needs to have its base range slashed, could be made up for by morphing precision missiles into range ones to help it achieve more range but base 60km without range performance issues is very good.
Ok humor me what range performance gaps are you talking about.
|

Soraellion
6
|
Posted - 2015.01.09 22:31:37 -
[136] - Quote
How about this:
- slash base range from ~60 (with skill bonuses) to 40km. use stats that will increase missile speed by about 20% of current - change HML range bonus on caracal and NH so they can hit out to ~55km, not affecting HAM range - change tengu HML range bonus so it reaches ~75km, not affecting HAM range - change cerb HML range to 100-120km, not affecting HAM range - other HML ships to be determined
- increase explosion velocity by about 25-30%, this diminishes dps loss due to target speed - increase painter optimal range to 60km - change precision into range bonused ammo, now you can overcome the lack of range at the cost of application
Now you have a weapon system that lacks moronic range while still retaining it's MASSIVE upsides and now applies decent damage, which can be increased further by a painter with increased performance in both application (explosion velocity is now less of an issue) and range.
|

Soraellion
6
|
Posted - 2015.01.09 22:38:52 -
[137] - Quote
Mario Putzo wrote:Soraellion wrote:No it hasn't, there are no performance gaps based on range and as such it's versatile which is a plus, so it needs a con to make up for it. you want HML to do more dps or apply more damage? Then it needs to have its base range slashed, could be made up for by morphing precision missiles into range ones to help it achieve more range but base 60km without range performance issues is very good. Ok humor me what range performance gaps are you talking about.
...
That bell graph you get when you use turrets and it's not zero transversal, you know... basic stuff. |

afkalt
Republic Military School Minmatar Republic
663
|
Posted - 2015.01.09 22:44:11 -
[138] - Quote
Isnt that the line that's over the missile line from 10-lock range?
Yup, sure sucks. |

Soraellion
6
|
Posted - 2015.01.09 22:45:56 -
[139] - Quote
afkalt wrote:Isnt that the line that's over the missile line from 10-lock range?
Yup, sure sucks.
Stop lying. The more hyperbole, straw man and nonsense you spew the less you're helping your cause. |

afkalt
Republic Military School Minmatar Republic
663
|
Posted - 2015.01.09 22:55:32 -
[140] - Quote
You know you can change ammo, right? That ships dont teleport from 70km to 30km? That the shooter can move? |
|

Soraellion
6
|
Posted - 2015.01.09 23:00:10 -
[141] - Quote
afkalt wrote:You know you can change ammo, right? That ships dont teleport from 70km to 30km? That the shooter can move?
no but other ships do, especially in fleet pvp. I'm not really interested in changing ammo every time the FC calls out a target that's 15km away (range wise) from the last one. And it's the same in PVE: not having to change ammo because you decide that instead of shooting the last target that was 60km away you should now really take care of the ones at 15km, is a massive boon.
Do you even EVE? |

afkalt
Republic Military School Minmatar Republic
663
|
Posted - 2015.01.09 23:03:40 -
[142] - Quote
So because you're lazy and refuse to optimise, we should all have crap missiles?
Well, I say have crap missiles, all the good people use guns. It's no coincidence.
edit: Maybe your FCs are just awful. It happens. |

Soraellion
6
|
Posted - 2015.01.09 23:06:34 -
[143] - Quote
Good job on outing yourself as a clown, too stupid to poop. You're not to be taken serious and I shall do exactly that.
|

afkalt
Republic Military School Minmatar Republic
663
|
Posted - 2015.01.09 23:09:10 -
[144] - Quote
>>Overwhelming evidence from CCP, in game and damage charts be damned, missiles are fine!!!!!
You're still scared of drakes. |

Mario Putzo
Welping and Dunking.
1051
|
Posted - 2015.01.09 23:15:54 -
[145] - Quote
Just a troll at this point I think.
|

scorchlikeshiswhiskey
Cirrius Technologies O X I D E
353
|
Posted - 2015.01.09 23:16:43 -
[146] - Quote
Mario Putzo wrote:Just a troll at this point I think.
Agreed. Although, we could just be biased...  |

afkalt
Republic Military School Minmatar Republic
663
|
Posted - 2015.01.09 23:27:02 -
[147] - Quote
scorchlikeshiswhiskey wrote:Mario Putzo wrote:Just a troll at this point I think.
Agreed. Although, we could just be biased... 
We, along with everyone else sane in eve are ALL WRONG!
ALL OF US!!!
Or uh....not.
 |

Mario Putzo
Welping and Dunking.
1051
|
Posted - 2015.01.09 23:54:01 -
[148] - Quote
You know looking at the long range end of things. I think all CCP should do is revert the explosion radius change they made (12% I think) That would give the drake about 20 more DPS which would bump its average into the middle of all those Turrets. Against a non AB Target it would gain about 30DPS but as we established a couple pages back with shorter range ammo (0-40K) Turrets dump all over the drake
I say revert the Explosion Radius change is about all that needs to be done here. |

Caleb Seremshur
The Atomic Fallout Kids
449
|
Posted - 2015.01.10 05:11:07 -
[149] - Quote
I when I originally ran the numbers I noticed a trend. Light missiles lose 30% dps to a moving target, heavy missiles lose 44% and cruises lose nothing. Following that trend heavies ahould have been losing only 15% right? In my mind there's no other way to look at it. When you lose more applied damage than both the smaller weapon system and the larger despite being outranged by at least double in the latter case to be brought back in line to being inbetween the two is the logical request.
Like what raw missile stats would that require for heavy missiles anyway? 50% more explosion velocity? It's only to 150 after all not the gross 220+ of light missiles.
12% lower explosion radius would give you what 97m?
Join channel Aussies in space to chat with AU/NZ players
|

Mario Putzo
Welping and Dunking.
1052
|
Posted - 2015.01.10 05:26:13 -
[150] - Quote
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 TEd that seems about right.
|
|

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
|

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
|
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
|
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
|
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
|
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.
|

Aiyshimin
Shiva Furnace
301
|
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. |
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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
|
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
|
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
|
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
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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". |
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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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Spugg Galdon
APOCALYPSE LEGION The Obsidian Front
598
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Posted - 2015.01.12 12:32:20 -
[181] - Quote
I've just been doing a hell of a lot of comparison of BC's fitted for long range and seeing how well they can apply their damage to an AB'ing armour tanked rupture.
My conclusion in the end is that the only buff required for missiles is an optimal range buff for TP's to 60km.
How would that suit you? |

afkalt
Republic Military School Minmatar Republic
673
|
Posted - 2015.01.12 12:51:47 -
[182] - Quote
Were BC's the sole platform that would probably work well, not sure that the cruiser sized hulls can manage that fit so easily. I think the application nerf of old being rolled back helps people globally and allows the BCs with space to fit a painter be that little more formidable than their cruiser counterparts.
Drake may be an outlier, but that's not hard to fix (if it even needs fixed), the cyclone is just abysmal. |

Caleb Seremshur
The Atomic Fallout Kids
454
|
Posted - 2015.01.12 13:29:01 -
[183] - Quote
Spugg Galdon wrote:I've just been doing a hell of a lot of comparison of BC's fitted for long range and seeing how well they can apply their damage to an AB'ing armour tanked rupture.
My conclusion in the end is that the only buff required for missiles is an optimal range buff for TP's to 60km.
How would that suit you?
If you buff the TP you break everything that benefits from it already and then incite tye creation of new fits to capitalise on it. If you reduce the explosion radius of the heavy missile to pre nerf stats you fix that one problem.
Which might sound a little dramatic but can you imagine say.. giving any other ewar especially ECM a 50% range buff to their modules off the bat? Target painters are useful in fleets built for them and not just missile fleets.
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 15:35:06 -
[184] - Quote
I'm actually gonna go back on my previous statement and say that the TP range buff would be un-necessary as the fall off of the TP actually only means that the success chance of the TP landing is still >90%. This means you can more or less rely on your TP's all the way out to 72km.
So HM's on a Drake seem to work nicely (ignoring the fact you're locked into kinetic damage).
Railguns seem to be the things throwing everything out of wack at 50km and greater. Those things are damn good out at those ranges! But they are very rubbish at <25km which is where Beams and drones rule.
On cruiser platforms I was looking earlier and I think the Caracal performed very well comparatively. I will check again though |

Mario Putzo
Welping and Dunking.
1072
|
Posted - 2015.01.12 16:11:20 -
[185] - Quote
Spugg Galdon wrote:I've just been doing a hell of a lot of comparison of BC's fitted for long range and seeing how well they can apply their damage to an AB'ing armour tanked rupture.
My conclusion in the end is that the only buff required for missiles is an optimal range buff for TP's to 60km.
How would that suit you?
Changing TPs won't change anything since they are essentially the same out to like 75K (i think 85-90% potency).
HMs need help in the engagement range. Not at the end of the fringe of the engagement range.
10-45K Turrets crush Missiles in Applied DPS with or without an AB 5-50K if that same target is webbed or painted (with or without an AB)
From 50-65K Missiles "win" if target has no AB, with AB all turrets win. 65K+ All Turrets "win" because missiles can't go that far (unless bonused for range ie. Cerberus)
Average Damage bleed for Turrets.(assuming changing Ammo for ranges) Beams ~25% Rails ~30% Arties ~25% Missiles ~44%
The only way to move missiles closer to being in line is by targeting a tweak to them directly. The Explosion Radius reduction would have that number go from ~44% to 35% change, this would put most turrets still 10% ahead of Missiles in terms of applied DPS over all ranges, except 0-10K and 50-65K where missiles should be the top dog in applied Damage (although not specifically the top in peak DPS).
I noticed you mentioned Arties above, and having spent the last few days pouring over numbers and variables. I think Arties are good where they are VS other Turrets, they have a much higher Alpha strike. That being said Missiles do rub up on them somewhat in Alpha situations. Which I don't think is right. Id like to see the following change myself as well.
Reduce base missile damage by 10% Increase ROF on launchers by 10%.
Essentially with CN Scourge + T2 Launcher 155 > 139.5 12 > 10.8
155/12 = 12.91 DPS 139.5/10.8 = 12.91 DPS.
Thus the peak DPS of HMs still does not change, but it also pushes Arties into a position of dominance as an Alpha strike platform, They would be about 15% more powerful than HM's and about 25% more powerful than Turrets while maintaining their damage application balance with other turrets, and still be about 10% better than HMs. |

Gregor Parud
892
|
Posted - 2015.01.12 16:43:00 -
[186] - Quote
Mario Putzo wrote:Changing TPs won't change anything since they are essentially the same out to like 75K (i think 85-90% potency).
Just to be sure. Painters don't "kinda work" in falloff as turrets do, they either work or they don't and in falloff the chance to apply simply lowers. So increasing their optimal is actually very useful. |

Mario Putzo
Welping and Dunking.
1072
|
Posted - 2015.01.12 16:47:21 -
[187] - Quote
Gregor Parud wrote:Mario Putzo wrote:Changing TPs won't change anything since they are essentially the same out to like 75K (i think 85-90% potency). Just to be sure. Painters don't "kinda work" in falloff as turrets do, they either work or they don't and in falloff the chance to apply simply lowers. As such increasing their optimal is actually very useful.
Yes I should have said potential not potency. my bad.
And yes increasing their optimal would be useful, but not specifically for HMs, and as such it seems out of the scope of discussion on how to make HMs more attractive alternatives to Turrets as a mid sized weapon system. |

Gregor Parud
892
|
Posted - 2015.01.12 16:50:30 -
[188] - Quote
Well yes and no. Turrets have lows, mids and rigs to affect damage application and while painters surely help it's not the "preferred" method. Missiles only have rigs and painters, so buffing painters to reach out enough to accommodate for missiles ranges at least gives missile ships choices and could create a meta in and of itself. |

Mario Putzo
Welping and Dunking.
1072
|
Posted - 2015.01.12 18:27:58 -
[189] - Quote
Gregor Parud wrote:Well yes and no. Turrets have lows, mids and rigs to affect damage application and while painters surely help it's not the "preferred" method. Missiles only have rigs and painters, so buffing painters to reach out enough to accommodate for missiles ranges at least gives missile ships choices and could create a meta in and of itself.
Ya, just bring a Huggin guys missiles are all right. Its not a problem with the fact turrets have higher peak DPS to begin with, higher application to begin with, and more options to increase that application across ranges further than missiles can reach.
"Just use TP guys" He said before remembering that with TPs the range missiles are actually the best decreases (inside 10K down to inside 5K)
Please stop living in a vacuum this is not a solo game. I can have a frigate apply TP and webs while I sit at 60K, and still get the benefits from them. So TP is an irrelevant change in this regard as it still does not change the fact that missiles are significantly behind turrets in terms of applied damage.
The difference between Turrets and Heavy Missiles applied damage is around 30% (~30% vs 44%). Using 1 TC vs 2x Rigor 1x Flare.
Its not TPs, its not the ships, its not Turrets, its not Turret Application mods, its not the lack of application mods for missiles.
Its heavy missiles. They don't even scale within the missile hierarchy Light Missile and Cruise Missiles all have superior application values compared to heavy missiles as well.
-12% Explosion Radius puts missiles with Rigors down to ~35% which closes the application gap to 15%, about half of what it is now. Which increases HMs engagement range from 10K to about 20K on the front end, and from 50K down to 45K on the back end.
Essentially how it looks now anything 0-10K HMs will be better than LR Turrets anything 10K-50K LR Turrets will be better than HMs anything 50-65K HMs will be better unless AB Cruiser and Below. anything 65K+ Turrets will be better.
Essentially how it would look after application change.
anything 0-20K HMs will be better than LR Turrets anything 20-45K LR Turrets will be better than HMs anything 45K - 65K HMs will be better, unless AB Cruiser and Below. anything 65K+ Turrets will be better.
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Tusker Crazinski
Delta vane Corp. Mordus Angels
14
|
Posted - 2015.01.12 18:43:35 -
[190] - Quote
Quote: Its not a problem with the fact turrets have higher peak DPS to begin with, higher application to begin with, and more options to increase that application across ranges further than missiles can reach.
there is a reason for that, missiles almost never fail to apply damage within their range, whereas turret damage can be fully mitigated.
as long as missiles fail proof, they should just be flat out bad. |
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Mario Putzo
Welping and Dunking.
1072
|
Posted - 2015.01.12 18:49:29 -
[191] - Quote
Tusker Crazinski wrote:Quote: Its not a problem with the fact turrets have higher peak DPS to begin with, higher application to begin with, and more options to increase that application across ranges further than missiles can reach.
there is a reason for that, missiles almost never fail to apply damage within their range, whereas turret damage can be fully mitigated. as long as missiles fail proof, they should just be flat out bad.
Um what?
Ive shown missiles fail to apply 30% more of their damage across their entire damage spectrum than turrets. Which is more than Turret based ships lose against a ship travelling with the worst possible trajectory for tracking.
In regards to them not being mitigated. Firewalls exist in game solely for the purpose of mitigating missile damage. So you are mistaken about that. |

afkalt
Republic Military School Minmatar Republic
673
|
Posted - 2015.01.12 19:17:24 -
[192] - Quote
Tusker Crazinski wrote:Quote: Its not a problem with the fact turrets have higher peak DPS to begin with, higher application to begin with, and more options to increase that application across ranges further than missiles can reach.
there is a reason for that, missiles almost never fail to apply damage within their range, whereas turret damage can be fully mitigated. as long as missiles fail proof, they should just be flat out bad.
Try shooting at a fleeing cynabal with non-speed bonused HML - you'll find the range is quite unbelievable, from memory under 20km, maybe 25km. |

Aiyshimin
Shiva Furnace
311
|
Posted - 2015.01.12 19:34:35 -
[193] - 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.
So HMLs outdamage all turrets at all ranges on a target without AB, but only outdamage all turrets out to 20km with AB?
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afkalt
Republic Military School Minmatar Republic
673
|
Posted - 2015.01.12 19:43:32 -
[194] - Quote
Only if you forget to bring different ammo types 
Jam antimatter in that ferox or MF in the harby and ... daaaamn. |

Mario Putzo
Welping and Dunking.
1073
|
Posted - 2015.01.12 19:58:11 -
[195] - Quote
Aiyshimin wrote: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. So HMLs outdamage all turrets at all ranges on a target without AB, but only outdamage all turrets out to 20km with AB?
Those graphs are using long range ammo. As was being discussed at that point in time. In every other range Turrets are better, except inside 10K. (5K with Web or TP)
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Soldarius
Deadman W0nderland The 99 Percent
1018
|
Posted - 2015.01.12 21:01:28 -
[196] - Quote
Soraellion wrote:Now you have a weapon system that lacks moronic range while still retaining it's MASSIVE upsides and now applies decent damage, which can be increased further by a painter with increased performance in both application (explosion velocity is now less of an issue) and range.
It's inherently dangerous to up HML paper dps and then balance/nerf it with application, because fleets can easily overcome that issue with a ton of painters, so instead you don't touch the max_dps but instead buff its application and effectiveness of painters.
I have had enough of reading your incompetent blather. Target Painters are stacking penalized. 1000 of them is no more effective than 500, or 100, or 20, all the way down to about 5. They also have perfectly fine optimal. They don't need a boost in range.
If HML range is moronic, then what do you consider 250mm Spike range, which is about twice that?
Missiles do not have damage application modules, unlike turrets. Only dps modules, which are themselves subject to the damage application formula. This puts them at a disadvantage. Some dps at long range is better than no dps.
Turrets benefit from TP and webs just as much as missiles. The dps graph in EFT shows turrets and sentry drone dps as an average applied dps based on an RNG that considers range and transversal, whereas missiles have a linear graph that represents only applied dps. So increasing optimal and thus range on turrets increases average dps up until the target is inside optimal range. Increasing tracking speed increases average dps so long as the target already has some sort of transversal to the firing ship. Any semi-skilled pilot know to keep up his transversal vs a turret or sentry drone ship.
Missiles do always apply dps. But that dps is often so low as to be effectively zero. In addition, missile dps is capped at 100% of maximum paper dps. Turrets are not hard-capped in this way. They can hit for more than paper volley damage based on the above mentioned hit quality formula. Turret Damage linkage.
Long Range medium turrets often have significantly better maximum range than heavy missiles on a comparable hull. In addition, turret range is never reduced based on whether or not you are chasing or being chased by a target. Missile range is.
Turrets can apply maximum theoretical dps simply by dictating range and transversal (piloting skill). Missiles cannot. They require additional EWAR and/or rigs to achieve maximum paper dps, which is on average lower than that of turrets. This is a huge advantage for turrets.
By the same token, turrets can also be placed into bad situations compared to missiles. But unlike missiles, they have means to compensate via piloting, whereas again the missile ship has to use modules or rigs. Whether or not these modules (webs/painters) are on the firing ship is irrelevant. They will benefit from it. So will turrets.
Turrets can swap ammo to whichever range-category works best. Heavy missile ammo is limited to crappy T1, slightly better faction (longest range), utter shite Fury, and still shite Precision. Proof below.
Evidence: Both the Ferox and the Drake get a bonus from Caldari BC. But different bonuses. So I went into EFT and set all 5s modified with Caldari BC at 0. So no bonuses to range or dps other than the 3x damage modules in the lows.
Ferox using Spike gets 313 dps at 65+15km. Drake using Caldari Navy Scourge gets 256dps at 62.9km. Advantage Ferox in both categories.
At this point I have to point out the the Drake's damage bonus (not currently being used) is only to kinetic Heavies and HAMs. So even with the bonus, it is limited to only one kind of ammo. In 3/4s of situations, it will be gimped due to shooting right into the most heavily resisted damage type in the game. So unless you're shooting at Minmatar T2 ships or have Caldari BC 5, anything else will usually be better.
Now lets look at a more realistic combat situation. That rabbit Caracal? It will be spiraling out as fast as it can because it doesn't want to get close to a CBC. So a more appropriate situation would be MWD overheated and on, with a 45 degree outward spiral from the shooter. This reduces the Drake's effective HM range to 43km, and gets it out of range of the Ferox while maintaining significant transversal.
The result is that the Ferox will do more dps than the Drake at all ranges >30km using Spike, and it will continue to do so all the way out to its locking range.
If the Caracal were to fly straight away from them, it would receive 306 dps from the Ferox and reduce the Drake range to about 37km.
At <30km the Ferox can swap to CN Antimatter and do a ****-tonne more damage (468dps at 19km), completely obliterating the Caracal. And probably the Drake for that matter.
But hey! Remember my comments about heavy missile ammos above? Lets swap to Scourge Fury Heavies on the Drake. Oh, boy. I got another 44 paper dps in exchange for a loss of 15km in range and much poorer application stats. WTF, CCP?! Now looking at the graph, the Drake's applied dps went from 153dps to 83dps. That's right, a reduction of 46% of applied dps to an MWDing shield cruiser.
For ***** and giggles, I checked with Precision ammo. 169dps out to 31.4km. So the Drake does more dps to an MWDing Caracal using Precision ammo than Fury or faction.
So, no, Heavy Missiles are not well balanced. They are completely pants-on-head-********. I'm ok with Fury heavies having poorer application stats. But they need to give a significant dps increase. Not a measly ****-stain 5%. More like 20%. And faction heavies need to apply more dps than frickin Precision heavies to a like-sized MWDing target.
http://youtu.be/YVkUvmDQ3HY
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Tusker Crazinski
Delta vane Corp. Mordus Angels
14
|
Posted - 2015.01.12 21:16:29 -
[197] - Quote
Mario Putzo wrote:Tusker Crazinski wrote:Quote: Its not a problem with the fact turrets have higher peak DPS to begin with, higher application to begin with, and more options to increase that application across ranges further than missiles can reach.
there is a reason for that, missiles almost never fail to apply damage within their range, whereas turret damage can be fully mitigated. as long as missiles fail proof, they should just be flat out bad. Um what? Ive shown missiles fail to apply 30% more of their damage across their entire damage spectrum than turrets. Which is more than Turret based ships lose against a ship travelling with the worst possible trajectory for tracking. In regards to them not being mitigated. Firewalls exist in game solely for the purpose of mitigating missile damage. So you are mistaken about that.
yeah missiles generally suck for fleets, thank the gods.
anyway point is unless you could crack 5km/s missiles just hit, guns on the other hand can fail to track things like a battleship with high enough tranvers. with missiles there really is not anything other than turning them and their application mods on a pilot could do to improve or diminish their performance.
granted the OPs idea is better than what we have now, but thing's better than what we have now as far as missiles go, include tuberculosis... and being on fire.
|

afkalt
Republic Military School Minmatar Republic
673
|
Posted - 2015.01.12 21:47:54 -
[198] - Quote
Soldarius wrote:Soraellion wrote:Now you have a weapon system that lacks moronic range while still retaining it's MASSIVE upsides and now applies decent damage, which can be increased further by a painter with increased performance in both application (explosion velocity is now less of an issue) and range.
It's inherently dangerous to up HML paper dps and then balance/nerf it with application, because fleets can easily overcome that issue with a ton of painters, so instead you don't touch the max_dps but instead buff its application and effectiveness of painters. I have had enough of reading your incompetent blather. Target Painters are stacking penalized. 1000 of them is no more effective than 500, or 100, or 20, all the way down to about 5. They also have perfectly fine optimal. They don't need a boost in range. If HML range is moronic, then what do you consider 250mm Spike range, which is about 50% greater than that? Missiles do not have damage application modules, unlike turrets. Only dps modules, which are themselves subject to the damage application formula. This puts them at a disadvantage. Some dps at long range is better than no dps. Turrets benefit from TP and webs just as much as missiles. The dps graph in EFT shows turrets and sentry drone dps as an average applied dps based on an RNG that considers range and transversal, whereas missiles have a linear graph that represents only applied dps. So increasing optimal and thus range on turrets increases average dps up until the target is inside optimal range. Increasing tracking speed increases average dps so long as the target already has some sort of transversal to the firing ship. Any semi-skilled pilot know to keep up his transversal vs a turret or sentry drone ship. Missiles do always apply dps. But that dps is often so low as to be effectively zero. In addition, missile dps is capped at 100% of maximum paper dps. Turrets are not hard-capped in this way. They can hit for more than paper volley damage based on the above mentioned hit quality formula. Turret Damage linkage.Long Range medium turrets often have significantly better maximum range than heavy missiles on a comparable hull. In addition, turret range is never reduced based on whether or not you are chasing or being chased by a target. Missile range is. Turrets can apply maximum theoretical dps simply by dictating range and transversal (piloting skill). Missiles cannot. They require additional EWAR and/or rigs to achieve maximum paper dps, which is on average lower than that of turrets. This is a huge advantage for turrets. By the same token, turrets can also be placed into bad situations compared to missiles. But unlike missiles, they have means to compensate via piloting, whereas again the missile ship has to use modules or rigs. Whether or not these modules (webs/painters) are on the firing ship is irrelevant. They will benefit from it. So will turrets. Turrets can swap ammo to whichever range-category works best. Heavy missile ammo is limited to crappy T1, slightly better faction (longest range), utter shite Fury, and still shite Precision. Proof below. Evidence: Both the Ferox and the Drake get a bonus from Caldari BC. But different bonuses. So I went into EFT and set all 5s modified with Caldari BC at 0. So no bonuses to range or dps other than the 3x damage modules in the lows. Ferox using Spike gets 313 dps at 65+15km. Drake using Caldari Navy Scourge gets 256dps at 62.9km. Advantage Ferox in both categories. At this point I have to point out the the Drake's damage bonus (not currently being used) is only to kinetic Heavies and HAMs. So even with the bonus, it is limited to only one kind of ammo. In 3/4s of situations, it will be gimped due to shooting right into the most heavily resisted damage type in the game. So unless you're shooting at Minmatar T2 ships or have Caldari BC 5, anything else will usually be better. Now lets look at a more realistic combat situation. That rabbit Caracal? It will be spiraling out as fast as it can because it doesn't want to get close to a CBC. So a more appropriate situation would be MWD overheated and on, with a 45 degree outward spiral from the shooter. This reduces the Drake's effective HM range to 43km, and gets it out of range of the Ferox while maintaining significant transversal. The result is that the Ferox will do more dps than the Drake at all ranges >30km using Spike, and it will continue to do so all the way out to its locking range. If the Caracal were to fly straight away from them, it would receive 306 dps from the Ferox and reduce the Drake range to about 37km. At <30km the Ferox can swap to CN Antimatter and do a ****-tonne more damage (468dps at 19km), completely obliterating the Caracal. And probably the Drake for that matter. But hey! Remember my comments about heavy missile ammos above? Lets swap to Scourge Fury Heavies on the Drake. Oh, boy. I went fropm 369 to 433 paper dps in exchange for a loss of 15km in range and much poorer application stats. Now looking at the graph, the Drake's applied dps went from 153dps to 83dps. That's right, a reduction of 46% of applied dps to an MWDing shield cruiser. WTF, CCP?! For ***** and giggles, I checked with Precision ammo. 169dps out to 31.4km. So the Drake does more dps to an MWDing Caracal using Precision ammo than Fury or faction. So, no, Heavy Missiles are not well balanced. They are completely pants-on-head-********. I'm ok with Fury heavies having poorer application stats. But they need to actually do something. Not reduce damage to a bloated target like an MWDing cruiser. Faction heavies need to apply more dps than frickin Precision heavies to a like-sized MWDing target.
Not empty quoting so will add that a scythe fleet issue can get more (applied and paper) DPS out using unbonused rails than bonused HML.
 |

Gregor Parud
894
|
Posted - 2015.01.13 00:16:05 -
[199] - Quote
Soldarius wrote:Hilarious pompous drivel.
- yes, "a ton" should be read literally as "1000".
- 250mm with spike can't hit for ****, using That beloved "10mn AB Caracal" setup A ferox hits for less that 100 dps at max transversal, dropping like a stone when you start to close in a bit.
- rigs, you just don't want to fit them. Not much difference between losing extender rigs compared to an invul or two.
- bringing sentries into this conversation is almost a straw man
- yes, wrecking shots are really important and also relevant
-anyone who starts to mention spike as a "look!" clearly never used it |

Gregor Parud
894
|
Posted - 2015.01.13 00:20:32 -
[200] - Quote
Again. You can not buff Drakes and HML Tengus to a point where they become relevant, it's just wrong. I'm perfectly happy with missiles getting better damage application (and perhaps a slight base dps increase, but that would have to come at a cost) but not if they don't balance out Drakes and Tengus because of it. |
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scorchlikeshiswhiskey
Cirrius Technologies O X I D E
354
|
Posted - 2015.01.13 00:33:29 -
[201] - Quote
Gregor Parud wrote:Soldarius wrote:Hilarious pompous drivel. - yes, "a ton" should be read literally as "1000". - 250mm with spike can't hit for ****, using That beloved "10mn AB Caracal" setup A ferox hits for less that 100 dps at max transversal, dropping like a stone when you start to close in a bit. - rigs, you just don't want to fit them. Not much difference between losing extender rigs compared to an invul or two. - bringing sentries into this conversation is almost a straw man - yes, wrecking shots are really important and also relevant -anyone who starts to mention spike as a "look!" clearly never used it Spike ammo is fine. Just because it might have an out of line and unreasonably application does not that mean it's not balanced. If a target were webbed, or painted, Spike would do more damage, plus there's application rigs; since it's better in certain situations, so that balances it out. /sarcasm
Do you actually write this muck or do you just have a lot of luck with smashing your face on the keyboard? Or where you perhaps intentionally mimicking the "pro OP" arguments?
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Gregor Parud
894
|
Posted - 2015.01.13 00:48:49 -
[202] - Quote
scorchlikeshiswhiskey wrote:Gregor Parud wrote:Soldarius wrote:Hilarious pompous drivel. - yes, "a ton" should be read literally as "1000". - 250mm with spike can't hit for ****, using That beloved "10mn AB Caracal" setup A ferox hits for less that 100 dps at max transversal, dropping like a stone when you start to close in a bit. - rigs, you just don't want to fit them. Not much difference between losing extender rigs compared to an invul or two. - bringing sentries into this conversation is almost a straw man - yes, wrecking shots are really important and also relevant -anyone who starts to mention spike as a "look!" clearly never used it Spike ammo is fine. Just because it might have an out of line and unreasonably application does not that mean it's not balanced. If a target were webbed, or painted, Spike would do more damage, plus there's application rigs; since it's better in certain situations, so that balances it out. /sarcasm Do you actually write this muck or do you just have a lot of luck with smashing your face on the keyboard? Or where you perhaps intentionally mimicking the "pro OP" arguments?
"if a target is webbed and painted it's fine" but for some reason we have to use the "if we apply HML damage to an AB Caracal it sucks"
You can't keep changing the scenario to suit your agenda. If the whole argument is "against AB Cruisers missiles suck more at applying damage than turrets, LOOK!" then you can't then turn that around the second it suits you and start implementing webs and whatnot because in that case missile apply damage just fine and we can all come to the conclusion they don't need a buff. |

Gregor Parud
894
|
Posted - 2015.01.13 00:56:16 -
[203] - Quote
As long as none of you are willing to own up to the fact that a straight HML buff would make drakes and Tengus quite silly (or it's actually the intended goal) nothing will happen and HML will never get buffed. That's not me being annoying, it's me being a realist. |

scorchlikeshiswhiskey
Cirrius Technologies O X I D E
354
|
Posted - 2015.01.13 01:05:42 -
[204] - Quote
Have you paid attention to the posts? I don't believe anyone has complained about the use of an AB to counter missiles, the point is that even without an AB you lose over 30% of your paper HML DPS unless the target is webbed. Also, no one has said that speed shouldn't mitigate damage either, rather the amount of "dps bleed" is out of line and, frankly, ridiculous. The only difference between this thread and threads about your sentry drone strawman is that one is asking for a weapon to be brought into line. Wait... That's both of them. I honestly think that there are people who oppose balancing missiles because missiles... |

Gregor Parud
894
|
Posted - 2015.01.13 01:38:29 -
[205] - Quote
Yes, some of the posts and starting point have been "look at how HML suck against AB targets", but lets move on.
2 of my main chars use missiles for PVP so it's not like I wouldn't like a buff.
I never said HML shouldn't need a buff because they do need it, but at the same time I realise that this would make 2 ships a menace again and for some reason people aren't willing to see it or admit to it. On top of that you simply can not have straight buffs because that's just that's terrible, it HAS to come at a cost. Without the cost and drake/tengu discussion nothing will happen to HML and we'll just go round in circles, over and over :)
If you buff damage application (which makes good sense) without looking at other stuff as well you make it work way too well across the board. Also it would diminish the need for a Drake to fit rigors which means it becomes an EHP sausage fest again and lets not think about the lol tengu as it is right now, but then with buffed HML.
So, HML has 3 "enemies", it's what's holding HML back from being buffed:
- lol drake - lol Tengu - too much base range to make up for the fact has no T2 range ammo
Pretty much all 3 would be (partially) solved by lowering base range and at the same time allowing for range ammo, this would bring it more in line with turrets which makes balancing (and the discussion thereof) much easier.
So:
- drop base range but increase speed, non ranged bonused cruiser weapons don't need 60km (assuming T2 range ammo is an option) - change Precision ammo to range bonused - drop drake shield HP as it'll require less application rigs - rebalance tengu (no clue how, haven't given it any real thought)
with dropped base range you can now start addressing the buffs
- increase damage application, and perhaps instead of just toying with the 2 stats actually have a good look at the formula itself - if both ships are balanced/nerfed enough you can even go for a slight paper dps buff
That way every HML ship performs better (Even the Drake and Tengu) without those 2 trouble makers becoming a problem. Someone who isn't willing to discuss problematic implications or who just wants a simple "moar" is just not realistic. |

Mario Putzo
Welping and Dunking.
1075
|
Posted - 2015.01.13 02:15:26 -
[206] - Quote
Drake will still be inferior to other BC in terms of Applied Damage and total DPS, just not as inferior. Tengu will still be better used with Rails, unless of course you have a situation where you use cap for tank (ie PVE, no change from today) LRT out range missiles without T2 Ammo, so it has nothing to do with T2 Ammo. Drop in base range would just ensure Turret dominance at all ranges above 10KM Change to precision ammo is not overly needed if CCP changes all HM's explosion Radius by 12% Formula for Missile Damage is fine, the only problem is HM's explosion radius is too big.
Ship balance should never impact module balance. More than 2 Ships use HMs, again the Drake and Tengu have nothing to do with balance between HMs and Turrets. Drake and Tengu changes belong in another thread, start one and I will post my ideas to fix the drake there (T3s are all kinds of ****** though).
Would be nice if any of you naysayers who can't seem to separate ship Balance from module balance could provide some math or graphs to support your position. I mean I took the effort to explain in detail where I believe the problem is and exactly what would be different with the changes. |

Gregor Parud
894
|
Posted - 2015.01.13 02:24:35 -
[207] - Quote
Mario Putzo wrote:Drake will still be inferior to other BC in terms of Applied Damage and total DPS, just not as inferior. Tengu will still be better used with Rails, unless of course you have a situation where you use cap for tank (ie PVE, no change from today) LRT out range missiles without T2 Ammo, so it has nothing to do with T2 Ammo. Drop in base range would just ensure Turret dominance at all ranges above 10KM Change to precision ammo is not overly needed if CCP changes all HM's explosion Radius by 12% Formula for Missile Damage is fine, the only problem is HM's explosion radius is too big.
Ship balance should never impact module balance. More than 2 Ships use HMs, again the Drake and Tengu have nothing to do with balance between HMs and Turrets. Drake and Tengu changes belong in another thread, start one and I will post my ideas to fix the drake there (T3s are all kinds of ****** though).
Would be nice if any of you naysayers who can't seem to separate ship Balance from module balance could provide some math or graphs to support your position. I mean I took the effort to explain in detail where I believe the problem is and exactly what would be different with the changes.
Almost all HML ships are under performing with nothing to make up for it, apart from Drake and Tengu. If you increase application and base dps drake won't be inferior anymore dps wise (and more importantly, nor would other HML ships) but it would create a problem in regards to the Drake's dps vs ehp which would be out of whack. so in order to allow the Drake (and thus all other HML ships) to get better missiles you have to nerf Drake HP so it'll be balanced.
Can't have one without the other. |

Mario Putzo
Welping and Dunking.
1075
|
Posted - 2015.01.13 02:25:58 -
[208] - Quote
Gregor Parud wrote:Mario Putzo wrote:Drake will still be inferior to other BC in terms of Applied Damage and total DPS, just not as inferior. Tengu will still be better used with Rails, unless of course you have a situation where you use cap for tank (ie PVE, no change from today) LRT out range missiles without T2 Ammo, so it has nothing to do with T2 Ammo. Drop in base range would just ensure Turret dominance at all ranges above 10KM Change to precision ammo is not overly needed if CCP changes all HM's explosion Radius by 12% Formula for Missile Damage is fine, the only problem is HM's explosion radius is too big.
Ship balance should never impact module balance. More than 2 Ships use HMs, again the Drake and Tengu have nothing to do with balance between HMs and Turrets. Drake and Tengu changes belong in another thread, start one and I will post my ideas to fix the drake there (T3s are all kinds of ****** though).
Would be nice if any of you naysayers who can't seem to separate ship Balance from module balance could provide some math or graphs to support your position. I mean I took the effort to explain in detail where I believe the problem is and exactly what would be different with the changes. Almost all HML ships are under performing with nothing to make up for it, apart from Drake and Tengu. If you increase application and base dps drake won't be inferior anymore dps wise (and more importantly, nor would other HML ships) but it would create a problem in regards to the Drake's dps vs ehp which would be out of whack. so in order to allow the Drake (and thus all other HML ships) to get better missiles you have to nerf Drake HP so it'll be balanced. Can't have one without the other.
Right because a drake losing 35% of 300DPS is so much more OP than a Harby losing 25% of 400DPS. LOL. Come on guy.
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Gregor Parud
894
|
Posted - 2015.01.13 02:38:38 -
[209] - Quote
"if you nerf Drake HP a bit you can buff HML application and base dps", that's literally what I stated. |

Mario Putzo
Welping and Dunking.
1075
|
Posted - 2015.01.13 02:52:32 -
[210] - Quote
Gregor Parud wrote:"if you nerf Drake HP a bit you can buff HML application and base dps", that's literally what I stated. If you want to discuss ship balance please open a thread on the balance between ships. In this thread we are discussing the relationship between Heavy Missiles and Turrets.
|
|

Gregor Parud
895
|
Posted - 2015.01.13 08:17:46 -
[211] - Quote
Mario Putzo wrote:Gregor Parud wrote:"if you nerf Drake HP a bit you can buff HML application and base dps", that's literally what I stated. If you want to discuss ship balance please open a thread on the balance between ships. In this thread we are discussing the relationship between Heavy Missiles and Turrets.
Then we'll go back in circles about how missiles don't use cap, can select damage type, can't be countered by angular, don't require any manual input and are too easy to fit and because of all that shouldn't work even close to on par to turrets. You're never going to "win" (and by that I mean convince anyone who matters that Drake/Tengu should get a straight buff). Again, that's not me trying to be annoying, it's just me being a realist.
Just as the Drake and Tengu held back a Caldari buff for so long it's the same here again. Any concept of an idea will HAVE to be a complete package encompassing an understanding and solution for the possible & obvious issues that come from buffing HML. If you don't nothing is going to happen.
I bet they have this circle jerk discussion the whole time at CCP, and it's just as fruitless as here. |

afkalt
Republic Military School Minmatar Republic
673
|
Posted - 2015.01.13 09:02:28 -
[212] - Quote
Mario Putzo wrote:Gregor Parud wrote:"if you nerf Drake HP a bit you can buff HML application and base dps", that's literally what I stated. If you want to discuss ship balance please open a thread on the balance between ships. In this thread we are discussing the relationship between Heavy Missiles and Turrets.
Like I said:
afkalt wrote: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.
You're not going to get either a) a sensible discussion or b) a decent set of chart and fits from these guys. Because they don't exist.
They're stuck in 2011 when the drake had more EHP, longer range, more damage and an extra launcher. As if that is somehow relevant to the discussion today.
The evidence both speaks for itself and is utterly damning. Until CCP decide to alter anything however, I'll be abusing the arse out of medium rails like everyone else sane. |

Gregor Parud
895
|
Posted - 2015.01.13 10:09:29 -
[213] - Quote
The Drake as we have it now is balanced on the chosen damage application of missiles, where making missiles work requires application rigs. If you change the necessity for those rigs you change the balance of the ship as it can now pile on the extender rigs again. Especially if you also implement a straight dps buff. The only two ships that would cause problems are the Drake and Tengu, all other HML ships are underperforming.
So, do you want a Drake buff or a HML buff. |

Spugg Galdon
APOCALYPSE LEGION The Obsidian Front
598
|
Posted - 2015.01.13 12:08:01 -
[214] - Quote
No one seems to be mentioning that missiles are immune to tracking disruptors which are devastating to turrets. |

Gregor Parud
895
|
Posted - 2015.01.13 12:19:14 -
[215] - Quote
Spugg Galdon wrote:No one seems to be mentioning that missiles are immune to tracking disruptors which are devastating to turrets.
I have, several times, but that gets ignored of course. |

Caleb Seremshur
The Atomic Fallout Kids
457
|
Posted - 2015.01.13 15:44:15 -
[216] - Quote
From everything I've seen heavies start with a TD nerf built in and you're stuck building it back up to some degree of normal application.
Join channel Aussies in space to chat with AU/NZ players
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scorchlikeshiswhiskey
Cirrius Technologies O X I D E
354
|
Posted - 2015.01.13 17:44:42 -
[217] - Quote
Caleb Seremshur wrote:From everything I've seen heavies start with a TD nerf built in and you're stuck building it back up to some degree of normal application. Which is totally balanced if you're still living in fear of Drakes. |

Frostys Virpio
The Mjolnir Bloc The Bloc
1456
|
Posted - 2015.01.13 17:46:11 -
[218] - Quote
Spugg Galdon wrote:No one seems to be mentioning that missiles are immune to tracking disruptors which are devastating to turrets.
There are also no application module dedicated to it like tracking comp/enhancer.
I wonder if it's related... |

Tusker Crazinski
Delta vane Corp. Mordus Angels
14
|
Posted - 2015.01.13 18:35:01 -
[219] - Quote
Gregor Parud wrote: Then we'll go back in circles about how missiles don't use cap, can select damage type, can't be countered by angular, don't require any manual input and are too easy to fit and because of all that shouldn't work even close to on par to turrets.
perhaps that should be the thing the fix instead of tweaking damage output and application/projection values, just say'n.
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Soldarius
Kosher Nostra The 99 Percent
1023
|
Posted - 2015.01.13 20:07:00 -
[220] - Quote
Gregor Parud wrote:Then we'll go back in circles about how missiles don't use cap, can select damage type, can't be countered by angular, don't require any manual input and are too easy to fit and because of all that shouldn't work even close to on par to turrets. You're never going to "win" (and by that I mean convince anyone who matters that Drake/Tengu should get a straight buff). Again, that's not me trying to be annoying, it's just me being a realist.
Just as the Drake and Tengu held back a Caldari buff for so long it's the same here again. Any concept of an idea will HAVE to be a complete package encompassing an understanding and solution for the possible & obvious issues that come from buffing HML. If you don't nothing is going to happen.
I bet they have this circle jerk discussion the whole time at CCP, and it's just as fruitless as here.
Cap: Projectiles are capless weapons, too. So are drones. So we have 2x cap-using weapons and 3 that don't. That is balanced given that we have 5 weapon systems.
Selectable damage types: Missiles, yes. Drones, yes, but affects many other stats as well. Projectiles, yes. And again effects otehr stats as well. Hybrids, no. Lasers, no. Also, a number of Caldari ships still have kinetic-only bonuses, including the drake. So changing damage types, supposedly an advantage, gets completely nullified for them. Seems about even.
Can't be countered by angular: False. Missile dps is reduced by velocity no matter what the direction, which is easier to do than manage angular velocity. In addition, the turret pilot can try to increase average applied dps by reducing angular velocity. This cannot be done with a missile ship. So huge advantage to a turret ship over a missile ship.
Too easy to fit: That has absolutely nothing to do with the weapon system, and everything to do with the ship. Irrelevant.
Don't require manual input: what does that mean? Do you have a bot pressing F1 for you when FC broadcasts primary?
Something you keep forgetting to mention: turrets can't be firewalled. Missiles can.
Missiles absolutely should be on par with turrets. How can you even talk about balance and then go on record as saying missiles shouldn't be on par with turrets?
http://youtu.be/YVkUvmDQ3HY
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afkalt
Republic Military School Minmatar Republic
674
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Posted - 2015.01.13 20:07:22 -
[221] - Quote
scorchlikeshiswhiskey wrote:Caleb Seremshur wrote:From everything I've seen heavies start with a TD nerf built in and you're stuck building it back up to some degree of normal application. Which is totally balanced if you're still living in fear of Drakes.
Quite.
Let's put this to bed.
Shield gank bruitix vs drake.
[Brutix, SPIKE] Magnetic Field Stabilizer II Magnetic Field Stabilizer II Magnetic Field Stabilizer II Tracking Enhancer II Reactor Control Unit II Damage Control II
Large Shield Extender II Large Shield Extender II Adaptive Invulnerability Field II Experimental 10MN Microwarpdrive I
250mm Railgun II, Spike M 250mm Railgun II, Spike M 250mm Railgun II, Spike M 250mm Railgun II, Spike M 250mm Railgun II, Spike M 250mm Railgun II, Spike M [empty high slot]
Medium Anti-EM Screen Reinforcer I Medium Anti-Thermal Screen Reinforcer I Medium Core Defense Field Extender I
[Drake, Test] Ballistic Control System II Ballistic Control System II Ballistic Control System II Internal Force Field Array I
Large F-S9 Regolith Shield Induction Large F-S9 Regolith Shield Induction Adaptive Invulnerability Field II Limited Adaptive Invulnerability Field I Phased Weapon Navigation Array Generation Extron Experimental 10MN Microwarpdrive I
Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile [empty high slot]
Medium Warhead Rigor Catalyst I Medium Warhead Rigor Catalyst I Medium Anti-EM Screen Reinforcer I
Vital statistics [Brutix | Drake]: EHP: 58.4k | 64.5k Cap life: 2m49s | 3m37s Speed: 1232ms | 1003ms Paper DPS: [676--387] | 369
So...not a huge EHP differental at these numbers, the cap life is very close considering the cap free missiles, brutix far quicker on its feet.
Let's have them shoot at a MWDing caracal with a transversal of about 45 degrees (reasonable average, nothing can sustain 90 degrees, so transversal of 1693m/s
Result: From ~8km >beyond reasonable lock range, given the correct ammo the brutix is crapping all over that drake. Iron being the outlier where the HML is actually better. Antimatter is better from 10km - 33km so ammo swapping isnt a huge deal here, AM at its peak it is doing almost 64% more applied DPS than that drake. From 15-28kms it's doing a minimum of 40% more applied DPS.
http://i.imgur.com/NgYW3HS.png
If we put an AB on that caracal, this happens: From 13.6km out, the guns murder it.
http://i.imgur.com/WV5w2r3.png
So, rigors covered, painter covered, EHP covered - what's left? Except that guns are almost without exception the superior choice, even vs a corkscrewing, fast target. If I use precision the drake does less DPS at a shorter range. Fury, obviously least of all but at longer ranges than precisions.
I'm sure there's some glaring error in my fittings but I'll be honest I'm not seeing mad range, mad tank OR mad damage from the missiles. I'm seeing missiles that need some help to close the gap a little. Unless I was sitting on a gate at zero expecting to fight brawlers I would never use a drake over the brutix.
And that's a DRAKE, never mind a LOLCLONE, or a cruiser that can't spare these fittings. |

Mario Putzo
Welping and Dunking.
1080
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Posted - 2015.01.13 21:17:18 -
[222] - Quote
Gregor Parud wrote: p.s.: your obsession with fits is hilarious, especially so as tons of fits have been posted already but always changing the conditions to suit one's agenda. Also because making a fleet fit is so fcking easy it shouldn't even be questioned. Yes HML apply less dps because they're a non-effort, non-cap using, non-ewar countered, damage type selectable weapon system. Yes they should get a buff but no the Drake isn't allowed to gain from it, nor the Tengu.
Certainly you aren't referring to the stuff I have linked, everything except the one link where I provided the ship fits was partial fittings only using LRT+ 1 TC or HML + 2 Rigor 1 Flare.
Because I am comparing the weapons not the ships you see because limiting the ability of 10 ships being competitive because 2 might be OP (highly doubtful) after the change, is pants on head ********.
Like I said if you want to discuss the balance of the drake and/or Tengu, I will gladly do so in another thread. In this thread we are talking about the very clear imbalance between LRTs and HMs. I will be reporting any further off topic posts about ship balance moving forward. This is a discussion about HMs compared to LRTs.
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Caleb Seremshur
The Atomic Fallout Kids
459
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Posted - 2015.01.14 00:19:16 -
[223] - Quote
Tusker Crazinski wrote:Gregor Parud wrote: Then we'll go back in circles about how missiles don't use cap, can select damage type, can't be countered by angular, don't require any manual input and are too easy to fit and because of all that shouldn't work even close to on par to turrets.
perhaps that should be the thing the fix instead of tweaking damage output and application/projection values, just say'n.
Well missiles would most likely be a mix of kinetic and explosive damage. If they were hypothetically to get damage locked completely then that would be the two I'd give them. Which gives you only drones and projectiles as the selectable damage weapons and missiles could be modified in other more useful ways.
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Mario Putzo
Welping and Dunking.
1082
|
Posted - 2015.01.14 00:51:33 -
[224] - Quote
Caleb Seremshur wrote:Tusker Crazinski wrote:Gregor Parud wrote: Then we'll go back in circles about how missiles don't use cap, can select damage type, can't be countered by angular, don't require any manual input and are too easy to fit and because of all that shouldn't work even close to on par to turrets.
perhaps that should be the thing the fix instead of tweaking damage output and application/projection values, just say'n. Well missiles would most likely be a mix of kinetic and explosive damage. If they were hypothetically to get damage locked completely then that would be the two I'd give them. Which gives you only drones and projectiles as the selectable damage weapons and missiles could be modified in other more useful ways.
Don't even start with drones. Ive mostly ignored them for the sake of everyones sanity in this thread. Don't even check what a bonused drone boat can do with light drones compared to a HM ship. It will probably make you cry....it made me cry.
Actually you cry now too.
http://imgur.com/ia8gJdV
Blue Heavy Red Medium Green Light
and if you can see it down there in the bottom corner
Teal HMs. |

Gregor Parud
902
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Posted - 2015.01.14 01:38:58 -
[225] - Quote
Mario Putzo wrote:Caleb Seremshur wrote:Tusker Crazinski wrote:Gregor Parud wrote: Then we'll go back in circles about how missiles don't use cap, can select damage type, can't be countered by angular, don't require any manual input and are too easy to fit and because of all that shouldn't work even close to on par to turrets.
perhaps that should be the thing the fix instead of tweaking damage output and application/projection values, just say'n. Well missiles would most likely be a mix of kinetic and explosive damage. If they were hypothetically to get damage locked completely then that would be the two I'd give them. Which gives you only drones and projectiles as the selectable damage weapons and missiles could be modified in other more useful ways. Don't even start with drones. Ive mostly ignored them for the sake of everyones sanity in this thread. Don't even check what a bonused drone boat can do with light drones compared to a HM ship. It will probably make you cry....it made me cry. Actually you cry now too. http://imgur.com/ia8gJdV
Blue Heavy Red Medium Green Light and if you can see it down there in the bottom corner Teal HMs.
Now it's obvious you're just grasping at straws. Under no logical circumstances would anyone think of sending mediums or heavies that far out, at all... ever. Also, since EFT can't emulate drone behaviour it'll just assume max damage so the whole drone graph is nonsense to begin with. |

Gregor Parud
902
|
Posted - 2015.01.14 01:39:46 -
[226] - Quote
Caleb Seremshur wrote:Tusker Crazinski wrote:Gregor Parud wrote: Then we'll go back in circles about how missiles don't use cap, can select damage type, can't be countered by angular, don't require any manual input and are too easy to fit and because of all that shouldn't work even close to on par to turrets.
perhaps that should be the thing the fix instead of tweaking damage output and application/projection values, just say'n. Well missiles would most likely be a mix of kinetic and explosive damage. If they were hypothetically to get damage locked completely then that would be the two I'd give them. Which gives you only drones and projectiles as the selectable damage weapons and missiles could be modified in other more useful ways.
Yeah, fck the Amarr missile ships, right?
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scorchlikeshiswhiskey
Cirrius Technologies O X I D E
356
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Posted - 2015.01.14 01:43:24 -
[227] - Quote
Gregor Parud wrote:Mario Putzo wrote:Caleb Seremshur wrote:Tusker Crazinski wrote:Gregor Parud wrote: Then we'll go back in circles about how missiles don't use cap, can select damage type, can't be countered by angular, don't require any manual input and are too easy to fit and because of all that shouldn't work even close to on par to turrets.
perhaps that should be the thing the fix instead of tweaking damage output and application/projection values, just say'n. Well missiles would most likely be a mix of kinetic and explosive damage. If they were hypothetically to get damage locked completely then that would be the two I'd give them. Which gives you only drones and projectiles as the selectable damage weapons and missiles could be modified in other more useful ways. Don't even start with drones. Ive mostly ignored them for the sake of everyones sanity in this thread. Don't even check what a bonused drone boat can do with light drones compared to a HM ship. It will probably make you cry....it made me cry. Actually you cry now too. http://imgur.com/ia8gJdV
Blue Heavy Red Medium Green Light and if you can see it down there in the bottom corner Teal HMs. Now it's obvious you're just grasping at straws. Under no logical circumstances would anyone think of sending mediums or heavies that far out, at all... ever. Also, since EFT can't emulate drone behaviour it'll just assume max damage so the whole drone graph is nonsense to begin with. Someone could though and that is the point. I think that this was posted as a less than serious comparison that was only made because someone mentioned drones only passingly. However... Lights from a Myrm seem quite capable of out-performing HML's, even in this one case, and I was not expecting that. It is interesting to see, even if it doesn't have anything to do with HML balance directly.
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Caleb Seremshur
The Atomic Fallout Kids
459
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Posted - 2015.01.14 01:49:41 -
[228] - Quote
Gregor Parud wrote:Caleb Seremshur wrote:Tusker Crazinski wrote:Gregor Parud wrote: Then we'll go back in circles about how missiles don't use cap, can select damage type, can't be countered by angular, don't require any manual input and are too easy to fit and because of all that shouldn't work even close to on par to turrets.
perhaps that should be the thing the fix instead of tweaking damage output and application/projection values, just say'n. Well missiles would most likely be a mix of kinetic and explosive damage. If they were hypothetically to get damage locked completely then that would be the two I'd give them. Which gives you only drones and projectiles as the selectable damage weapons and missiles could be modified in other more useful ways. Yeah, fck the Amarr missile ships, right?
Why wouldn't I just bonus them for missile damage? I'm not seeing your problem.
[edit] Also it seems I misquoted the wrong person.. that's what you get on 12 hours sleep in 4 days I guess.
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Mario Putzo
Welping and Dunking.
1083
|
Posted - 2015.01.14 01:52:27 -
[229] - Quote
Gregor Parud wrote:Mario Putzo wrote:Caleb Seremshur wrote:Tusker Crazinski wrote:Gregor Parud wrote: Then we'll go back in circles about how missiles don't use cap, can select damage type, can't be countered by angular, don't require any manual input and are too easy to fit and because of all that shouldn't work even close to on par to turrets.
perhaps that should be the thing the fix instead of tweaking damage output and application/projection values, just say'n. Well missiles would most likely be a mix of kinetic and explosive damage. If they were hypothetically to get damage locked completely then that would be the two I'd give them. Which gives you only drones and projectiles as the selectable damage weapons and missiles could be modified in other more useful ways. Don't even start with drones. Ive mostly ignored them for the sake of everyones sanity in this thread. Don't even check what a bonused drone boat can do with light drones compared to a HM ship. It will probably make you cry....it made me cry. Actually you cry now too. http://imgur.com/ia8gJdV
Blue Heavy Red Medium Green Light and if you can see it down there in the bottom corner Teal HMs. Now it's obvious you're just grasping at straws. Under no logical circumstances would anyone think of sending mediums or heavies that far out, at all... ever. Also, since EFT can't emulate drone behaviour it'll just assume max damage so the whole drone graph is nonsense to begin with.
Numbers is numbers man, sorry they don't agree with your but Missiles are OP! position, but thats the way things go. Also these drones ALL move faster than 2K m/s, and all have perfect tracking in their optimals. So vOv. |

Gregor Parud
902
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Posted - 2015.01.14 01:52:30 -
[230] - Quote
No it's posted as a clear "woe is me, look at how bad missiles have it, LOOK AT IT!!!1!!1!oneoneleven". So we can just stop this whole **** thread because it leads to nothing, especially not because folks refuse to be realistic and just try to whine so loud hoping someone will fall for it. |
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Gregor Parud
902
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Posted - 2015.01.14 01:54:39 -
[231] - Quote
Caleb Seremshur wrote:Why wouldn't I just bonus them for missile damage? I'm not seeing your problem.
Because in that case Amarr missile ships for pve in amarr space would not be able to both tank EM (T2 resists are explosive/kin) as deal EM. |

Mario Putzo
Welping and Dunking.
1084
|
Posted - 2015.01.14 02:06:26 -
[232] - Quote
Gregor Parud wrote:No it's posted as a clear "woe is me, look at how bad missiles have it, LOOK AT IT!!!1!!1!oneoneleven". So we can just stop this whole **** thread because it leads to nothing, especially not because folks refuse to be realistic and just try to whine so loud hoping someone will fall for it.
Speaking of whining. You start that Drake thread yet? |

Gregor Parud
902
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Posted - 2015.01.14 02:12:08 -
[233] - Quote
The more you try the itrollu.jpg the more obvious it becomes for everyone about how you're not to be taken serious in anything at all. So please, keep at it. And with that, I'll leave this thread alone because the only thing that happens here is circle jerking using flawed logic and (not so) hidden agendas. Good luck with that. |

scorchlikeshiswhiskey
Cirrius Technologies O X I D E
357
|
Posted - 2015.01.14 02:14:52 -
[234] - Quote
Gregor Parud wrote:The more you try the itrollu.jpg the more obvious it becomes for everyone about how you're not to be taken serious in anything at all. So please, keep at it. And with that, I'll leave this thread alone because the only thing that happens here is circle jerking using flawed logic and (not so) hidden agendas. Good luck with that. The more you try the itrollu.jpg the more obvious it becomes for everyone about how you're not to be taken serious in anything at all. So please, STOP it. I found this too applicable to pass up  Edit: I pity the thread/bridge you move to next. |

Caleb Seremshur
The Atomic Fallout Kids
459
|
Posted - 2015.01.14 02:29:19 -
[235] - Quote
Gregor Parud wrote:Caleb Seremshur wrote:Why wouldn't I just bonus them for missile damage? I'm not seeing your problem. Because in that case Amarr missile ships for pve in amarr space would not be able to both tank EM (T2 resists are explosive/kin) as deal EM.
Amarr missile ships? You mean the sac and contentiously the drone/neuting boats? Anyone PvEing in the frigates is doing it wrong (or the t2 coercer whatever its called).
That's not a large sacrifice for what would probably be an overall improvement in most other situations, nevermind using thermal/em drones to disregard reactive hardeners.
I don't know why the racials are the best weapons to use against their own race, you'd think the concession would be in the totally opposite direction. Game design v0v.
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Mario Putzo
Welping and Dunking.
1087
|
Posted - 2015.01.14 02:53:45 -
[236] - Quote
Gregor Parud wrote:The more you try the itrollu.jpg the more obvious it becomes for everyone about how you're not to be taken serious in anything at all. So please, keep at it. And with that, I'll leave this thread alone because the only thing that happens here is circle jerking using flawed logic and (not so) hidden agendas. Good luck with that.
Want to hear another funny one. A rail Falcon will out damage the new Rook inside of engagement range. HMs baby! But thats ok right, because the Rook has 4K more EHP than the Falcon. I mean it can do more DPS from 90-95K because the Falcon can't shoot that far so Balance right.
Rook is losing its edge with the removal of 25% launcher ROF, and getting a 7.5% Damage Bonus to Kin (37.5%).
Funny story about that is the rook actually loses damage.
193 DPS*.75 = 144.75 144.75*1.375 = 199.03 (Kinetic only)
But hey can't forget those drones right! 99DPS for 5 lights. 298 Paper DPS mmmm mmmm
But unfortunately unlike our friend the Drake, Rook only gets 2 Rigs, for application modules. So you losing out on 10% more application. Which means you get to do a lovely DPS of
199*.52+99 = 202DPS sustained Kinetic Only out to 60K though, then it is a nice 103DPS out to 95K
Our friend the 3 Turret Falcon and its 2 drones ~240 from 10K- 30K ~200 from 30K-60K ~120 from 60K-90K where it falls off to nothing.
But hey, its cool Rook has more EHP and Range...unless there is something im forgetting. Oh right, the cloaking device that lets my falcon get right into CNAM Optimal 100% of the time.
But im sure you have numbers to support your claims to. |

Caleb Seremshur
The Atomic Fallout Kids
459
|
Posted - 2015.01.14 03:02:29 -
[237] - Quote
scorchlikeshiswhiskey wrote:Gregor Parud wrote:The more you try the itrollu.jpg the more obvious it becomes for everyone about how you're not to be taken serious in anything at all. So please, keep at it. And with that, I'll leave this thread alone because the only thing that happens here is circle jerking using flawed logic and (not so) hidden agendas. Good luck with that. The more you try the itrollu.jpg the more obvious it becomes for everyone about how you're not to be taken serious in anything at all. So please, STOP it. I found this too applicable to pass up  Edit: I pity the thread/bridge you move to next.
I briefly wondered if it was a Rise alt. While he makes a few good points most of what he says leaves me doing this ---> =.=
Like there's something not being communicated here. Something being missed. Something about why HML bleed 44% of their dps while most other weapons systems bleed only 30% and his argument about the drake and tengu having too many HP or whatever might be valid but that's something that should have been addressed during the drake rebalance. Should have.
HML are also the only missile system that really *needs* rigors and flares to work well, but if we hold that to be the same as sniper-fitting a sniper then I guess you'd have to address that comparison more directly. The same argument that Mario has been looking at.
I find it contentious at best to say that just because missiles will track a close-orbit frigate means they need to be ****. Attacking a missile ship no matter what means getting hit inside of 10km (unless rockets because lol). The real demon is an orbiting slicer at 22km burning 6km/s and your lights can't even hit him because they track so badly. Now move up to heavies and see the results. Those times the missiles launch perpendicular to your hull (despite being launched from external launchers with 360 degrees of motion) and they waste a lot of flight time course correcting. Those times they track away from the target before course correcting back in to chase the target (and barely scrape in a hit).
Also I too find the 'max transversal situation' to be intellectually dishonest, unless you're in a MWDer and get hard tackled by an AB fit you'll be hard pressed to have this problem. Shield rail thorax is a thing.
The people in favour of a change are putting in a *lot* more effort than the people claiming parity and that disturbs me a little, as if saying that the pendulum of time-wasting balance swings is still how CCP works.
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Caleb Seremshur
The Atomic Fallout Kids
461
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Posted - 2015.01.14 03:36:50 -
[238] - Quote
Mario Putzo wrote:Gregor Parud wrote:The more you try the itrollu.jpg the more obvious it becomes for everyone about how you're not to be taken serious in anything at all. So please, keep at it. And with that, I'll leave this thread alone because the only thing that happens here is circle jerking using flawed logic and (not so) hidden agendas. Good luck with that. Im sure you have numbers to support your claims tho. (Deleted a bunch of **** because honestly its not worth the effort seriously replying to you.)
I think the problem with the rook is it still only gets good ECM use inside of 30km, which incidentally is where it would be better to use a falcon as well.
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Mario Putzo
Welping and Dunking.
1087
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Posted - 2015.01.14 03:43:09 -
[239] - Quote
Caleb Seremshur wrote:Mario Putzo wrote:Gregor Parud wrote:The more you try the itrollu.jpg the more obvious it becomes for everyone about how you're not to be taken serious in anything at all. So please, keep at it. And with that, I'll leave this thread alone because the only thing that happens here is circle jerking using flawed logic and (not so) hidden agendas. Good luck with that. Im sure you have numbers to support your claims tho. (Deleted a bunch of **** because honestly its not worth the effort seriously replying to you.) I think the problem with the rook is it still only gets good ECM use inside of 30km, which incidentally is where it would be better to use a falcon as well.
eh they both can get out to 45K, so its not a biggy, neither is the damage difference to be terribly honest. I do like the Rapier though. 10% bonus to missile damage + Web Range + TP effect....finally a good ******* missile ship. |

Caleb Seremshur
The Atomic Fallout Kids
461
|
Posted - 2015.01.14 03:47:50 -
[240] - Quote
Well yeah, fit a RF point on it and you're good to go.
I'm going to think up the most horribly broken HML fleet I can. TP get stacking penalties right? Let's see.
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Jihad leader
Federal Navy Academy Gallente Federation
0
|
Posted - 2015.01.14 07:32:45 -
[241] - Quote
Make all missiles and torpedoes realistic If you have a f-15 cruisng at 800 mph and it launches a missle at another jet traveling 800 mph the other jet doesn't outrun the missile like in eve, it dies in a big ball of fire. You need to rework velocity period its like shooting a missile from 0mph and having a jet out run it yes it can easily....... 2 light missile boats IE: crows should not be able to out run eachothers missiles its dumb ...... if crow (A) is doing 4500m/s and crow (B) launches missiles at crow (A) also doing 4500m/s, missiles velocity should be a launch speed of 4500m/s on top of normal flight speed and should have no problem hitting them out running missiles in little ships is a unrealistic joke |

Caleb Seremshur
The Atomic Fallout Kids
461
|
Posted - 2015.01.14 09:03:42 -
[242] - Quote
Jihad leader wrote:Make all missiles and torpedoes realistic If you have a f-15 cruisng at 800 mph and it launches a missle at another jet traveling 800 mph the other jet doesn't outrun the missile like in eve, it dies in a big ball of fire. You need to rework velocity period its like shooting a missile from 0mph and having a jet out run it yes it can easily....... 2 light missile boats IE: crows should not be able to out run eachothers missiles its dumb ...... if crow (A) is doing 4500m/s and crow (B) launches missiles at crow (A) also doing 4500m/s, missiles velocity should be a launch speed of 4500m/s on top of normal flight speed and should have no problem hitting them out running missiles in little ships is a unrealistic joke
But then you'd have to fit rigors and and target painters otherwise the drake will be unbalanced against comparatively tanked battleships.
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Frostys Virpio
The Mjolnir Bloc The Bloc
1461
|
Posted - 2015.01.14 14:32:38 -
[243] - Quote
Jihad leader wrote:Make all missiles and torpedoes realistic If you have a f-15 cruisng at 800 mph and it launches a missle at another jet traveling 800 mph the other jet doesn't outrun the missile like in eve, it dies in a big ball of fire. You need to rework velocity period its like shooting a missile from 0mph and having a jet out run it yes it can easily....... 2 light missile boats IE: crows should not be able to out run eachothers missiles its dumb ...... if crow (A) is doing 4500m/s and crow (B) launches missiles at crow (A) also doing 4500m/s, missiles velocity should be a launch speed of 4500m/s on top of normal flight speed and should have no problem hitting them out running missiles in little ships is a unrealistic joke
The only reason why EVE missiles can be outrun is because they wanted to make flight time relevant. Out running a mordus ship missiles is a whole different challenge because most of it's range come from speed. If all missiles were like that, the stupidity of outrunning missiles would stop. |

Frostys Virpio
The Mjolnir Bloc The Bloc
1461
|
Posted - 2015.01.14 14:33:26 -
[244] - Quote
Gregor Parud wrote:Caleb Seremshur wrote:Why wouldn't I just bonus them for missile damage? I'm not seeing your problem. Because in that case Amarr missile ships for pve in amarr space would not be able to both tank EM (T2 resists are explosive/kin) as deal EM.
Some ship are bad @ missions.
News at 11. |

Tusker Crazinski
Delta vane Corp. Mordus Angels
16
|
Posted - 2015.01.14 16:14:59 -
[245] - Quote
Caleb Seremshur wrote:Tusker Crazinski wrote:Gregor Parud wrote: Then we'll go back in circles about how missiles don't use cap, can select damage type, can't be countered by angular, don't require any manual input and are too easy to fit and because of all that shouldn't work even close to on par to turrets.
perhaps that should be the thing the fix instead of tweaking damage output and application/projection values, just say'n. Well missiles would most likely be a mix of kinetic and explosive damage. If they were hypothetically to get damage locked completely then that would be the two I'd give them. Which gives you only drones and projectiles as the selectable damage weapons and missiles could be modified in other more useful ways.
I was referring more to the Lack of manual input needed to make missiles work, with a weapon system that always hits they're either OP if they apply good damage or garbage if they don't. there's really no middle ground. fix that part instead.
that being said I do think all weapons should lose damage selection.
drones- EM / Therm.... they don't use ammo projectiles- kin / exp..... they're bullets missiles- either kin / therm or kin / exp. |

Soldarius
Kosher Nostra The 99 Percent
1023
|
Posted - 2015.01.14 16:44:13 -
[246] - Quote
Gregor Parud wrote:The more you try the itrollu.jpg the more obvious it becomes for everyone about how you're not to be taken serious in anything at all. So please, keep at it. And with that, I'll leave this thread alone because the only thing that happens here is circle jerking using flawed logic and (not so) hidden agendas. Good luck with that.
Emphasis mine. Do not speak for me, ever.
Also, project much?
Back to OP's suggestion, having HMs do the most damage at the farthest range is imo an interesting mechanic that would separate them from HAMs (and other long range missiles from shorter ranged ones), but higher base damage. It leads one to wonder why the idea was abandoned even after the relevant stats were added to missiles.
I feel that missiles have enough useful stats and variations within a single category to be balanced between range, application, and base damage. But we also have to consider that each category of missile is fitted into a range category of launcher within its size-group.
Someone mentioned that there is a "Charges per cycle" attribute in the items database. The online DB shows this. But I cannot find it in the SDE. Still, if the code would simply loop based on the number of charges consumed and we can set our launchers to fire up to the maximum number of rounds in the launchers...
Lets see, 27 rounds of Scourge Fury Cruise missiles can fit in a T2 launcher... 8 launchers on a Navy Raven... with just 3 BCS IIs thats 7300 alpha times 27 rounds = 197k volley. Yep. Would totally like to see a fleet of Navy Ravens alphaing caps off the field every 10 seconds. And it would look absolutely AWESOME! To hell with server stability. Death to all supers!
Balance? We don't need no stinkin' balance!
In case you're wondering, no, I'm not serious. This will never happen. But it would look really awesome. Might be fun to enable on the test server for a day.
http://youtu.be/YVkUvmDQ3HY
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scorchlikeshiswhiskey
Cirrius Technologies O X I D E
357
|
Posted - 2015.01.14 18:16:43 -
[247] - Quote
I do think that the future of missiles should be a greater difference between short and long range and the way they do damage. Personally, I like my idea whereby long range missiles at short range deal less damage because kinetic energy. That, however, is an issue with mechanics and not application so to stay on topic I will say that I like the idea of reducing the nerf to explosion velocity for heavy missiles as, at the least, a temporary solution. I am cautious to get into the question of damage type, that is a very involved problem that is not to be taken lightly. IF missiles were to see a change in damage type, I think there are many ways to approach it. You could lock all missiles, with few exceptions, into kinetic and 1 other for game balance, or you could apply some basic logic and pair kin/exp and therm/EM. This would open the door for a different type of scripted TC for missiles, similar to wire guided torpedoes/missiles, where the TC can boost one damage type. Think of it as the TC guiding the missile for a better kinetic hit and less exp, or more exp and less kinetic. Just a thought, could be good or it could be very bad. To get back on topic, I would very much like to see what the devs think of the state of missiles, both in general and each type specifically. Do the devs think that heavy missiles, and all missiles really, are actually balanced because theyre "easy" and will always do some damage? Or have they not found the time/right solution to make a constructive change? Also, if the devs are short on time, what do they think about crowdsourcing? Their are plenty of people, as we have seen time and time again on the forums, who have both the time and inclination to test detailed scenarios, is this a resource they do/should tap for complex issues? I'm going to go back and reread the OP before class and, when I have time, edit so this will be a relevant post instead of filler. 
(Lots of questions, I know, but it is my hope that we will get the attention of someone who can answer our questions) |

Caleb Seremshur
The Atomic Fallout Kids
461
|
Posted - 2015.01.15 03:25:45 -
[248] - Quote
Tusker Crazinski wrote:
I was referring more to the Lack of manual input needed to make missiles work, with a weapon system that always hits they're either OP if they apply good damage or garbage if they don't. there's really no middle ground. fix that part instead.
that being said I do think all weapons should lose damage selection.
drones- EM / Therm.... they don't use ammo projectiles- kin / exp..... they're bullets missiles- either kin / therm or kin / exp.
The thing about missiles is the premise of a kinetic missile doesn't really "work". Unless it's a bunker buster. This would leave you with either straight EM, explosive or explosive/thermal. Kinetic damage from a missile is more like antitank missiles which have armour penetrating heads due to the cone of their explosion, a feature totally unsuitable for anything but citadel missiles and bombs.
Join channel Aussies in space to chat with AU/NZ players
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Tusker Crazinski
Delta vane Corp. Mordus Angels
16
|
Posted - 2015.01.15 05:40:34 -
[249] - Quote
Caleb Seremshur wrote:Tusker Crazinski wrote:
I was referring more to the Lack of manual input needed to make missiles work, with a weapon system that always hits they're either OP if they apply good damage or garbage if they don't. there's really no middle ground. fix that part instead.
that being said I do think all weapons should lose damage selection.
drones- EM / Therm.... they don't use ammo projectiles- kin / exp..... they're bullets missiles- either kin / therm or kin / exp.
The thing about missiles is the premise of a kinetic missile doesn't really "work". Unless it's a bunker buster. This would leave you with either straight EM, explosive or explosive/thermal. Kinetic damage from a missile is more like antitank missiles which have armour penetrating heads due to the cone of their explosion, a feature totally unsuitable for anything but citadel missiles and bombs.
Actually missiles in space would only be kinetic, warheads become completely superfluous when considering the sheer velocity they can accumulate in a friction-less environment. and EVE missiles have a set speed of 4.5-6km/s.... that a telephone pool going 5 times faster than our fastest bullets.
anyway was just say'n from a balance perspective, why do all the capless weapon systems also get damage selectivity.
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Caleb Seremshur
The Atomic Fallout Kids
461
|
Posted - 2015.01.15 05:44:58 -
[250] - Quote
Didn't the X-9 hit 11km/s back in the 70's? Hardly impressive to pull that little speed. Also launch velocity for a modern space shuttle is about as fast.
Join channel Aussies in space to chat with AU/NZ players
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Tusker Crazinski
Delta vane Corp. Mordus Angels
16
|
Posted - 2015.01.15 06:06:21 -
[251] - Quote
Caleb Seremshur wrote:Didn't the X-9 hit 11km/s back in the 70's? Hardly impressive to pull that little speed. Also launch velocity for a modern space shuttle is about as fast.
NO IT DID NOT, low earth orbit is about 7km/s. any man made thing going 11km/s in the stratosphere would be vaporized. matter in fact going to start doing math I think 11km/s is about escape velocity.
Mach 11 sounds a bit better, but still absurd.
and I'd like to make something abundantly clear. speed is a real slippery term when talking about space. the important question is velocity relative to what? in EVE everything is on a stationary grid, in space that's not really the case.
oh and yeah at those velocities pebbles will hit with the energy of our biggest tank shells.
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Catherine Laartii
State Protectorate Caldari State
461
|
Posted - 2015.01.15 08:04:59 -
[252] - Quote
Gregor Parud wrote:It all depends on the scenario. The second a frigate realises your Deimos/Eagle is rail kite fit is the second he'll spiral into scram range and get under your guns. Can it be countered? Sure but the fact remains that long range turrets can very easily be entirely useless, which is my point. Yes turrets can apply really good dps but they can also apply zero dps. Missiles do not have these highs and low and do more average dps instead.
- less than turrets when turrets are doing fine - more than turrets when turrets struggle
Neither is better or worse, it's just different. My point is that one can't froth over how missiles do less than turrets when turrets are working fine, because there's many scenarios where they don't work fine, or at all.
Again, for the zillionth time, I'm not saying that HML couldn't use a small dps boost, but it would have to come at the cost of losing some range. As they are their dps is inline with he ranges they can achieve.
What you just said there is EXACTLY what the OP is stating to fix heavy missiles. You can apply this to all long-range missiles and have it work. You literally just proved his point. |

Frostys Virpio
The Mjolnir Bloc The Bloc
1497
|
Posted - 2015.01.15 15:12:07 -
[253] - Quote
Caleb Seremshur wrote:Tusker Crazinski wrote:
I was referring more to the Lack of manual input needed to make missiles work, with a weapon system that always hits they're either OP if they apply good damage or garbage if they don't. there's really no middle ground. fix that part instead.
that being said I do think all weapons should lose damage selection.
drones- EM / Therm.... they don't use ammo projectiles- kin / exp..... they're bullets missiles- either kin / therm or kin / exp.
The thing about missiles is the premise of a kinetic missile doesn't really "work". Unless it's a bunker buster. This would leave you with either straight EM, explosive or explosive/thermal. Kinetic damage from a missile is more like antitank missiles which have armour penetrating heads due to the cone of their explosion, a feature totally unsuitable for anything but citadel missiles and bombs.
The kinetic part of a missile would be anything like a shaped change to punch a hole in an armored structure to expanding rod in anti-air missile sending chunck of metal in all direction to punch holes in relatively fragile planes. |

Caleb Seremshur
The Atomic Fallout Kids
461
|
Posted - 2015.01.15 15:52:55 -
[254] - Quote
Frostys Virpio wrote:Caleb Seremshur wrote:Tusker Crazinski wrote:
I was referring more to the Lack of manual input needed to make missiles work, with a weapon system that always hits they're either OP if they apply good damage or garbage if they don't. there's really no middle ground. fix that part instead.
that being said I do think all weapons should lose damage selection.
drones- EM / Therm.... they don't use ammo projectiles- kin / exp..... they're bullets missiles- either kin / therm or kin / exp.
The thing about missiles is the premise of a kinetic missile doesn't really "work". Unless it's a bunker buster. This would leave you with either straight EM, explosive or explosive/thermal. Kinetic damage from a missile is more like antitank missiles which have armour penetrating heads due to the cone of their explosion, a feature totally unsuitable for anything but citadel missiles and bombs. The kinetic part of a missile would be anything like a shaped change to punch a hole in an armored structure to expanding rod in anti-air missile sending chunck of metal in all direction to punch holes in relatively fragile planes.
I see someone is also vaguely rememberig schlock mercenary.
Join channel Aussies in space to chat with AU/NZ players
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Soldarius
Kosher Nostra The 99 Percent
1029
|
Posted - 2015.01.15 20:51:01 -
[255] - Quote
Frostys Virpio wrote:Caleb Seremshur wrote:
The thing about missiles is the premise of a kinetic missile doesn't really "work". Unless it's a bunker buster. This would leave you with either straight EM, explosive or explosive/thermal. Kinetic damage from a missile is more like antitank missiles which have armour penetrating heads due to the cone of their explosion, a feature totally unsuitable for anything but citadel missiles and bombs.
The kinetic part of a missile would be anything like a shaped change to punch a hole in an armored structure to expanding rod in anti-air missile sending chunck of metal in all direction to punch holes in relatively fragile planes.
A purely kinetic missile works just fine. It merely has to directly impact the target to do anything. Plenty of kinetic energy there, especially if its traveling at several thousand m/s. This is how armor piercing rounds work. Railguns also work like this. They simply throw a mass at a target with as much relative velocity as possible.
Missiles work even better in space because in space there is no atmosphere to drag on the projectile and slow it down. So missiles can achieve much higher velocities before running out of propellant. In addition, since there is no atmosphere, puncturing the skin of a space craft causes it to vent atmosphere, possibly killing any crew and passengers.
A big flashy explosive detonation would not work well in space because in the vacuum of space there is no medium through which a shockwave can travel. Shrapnel from the missile case or warhead and super-heated expanding gases would be projected outwards and could cause significant damage at close range.
In the event of a direct impact from an explosive round, they would work just fine. In this case, you would prefer a shaped-charge or HEAT warhead to direct as much of the energy of the explosion at the target, rather than letting it blow harmlessly into the surrounding vacuum.
Nuclear detonations would project tons of high energy EM radiation over extremely long ranges. But again, without a medium for the expanding mass to push against, there would be almost no shockwave and any kinetic or thermal energy would dissipate very quickly. US Air Force testing of high altitude nukes have proven this.
So how does all of this translate into Eve? Well, for a purely kinetic missile, a faster-flying missile would do more damage than a slower one with the same mass. Since that missile has to actually accelerate to that speed, the higher the missile's velocity at its time of impact the higher its applied damage up to its maximum flight time, at which point it simply expires.
From an application standpoint, certain damage types could care more about velocity than others. For eve we can translate this into low or higher base damage and better or poorer acceleration, or even more or less mass. So rather than having damage application based on sigRad/expRad and/or expVel/vel, it would be based more on classical methods that scale in relation to relevant eve-o stats. Big missiles would accelerate slowly. But having longer flight times means they would deal excellent damage at long ranges while doing terrible damage at short range. Smaller missiles would accelerate quickly and have lower base damage. But that damage would apply well at much closer ranges.
Certain damage types could depend less on velocity than others. For example, an EM bursting missile really should give a whit about how fast the missile is going. Explosive I think would be another type that cares less about velocity and more about raw damage potential, since it would be something like a shaped-charge HEAT round or EFP. Thermal missiles would then be 2nd to kinetic in velocity effect on damage.
Since missiles with a long flight time and higher acceleration would only reach maximum damage at maximum range, they would then be candidates for long range ammo. Meanwhile, something that doesn't care so much about velocity at impact would be a better candidate for short-range ammo (less acceleration) and should have a higher base damage.
So it seems to me that we have cases for several different variations on ammo in every size category. We already have some idea of how this works because some of our current missiles are based on these premises.
http://youtu.be/YVkUvmDQ3HY
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Caleb Seremshur
The Atomic Fallout Kids
461
|
Posted - 2015.01.16 03:02:08 -
[256] - Quote
At high enough velocities the impacts would be more like explosive damage than kinetic due to the friction of the impact partially vapourising the materials involved. If anything, a super-high-velocity missile (and we're talking about one that reaches its absolute newtonian-determined maximum speed) would be more explosive/thermal than kinetic for that reason.
If you're making a case for changing how missiles work in game based on that mechanic then I'd support it. If your motivation is different however I am skeptical and reserve support for a later time.
Join channel Aussies in space to chat with AU/NZ players
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afkalt
Republic Military School Minmatar Republic
675
|
Posted - 2015.01.16 09:26:14 -
[257] - Quote
You know, if it wasnt too much server load missiles could be given a flight time and an acceleration attribute - and no max speed. They get faster the longer they're in flight. Might help a little with the whole "oh, red boxed by a raven/cerberus...best align out and warp off before I get hit" thing.
However what would be easier is morduing them ALL in base stats (and leaving mordus bonuses in place) |

scorchlikeshiswhiskey
Cirrius Technologies O X I D E
357
|
Posted - 2015.01.16 18:41:55 -
[258] - Quote
afkalt wrote:You know, if it wasnt too much server load missiles could be given a flight time and an acceleration attribute - and no max speed. They get faster the longer they're in flight. Might help a little with the whole "oh, red boxed by a raven/cerberus...best align out and warp off before I get hit" thing.
However what would be easier is morduing them ALL in base stats (and leaving mordus bonuses in place) As far as i know, there is already an acceleration that functions like warp acceleration, meaning behind the scenes. This is why, i believe, your actual engagement range is roughly 90% of your theoretical, on average. So, HAMs with a range of 30km, more accurately have a range closer to 27km. I could be wrong, but i've always heard this is a good rule of thumb. This could stay behind the scenes but if they were to tweak the values of different missiles they could then change max V and flight time to get similar results but still keep to the "space is full of stuff so you can't go faster even though your engines are on" mechanic. |

Hookage Hoeslice
APLE WOD BRSTOL
4
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Posted - 2015.01.20 12:27:45 -
[259] - Quote
For me, the only good thing about HML is that my tengu can do lvl 4 missions with faction ammo and get 100k range so I don't have to chase stuff down. Basically, I'm lazy lol.
As far as pvp goes, I really don't do it often as I am only a few years into the game and seems that when I do try PvP I die before I even make it thru peoples shields. I guess the only thing I've noticed is that missile seem to be for PvE and nothing else. Definitely a joke in PvP and is why I made an alt to fly gunships for PvP. I've tried HAM and RL during PvP but still fall short. And yes, I do have maxed missile skills along with maxed shield skills. Even with that I pretty much never win PvP using missiles. Maybe I suck or maybe missiles could use a little love. IDK. |

Lugh Crow-Slave
536
|
Posted - 2015.01.20 12:34:46 -
[260] - Quote
Hookage Hoeslice wrote:For me, the only good thing about HML is that my tengu can do lvl 4 missions with faction ammo and get 100k range so I don't have to chase stuff down. Basically, I'm lazy lol.
As far as pvp goes, I really don't do it often as I am only a few years into the game and seems that when I do try PvP I die before I even make it thru peoples shields. I guess the only thing I've noticed is that missile seem to be for PvE and nothing else. Definitely a joke in PvP and is why I made an alt to fly gunships for PvP. I've tried HAM and RL during PvP but still fall short. And yes, I do have maxed missile skills along with maxed shield skills. Even with that I pretty much never win PvP using missiles. Maybe I suck or maybe missiles could use a little love. IDK.
Frigates is where its at for PvP and rockets are amazing in pvp and if you would rather kite then missiles will get you over 60km on some ships.
so yes heavy missiles are a joke in pvp but not all missiles
Fuel block colors
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Damjan Fox
Fox Industries and Exploration
85
|
Posted - 2015.01.20 13:53:49 -
[261] - Quote
Quote:You know, if it wasnt too much server load missiles could be given a flight time and an acceleration attribute - and no max speed. I don't think, the damage calculation for this would cause any further load on the server. It would be roughly the same amount, as existing weapon systems do today. Just take the distance to target, when missile is fired. For example, if you know your target is 100km away and you fire a missile at it, if you know the set acceleration of the missile, you'll know what velocity the missile will have in 100km distance.
Yes, ideally you would have to take into account the flight time of the missile and the velocity of the target. Until the missile hits its target, the distance to it, could have changed. But, to keep things simple, you could just ignore this step. |

Swiftstrike1
Swiftstrike Incorporated
860
|
Posted - 2015.01.20 19:44:14 -
[262] - Quote
Suitonia wrote: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. Goodbye Ishtars: Online and hello Cerberus: Online!
This would be hugely unbalanced given the wide range of missile velocity, damage, flight time related ship bonuses we have atm. It would be awful (for example) with the new Mordus ships which all have +200% missile velocity and -50% flight time.
Targeting, Sensors and ECM Overhaul
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scorchlikeshiswhiskey
Cirrius Technologies O X I D E
358
|
Posted - 2015.01.21 21:49:55 -
[263] - Quote
Swiftstrike1 wrote:Suitonia wrote: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. Goodbye Ishtars: Online and hello Cerberus: Online! This would be hugely unbalanced given the wide range of missile velocity, damage, flight time related ship bonuses we have atm. It would be awful (for example) with the new Mordus ships which all have +200% missile velocity and -50% flight time. I suggest a slightly amended version of the original idea: Heavy Missiles gain % bonus to application based on the time they have spent in the air, not "damage + application" The only thing it would do would encourage long range missiles to be used at long range. The general consensus, among those that agree with the OP, is that the damage would stay the same as it currently is, but cruise missiles at 5km would be less effective than cruise missiles at 100km. (For example)
On another note: The AC balance thread must have been noticed by someone, given the changes coming in the next release. Any guesses as to how many more release cycles we'll have to sit through before someone decides to un-nerf heavy missiles? Maybe we'll see something useful being done when the Caldari T3 Destroyer is released. Or, and I think that this is more likely, the Caldari T3 will be a hybrid platform and CCP will go on ignoring us. |

Caleb Seremshur
The Atomic Fallout Kids
469
|
Posted - 2015.01.22 01:40:31 -
[264] - Quote
I should hope that the t3 destroyers for caldari and gallente are spruced up corax and algos' respectively
Faction warfare pilot and solo/small gang PVP advocate
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CW Itovuo
The Executioners Capital Punishment.
55
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Posted - 2015.01.22 03:30:41 -
[265] - Quote
scorchlikeshiswhiskey wrote:
On another note: The AC balance thread must have been noticed by someone, given the changes coming in the next release. Any guesses as to how many more release cycles we'll have to sit through before someone decides to un-nerf heavy missiles? Maybe we'll see something useful being done when the Caldari T3 Destroyer is released. Or, and I think that this is more likely, the Caldari T3 will be a hybrid platform and CCP will go on ignoring us.
Yup, funny how AC's get a small unannounced buff.
Missiles still languish; no DEV feedback, even after multiple threadnaughts.

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Caleb Seremshur
The Atomic Fallout Kids
470
|
Posted - 2015.01.22 05:27:45 -
[266] - Quote
So long as we don't return to the days of set-orbit and winmatar, then I couldn't give a damn about ACs.
Faction warfare pilot and solo/small gang PVP advocate
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Kalihira
Ultramar Independent Contracting
32
|
Posted - 2015.01.22 12:09:28 -
[267] - Quote
Heavy missiles are fine, and in line with the other long range medium weapon systems.... Why are ppl advocating ideas that promote power creep? |

afkalt
Republic Military School Minmatar Republic
699
|
Posted - 2015.01.22 12:17:02 -
[268] - Quote
Kalihira wrote:I didnt read the thread, or the evidence or the damage charts from CCP, but guys Heavy missiles are fine
Fixed that for you. |

scorchlikeshiswhiskey
Cirrius Technologies O X I D E
358
|
Posted - 2015.01.22 12:19:05 -
[269] - Quote
Kalihira wrote:Heavy missiles are fine, and in line with the other long range medium weapon systems.... Why are ppl advocating ideas that promote power creep? Heavy missiles are not fine and the ideas being promoted are, if you had bothered to read, advocating balance as opposed to power creep. Heavy missiles are still reeling from the nerf bat blow that was delivered to "fix" the Drake years back. I won't reiterate the points that have been made, there's 13 other pages for that, so why not go find out how thin the margin is by which heavy's are better than rails, for example. |

Scorpionstrike
Bogan Nation
12
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Posted - 2015.01.22 13:33:41 -
[270] - Quote
Why not put some imagination into missile's don't limit it to modern day missiles, why not attach the technology of the micro jump drive to the missile itself creating missiles that are "almost instant" - with a small spool up time
could only be for heavy missiles but that could be expanded
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Reaver Glitterstim
Dromedaworks inc Test Alliance Please Ignore
2281
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Posted - 2015.01.23 15:42:41 -
[271] - Quote
Rapid heavy missile launchers are fine or maybe a little overpowered. Heavy missiles are underpowered though. And if heavy missiles weren't underpowered, rapid heavy launchers would be totally overpowered. Because, well, rapid heavy and rapid light launchers are just overpowered.
CSM X: Sabriz Adoudel, Mike Azariah, Sugar Kyle, Corbexx
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Caleb Seremshur
The Atomic Fallout Kids
470
|
Posted - 2015.01.24 01:09:29 -
[272] - Quote
Reaver Glitterstim wrote:Rapid heavy missile launchers are fine or maybe a little overpowered. Heavy missiles are underpowered though. And if heavy missiles weren't underpowered, rapid heavy launchers would be totally overpowered. Because, well, rapid heavy and rapid light launchers are just overpowered.
Soooo delete rapid launchers and fix heavies properly? Does anyone use rhml? I haven't seen it.
Faction warfare pilot and solo/small gang PVP advocate
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scorchlikeshiswhiskey
Cirrius Technologies O X I D E
363
|
Posted - 2015.01.24 20:46:50 -
[273] - Quote
"Gorski pointed out that the Drake is a joke compared to what it used to be. CCP Fozzie replied that of course it was a joke compared to where it used to be, since it used to be incredibly dominant. He said that the current meta is geared towards speed and that penalizes battlecurisers and battleship usage for small gangs and solo, but that not every ship needs to be balanced into every prevailing meta." -CSM Winter Day 3 Minutes
Obviously there was probably a lot of discussion, and I might just be a little pessimistic, but I'm reading this as there are no plans for balance passes to address the Drake, which touches on HM's. I hope I'll be pleasantly surprised but at this point it definitely seems like CCP has little to know interest in the goings on of this thread. Thoughts? |

Tusker Crazinski
Delta vane Corp. Mordus Angels
21
|
Posted - 2015.01.25 02:35:54 -
[274] - Quote
scorchlikeshiswhiskey wrote:. He said that the current meta is geared towards speed and that penalizes battlecurisers and battleship usage for small gangs and solo
lol wat? first of all for small gangs and solo speed has always been and will always be dominant. simply put a fast ship can dictate range, escape predators and catch prey.
secondly this game currently favors weapons that apply damage regardless of target speed and range. IE drones and LML / RLML.
and by speed do you mean Drone boats? they're not that fast matter in fact they're some of the slowest cruisers in the game. the issue is they out run anything that can out gun them (which is not much) and, and anything that can catch them they can apply perfect damage to out tank out nuet and generally face **** anything on grid.
BSes don't suck, CBCs suck because most of them got nerfed in to the ground. |

Tusker Crazinski
Delta vane Corp. Mordus Angels
21
|
Posted - 2015.01.25 02:38:44 -
[275] - Quote
Caleb Seremshur wrote:So long as we don't return to the days of set-orbit and winmatar, then I couldn't give a damn about ACs.
I have never actually seen this work till the ASB on booster buffed ships. you never orbited with a ruppy, vaga, cane or sleip.... till now. |

Caleb Seremshur
The Atomic Fallout Kids
472
|
Posted - 2015.01.25 02:39:55 -
[276] - Quote
scorchlikeshiswhiskey wrote:"Gorski pointed out that the Drake is a joke compared to what it used to be. CCP Fozzie replied that of course it was a joke compared to where it used to be, since it used to be incredibly dominant. He said that the current meta is geared towards speed and that penalizes battlecurisers and battleship usage for small gangs and solo, but that not every ship needs to be balanced into every prevailing meta." -CSM Winter Day 3 Minutes
Obviously there was probably a lot of discussion, and I might just be a little pessimistic, but I'm reading this as there are no plans for balance passes to address the Drake, which touches on HM's. I hope I'll be pleasantly surprised but at this point it definitely seems like CCP has little to know interest in the goings on of this thread. Thoughts?
As always it was never the heavy missile that was the problem but still ships are being balanced around the modules they use instead of the other way around. In 2 more years we might finally see this addressed.
As for BC and BS they have internally metricated that these ships shall have glass ceilings of performance in various places and ways. Take a look at battleships themselves will get about 110k tank without dipping in to faction gear. For the raven hulls you get 90k. It's almost as if fitting the way they're meant to be done is actively penalised and we're all meant to fly around fruity non-conformist fits that focus on speed or impressive artistic displays or something.
Case in point: polarised weapons. These are ridiculous but if you watch some of Rise's old livestreams this guy really deeply believes in risk/reward it's just a shame he came up with this ******** idea instead of something more useful. Polarised weapons are an answer to a question noone was asking.
And this lateral solution generation is probably being applied to other areas of the game as well like instead of making concise and predictable changes that everyone wanted they're doing tangential modifications to things noone cared about. Perhaps to get people to use them more (but secretly noone ever will because putting a ribbon on a turd doesn't fix the problem of it being a turd).
Faction warfare pilot and solo/small gang PVP advocate
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Suitonia
Genos Occidere The Camel Empire
442
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Posted - 2015.01.25 13:45:03 -
[277] - Quote
scorchlikeshiswhiskey wrote:"Gorski pointed out that the Drake is a joke compared to what it used to be. CCP Fozzie replied that of course it was a joke compared to where it used to be, since it used to be incredibly dominant. He said that the current meta is geared towards speed and that penalizes battlecurisers and battleship usage for small gangs and solo, but that not every ship needs to be balanced into every prevailing meta." -CSM Winter Day 3 Minutes
Obviously there was probably a lot of discussion, and I might just be a little pessimistic, but I'm reading this as there are no plans for balance passes to address the Drake, which touches on HM's. I hope I'll be pleasantly surprised but at this point it definitely seems like CCP has little to know interest in the goings on of this thread. Thoughts?
The problem with the Drake is that the Raven exists and obsoletes it in almost every-way except for the price tag (a t2 fitted raven costs about 30 million isk more than t2 fit Drake after insurance) and slightly better Warp Speed, which are mostly off-grid advantages, on-grid. The Raven is faster than the Drake, with much higher damage output, better tank, not damage locked into only using Kinetic like the Drake is, the only disadvantage the Raven really has is the slower lock time, but you can get the lock speed of a Drake on the Raven with the Same tank of the Drake if that's what you're after by fitting sensor boosters, which still leaves you with a ship which is faster and higher non-kinetic locked damage.
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elitatwo
Eve Minions Poopstain Removal Team
543
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Posted - 2015.01.25 15:42:11 -
[278] - Quote
Tusker Crazinski wrote:scorchlikeshiswhiskey wrote:. He said that the current meta is geared towards speed and that penalizes battlecurisers and battleship usage for small gangs and solo #1: lol wat? first of all for small gangs and solo speed has always been and will always be dominant. simply put a fast ship can dictate range, escape predators and catch prey. #2: secondly this game currently favors weapons that apply damage regardless of target speed and range. IE drones and LML / RLML. and by speed do you mean Drone boats? they're not that fast matter in fact they're some of the slowest cruisers in the game. the issue is they out run anything that can out gun them (which is not much) and, and anything that can catch them they can apply perfect damage to out tank out nuet and generally face **** anything on grid. 3#: BSes don't suck, CBCs suck because most of them got nerfed in to the ground.
#1: true there isn't any difference from last year, the year before that and so forth. That is the tactic of all good pilots fighting numbers since getting caught gets you killed
#2: May I add that light missiles do apply as close to 100% of their damage as we can get, hence my unpopular proposal of applying that to all of them.
Heavy missiles used to be a long range weapon system. Now the Ferox makes jokes about Drakes and the Drake looks very sad at the end of the docking ports pilots leave them in.
Suitiona is right out the Raven except for the pricetag which brings me to #3: and ontop of that they made them twice as expensive as they for with no reason, hence James' threadnaught about battleships and battlecruisers.
Just to add my 2 isk here.
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