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Tsukino Stareine
Sock Robbers Inc. Low-Class
1023
|
Posted - 2015.02.21 15:02:48 -
[31] - Quote
drake is 50% kinetic so it is locked, tengu not so much though. |

Miali Askulf
Black Rise Freight
0
|
Posted - 2015.02.21 15:28:41 -
[32] - Quote
Chris Winter wrote:Gregor Parud wrote:If you're willing to have CCP slash the range on HML, you can have increased paper dps.
See, the perception that HMLs are overpowered continues to this day. Railguns on a Ferox or Brutix. Beam lasers on a Harbinger. Artillery on a Hurricane. All of these ships can approach the range of a drake and get similar damage output. All of these ships can also, if they so choose, switch to a longer range ammo and have significantly longer range than the Drake while sacrificing damage. All of these ships can also, if they so choose, switch to shorter range ammo and do notably more damage than the drake. "Oh, but missiles can choose their damage type!" Not on a Drake. Or a Tengu. They're locked into the worst damage type in the game.
That's really the issue with HML damage more than anything else - at the ranges they hit at they do very competitive damage, but even fury missiles are long range for a medium weapon system. |

Jacob Holland
Weyland-Vulcan Industries
377
|
Posted - 2015.02.21 16:28:38 -
[33] - Quote
Chris Winter wrote:"Oh, but missiles can choose their damage type!" Not on a Drake. Or a Tengu. They're locked into the worst damage type in the game. They are not locked in - a heck of a lot less locked in than a laser boat (especially fighting an armour gang (or Guristas)) or a Rail or Blaster boat. Even in a Drake (IIRC the highest Kin bonus) one third of the damage comes from that bonus. If you're fighting something with native shield resists you can choose to switch out to EM missiles to exploit the hole. (Native 0% EM resist leads to 100% of 100% damage getting through, native 40% Kin resist leads to 60% of 150% (90% damage equivalent) getting through... The difference may be more stark on something which actually has hardeners on but missiles have the choice).
As to Kin being the "worst" damage type in the game... No.
Just no. |

RavenPaine
RaVeN Alliance
935
|
Posted - 2015.02.21 17:13:17 -
[34] - Quote
Miali Askulf wrote: - even fury missiles are long range for a medium weapon system.
Assuming no range rigs, perfect support skills. Longest range T2 ammo. I used T2 ammo because the poster used Fury as his example. For PvP, faction ammo is better for almost every platform. But the differences are similar.
Heavy Missile launcher II Fury missile travels 47 km and not an inch further. In practice, if your overview shows 47km, you won't hit anything. Overview needs to show 46km or less.
720 Artillery II Tremor 64 Optimal + 95 Falloff
Heavy Beam II Aurora 54 Optimal + 64 Falloff
250 Rail Gun II Spike 64 Optimal + 79 Falloff
Just the optimal on all those medium systems is 15% to 25% better. Then falloff effectively doubles the range. |

Deacon Abox
Justified Chaos Spaceship Bebop
463
|
Posted - 2015.02.21 18:40:43 -
[35] - Quote
RavenPaine wrote:Miali Askulf wrote: - even fury missiles are long range for a medium weapon system. Assuming no range rigs, perfect support skills. Longest range T2 ammo. I used T2 ammo because the poster used Fury as his example. For PvP, faction ammo is better for almost every platform. But the differences are similar. Heavy Missile launcher II Fury missile travels 47 km and not an inch further. In practice, if your overview shows 47km, you won't hit anything. Overview needs to show 46km or less. 720 Artillery II Tremor- 64 Optimal + 95 Falloff. Total of 159 with instant damage Heavy Beam II Aurora- 54 Optimal + 64 Falloff. Total of 118 with instant damage AND quick change ammo. 250 Rail Gun II Spike- 64 Optimal + 79 Falloff. Total of 143 with instant damage. Just the optimal on all those medium systems is 15% to 25% better. Then falloff effectively doubles/triples the range. Fury was specifically stated by the devs not to be the ammo for range. They made faction ammo for range and better dps than standard missiles. Fury for midrange but highest dps. And precision for less range but better against smaller faster targets. Whoever you are quoting does not appear to know the current state of affairs or the history of how it got there. Why are you also using Fury in your comparison?
The big surprise to me though about your post is that statement that falloff "effectively doubles/triples the range." I know you must know the graph curves and disadvantages of falloff. Where is that statement of yours coming from?
Fit up a gnosis in pyfa, following weapons with range ammo for optimal + falloff 720mm II - Tremor 54 + 21.9 Heavy Beam II - Aurora 54 + 10 250mm Rail II - Spike 64.8 +15 HML II - Cal Nav Nova 62.9
Now without getting into the alpha or dps or tracking characteristics, i.e. strictly examining range, I would agree that there are some problems with the present state of affairs with regard to range. I would grant the longest range to heavy missiles. It is after all a frigging warhead that carries it's own propellant and guidance. So give it the 64.8km. Then trim spike rails back to 60-62 optimal. Then give aurora heavy beams more optimal, maybe 57or 58. Leave tremor as is.
As for other missile characteristics like damage, rof, dps, alpha, application, I would not agree that HMs deserve any help, except in one regard. CCP has stated that they intend to introduce missile effects to tracking mods (or a sister set of mods) that might alter characteristics such as explosion radius, explosion speed, or range. I would be fine with that. It would force some similar choices on missile use as currently is almost a necessity for turret use. I would also love to see the TD boats get a buff by having missile reducing effects to counter missile use.
CCP, there are off buttons for ship explosions, missile effects, turret effects, etc. "Immersion" does not seem to be harmed by those. So, [u]please[/u] give us a persisting-áoff button for the jump gate and autoscan visuals.
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Shelom Severasse
Burning Alder
50
|
Posted - 2015.02.21 21:03:57 -
[36] - Quote
Davey Talvanen wrote:Everyone here says that HMLs got nerfed bad, what makes them bad and what were they like before? Also, why are there ships with only bonuses to kinetic missiles and what would happen if we changed that?
Thx ftfy |

RavenPaine
RaVeN Alliance
935
|
Posted - 2015.02.21 21:23:10 -
[37] - Quote
Deacon Abox wrote:RavenPaine wrote:Miali Askulf wrote: - even fury missiles are long range for a medium weapon system. Assuming no range rigs, perfect support skills. Longest range T2 ammo. I used T2 ammo because the poster used Fury as his example. For PvP, faction ammo is better for almost every platform. But the differences are similar. Heavy Missile launcher II Fury missile travels 47 km and not an inch further. In practice, if your overview shows 47km, you won't hit anything. Overview needs to show 46km or less. 720 Artillery II Tremor- 64 Optimal + 95 Falloff. Total of 159 with instant damage Heavy Beam II Aurora- 54 Optimal + 64 Falloff. Total of 118 with instant damage AND quick change ammo. 250 Rail Gun II Spike- 64 Optimal + 79 Falloff. Total of 143 with instant damage. Just the optimal on all those medium systems is 15% to 25% better. Then falloff effectively doubles/triples the range. Fury was specifically stated by the devs not to be the ammo for range. They made faction ammo for range and better dps than standard missiles. Fury for midrange but highest dps. And precision for less range but better against smaller faster targets. Whoever you are quoting does not appear to know the current state of affairs or the history of how it got there. Why are you also using Fury in your comparison? The big surprise to me though about your post is that statement that falloff "effectively doubles/triples the range." I know you must know the graph curves and disadvantages of falloff.  Where is that statement of yours coming from?  Fit up a gnosis in pyfa, following weapons with range ammo for optimal + falloff 720mm II - Tremor 54 + 21.9 Heavy Beam II - Aurora 54 + 10 250mm Rail II - Spike 64.8 +15 HML II - Cal Nav Nova 62.9 Now without getting into the alpha or dps or tracking characteristics, i.e. strictly examining range, I would agree that there are some problems with the present state of affairs with regard to range. I would grant the longest range to heavy missiles. It is after all a frigging warhead that carries it's own propellant and guidance. So give it the 64.8km. Then trim spike rails back to 60-62 optimal. Then give aurora heavy beams more optimal, maybe 57or 58. Leave tremor as is. As for other missile characteristics like damage, rof, dps, alpha, application, I would not agree that HMs deserve any help, except in one regard. CCP has stated that they intend to introduce missile effects to tracking mods (or a sister set of mods) that might alter characteristics such as explosion radius, explosion speed, or range. I would be fine with that. It would force some similar choices on missile use as currently is almost a necessity for turret use. I would also love to see the TD boats get a buff by having missile reducing effects to counter missile use.
First point: My response was to a previous posters reference specifically to Fury missiles, which are a T2 ammo type. I felt that comparison to other T2 ammo was appropriate. I know that Faction ammo carries further and is better in all PvP weapons for the most part. I want to stand by the T2 comparison and not switch in Faction for some weapons and not for others.
Second point, the numbers: GAH! My mistake. I read the numbers and description Verbatim in game. (I think the descriptions used to be written different?) Optimal is correct but the falloff is mis-interpreted. I gotta admit, the numbers seemed staggering to me, and that's why I posted them. Just wasn't thinking clear. Your numbers are correct. My point in general about falloff is, it gives a pilot more range and maneuverability. Yes I understand falloff damage reduction and all that. But I also understand the margin of safety that comes with extra range.
Editing the post 
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Miali Askulf
Black Rise Freight
0
|
Posted - 2015.02.21 22:59:19 -
[38] - Quote
RavenPaine wrote:Deacon Abox wrote:RavenPaine wrote:Miali Askulf wrote: - even fury missiles are long range for a medium weapon system. Assuming no range rigs, perfect support skills. Longest range T2 ammo. I used T2 ammo because the poster used Fury as his example. For PvP, faction ammo is better for almost every platform. But the differences are similar. Heavy Missile launcher II Fury missile travels 47 km and not an inch further. In practice, if your overview shows 47km, you won't hit anything. Overview needs to show 46km or less. 720 Artillery II Tremor- 64 Optimal + 95 Falloff. Total of 159 with instant damage Heavy Beam II Aurora- 54 Optimal + 64 Falloff. Total of 118 with instant damage AND quick change ammo. 250 Rail Gun II Spike- 64 Optimal + 79 Falloff. Total of 143 with instant damage. Just the optimal on all those medium systems is 15% to 25% better. Then falloff effectively doubles/triples the range. Fury was specifically stated by the devs not to be the ammo for range. They made faction ammo for range and better dps than standard missiles. Fury for midrange but highest dps. And precision for less range but better against smaller faster targets. Whoever you are quoting does not appear to know the current state of affairs or the history of how it got there. Why are you also using Fury in your comparison? The big surprise to me though about your post is that statement that falloff "effectively doubles/triples the range." I know you must know the graph curves and disadvantages of falloff.  Where is that statement of yours coming from?  Fit up a gnosis in pyfa, following weapons with range ammo for optimal + falloff 720mm II - Tremor 54 + 21.9 Heavy Beam II - Aurora 54 + 10 250mm Rail II - Spike 64.8 +15 HML II - Cal Nav Nova 62.9 Now without getting into the alpha or dps or tracking characteristics, i.e. strictly examining range, I would agree that there are some problems with the present state of affairs with regard to range. I would grant the longest range to heavy missiles. It is after all a frigging warhead that carries it's own propellant and guidance. So give it the 64.8km. Then trim spike rails back to 60-62 optimal. Then give aurora heavy beams more optimal, maybe 57or 58. Leave tremor as is. As for other missile characteristics like damage, rof, dps, alpha, application, I would not agree that HMs deserve any help, except in one regard. CCP has stated that they intend to introduce missile effects to tracking mods (or a sister set of mods) that might alter characteristics such as explosion radius, explosion speed, or range. I would be fine with that. It would force some similar choices on missile use as currently is almost a necessity for turret use. I would also love to see the TD boats get a buff by having missile reducing effects to counter missile use. First point: My response was to a previous posters reference specifically to Fury missiles, which are a T2 ammo type. I felt that comparison to other T2 ammo was appropriate. I know that Faction ammo carries further and is better in all PvP weapons for the most part. I want to stand by the T2 comparison and not switch in Faction for some weapons and not for others. Second point, the numbers: GAH! My mistake. I read the numbers and description Verbatim in game. (I think the descriptions used to be written different?) Optimal is correct but the falloff is mis-interpreted. I gotta admit, the numbers seemed staggering to me, and that's why I posted them. Just wasn't thinking clear. Your numbers are correct. My point in general about falloff is, it gives a pilot more range and maneuverability. Yes I understand falloff damage reduction and all that. But I also understand the margin of safety that comes with extra range. Editing the post 
What I was saying is that there's no "short range" style ammo for HMLs like there is with long range guns, not that fury was the longest range ammo (which it's obviously not) - missiles don't do bad damage at the ranges they hit at (ie if you're shooting at something 40km away HMLs are competitive. If you're shooting at something 20km away, it's an entirely different story.
I used fury as an example specifically because it's shorter ranged - but even then it's still much closer to the longer range ammo than short. |

RavenPaine
RaVeN Alliance
935
|
Posted - 2015.02.21 23:15:38 -
[39] - Quote
I'M NOT DOING A SHORT RANGE AMMO IN LONG RANGE MEDIUM PLATFORMS DPS OPTIMAL FALLOFF ANALOGY THINGY!!! Not doing it. |

elitatwo
Eve Minions Poopstain Removal Team
569
|
Posted - 2015.02.21 23:32:11 -
[40] - Quote
Aerie Evingod wrote:About 2-3 years and a 8-10(?) content, rebalancing and tiericide patches later we have the OP Ishtar, but this thread was started regarding why HM were nerfed 2-3 years ago, not about the current OP flavor of the year. The current meta of Eve is not applicable.
How you know? You were not there when that happened..
signature
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Aerie Evingod
Midwest Miners LLC
142
|
Posted - 2015.02.22 05:15:47 -
[41] - Quote
elitatwo wrote:Aerie Evingod wrote:About 2-3 years and a 8-10(?) content, rebalancing and tiericide patches later we have the OP Ishtar, but this thread was started regarding why HM were nerfed 2-3 years ago, not about the current OP flavor of the year. The current meta of Eve is not applicable. How you know? You were not there when that happened..
I'll give you some options:
1) I sold my original character and started over with a new one.
2) I have a time machine.
3) I have more than one character.
Obviously it's option #2. |

Caleb Seremshur
The Atomic Fallout Kids
483
|
Posted - 2015.02.22 09:50:16 -
[42] - Quote
Aerie Evingod wrote:Patri Andari wrote:In one patch, CCP reduced the range and "tracking" of a weapon that had never been seen as OP based on the way it was used when massed. The stats when used solo or small gang or in PVE were never seen as OP.
This may perhaps be seen as the biggest use of the "nerf hammer" by some because of those facts. As a result, ships that use heavy missiles for PVE, solo, or in small gangs are overly made to suffer.
Lesson learned? IDK Do not mass? Whine whine whine. Heavy missiles were massively over powered. No one fit HAMs because heavies had fantastic range, 90% the damage and lighter fitting requirements. PvE Tengus fit exclusively HML. The HML drake was the most common PvP and HML were the most common weapon system.
and then in that same nerf thread they tell you "if you feel like we keep nerfing your favourite ships then congratulations that just means you're ahead of the herd in identifying powerful setups".
and then look at the double LSE/RLML cerberus, as soon as that was made public every dickhead and his dog started using it which prompted CCP to swing the nerf bat with great celerity. Never seen a faster nerf to anything in my whole life.
and then the rate of use dropped so incredibly much that they had to buff it in order to convince people to use them, effectively making them almost as good as they were before sans 80-charge ammo cap.
Faction warfare pilot and solo/small gang PVP advocate
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Lloyd Roses
860
|
Posted - 2015.02.22 12:34:49 -
[43] - Quote
Caleb Seremshur wrote:and then look at the double LSE/RLML cerberus, as soon as that was made public every dickhead and his dog started using it which prompted CCP to swing the nerf bat with great celerity.
That one was more *well, RLML launchers now are superior to heavies in every situation and superior to HAMs in nearly any situation, we're gonna add a downside*. Then they introduced frontloaded damage, which turned the RLML even more OP for smaller gangs, as their cerbs went from constant 430dps or what it was to short periods of 600ish dps.
I GÖÑ Sleipnir
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unidenify
Plundering Penguins
93
|
Posted - 2015.02.22 22:55:03 -
[44] - Quote
Miali Askulf wrote: What I was saying is that there's no "short range" style ammo for HMLs like there is with long range guns, not that fury was the longest range ammo (which it's obviously not) - missiles don't do bad damage at the ranges they hit at (ie if you're shooting at something 40km away HMLs are competitive. If you're shooting at something 20km away, it's an entirely different story.
I used fury as an example specifically because it's shorter ranged - but even then it's still much closer to the longer range ammo than short.
technically, T2 Precision Heavy is short range ammo. It sacrifice range for higher damage application while do same damage as standard missile (non-faction)
On Drake with Char 5 and no rig/implant, Precision have 31km range, Fury do 47km, then Standard do 63km.
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Voyager Arran
GoonWaffe Goonswarm Federation
559
|
Posted - 2015.02.22 23:19:07 -
[45] - Quote
Lloyd Roses wrote:Caleb Seremshur wrote:and then look at the double LSE/RLML cerberus, as soon as that was made public every dickhead and his dog started using it which prompted CCP to swing the nerf bat with great celerity. That one was more *well, RLML launchers now are superior to heavies in every situation and superior to HAMs in nearly any situation, we're gonna add a downside*. Then they introduced frontloaded damage, which turned the RLML even more OP for smaller gangs, as their cerbs went from constant 430dps or what it was to short periods of 600ish dps.
Confirming that RLML Cerbs / Caracals are obnoxiously strong in small-gang warfare, to say nothing of the unholy monster that is the RLML Orthrus.
Their reload times are greatly mitigated by being able to fight from noncomittal ranges and being virtually unapproachable for tackle. |

Tusker Crazinski
Delta vane Corp. Mordus Angels
30
|
Posted - 2015.02.23 04:35:22 -
[46] - Quote
Gregor Parud wrote: Yes but those long range weapons won't track up close, they HAVE to switch ammo so you can't just hop target ranges all the time.
This. Missiles require no range control beyond keeping the target inside your generous effective range, and flying you ship has no real consequences on their effectiveness.
and no drakes like all missiles ships absolutely suck for fleet fights, they can't alpha strike and if the DPS is too much... which you always needed a lot of launchers for that to be the case your missiles could just be firewalled.......... or simply warp away from the missiles
they were just used in mass because they had a massive tank, and are very easy for pretty much anyone and some canine to use.
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Mike Whiite
Geuzen Inc
368
|
Posted - 2015.02.23 08:11:13 -
[47] - Quote
Tusker Crazinski wrote:Gregor Parud wrote: Yes but those long range weapons won't track up close, they HAVE to switch ammo so you can't just hop target ranges all the time.
This. Missiles require no range control beyond keeping the target inside your generous effective range, and flying you ship has no real consequences on their effectiveness.
True, though just moving with in the range will reduce that damage and unlike with turrets there is little you can do about it with piloting your self, moving with a prop mode will make the damage almost laughable. countering those prop mods will get you close range again.
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Caleb Seremshur
The Atomic Fallout Kids
485
|
Posted - 2015.02.24 11:04:43 -
[48] - Quote
As I demonstrated in an earlier thread, HML will lose 44% dps against a cruiser that is simply moving.
By comparison, cruises lose 0% and lights lose about 16-33%. Someone said to me that heavies were balanced and I simply laughed. They're not balanced, not even internally against their own weapons system. They're terrible and anyone who says otherwise is a complete idiot. Oh, p.s. they also only get about 45km range on an unbonused ship so don't tell me they're incredibly far reaching when a railgun fit will hit out to 100km with more dps.
Faction warfare pilot and solo/small gang PVP advocate
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Caleb Seremshur
The Atomic Fallout Kids
485
|
Posted - 2015.02.24 11:25:48 -
[49] - Quote
Voyager Arran wrote:Lloyd Roses wrote:Caleb Seremshur wrote:and then look at the double LSE/RLML cerberus, as soon as that was made public every dickhead and his dog started using it which prompted CCP to swing the nerf bat with great celerity. That one was more *well, RLML launchers now are superior to heavies in every situation and superior to HAMs in nearly any situation, we're gonna add a downside*. Then they introduced frontloaded damage, which turned the RLML even more OP for smaller gangs, as their cerbs went from constant 430dps or what it was to short periods of 600ish dps. Confirming that RLML Cerbs / Caracals are obnoxiously strong in small-gang warfare, to say nothing of the unholy monster that is the RLML Orthrus. Their reload times are greatly mitigated by being able to fight from noncomittal ranges and being virtually unapproachable for tackle.
I neglected to mention the XL-ASB the cerb could fit.
6x RLML 2x LSE II 1x XL-ASB hardeners damage mods 2 rigs
The end result was an incredibly tough to kill thing which could wade through entire fleets of smaller vessels. As for RLML orthrus that ship is over rated. 10 effective weapons vs a cerbs 9.3 effective at significantly higher cost and as for being hard to catch it's not *that* much faster than other cruisers. There is a lot more to the story than meets the eye for sure.
Faction warfare pilot and solo/small gang PVP advocate
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afkalt
Republic Military School Minmatar Republic
753
|
Posted - 2015.02.24 12:41:03 -
[50] - Quote
I prefer the orth for a few reasons - genuinely is significantly faster than anything which will scare it*. Defensive scram*. Omni damage bonuses to weapons. Damage bonus is not RoF is is less hurt by reload impacts on sustained DPS. Also gets an extra rig.
*The real horror here is down to how these scale with links.
Apart from cost, it's preferable to a cerb in almost all situations outside of huge fleets, and no-one uses missiles in those anyway. |
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