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Thread Statistics | Show CCP posts - 3 post(s) |

afkalt
Republic Military School Minmatar Republic
1538
|
Posted - 2015.07.02 14:49:28 -
[571] - Quote
Yet remains an overall nerf which was not remotely needed. No-one ever accused missiles of applying too well with rigs.
And why did we get the nerf? Because :turrets: (that's a **** reason and you know it.) and "feedback" - which I sure as hell can't find and it wasn't this thread. The fact the things need gunnery skills was brought up ages ago but they've only just noticed it in the test server thread (of one page...)
Again, can we expect the missile skills to start to match gunnery ones? They're overshadowed at every turn....of course not. |

Frostys Virpio
KarmaFleet Goonswarm Federation
1952
|
Posted - 2015.07.02 15:02:26 -
[572] - Quote
afkalt wrote:Yet remains an overall nerf which was not remotely needed. No-one ever accused missiles of applying too well with rigs.
And why did we get the nerf? Because :turrets: (that's a **** reason and you know it.) and "feedback" - which I sure as hell can't find and it wasn't this thread. The fact the things need gunnery skills was brought up ages ago but they've only just noticed it in the test server thread (of one page...)
Again, can we expect the missile skills to start to match gunnery ones? They're overshadowed at every turn....of course not.
What gunnery skill did they put as requirement beside the obvious weapon upgrade which is in gunnery just because it has to be somewhere and nobody want to have to train a clone of it just for missiles. |

Frostys Virpio
KarmaFleet Goonswarm Federation
1952
|
Posted - 2015.07.02 15:03:45 -
[573] - Quote
Caleb Seremshur wrote:The midslot pulls double duty as a 18% flare and as a budget tp... while I'd like the cerb to drop a low and gain a mid that doesn't seem likely to happen. Stacking penalties only mean like 4% of the modifier for the second module ergo your 20% rigor drops to 17.9% or so. Not a very big deal.
If it's not a very big deal, why can't it stays as it was before? It's not a big deal anyway right? |

SFM Hobb3s
Wrecking Shots Black Legion.
321
|
Posted - 2015.07.02 15:11:27 -
[574] - Quote
Looks like for any serious fleet doctrine missiles will remain crap. Sure, you can recover a miniscule amount of damage application with the new modules, provided you further sacrifice your other critical fittings such as tank.
And hopefully we will have anti-missile specific ECM modules to finally put the last nail in this weapon systems coffin. |

Frostys Virpio
KarmaFleet Goonswarm Federation
1953
|
Posted - 2015.07.02 15:56:34 -
[575] - Quote
SFM Hobb3s wrote:Looks like for any serious fleet doctrine missiles will remain crap. Sure, you can recover a miniscule amount of damage application with the new modules, provided you further sacrifice your other critical fittings such as tank.
And hopefully we will have anti-missile specific ECM modules to finally put the last nail in this weapon systems coffin.
"Can I bring my draek?" will be an even better joke so I guess we are not empty handed... |

SFM Hobb3s
Wrecking Shots Black Legion.
321
|
Posted - 2015.07.02 16:20:37 -
[576] - Quote
Yep, still better damage application with Lazors on your draek than with missiles. |

afkalt
Republic Military School Minmatar Republic
1544
|
Posted - 2015.07.02 17:55:22 -
[577] - Quote
Frostys Virpio wrote:afkalt wrote:Yet remains an overall nerf which was not remotely needed. No-one ever accused missiles of applying too well with rigs.
And why did we get the nerf? Because :turrets: (that's a **** reason and you know it.) and "feedback" - which I sure as hell can't find and it wasn't this thread. The fact the things need gunnery skills was brought up ages ago but they've only just noticed it in the test server thread (of one page...)
Again, can we expect the missile skills to start to match gunnery ones? They're overshadowed at every turn....of course not. What gunnery skill did they put as requirement beside the obvious weapon upgrade which is in gunnery just because it has to be somewhere and nobody want to have to train a clone of it just for missiles.
Trajectory analysis. Which also requires gunnery IV.
We pointed it out on page 14 of this thread. After "great feedback", the nerf came on page 16. No mention of shady skill requirements
CCP seemingly didn't know about the bad skill until they got around to this thread https://forums.eveonline.com/default.aspx?g=posts&t=431553&find=unread which they responded to yesterday - 4-5 or so days after they were first told in the "great feedback thread".
So you'll have to forgive me if I suspect they've ignored a bunch of this feedback.
Maybe they've not, but by gods it looks fairly damning - not even acknowledging it at the same time as the nerf. |

elitatwo
Eve Minions Poopstain Removal Team
728
|
Posted - 2015.07.02 18:32:56 -
[578] - Quote
At least we know now that we can stop giving feedback all together here, since Rise only reads reddit and not the forums anymore..
Tired of low and nullsec? Join Eve Minions and experience the beauty of wormholes!
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Nafensoriel
KarmaFleet Goonswarm Federation
10
|
Posted - 2015.07.02 18:52:52 -
[579] - Quote
While we typically never get a final say in anything eve related(we are not the developers after all) I am concerned with the nature of this thread on a single ground. The lack of direct feedback after the revisions when an obvious and reasoned community response pretty much requires one.
I understand the developer mantra of "sometimes it is wiser to say nothing" when being forced to make a change for the good of a game system. We don't know future plans. Other changes in the pipe might make a visibly terrible change now seem reasonable in 6 months.
However.. In this case this logic no longer applies.
CCP has stated they discussed this with CSMs and players. I do not see the fears presented in reddit or ccps forums. I have not heard of any discussions between people on webshows. There is zero public information to the nature of numbers of these discussions. The modules in question did not even get properly applied to the test server to be tested before being summarily nerfed and additional penalties applied. No public information exists to balance the nature of your actions.
If we were talking about CCP stock purchases the SEC would be crawling up someones rear end about now.
Take 30 minutes. Explain the why.. and if the position is still "deal with it the change will go live" then, as has been told to players before, HTFU and say it. |

Hakaari Inkuran
State War Academy Caldari State
309
|
Posted - 2015.07.02 19:14:05 -
[580] - Quote
Arthur Aihaken wrote:2 years, and once again - nothing's changed. But the world refused to change |

stoicfaux
6050
|
Posted - 2015.07.02 19:54:35 -
[581] - Quote
Google docs spreadsheet: Stoicfaux: Informational Spreadsheet: Missile Applied Damage (You will want to make a copy of the spreadsheet so you can take advantage of all the dropdown lists, etc.)
Ideally, this can help the community by providing a preview of the expected rigor/flare nerf, how useful the new missile modules are, and the overall state of missiles.
Screenshot: HMLs start off rough Screenshot: Added some modules
You can see the missile formula results for no prop, AB, and MWD. You can add stacking or non-stacking penalized rigs, the new missile modules, TP (PWNAGE), Webs, links, and some implants.
I'm mostly sure I've double checked that everything is accurate. The target list is unrealistic in that a used empty fits and slapped on an AB and MWD to get some raw numbers.
I need the community (that would be you) to provide me with some "common" or generally accepted PvP fit ships for a frigate, interceptor, a cruiser or two, and a Svipul that I can add to the spreadsheet. EVE-(gate) mail me the fit in EFT format, por favor.
Once I get a few PvP fits and you guys vet the spreadsheet, I'll post a proper thread in Ships & Modules.
TIA.
Pon Farr Memorial: once every 7 years, all the carebears in high-sec must PvP or they will be temp-banned.
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Chance Ravinne
WiNGSPAN Delivery Services
273
|
Posted - 2015.07.02 21:10:00 -
[582] - Quote
This is a great suggestion, and might make balancing these variables easier, instead of tying them together.
probag Bear wrote:Mario Putzo wrote:However i would take it one step further and actually just remove the Range benefit entirely to a second module. To me it seems like an unneeded adjustment for 1, and is probably the reason these modules look wonky numbers wise compared to TC's and TE's. This would give us 1 module type with the following.
7.5% ER and 7.5% EV
Scripted either 15% ER and 7.5% EV (100% increase to ER script) 7.5% ER and 15% EV (100% increase to EV script)
This allows a player to option between the 2 application variables depending on the nature of the engagement.
Is the target being measured in the Sig/ER calculation, use the ER script Is the target being measured in the Speed/EV calculation, use the EV script.
This functions much more closely to TCs and TEs. In the sense
ER is your Missiles Optimal Range, the smaller the better - The smaller the explosion radius the more likely a target is going to be hit by the "shockwave" caused by the missile compared to TC the larger your optimal range, the more likely you are to score a hit vs a target EV is your Missiles Tracking Speed. the larger the better - The faster the "shockwave" moves the more likely a target is going to take damage inside the radius. compared to TC the faster your tracking speed the more likely you are to score a more direct hit vs a target. This man has a great point that I can't believe no one's thought of so far. Tracking computers don't increase absolute range, they increase effective range for the purposes of damage application. Let's say you have a turret with a range-scripted TC that hits for 110 at 50km and 80 at 100km. If you turn off the TC, you now hit for 100 at 50km and 50 at 100km. You don't hit for 0 at 100km, you just hit for less. Missiles do not and can not work the same way. Either they hit targets at a certain range for full damage, or they hit for 0 damage. "Range" is far from the same concept for both weapon systems. Take missile range out of MGEs and MGTs. It's only causing problems right now.
You've just read another awesome post by Chance Ravinne, CEO of EVE's #1 torpedo delivery service. Watch our misadventures on my YouTube channel: WINGSPANTT
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Soldarius
Naliao Inc. Test Alliance Please Ignore
1325
|
Posted - 2015.07.02 21:31:31 -
[583] - Quote
GreyGryphon wrote: The problem will not get worse because the modules are not strong enough to make anything worse. However, I am pretty sure we are going to see is the rise of the Rapid Heavy Missile Launcher. Most battleships have one bonus for RHML and the worst bonus (RoF), but with the new module they should be competitive. Battleships also have the extra slots that smaller ships do not. Nothing will be broken, but we will have another strange weapon system like RLML.
Actually, there are exactly 6 BS that have bonuses that apply to RHML. They are the Raven, Scorpion Navy Issue, and the Typhoon, all with the same 5% per level bonus to RHML RoF. The Typhoon Fleet Issue has a 7.5% per level bonus to heavy missile damage. The Rattlesnake gets a 10% per level bonus to all missiles kinetic and thermal damage, and the Barghest gets a flat 50% bonus to all missile ranges, and a 5% per level bonus to all missile damage. Any other bonuses are to cruise missiles and torpedoes.
None of them has an application bonus that applies to heavy missiles. Only one of them has two bonuses to heavy missiles.
Also, let this be our daily reminder that MGC II needs 7.5% base bonuses to each category.
http://youtu.be/YVkUvmDQ3HY
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jimmy recard
Shits N Giggles
1
|
Posted - 2015.07.02 22:45:03 -
[584] - Quote
CCP Fozzie wrote:Jassmin Joy wrote:Any thoughts on the effectiveness of SmartBombs on missiles and the ability to firewall them? Yes, but we haven't had a chance to post that thread quite yet.
Pity you cant really use firewall in highsec.
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elitatwo
Eve Minions Poopstain Removal Team
728
|
Posted - 2015.07.02 22:56:48 -
[585] - Quote
Chance Ravinne wrote:This is a great suggestion, and might make balancing these variables easier, instead of tying them together..
If you are in communication with CCP please let us know the non-NDA stuff that caused that desicion. Someone in the CSM 'upset' that missiles might be considered a weapon system at some point?
Did the hamsters compain?
This is e2 calling from Kaimon II - Moon 10, CCP do you read us? I repeat, do you read, CCP??
Tired of low and nullsec? Join Eve Minions and experience the beauty of wormholes!
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Commander Spurty
Dimension Door We need wards.
1488
|
Posted - 2015.07.03 03:55:11 -
[586] - Quote
Hanazava Karyna wrote:Now we need only some effective EWAR that works on missiles.
What is ECM for 10 points bob?
There are good ships
And wood ships
And ships that sail the sea
But the best ships are
Spaceships
Built by CCP
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stoicfaux
6054
|
Posted - 2015.07.03 05:50:03 -
[587] - Quote
Commander Spurty wrote:Hanazava Karyna wrote:Now we need only some effective EWAR that works on missiles. What is ECM for 10 points bob? ECM doesn't work on missiles.
/pedantic
Pon Farr Memorial: once every 7 years, all the carebears in high-sec must PvP or they will be temp-banned.
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Voltrix
Voltryx
0
|
Posted - 2015.07.03 07:17:21 -
[588] - Quote
Kalen Pavle wrote:What about kinetic locked ships, and the fact that missile application is still much worse than turret or sentry due to missile travel mechanics?
Indeed, delayed DPS has been an issue that makes missile boats suffer from so much... |

Voltrix
Voltryx
0
|
Posted - 2015.07.03 07:49:12 -
[589] - Quote
Daemun Khanid wrote:I like missiles, I don't like these changes. None of these ships were designed or balanced with these extra modules in mind. Turret ships are designed with the idea in mind that you need "x" number of slots for offensive and "x" number of slots for defensive while maintaining the option to choose between the 2. Missile boats were NOT. All this if going to do is put a few pathetically weak ship fits out there that people will try and then say "screw that." With most of my missile ships now the tank is comparable to turret ships, dps is less but application (in most cases) is pretty good. So you're making modules that A. Are just going to reduce the missile boats tank and/or dps so that they are (even more) sub par. B. Do nothing to actually increase dps, just improve application and range. C. If anti-missile modules are introduced missile ships will just become more worthless and speed will continue to be king.
Perhaps in null-sec where engagements might be more likely to happen out in open space with large alpha fleets the range and application improvements might be worth while. But in FW space where most combat takes place on a button and where anything outside 20k just means you don't have point, your target leaves at will. So you can take your 100km range and ... well needless to say I don't want it. But pretty much everything lately seems to be all about the null-sec so I guess it's on deaf ears anyway.
This entire thing seems very poorly thought out and should not be introduced unless part of a fully worked package of missile ship balancing, DPS and EHP balancing, improvement module balancing, ammo balancing and counter-module balancing. This just reeks of the same lack of real consideration that was put into polarized modules.
If missiles are weak, buff missiles. Injecting new modules just complicates things and creates new issues all across the spectrum.
DON'T RELEASE CONTENT FOR THE SAKE OF "CONTENT" Agreed! Having to trade tank for no increase in DPS, faster flight time (less delayed DPS), etc means that missile boats will continue to suck... or worse. |

Kasia en Tilavine
School of Applied Knowledge Caldari State
9
|
Posted - 2015.07.03 10:24:16 -
[590] - Quote
Perhaps a rework of the available t2 missile types in conjunction with an ammo bay for all ships size appropriately for their given hulls ammo type would make things more viable?
A baseline t1 ammo type (for the purposes of showing relative stats) with 10 application 10 damage and 10 range. CN ammo would be 10a 11d 10r.
T2 fury would be 9a 14d 5r ( I'm shooting at something big, real close ) T2 precision would be 14a 9d 5r ( I'm shooting at something small, real close)
The close range missiles t2 advantage lies in doing more damage/application in exchange for their reduced range, just like turret ammo types that allow for far more power at significantly closer ranges. With the requirement that you change ammo if your opponent moves out of range.
Then there would be a corresponding pair of longer ranged damage and precision missiles...
T2 "siege" would be 8a 12d 15r ( I'm shooting at something big, far away ) T2 "sniper" would be 12a 8d 15r ( I'm shooting at something small, far away )
The longer range missiles net no application/damage, because their t2 advantage over t1 is in their greater range. But with a selectable lean for damage or application, there will be situations for each.
Because of the increase in potential range from t2 ammo, the base ranges of missile systems will have to be reduce considerably.
max level lights should hit 25 km with t1 ammo. This means that with close range ammo, lights can kite just outside web/scram range and hit for higher damage. With opponents having piloting options for slingshoting them into tackle range, but can still hit out to long point range with t1, free of slingshot into web risk. With sniper ammo bringing them back up to their ranges now, with appropriate performance.
Max level heavies should reach 45km. That means they can kite t2 bonus'd points free of tackle with t1 or bring themselves into BS neut range with close range high damage ammo. Or snipe from 65 as they do now. (Give or take) with about the same performance as CN Missiles if you choose the appropriate damage or precision missiles for the situation.
Max level cruise missiles should reach 80km. With high dps still beyond bonus point range, or snipe from 120 as they do now (give or take) with about CN performance.
This obviously would stretch to rockets/ham/torp, making missile ships carry huge numbers of variable missile types. The player skill then comes not from piloting your turrets into place for your ammo, but picking targets and ammo on the fly to maximize your ships performance. A stealth buff to the jackdaws reload bonus, since ammo switching would become very important. |

Frostys Virpio
KarmaFleet Goonswarm Federation
1965
|
Posted - 2015.07.03 12:40:42 -
[591] - Quote
stoicfaux wrote:Commander Spurty wrote:Hanazava Karyna wrote:Now we need only some effective EWAR that works on missiles. What is ECM for 10 points bob? ECM doesn't work on missiles. /pedantic
It sure work a whole lot better on missile than on drones... |

Arla Sarain
532
|
Posted - 2015.07.03 14:27:20 -
[592] - Quote
Frostys Virpio wrote:stoicfaux wrote:Commander Spurty wrote:Hanazava Karyna wrote:Now we need only some effective EWAR that works on missiles. What is ECM for 10 points bob? ECM doesn't work on missiles. /pedantic It sure work a whole lot better on missile than on drones... You just shoot drones apparently. Assuming you stand still so they can't exploit their dumb tracking bollocks and land 3 wreckings shots after the first 2 high quality hits.
Make drones missiles and exclude them from the 150% - 300% random damage! |

Chance Ravinne
WiNGSPAN Delivery Services
275
|
Posted - 2015.07.03 15:07:21 -
[593] - Quote
Okay everyone so officially, for the record, application rig bonuses will be stacking penalized with both each other and with the new application modules. I'm sorry I couldn't get that made clearer sooner, and I was hoping it would be in the patch notes.
You've just read another awesome post by Chance Ravinne, CEO of EVE's #1 torpedo delivery service. Watch our misadventures on my YouTube channel: WINGSPANTT
|

Mario Putzo
1470
|
Posted - 2015.07.03 15:17:42 -
[594] - Quote
Chance Ravinne wrote:Okay everyone so officially, for the record, application rig bonuses will be stacking penalized with both each other and with the new application modules. I'm sorry I couldn't get that made clearer sooner, and I was hoping it would be in the patch notes.
Missiles must have been OP for CCP to decide to nerf them again. |

afkalt
Republic Military School Minmatar Republic
1568
|
Posted - 2015.07.03 15:18:27 -
[595] - Quote
Chance Ravinne wrote:Okay everyone so officially, for the record, application rig bonuses will be stacking penalized with both each other and with the new application modules. I'm sorry I couldn't get that made clearer sooner, and I was hoping it would be in the patch notes.
I guess that's confirmation they literally don't give a single crap about feedback huh?
And that they are overpowered today so need some more penalties added.
Sigh. |

Dave Stark
7498
|
Posted - 2015.07.03 15:18:56 -
[596] - Quote
Chance Ravinne wrote:Okay everyone so officially, for the record, application rig bonuses will be stacking penalized with both each other and with the new application modules. I'm sorry I couldn't get that made clearer sooner, and I was hoping it would be in the patch notes.
so, if you didn't want to suffer poor application and fit more than one application rig; you now have to sacrifice a low or mid slot in order to get the same application stats you have now? |

afkalt
Republic Military School Minmatar Republic
1568
|
Posted - 2015.07.03 15:22:41 -
[597] - Quote
Dave Stark wrote:Chance Ravinne wrote:Okay everyone so officially, for the record, application rig bonuses will be stacking penalized with both each other and with the new application modules. I'm sorry I couldn't get that made clearer sooner, and I was hoping it would be in the patch notes. so, if you didn't want to suffer poor application and fit more than one application rig; you now have to sacrifice a low or mid slot in order to get the same application stats you have now?
Yes |

Mario Putzo
1470
|
Posted - 2015.07.03 15:24:19 -
[598] - Quote
Dave Stark wrote:Chance Ravinne wrote:Okay everyone so officially, for the record, application rig bonuses will be stacking penalized with both each other and with the new application modules. I'm sorry I couldn't get that made clearer sooner, and I was hoping it would be in the patch notes. so, if you didn't want to suffer poor application and fit more than one application rig; you now have to sacrifice a low or mid slot in order to get the same application stats you have now?
Less actually, since the mids and rigs are stacked against each other, and the fact these new mods do not represent the same application value rigs have, basically you get nothing out of using the new mods.
|

Dave Stark
7498
|
Posted - 2015.07.03 15:35:33 -
[599] - Quote
Mario Putzo wrote:Dave Stark wrote:Chance Ravinne wrote:Okay everyone so officially, for the record, application rig bonuses will be stacking penalized with both each other and with the new application modules. I'm sorry I couldn't get that made clearer sooner, and I was hoping it would be in the patch notes. so, if you didn't want to suffer poor application and fit more than one application rig; you now have to sacrifice a low or mid slot in order to get the same application stats you have now? Less actually, since the mids and rigs are stacked against each other, and the fact these new mods do not represent the same application value rigs have, basically you get nothing out of using the new mods and there probably will never be a reason to use them, unless you going for some super long range missile ship or something.
indeed, yes it will be the third module.
fantastic.
so let's look at rigor rigs. 20% bonus, that's 44% for 2. (i assume they multiply not add)
afterwards first rig will give 20% second rig will give 17.4% and a t2 low slot thingy will give 3.42%
multiply all of those together for.... 45.69%. (40.88% without the t2 low slot thingy) |

stoicfaux
6055
|
Posted - 2015.07.03 15:39:03 -
[600] - Quote
On the plus side, since a MGC II w/Prec script is essentially a Rigor I + Flare I, you can now trade a mid slot to get two rig slots back.
Who exactly benefits from all this? * Fits that use one flare/rigor rig and don't have the CPU/mid free for MGCs are unaffected. * Fits that use multiple TPs and no rigor/flare rigs are getting buffed slightly (MGC doesn't stack with TPs.) * Long range (sniping) missile fits that ran TPs in deep fallout will probably benefit from MGCs. * PvE fits that run with three Rigor rigs are nerfed (and will need to replace one of those Rigors with a Flare to minimize stacking penalty.) * Fits that need missile range over applied damage will benefit assuming they can fit enough MGC/MGEs without gimping themselves.
Personal Whinging: My "One Shot Non-Elite NPC Cruisers in Missions Using Fury Cruise Missiles" 4 TP + 2xRigor Golem still cannot replace the Rigor rigs for Warp speed rigs. But to be fair, it does see a tiny improvement in efficiency by swapping one TP for an MGCII w/Prec script.
tl;dr - An entire missile balance package that maybe ships like the Typhoon can take advantage of, and even that is somewhat debatable.
/grumble
Pon Farr Memorial: once every 7 years, all the carebears in high-sec must PvP or they will be temp-banned.
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