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Sunviking
The Shining Knights
26
|
Posted - 2012.04.10 18:15:00 -
[1] - Quote
Hello CCP,
As the title suggests, have you got around to looking at the issues with Missiles in time for Inferno?
There are numerous threads out there now saying that Battleship-class missile launchers in particular need looking at, most-of-all Torpedoes. And many of us know that Light Missile launchers need to have their fitting requirements looked at.
Any response would be much appreciated  |

Mashie Saldana
Veto. Veto Corp
465
|
Posted - 2012.04.10 18:20:00 -
[2] - Quote
The new missile launchers and missile effects will be one hell of a boost to missile users. Can't wait to see my Tengu once those changes are live. Dominique Vasilkovsky Mashie Saldana Monica Foulkes |

Traejun DiSanctis
School of Applied Knowledge Caldari State
4
|
Posted - 2012.04.10 18:20:00 -
[3] - Quote
I guess I just disagree. I think missiles are just fine...particularly in PvE. Ok in PvP too - especially the smaller stuff (rockets and lights).
You never miss. You always apply full damage (target sig issues aside). You can always select damage type. The list goes on.
Missiles are fine. |

WolfeReign
T.O.R. STR8NGE BREW
7
|
Posted - 2012.04.10 18:23:00 -
[4] - Quote
Traejun DiSanctis wrote:I guess I just disagree. I think missiles are just fine...particularly in PvE. Ok in PvP too - especially the smaller stuff (rockets and lights).
You never miss. You always apply full damage (target sig issues aside). You can always select damage type. The list goes on.
Missiles are fine.
you do NOT always apply full damage with missiles. |

Vertisce Soritenshi
Varion Galactic Tragedy.
1495
|
Posted - 2012.04.10 18:24:00 -
[5] - Quote
Missiles for the most part seem balanced just fine. The only thing I think needs any looking at is Torpedos. They just have such little practical use outside of POS bashing really. EvE is not about PvP.-á EvE is about the SANDBOX! - CCP!-á Open the door!!! |

Spurty
D00M. Northern Coalition.
231
|
Posted - 2012.04.10 18:25:00 -
[6] - Quote
If the target moves, you may never reach your target at all as well as if you do, it'll be for 10 damage ---- CONCORD arrested two n00bs yesterday, one was drinking battery acid, the other was eating fireworks. They charged one and let the other one off. |

Sunviking
The Shining Knights
26
|
Posted - 2012.04.10 18:28:00 -
[7] - Quote
Most Missiles can easily be speed-tanked by most sub-cap ships. I've thought Explosion Velocity on all missiles has always been a bit poor to be honest. |

Traejun DiSanctis
School of Applied Knowledge Caldari State
4
|
Posted - 2012.04.10 18:49:00 -
[8] - Quote
WolfeReign wrote:you do NOT always apply full damage with missiles.
Fair enough. I misspoke. Full damage, minus defensive bonuses (speed/transversal being one of them).
Really, I mean there's no such thing as "glancing blows" with missiles. That's all.
|

Corina Jarr
Spazzoid Enterprises Purpose Built
658
|
Posted - 2012.04.10 18:54:00 -
[9] - Quote
Traejun DiSanctis wrote:WolfeReign wrote:you do NOT always apply full damage with missiles. Fair enough. I misspoke. Full damage, minus defensive bonuses (speed/transversal being one of them). Really, I mean there's no such thing as "glancing blows" with missiles. That's all. I think 4 damage out of a possible 100 would be glancing. |

Traejun DiSanctis
School of Applied Knowledge Caldari State
4
|
Posted - 2012.04.10 19:01:00 -
[10] - Quote
Corina Jarr wrote:Traejun DiSanctis wrote:WolfeReign wrote:you do NOT always apply full damage with missiles. Fair enough. I misspoke. Full damage, minus defensive bonuses (speed/transversal being one of them). Really, I mean there's no such thing as "glancing blows" with missiles. That's all. I think 4 damage out of a possible 100 would be glancing.
But it's not the same kind of mechanic. |

Corina Jarr
Spazzoid Enterprises Purpose Built
658
|
Posted - 2012.04.10 19:03:00 -
[11] - Quote
Traejun DiSanctis wrote:Corina Jarr wrote:Traejun DiSanctis wrote:WolfeReign wrote:you do NOT always apply full damage with missiles. Fair enough. I misspoke. Full damage, minus defensive bonuses (speed/transversal being one of them). Really, I mean there's no such thing as "glancing blows" with missiles. That's all. I think 4 damage out of a possible 100 would be glancing. But it's not the same kind of mechanic. No?
Turrets: higher transversal/smaller sig ratio = lower damage Missiles: higher speed/smaller sig ratio = lower damage
Oh your right... turrets have it easier. |

Jake Warbird
Republic Military School Minmatar Republic
227
|
Posted - 2012.04.10 19:05:00 -
[12] - Quote
One is a turret and the other is a launcher? Ofc,they don't have the same mechanic. Just because it isn't called glancing doesn't mean it hits with any meaningful damage. |

Tippia
Sunshine and Lollipops
5978
|
Posted - 2012.04.10 19:06:00 -
[13] - Quote
Sunviking wrote:As the title suggests, have you got around to looking at the issues with Missiles in time for Inferno? What issues? GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Find more rants over at Tippis' Rants. |

Patient 2428190
DEGRREE'Fo'FREE Internet Business School
134
|
Posted - 2012.04.10 19:08:00 -
[14] - Quote
Spurty wrote:If the target moves, you may never reach your target at all as well as if you do, it'll be for 10 damage
Are you stuck in 2007 by any chance? |

Tyberius Franklin
Federal Navy Academy Gallente Federation
104
|
Posted - 2012.04.10 19:34:00 -
[15] - Quote
Patient 2428190 wrote:Spurty wrote:If the target moves, you may never reach your target at all as well as if you do, it'll be for 10 damage Are you stuck in 2007 by any chance? Are you saying explosion velocity has since been rendered irrelevant? |

Rath Kelbore
The Six-Pack Syndicate EVE Animal Control
53
|
Posted - 2012.04.10 19:52:00 -
[16] - Quote
Traejun DiSanctis wrote:Corina Jarr wrote:Traejun DiSanctis wrote:WolfeReign wrote:you do NOT always apply full damage with missiles. Fair enough. I misspoke. Full damage, minus defensive bonuses (speed/transversal being one of them). Really, I mean there's no such thing as "glancing blows" with missiles. That's all. I think 4 damage out of a possible 100 would be glancing. But it's not the same kind of mechanic.
Let me help you make your point if I may.
Missiles always do SOME damage at least where as turrets can miss completely.
I am not agreeing or disagreeing with anyone in this thread just attempting to help this guy out :P
I plan on living forever.......so far, so good. |

Richard Hammond II
Federal Navy Academy Gallente Federation
165
|
Posted - 2012.04.10 19:55:00 -
[17] - Quote
Rath Kelbore wrote:Traejun DiSanctis wrote:Corina Jarr wrote:Traejun DiSanctis wrote:WolfeReign wrote:you do NOT always apply full damage with missiles. Fair enough. I misspoke. Full damage, minus defensive bonuses (speed/transversal being one of them). Really, I mean there's no such thing as "glancing blows" with missiles. That's all. I think 4 damage out of a possible 100 would be glancing. But it's not the same kind of mechanic. Let me help you make your point if I may. Missiles always do SOME damage at least where as turrets can miss completely. I am not agreeing or disagreeing with anyone in this thread just attempting to help this guy out :P
why IS that by the way? Goons; infiltration at its best - first bob... now ccp itself. They dont realize you guys dot take this as "just a game". Bring it down guys, we're rooting for you. |

Sunviking
The Shining Knights
26
|
Posted - 2012.04.10 19:57:00 -
[18] - Quote
Tippia wrote:Sunviking wrote:As the title suggests, have you got around to looking at the issues with Missiles in time for Inferno? What issues?
1. Range of Torpedoes compared to HAMs and Rockets (Torps currently have no more range over HAMs, that is just wrong) 2. Uselessness of Cruise Missiles in PvP (shift damage to more Alpha to compensate) 3. Fitting Requirements of Light Missile Launchers (too high) 4. DPS of Javelin HAMs (too low) 5. Explosion Velocity of missiles in general (too easily speed-tanked)
I am sure there are more issues, these are just a few. |

Kattshiro
Deep Core Mining Inc. Caldari State
57
|
Posted - 2012.04.10 20:19:00 -
[19] - Quote
Tracking Disruptors will work on missiles as well? What?
|

Super Chair
Project Cerberus Caldari State Capturing
185
|
Posted - 2012.04.10 21:20:00 -
[20] - Quote
If they're gonna make TDs work against missiles they need to fix torps (add range, improve explosion velocty), and to some extent HAMs. Oh and remove these penalties from javelin ammo.  |

Corina Jarr
Spazzoid Enterprises Purpose Built
658
|
Posted - 2012.04.10 22:05:00 -
[21] - Quote
Super Chair wrote:If they're gonna make TDs work against missiles they need to fix torps (add range, improve explosion velocty), and to some extent HAMs. Oh and remove these penalties from javelin ammo.  They couldn't make TDs work on missiles. They don't have a tracking modifier. |

Markus Reese
Debitum Naturae ROMANIAN-LEGION
113
|
Posted - 2012.04.10 22:19:00 -
[22] - Quote
Corina Jarr wrote:Super Chair wrote:If they're gonna make TDs work against missiles they need to fix torps (add range, improve explosion velocty), and to some extent HAMs. Oh and remove these penalties from javelin ammo.  They couldn't make TDs work on missiles. They don't have a tracking modifier.
Think it is they affect explosion radius for missiles. Or that is what I think I read. |

Skydell
Space Mermaids Somethin Awfull Forums
210
|
Posted - 2012.04.10 23:28:00 -
[23] - Quote
Once the TD effect is applied to missiles they will be in essence what they were made after the nano nerf that changed missiles. Any old timer knows that missiles before that were viewed as OP and Torp Raven fleets were the flavor of the day.
Now missiles are nothing more than glorified artillery with launch times and no damage multipliers on the launcher.
That said, that is the answer as well. A Missile launcher should have a T2 multiplier of 1.8 and a T1 base should have a 1.4 multiplier. Short range, missiles aren't so bad. Long range, they are useless. That is an issue in the ships though because the Bomber Torp bonus is 20% velocity on the frigate bonus meaning you have default 200% velocity to your Torp. That needs to be default for a Raven and Golem too. |

Ranger 1
Ranger Corp
1502
|
Posted - 2012.04.10 23:53:00 -
[24] - Quote
In no particular order...
If you are getting 4 damage out of 100 possible, that is called not using the right tool for the job.
Webs and Target painters are your friend.
Tracking computers should also work with missiles, improving the way they deal with both speed (outside of flat being outrun) and and signature radius issues.
Fitting in some area's could be tweaked a bit, yes.
The ability to switch targets in mid flight by highlighting a different targeted ship would help long range missiles (especially) become much more effective in PVP.
When I check troll in the dictionary, it has a photo shopped picture of you standing somewhere in the vicinity of a point.
Also, I can kill you with my brain. |

Kengutsi Akira
Ministry of War Amarr Empire
377
|
Posted - 2012.04.11 00:13:00 -
[25] - Quote
Richard Hammond II wrote:
why IS that by the way?
Ive wondered this myself seems if they worked it so missiles COULD miss its settle a lotta qq
and why do Torps have that HUGE explosion effect when theyre not AOE? that explosion certainly looks AOE lol https://forums.eveonline.com/default.aspx?g=posts&m=255722#post255722
My stance on WiS |

Patient 2428190
DEGRREE'Fo'FREE Internet Business School
136
|
Posted - 2012.04.11 00:18:00 -
[26] - Quote
Tyberius Franklin wrote:Patient 2428190 wrote:Spurty wrote:If the target moves, you may never reach your target at all as well as if you do, it'll be for 10 damage Are you stuck in 2007 by any chance? Are you saying explosion velocity has since been rendered irrelevant?
Granted my missile experience is strictly limited to HML and Rockets, but I've never had anything out run my missiles, or a case where I hit for 10 damage. Anything MWDing has the signature bloom to counter-act its higher speed and anything lolABing isn't fast enough to escape my webs. |

Tarn Kugisa
Space Mongolian Pinked
59
|
Posted - 2012.04.11 00:24:00 -
[27] - Quote
Kengutsi Akira wrote:
Ive wondered this myself seems if they worked it so missiles COULD miss its settle a lotta qq
and why do Torps have that HUGE explosion effect when theyre not AOE? that explosion certainly looks AOE lol
It is a bit obnoxious. If it has that big of an effect, why doesn't the blast wave cause damage?
It has a lol factor though, like doing plex's and my Tengu gets hit with a torp - for 5 damage Real Caldari Hull Tank (And Win doing so) Support the EVE Version of Source Recoder! |

Kengutsi Akira
Ministry of War Amarr Empire
377
|
Posted - 2012.04.11 00:24:00 -
[28] - Quote
Ranger 1 wrote:
The ability to switch targets in mid flight by highlighting a different targeted ship would help long range missiles (especially) become much more effective in PVP.
Yes, why CANT you retarget on the fly? Hell, NOW they have tech to retarget ARTILLERY on the fly so the shells hit a different target AFTER theyre fired. Theyre called Excaliber.
https://forums.eveonline.com/default.aspx?g=posts&m=255722#post255722
My stance on WiS |

Mythra
La Mortis
0
|
Posted - 2012.04.11 01:04:00 -
[29] - Quote
Tarn Kugisa wrote:Kengutsi Akira wrote:
Ive wondered this myself seems if they worked it so missiles COULD miss its settle a lotta qq
and why do Torps have that HUGE explosion effect when theyre not AOE? that explosion certainly looks AOE lol
It is a bit obnoxious. If it has that big of an effect, why doesn't the blast wave cause damage? It has a lol factor though, like doing plex's and my Tengu gets hit with a torp - for 5 damage
Because there used to be AOE splash damage on torps. They just didn't change the effect when they took the aoe away. It wasn't much damage really. |

Sunviking
The Shining Knights
26
|
Posted - 2012.04.11 09:16:00 -
[30] - Quote
Response from Dev please? Pretty please? |

Roime
Shiva Furnace
452
|
Posted - 2012.04.11 09:20:00 -
[31] - Quote
Devs have responded that missiles will be brought in line with other weapon systems, meaning that missile range and damage will be nerfed across the board.
They simply do too much damage with unnatural accuracy at too long ranges, so this nerf is balanced.
|

Sunviking
The Shining Knights
26
|
Posted - 2012.04.11 09:22:00 -
[32] - Quote
Roime wrote:Devs have responded that missiles will be brought in line with other weapon systems, meaning that missile range and damage will be nerfed across the board.
They simply do too much damage with unnatural accuracy at too long ranges, so this nerf is balanced.
How did you manage to arrive at this 'nerf missiles' conclusion? Missiles are most definitely not overpowered. |

Bubanni
SniggWaffe YOUR VOTES DON'T COUNT
223
|
Posted - 2012.04.11 09:38:00 -
[33] - Quote
I think missiles should be made much much faster (and have their flight time reduced to give same distance)....
I think this would also reduce lag a little as they will be in space for less time :) |

Sunviking
The Shining Knights
27
|
Posted - 2012.04.17 09:39:00 -
[34] - Quote
Bump
Would love to see a dev answer on this please. |

Vaal Erit
Science and Trade Institute Caldari State
159
|
Posted - 2012.04.17 10:03:00 -
[35] - Quote
HAMs don't have enough DPS to justify the short range compared to HMLs Torpedoes need a boost, they should be able to hit web'd non-AB'ing battleships for near full damage, but they don't 6th launcher for the cerb/sac? Remove defender missiles + skill, reimburse the sp |

Sunviking
The Shining Knights
27
|
Posted - 2012.04.17 10:52:00 -
[36] - Quote
Vaal Erit wrote:HAMs don't have enough DPS to justify the short range compared to HMLs Torpedoes need a boost, they should be able to hit web'd non-AB'ing battleships for near full damage, but they don't 6th launcher for the cerb/sac? Remove defender missiles + skill, reimburse the sp
I can agree with removing Defender missiles from the game. |

Arkady Vachon
Center for Advanced Studies Gallente Federation
32
|
Posted - 2012.04.17 10:53:00 -
[37] - Quote
Ranger 1 wrote: The ability to switch targets in mid flight by highlighting a different targeted ship would help long range missiles (especially) become much more effective in PVP.
Hmm or at least let them choose their own targets if their original target is taken out, kind of like real-world antiship missiles and especially torpedoes, whereas if the torp loses its target it has its own onboard scanner and looks for a target in range as it continues on its original trajectory. If it finds a target in its own scanner range it attempts to acquire and go after that target, and if it does not find a target it self-destructs at maximum range.
so if the primary target is destroyed, then all of his nearby buddies could now be in danger.
dunna if that can be done, tho.
|

Sunviking
The Shining Knights
27
|
Posted - 2012.04.17 10:56:00 -
[38] - Quote
Arkady Vachon wrote:Ranger 1 wrote: The ability to switch targets in mid flight by highlighting a different targeted ship would help long range missiles (especially) become much more effective in PVP.
Hmm or at least let them choose their own targets if their original target is taken out, kind of like real-world antiship missiles and especially torpedoes, whereas if the torp loses its target it has its own onboard scanner and looks for a target in range as it continues on its original trajectory. If it finds a target in its own scanner range it attempts to acquire and go after that target, and if it does not find a target it self-destructs at maximum range. so if the primary target is destroyed, then all of his nearby buddies could now be in danger. dunna if that can be done, tho.
Missile randomly seeking a new target? This is a cool idea and one way of mitigating one of the main reasons people don't use Missiles for long-range PvP - wasted vollies on targets that die while your missiles are in mid-flight. |

Malcanis
Vanishing Point. The Initiative.
3359
|
Posted - 2012.04.17 10:59:00 -
[39] - Quote
Tippia wrote:Sunviking wrote:As the title suggests, have you got around to looking at the issues with Missiles in time for Inferno? What issues?
Cruise missiles are particularly sucky, for one thing. Malcanis' Law: Any proposal justified on the basis that "it will benefit new players" is invariably to the greater advantage of older, richer players.
Things to do in EVE:-áhttp://swiftandbitter.com/eve/wtd/ |

Malcanis
Vanishing Point. The Initiative.
3359
|
Posted - 2012.04.17 11:03:00 -
[40] - Quote
Skydell wrote:Once the TD effect is applied to missiles they will be in essence what they were made after the nano nerf that changed missiles. Any old timer knows that missiles before that were viewed as OP and Torp Raven fleets were the flavor of the day...
I'm an old timer who remembers the nano-nerf. Missiles were essentially unused in PvP in the period leading up to the nano-nerf because it was so easy to exceed their explosion velocity by enough to reduce each hit to 0.1hp damage.
Long, long ago, once upon a time, years before both the nano-nerf and Malc, missiles did always do full damage regardless, and all missiles fitted in all launchers; the only limitation was the missile volume vs launcher capacity, so Cruise Missile Kestrels ruled the skies.
Malcanis' Law: Any proposal justified on the basis that "it will benefit new players" is invariably to the greater advantage of older, richer players.
Things to do in EVE:-áhttp://swiftandbitter.com/eve/wtd/ |

Sunviking
The Shining Knights
27
|
Posted - 2012.04.17 11:04:00 -
[41] - Quote
Malcanis wrote:Tippia wrote:Sunviking wrote:As the title suggests, have you got around to looking at the issues with Missiles in time for Inferno? What issues? Cruise missiles are particularly sucky, for one thing.
To be honest, the only missiles that DON'T suck are Heavies and HAMs. |

Malcanis
Vanishing Point. The Initiative.
3359
|
Posted - 2012.04.17 11:04:00 -
[42] - Quote
Sunviking wrote:Roime wrote:Devs have responded that missiles will be brought in line with other weapon systems, meaning that missile range and damage will be nerfed across the board.
They simply do too much damage with unnatural accuracy at too long ranges, so this nerf is balanced.
How did you manage to arrive at this 'nerf missiles' conclusion? Missiles are most definitely not overpowered.
He perhaps thinks that Tengu PvE is all that matters because it's all he's seen. But more likely trolling. Malcanis' Law: Any proposal justified on the basis that "it will benefit new players" is invariably to the greater advantage of older, richer players.
Things to do in EVE:-áhttp://swiftandbitter.com/eve/wtd/ |

Sunviking
The Shining Knights
27
|
Posted - 2012.04.17 11:06:00 -
[43] - Quote
Malcanis wrote:Sunviking wrote:Roime wrote:Devs have responded that missiles will be brought in line with other weapon systems, meaning that missile range and damage will be nerfed across the board.
They simply do too much damage with unnatural accuracy at too long ranges, so this nerf is balanced.
How did you manage to arrive at this 'nerf missiles' conclusion? Missiles are most definitely not overpowered. He perhaps thinks that Tengu PvE is all that matters because it's all he's seen. But more likely trolling.
Probably both!  |

Tozmeister
Digital Fury Corporation Outbreak.
0
|
Posted - 2012.04.17 11:11:00 -
[44] - Quote
Yes Roime, please provide a link to this quote from CCP.
Also add to the list, T2 precision ammo. Worked fine when first introduced but got whined about by nano pilots and subsequently got over-nerfed to the point where normal Faction ammo is more effective in any situation where you would need precision ammo. |

Sunviking
The Shining Knights
27
|
Posted - 2012.04.17 11:15:00 -
[45] - Quote
Tozmeister wrote:Yes Roime, please provide a link to this quote from CCP.
Also add to the list, T2 precision ammo. Worked fine when first introduced but got whined about by nano pilots and subsequently got over-nerfed to the point where normal Faction ammo is more effective in any situation where you would need precision ammo.
Done. |

Malcanis
Vanishing Point. The Initiative.
3359
|
Posted - 2012.04.17 11:16:00 -
[46] - Quote
Sunviking wrote:Malcanis wrote:Tippia wrote:Sunviking wrote:As the title suggests, have you got around to looking at the issues with Missiles in time for Inferno? What issues? Cruise missiles are particularly sucky, for one thing. To be honest, the only missiles that DON'T suck are Heavies and HAMs.
Lights work fine, but the fitting requirements are really high.
One area where missiles really suffer is that there are no weapon tiers. For turret ships it's really handy to be able to downgrade From Neutron Blasters to Ions, or from Megapulse to Dual Heavy Pulse. Missile ships get no such option, and not only are there no lower tiers, but Caldari ships in particular tend to be gimped in their fitting capabilities; a Raven with 6x Seige Launcher II has 476 CPU and 1950 grid left for the rest of the fit. A Megathron with 7 Neutron Blaster Cannon II has 383 CPU and 6278 grid left. A Tempest with 6 800mm AC II has 503 CPU and 7495 grid left... Once you subtract the fitting requirement of the Mandatory Warp Drive (75 CPU, 1250 grid), then there's very little left for luxuries like cap injectors, tank and heavy utility modules on a Raven, and the same goes for most other Caldari missile boats. If your MegaPulse Geddon or 425mm Rail Domi won't quite fit, then you can easily drop to DHPs or 350mm rails and be able to fit that heavy cap injector or heavy neut. Malcanis' Law: Any proposal justified on the basis that "it will benefit new players" is invariably to the greater advantage of older, richer players.
Things to do in EVE:-áhttp://swiftandbitter.com/eve/wtd/ |

Sunviking
The Shining Knights
27
|
Posted - 2012.04.17 11:26:00 -
[47] - Quote
Malcanis wrote:Sunviking wrote:Malcanis wrote:Tippia wrote:Sunviking wrote:As the title suggests, have you got around to looking at the issues with Missiles in time for Inferno? What issues? Cruise missiles are particularly sucky, for one thing. To be honest, the only missiles that DON'T suck are Heavies and HAMs. Lights work fine, but the fitting requirements are really high. One area where missiles really suffer is that there are no weapon tiers. For turret ships it's really handy to be able to downgrade From Neutron Blasters to Ions, or from Megapulse to Dual Heavy Pulse. Missile ships get no such option, and not only are there no lower tiers, but Caldari ships in particular tend to be gimped in their fitting capabilities; a Raven with 6x Seige Launcher II has 476 CPU and 1950 grid left for the rest of the fit. A Megathron with 7 Neutron Blaster Cannon II has 383 CPU and 6278 grid left. A Tempest with 6 800mm AC II has 503 CPU and 7495 grid left... Once you subtract the fitting requirement of the Mandatory Warp Drive (75 CPU, 1250 grid), then there's very little left for luxuries like cap injectors, tank and heavy utility modules on a Raven, and the same goes for most other Caldari missile boats. If your MegaPulse Geddon or 425mm Rail Domi won't quite fit, then you can easily drop to DHPs or 350mm rails and be able to fit that heavy cap injector or heavy neut.
Noted, I will find a way of putting this on the list. |

Gypsio III
Dirty Filthy Perverts
259
|
Posted - 2012.04.17 12:01:00 -
[48] - Quote
Sunviking wrote:Hello CCP,
UPDATE: I've started making a list of all the issues players are finding with Missiles below and will keep it updated for all. Current Issues 1. Range of Torpedoes compared to HAMs and Rockets (Torps currently have no more range over HAMs, that is just wrong) 2. Uselessness of Cruise Missiles in PvP (maybe shift damage to more Alpha to compensate?) 3. Fitting Requirements of Light Missile Launchers (too high) 4. DPS of Javelin HAMs (too low) 5. Explosion Velocity of missiles too low in general (too easily speed-tanked) 6. Inflight missile volley damage wasted where target dies before target reached. 7. Tech2 Precision Ammunition. All-round they are just not effective, as they can still be speed-tanked by most ships, and are inferior in most ways to Faction Missiles. 8. Tech2 Missile penalties i.e. Signature radius and Ship Velocity.
1. Torps don't need more range. If they need anything, then cutting explosion radius down to 400-425 m would be it. But I think the real problem isn't with torps, it's with the Raven - it needs a bit more fittings and a lowslot moved to a medslot, it doesn't really have the tank it needs to survive as a close-range anti-BS/BC gank platform.
2. Cruise has no role. It will still have no role even with more alpha. There are no targets worth shooting with Cruise (over another weapon system) and there is no effective Cruise platform. F*** knows how you solve all this.
3. They're tricky to fit. Not convinced that they're too tricky though.
4. Jav DPS is okay, but its range isn't. 50% extra isn't enough, it only gives 5 km more on rockets and 10 km more on HAMs and torps, neither is enough to be really useful. Guns get a much greater range increase between high-damage ammo and T2 long-range ammo (which is the comparison used in balancing). Compare Mulitfreq and Scorch: that's a 200% increase! A range increase of 100%, instead of 50%, would be more appropriate.
5. They're fine.
6. That's missiles for you. Skill can reduce the effect. This isn't a problem.
7. When CCP reworked Precisions in QR in 2008, I immediately posted that they were worthless. Precision lights especially, as they don't have the range to hit their intended targets, because of the crazy -50% range. At the other end of the spectrum, Precision Cruise does have sufficient range and does do notably greater % damage against small fast stuff, but since doubling a very small number is still a very small number, this isn't useful.
The whole concept of Precision is probably a bad idea. Maybe a line of extra-fast T2 missiles, trading damage for speed, would be a better idea?
8. If Barrage, Null and Scorch do not have velocity penalties; neither should Jav. |

Roime
Shiva Furnace
485
|
Posted - 2012.04.17 12:20:00 -
[49] - Quote
Tozmeister wrote:Yes Roime, please provide a link to this quote from CCP.
For some reason I can't find a link anymore, but this has been confirmed by the authorities to be the case indeed.
They also cause lag and encourage lazy piloting.
|

Mugged Yougot
NorCorp Security AAA Citizens
2
|
Posted - 2012.04.17 12:47:00 -
[50] - Quote
From what I understand, missiles don't require as much active piloting so instead of grouping all your guns you can activate them individually as how you see fit. That would at least mitigate a lot of the "alpha-issue". |

MeestaPenni
Deadman W0nderland The 99 Percent
209
|
Posted - 2012.04.17 12:55:00 -
[51] - Quote
Tippia wrote:What issues?
Whenever Tippia jumps into a thread all I can think of is the signature melody from the movie JAWS, when the beast is moving in for the kill of another easy meal. Has anyone really been far even as decided to use even go want to do look more like?
I am not Prencleeve Grothsmore. |

Sunviking
The Shining Knights
27
|
Posted - 2012.04.17 18:41:00 -
[52] - Quote
Gypsio III wrote:
4. Jav DPS is okay, but its range isn't. 50% extra isn't enough, it only gives 5 km more on rockets and 10 km more on HAMs and torps, neither is enough to be really useful. Guns get a much greater range increase between high-damage ammo and T2 long-range ammo (which is the comparison used in balancing). Compare Mulitfreq and Scorch: that's a 200% increase! A range increase of 100%, instead of 50%, would be more appropriate.
The reason long-range version of short-range gun ammo (Scorch, etc) has a greater range bonus than long-range version of short-range Launcher ammo (Javelin) is because Gunnery range support skills (Trajectory Analysis, Sharpshooter) give only a 5% bonus to range per level, whereas Missile range support skills (Missile Projection, Missile Bombardment) give 10% bonus to missile range per level.
My opinion is that Javelin Rockets and HAMs range is absolutely fine. Javelin Torps, and Torp range in general is terrible. My point is that Torpedoes are a battleship-class weapon, yet Torpedo range is no better than HAM range, and HAMs are a cruiser-class weapon. The fact that Torpedoes are almost unusable by any Caldari ship other than the Raven hull (which has a missile velocity bonus), kind of points this flaw out. |

Callic Veratar
Power of the Phoenix
176
|
Posted - 2012.04.17 19:46:00 -
[53] - Quote
Something as simple as halving the range and doubling the velocity of all missiles could be very useful. |

Pohbis
Neo T.E.C.H.
7
|
Posted - 2012.04.17 19:58:00 -
[54] - Quote
Bubanni wrote:I think missiles should be made much much faster (and have their flight time reduced to give same distance)....
I think this would also reduce lag a little as they will be in space for less time :) It's one option.
Unfortunately the physics engine in EVE does not support increasing the speed. Well, maybe for torps and cruises.
I remember a Dev posting they got some weird results when they were playing around with missile speed the last time, around the "nano-nerf".
|

Buzzmong
Aliastra Gallente Federation
193
|
Posted - 2012.04.17 20:14:00 -
[55] - Quote
I'm not sure, but I think I saw a post from a dev regarding Citadel missiles getting tweaked in the Titan change thread, although I could be mistaken.
Tbh, I can quite clearly see that HML's will get looked at, if only because their good damage and range is massively magnified by a couple of specific ships (Tengu, possibly Cerb but the Cerb actually has downsides) which makes them seem out of line. |

Gypsio III
Dirty Filthy Perverts
259
|
Posted - 2012.04.17 23:17:00 -
[56] - Quote
Sunviking wrote:The reason long-range version of short-range gun ammo (Scorch, etc) has a greater range bonus than long-range version of short-range Launcher ammo (Javelin) is because Gunnery range support skills (Trajectory Analysis, Sharpshooter) give only a 5% bonus to range per level, whereas Missile range support skills (Missile Projection, Missile Bombardment) give 10% bonus to missile range per level.
I don't see the link. Why do the skill bonus magnitudes have to do with anything? It sounds like you're balancing weapon systems by comparing patterns of bonus numbers, but that's just... crazy.
Sunviking wrote:My opinion is that Javelin Rockets and HAMs range is absolutely fine. Javelin Torps, and Torp range in general is terrible. My point is that Torpedoes are a battleship-class weapon, yet Torpedo range is no better than HAM range, and HAMs are a cruiser-class weapon. The fact that Torpedoes are almost unusable by any Caldari ship other than the Raven hull (which has a missile velocity bonus), kind of points this flaw out.
What is this nonsense? The Raven hull is the only one that can has bonused torps (yeah yeah Manti). Of course it's the only Caldari ship which uses them effectively!
Why is torp range horrible? Just saying because it's the same as HAMs isn't good enough, that tells us nothing of their value. What is the problem with ~28 km torps on the Raven? This covers normal disruptor range. You seem to be saying that pretty patterns of numbers are required for weapons to be balanced, but not only does that incorrectly assume that 1 km of range is of equal value at any range, but it also suggests that nerfing HAM range to 15 km (giving rockets, HAMs, torps 10, 15, 20 km base ranges) would results in balanced torps, which is absurd.
The additional 5 km range of Jav rockets is not useful in the slightest. Much of this is the speed penalty that prevents Jav rockets from effectively being used by kiters, but even without that, the 10-15 km range is almost impossible to maintain, as it is overheated web/scramble range. |

Gypsio III
Dirty Filthy Perverts
259
|
Posted - 2012.04.17 23:25:00 -
[57] - Quote
Pohbis wrote:I remember a Dev posting they got some weird results when they were playing around with missile speed the last time, around the "nano-nerf".
This was back in the runup to QR. TBH, it's a bollocks statement, because we don't know at what speed these problems appeared. Or what the effect was. Or how much whatever this effect was was to do with the target ship also travelling at very high velocity (e.g. dodgy collision detection).
However, you can test for yourself that, say, a missile velocity-bonused ships with missile velocity rigs can get 13 km/s missiles which work perfectly normally. |

Malcanis
Vanishing Point. The Initiative.
3383
|
Posted - 2012.04.17 23:32:00 -
[58] - Quote
Gypsio III wrote:Sunviking wrote:The reason long-range version of short-range gun ammo (Scorch, etc) has a greater range bonus than long-range version of short-range Launcher ammo (Javelin) is because Gunnery range support skills (Trajectory Analysis, Sharpshooter) give only a 5% bonus to range per level, whereas Missile range support skills (Missile Projection, Missile Bombardment) give 10% bonus to missile range per level. I don't see the link. Why do the skill bonus magnitudes have to do with anything? It sounds like you're balancing weapon systems by comparing patterns of bonus numbers, but that's just... crazy. Sunviking wrote:My opinion is that Javelin Rockets and HAMs range is absolutely fine. Javelin Torps, and Torp range in general is terrible. My point is that Torpedoes are a battleship-class weapon, yet Torpedo range is no better than HAM range, and HAMs are a cruiser-class weapon. The fact that Torpedoes are almost unusable by any Caldari ship other than the Raven hull (which has a missile velocity bonus), kind of points this flaw out. What is this nonsense? The Raven hull is the only one that can has bonused torps (yeah yeah Manti). Of course it's the only Caldari ship which uses them effectively! Why is torp range horrible? Just saying because it's the same as HAMs isn't good enough, that tells us nothing of their value. What is the problem with ~28 km torps on the Raven? This covers normal disruptor range. You seem to be saying that pretty patterns of numbers are required for weapons to be balanced, but not only does that incorrectly assume that 1 km of range is of equal value at any range, but it also suggests that nerfing HAM range to 15 km (giving rockets, HAMs, torps 10, 15, 20 km base ranges) would results in balanced torps, which is absurd. The additional 5 km range of Jav rockets is not useful in the slightest. Much of this is the speed penalty that prevents Jav rockets from effectively being used by kiters, but even without that, the 10-15 km range is almost impossible to maintain, as it is overheated web/scramble range.
Typhoons get a bonus to torps. Malcanis' Law: Any proposal justified on the basis that "it will benefit new players" is invariably to the greater advantage of older, richer players.
Things to do in EVE:-áhttp://swiftandbitter.com/eve/wtd/ |

Spc One
The Chodak Void Alliance
23
|
Posted - 2012.04.17 23:35:00 -
[59] - Quote
Kattshiro wrote:Tracking Disruptors will work on missiles as well? What?
Now that's stupid.
 |

Ioci
Bad Girl Posse
126
|
Posted - 2012.04.18 00:43:00 -
[60] - Quote
Spc One wrote:Kattshiro wrote:Tracking Disruptors will work on missiles as well? What?
Now that's stupid. 
TD impact the turet, not the ammo. Missile launchers have no stats besides refire. Unless the tracking disruptor creates a launcher malfunction that just makes it launch slower I don't see how it will work.
As for Torps and Cruise, they work fine short range because you aren't throwing your flight time away chasing the ship. Where a gun cancels out transversal at range, it has the opposite effect on a missile. 90 km away orbiting me at 350 m/s means I need to take my 3750 m/s and reduce that by 350 for every second the missile is in flight because Missiles are the only weapon that don't travel in a straight line. http://www.youtube.com/watch?v=cg-_HeVNYOk
Save Derpy! |

Ager Agemo
Caldari Provisions Caldari State
58
|
Posted - 2012.04.18 00:56:00 -
[61] - Quote
i believe is pretty obvius missile speed should be doubled and flight time halved for all the missiles so they can be more usefull in pvp, i have had a vagabond outrun my heavy missiles from 10kms with maxed missile skills.
also just for people who seem not to notice, missiles are not affected by transversal, they are affected by raw speed no matter the direction, whcih means you can just fly straigh towards your poor missile flinging target and face **** it with your turrets, of any flavor you want.
as well i agree about precision weapons adn javelin variants lacking. but what i think are the true offenders, are the penalties from all the t2 missile variants, a drake for example just by fitting t2 launchers, without any other module, not even shields, gets a signature of 450m while its normal signature is 285, thats almost twice the original signature, we are talking about a 100% penalty, and with javelins you get your speed cut almost in hallf, which is just dumb. and at the same time they get explosion and exp speed penalties making them harder to apply said damage.
while t2 turret penalty is always capacitor use or tracking and range, that only means you have to focus more on how to deal that damage to your enemy. and this penalties are at most 25% and wont kill your ship, but with missiles you have to focus on not to get killed by your own self huge penalty and then also find a way to apply your damage, torps are a good example, with a 600m explosion radius, hitting anything smaller than a standing still station is pretty much worthless. |

Markus Reese
Debitum Naturae ROMANIAN-LEGION
121
|
Posted - 2012.04.18 01:00:00 -
[62] - Quote
Well, my complaint is the damage delay with range. Now this makes logical sense since there is not the damage falloff that turrets have. 30 seconds of flight though is too much. So complaint, flight times are way too long.
Propose reduction in duration, replace with velocity increase |

Ioci
Bad Girl Posse
126
|
Posted - 2012.04.18 01:05:00 -
[63] - Quote
Ager Agemo wrote:a drake for example just by fitting t2 launchers, without any other module, not even shields, gets a signature of 450m while its normal signature is 285, thats almost twice the original signature, we are talking about a 100% penalty, and with javelins you get your speed cut almost in hallf, which is just dumb. .
Thats an example of missile neglect. It was that way for all T2 ammo. Gleams with Beams used to put an Apoc up there with a Rev in sig rad because as you pointed out, it stacks. The only T2 ammo that didnt have the penalty removed was missile.
Money talks. When I see Arbalest Torp and cruise going for 2 mill like all the other Meta 4 I will know CCP have looked at missiles. Untill then, they are a Caldari liability, just like Drones are a Gallente liability. http://www.youtube.com/watch?v=cg-_HeVNYOk
Save Derpy! |

Ch3244
Azule Dragoons Sspectre
81
|
Posted - 2012.04.18 01:09:00 -
[64] - Quote
Missiles are for pussies.
WINMATAR |

Dato Koppla
Perkone Caldari State
8
|
Posted - 2012.04.18 01:29:00 -
[65] - Quote
Missiles aren't that broken by themselves, it's a combination of them being a little lackluster in some aspects, but then being put on hulls that are pure **** that make them as useless as they are.
People always say 'Heavies and HAMs are fine' probably only because the hulls that use them are excellent.
Rockets NEED at least 1 web to do decent damage and 2 to do full damage on its intended targets, which is pretty bad. As mentioned, ridiculous fitting on standards. AMLs are decent but very niche. Heavies I'd say are the best as they have decent damage but insane range, HAMs are also pretty good, but I would say still not up to par due to lackluster T2 ammo/damage. Torps are easily the worst and can probably be speed tanked by a trimarked Domi with no prop mod, and the Raven is also quite meh which just makes it worse, Cruise missiles have no use in PvP but they are pretty good in PvE, so there's that...but that's it.
Overall, I would say missiles need some love, but not too much or they might be overpowered. What I'd like to see is more focus on the hulls, maybe, get rid of the range bonuses for explosion velocity/signature radius bonuses and just leave the range of the missiles as is, and remove the penalty from the T2 range ammo. Seems a decent trade-off. |

Grumpymunky
Super Monkey Tribe of Danger
105
|
Posted - 2012.04.18 01:29:00 -
[66] - Quote
Would be cool if they made a t2 variant of each missile type that does AoE damage. Post with your monkey. |

Ager Agemo
Caldari Provisions Caldari State
58
|
Posted - 2012.04.18 03:04:00 -
[67] - Quote
Grumpymunky wrote:Would be cool if they made a t2 variant of each missile type that does AoE damage.
No, that would be broken, too effective against drones, torpedoes where like that, it was not good.
also think of the poor blobs :( |

Sunviking
The Shining Knights
27
|
Posted - 2012.04.18 13:33:00 -
[68] - Quote
Gypsio III wrote:Sunviking wrote:The reason long-range version of short-range gun ammo (Scorch, etc) has a greater range bonus than long-range version of short-range Launcher ammo (Javelin) is because Gunnery range support skills (Trajectory Analysis, Sharpshooter) give only a 5% bonus to range per level, whereas Missile range support skills (Missile Projection, Missile Bombardment) give 10% bonus to missile range per level. I don't see the link. Why do the skill bonus magnitudes have to do with anything? It sounds like you're balancing weapon systems by comparing patterns of bonus numbers, but that's just... crazy. Sunviking wrote:My opinion is that Javelin Rockets and HAMs range is absolutely fine. Javelin Torps, and Torp range in general is terrible. My point is that Torpedoes are a battleship-class weapon, yet Torpedo range is no better than HAM range, and HAMs are a cruiser-class weapon. The fact that Torpedoes are almost unusable by any Caldari ship other than the Raven hull (which has a missile velocity bonus), kind of points this flaw out. What is this nonsense? The Raven hull is the only one that can has bonused torps (yeah yeah Manti). Of course it's the only Caldari ship which uses them effectively! Why is torp range horrible? Just saying because it's the same as HAMs isn't good enough, that tells us nothing of their value. What is the problem with ~28 km torps on the Raven? This covers normal disruptor range. You seem to be saying that pretty patterns of numbers are required for weapons to be balanced, but not only does that incorrectly assume that 1 km of range is of equal value at any range, but it also suggests that nerfing HAM range to 15 km (giving rockets, HAMs, torps 10, 15, 20 km base ranges) would results in balanced torps, which is absurd. The additional 5 km range of Jav rockets is not useful in the slightest. Much of this is the speed penalty that prevents Jav rockets from effectively being used by kiters, but even without that, the 10-15 km range is almost impossible to maintain, as it is overheated web/scramble range.
I don't know about you, but most players in this game expect a given battleship-class weapon to have a longer range than its cruiser-class counterpart.
For example, Mega Pulse Laser II has a base optimal range of 24km, Heavy Pulse Laser II has a base optimal range of 12km.
Neutron Blaster Cannon II has a base optimal range of 7.2km, Heavy Neutron Blaster II has a base optimal range of 3.6km.
Notice that the range difference between Battleship-class and Cruiser-class for these 2 comparisons is double, or 100%. Launchers don't have a range as such, so we have to look at the ammo range.
Your basic Tech1 Torpedo has a range of 9km (6seconds x 1500m/s), whereas your Tech1 HAM has exactly the same base range of 9km (4seconds x 2250m/s). It looks pretty clear to me that Torpedoes are severely under-ranged if they don't even have a range advantage over HAMs, especially when you see that Battleship-class turrets have double the optimal range of Cruiser-class turrets, as I have just proven with my 2 Laser and Hybrid examples.
If you can't grasp this, then I shan't bother replying to any of your other comments. |

Sunviking
The Shining Knights
27
|
Posted - 2012.04.18 13:48:00 -
[69] - Quote
Ioci wrote:Ager Agemo wrote:a drake for example just by fitting t2 launchers, without any other module, not even shields, gets a signature of 450m while its normal signature is 285, thats almost twice the original signature, we are talking about a 100% penalty, and with javelins you get your speed cut almost in hallf, which is just dumb. . Thats an example of missile neglect. It was that way for all T2 ammo. Gleams with Beams used to put an Apoc up there with a Rev in sig rad because as you pointed out, it stacks. The only T2 ammo that didnt have the penalty removed was missile. Money talks. When I see Arbalest Torp and cruise going for 2 mill like all the other Meta 4 I will know CCP have looked at missiles. Untill then, they are a Caldari liability, just like Drones are a Gallente liability.
This. |

Cearain
Imperial Outlaws
330
|
Posted - 2012.04.18 14:28:00 -
[70] - Quote
Sunviking wrote:Malcanis wrote:Tippia wrote:Sunviking wrote:As the title suggests, have you got around to looking at the issues with Missiles in time for Inferno? What issues? Cruise missiles are particularly sucky, for one thing. To be honest, the only missiles that DON'T suck are Heavies and HAMs.
Missiles are very good for pve.
You mean for pvp? Rockets plus the heavy missiles and hams are good.
So there are good pvp missile options for frigate through BC.
The BS missiles could be looked at or you could just accept that they are mainly for pve. Its not that big of a deal.
But hearing that missiles will be effected by a td etc just makes me think they are making all the weapons the same. That would be a sad day for eve.
I would like to see some improvement on boosters like crash. Other than that use webs. They are essentially damage mods for missile boats. Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
|

Cipher Jones
The Thomas Edwards Taco Tuesday All Stars
480
|
Posted - 2012.04.18 14:35:00 -
[71] - Quote
While we are fixing things that aren't broken can I please get a tummy rub?
Thanks. We now return you to your regularly scheduled **** poast. |

Sunviking
The Shining Knights
27
|
Posted - 2012.04.18 14:42:00 -
[72] - Quote
Cipher Jones wrote:While we are fixing things that aren't broken can I please get a tummy rub?
Thanks.
No, you can't get a tummy rub.
I'm not suggesting Missiles need a boost in the way Hybrids or Projectiles did, but they definitely need a heavy tweaking. |

Tanya Powers
Science and Trade Institute Caldari State
1131
|
Posted - 2012.04.18 14:44:00 -
[73] - Quote
Corina Jarr wrote:Traejun DiSanctis wrote:WolfeReign wrote:you do NOT always apply full damage with missiles. Fair enough. I misspoke. Full damage, minus defensive bonuses (speed/transversal being one of them). Really, I mean there's no such thing as "glancing blows" with missiles. That's all. I think 4 damage out of a possible 100 would be glancing.
I'm still trying to hit at 100km+ with my rails Deimos for at least 30% dmg I can do with a Cerberus, but you're right, missiles don't always hit for 100% dmg.
|

Cearain
Imperial Outlaws
330
|
Posted - 2012.04.18 14:51:00 -
[74] - Quote
Sunviking wrote:Gypsio III wrote:Sunviking wrote:The reason long-range version of short-range gun ammo (Scorch, etc) has a greater range bonus than long-range version of short-range Launcher ammo (Javelin) is because Gunnery range support skills (Trajectory Analysis, Sharpshooter) give only a 5% bonus to range per level, whereas Missile range support skills (Missile Projection, Missile Bombardment) give 10% bonus to missile range per level. I don't see the link. Why do the skill bonus magnitudes have to do with anything? It sounds like you're balancing weapon systems by comparing patterns of bonus numbers, but that's just... crazy. Sunviking wrote:My opinion is that Javelin Rockets and HAMs range is absolutely fine. Javelin Torps, and Torp range in general is terrible. My point is that Torpedoes are a battleship-class weapon, yet Torpedo range is no better than HAM range, and HAMs are a cruiser-class weapon. The fact that Torpedoes are almost unusable by any Caldari ship other than the Raven hull (which has a missile velocity bonus), kind of points this flaw out. What is this nonsense? The Raven hull is the only one that can has bonused torps (yeah yeah Manti). Of course it's the only Caldari ship which uses them effectively! Why is torp range horrible? Just saying because it's the same as HAMs isn't good enough, that tells us nothing of their value. What is the problem with ~28 km torps on the Raven? This covers normal disruptor range. You seem to be saying that pretty patterns of numbers are required for weapons to be balanced, but not only does that incorrectly assume that 1 km of range is of equal value at any range, but it also suggests that nerfing HAM range to 15 km (giving rockets, HAMs, torps 10, 15, 20 km base ranges) would results in balanced torps, which is absurd. The additional 5 km range of Jav rockets is not useful in the slightest. Much of this is the speed penalty that prevents Jav rockets from effectively being used by kiters, but even without that, the 10-15 km range is almost impossible to maintain, as it is overheated web/scramble range. I don't know about you, but most players in this game expect a given battleship-class weapon to have a longer range than its cruiser-class counterpart. For example, Mega Pulse Laser II has a base optimal range of 24km, Heavy Pulse Laser II has a base optimal range of 12km. Neutron Blaster Cannon II has a base optimal range of 7.2km, Heavy Neutron Blaster II has a base optimal range of 3.6km. Notice that the range difference between Battleship-class and Cruiser-class for these 2 comparisons is double, or 100%. Launchers don't have a range as such, so we have to look at the ammo range. Your basic Tech1 Torpedo has a range of 9km (6seconds x 1500m/s), whereas your Tech1 HAM has exactly the same base range of 9km (4seconds x 2250m/s). It looks pretty clear to me that Torpedoes are severely under-ranged if they don't even have a range advantage over HAMs, especially when you see that Battleship-class turrets have double the optimal range of Cruiser-class turrets, as I have just proven with my 2 Laser and Hybrid examples. If you can't grasp this, then I shan't bother replying to any of your other comments.
Why do missiles have to work the same way as guns?
If you admit they don't have to, then why do you keep talking about how gun ranges increase as the size of the gun increases? Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
|

Shukuzen Kiraa
47-Ronin Outer Ring Excavations Syndicate
100
|
Posted - 2012.04.18 14:53:00 -
[75] - Quote
Roime wrote:Devs have responded that missiles will be brought in line with other weapon systems, meaning that missile range and damage will be nerfed across the board.
They simply do too much damage with unnatural accuracy at too long ranges, so this nerf is balanced.
Long reloads, damage takes time to be applied to target, low amount of ammo in a launcher, ect... Missiles are nerfed enough already. They are in need of a major buff imo. |

Sunviking
The Shining Knights
28
|
Posted - 2012.04.18 14:56:00 -
[76] - Quote
Cearain wrote:Sunviking wrote:Gypsio III wrote:Sunviking wrote:The reason long-range version of short-range gun ammo (Scorch, etc) has a greater range bonus than long-range version of short-range Launcher ammo (Javelin) is because Gunnery range support skills (Trajectory Analysis, Sharpshooter) give only a 5% bonus to range per level, whereas Missile range support skills (Missile Projection, Missile Bombardment) give 10% bonus to missile range per level. I don't see the link. Why do the skill bonus magnitudes have to do with anything? It sounds like you're balancing weapon systems by comparing patterns of bonus numbers, but that's just... crazy. Sunviking wrote:My opinion is that Javelin Rockets and HAMs range is absolutely fine. Javelin Torps, and Torp range in general is terrible. My point is that Torpedoes are a battleship-class weapon, yet Torpedo range is no better than HAM range, and HAMs are a cruiser-class weapon. The fact that Torpedoes are almost unusable by any Caldari ship other than the Raven hull (which has a missile velocity bonus), kind of points this flaw out. What is this nonsense? The Raven hull is the only one that can has bonused torps (yeah yeah Manti). Of course it's the only Caldari ship which uses them effectively! Why is torp range horrible? Just saying because it's the same as HAMs isn't good enough, that tells us nothing of their value. What is the problem with ~28 km torps on the Raven? This covers normal disruptor range. You seem to be saying that pretty patterns of numbers are required for weapons to be balanced, but not only does that incorrectly assume that 1 km of range is of equal value at any range, but it also suggests that nerfing HAM range to 15 km (giving rockets, HAMs, torps 10, 15, 20 km base ranges) would results in balanced torps, which is absurd. The additional 5 km range of Jav rockets is not useful in the slightest. Much of this is the speed penalty that prevents Jav rockets from effectively being used by kiters, but even without that, the 10-15 km range is almost impossible to maintain, as it is overheated web/scramble range. I don't know about you, but most players in this game expect a given battleship-class weapon to have a longer range than its cruiser-class counterpart. For example, Mega Pulse Laser II has a base optimal range of 24km, Heavy Pulse Laser II has a base optimal range of 12km. Neutron Blaster Cannon II has a base optimal range of 7.2km, Heavy Neutron Blaster II has a base optimal range of 3.6km. Notice that the range difference between Battleship-class and Cruiser-class for these 2 comparisons is double, or 100%. Launchers don't have a range as such, so we have to look at the ammo range. Your basic Tech1 Torpedo has a range of 9km (6seconds x 1500m/s), whereas your Tech1 HAM has exactly the same base range of 9km (4seconds x 2250m/s). It looks pretty clear to me that Torpedoes are severely under-ranged if they don't even have a range advantage over HAMs, especially when you see that Battleship-class turrets have double the optimal range of Cruiser-class turrets, as I have just proven with my 2 Laser and Hybrid examples. If you can't grasp this, then I shan't bother replying to any of your other comments. Why do missiles have to work the same way as guns? If you admit they don't have to, then why do you keep talking about how gun ranges increase as the size of the gun increases?
Because the range of Lights, Heavies, and Cruises also doubles as you move up through the ship classes. So there is a good argument to suggest that the same should apply to Torpdoes if it also applies to Long-Range missiles and Turrets. I forgot to mention that bit earlier. |

WolfeReign
T.O.R. STR8NGE BREW
9
|
Posted - 2012.04.18 15:00:00 -
[77] - Quote
For those of you saying that T2 precision ammo is broken I'm calling you out because a drake that's shooting a frigate (in this case a slicer) going over 4km/s has no problem killing it within a few volleys. In order for the frig to out run the missile it has to over heat and burn away, thus breaking point and If said frigate (goes for just about all frigates) wants to kill you it has to get back in range and brave your precision ammo that does more then enough damage to decimate any frigate except maybe interceptors (haven't tested interceptor vs drake yet) |

Cearain
Imperial Outlaws
330
|
Posted - 2012.04.18 15:16:00 -
[78] - Quote
Sunviking wrote:Because the range of Lights, Heavies, and Cruises also doubles as you move up through the ship classes. So there is a good argument to suggest that the same should apply to Torpdoes if it also applies to Long-Range missiles and Turrets. I forgot to mention that bit earlier.
The hidden assumption in that argument is all these classes should work the same way. Otherwise its no argument at all. Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
|

Gypsio III
Dirty Filthy Perverts
260
|
Posted - 2012.04.18 15:20:00 -
[79] - Quote
Sunviking wrote:Because the range of Lights, Heavies, and Cruises also doubles as you move up through the ship classes. So there is a good argument to suggest that the same should apply to Torpdoes if it also applies to Long-Range missiles and Turrets. I forgot to mention that bit earlier.
Unfortunately it's an argument based entirely upon "pretty patterns of numbers", rather than on any consideration of balance. The silly thing is that you can construct an argument that torp range should be increased based on balance considerations (although I feel that fiddling with the Raven would be more appropriate), but you're not doing this!
Precision ammo - yes, the very limited utility of Precisions has long been mostly covered up by the reasonable effectiveness of normal ammo against small fast stuff. In general, people are happy enough this with, but stating that Precisions are largely worthless still holds true. There's also a fundamental problem in that we don't want large missiles to be too good at killing small stuff, which is why I'd be tempted to remove Precisions altogether and replace them with a new T2 ammo system. |

Gypsio III
Dirty Filthy Perverts
260
|
Posted - 2012.04.18 15:38:00 -
[80] - Quote
Oh, one more thing about the "pretty patterns of numbers" fallacy. Guided missiles all travel at the same speed, 5625 m/s. However, one of the many reasons why Cruise is useless is because of flight time. So we could make Cruise faster - but this would breaks the pretty pattern of numbers. We could subsequently choose to reproduce a pretty pattern by reducing the speed of LMs, but this is absurd.
Of course, you could argue that missile velocity is not the pattern to look at, it should be flight time, reasoning that Cruise is bad because it has excessive flight time. But again, we already have a pretty pattern in flight time, doubling at each missile size graduation from LMs to Cruise. So now we could argue that it's actually the "wrong" pretty pattern, that Cruise flight time should only be three times that of LMs, not four times - but unless we break the pretty pattern of velocities then it's a straight Cruise nerf! |

Sunviking
The Shining Knights
28
|
Posted - 2012.04.18 15:53:00 -
[81] - Quote
Gypsio III wrote:Oh, one more thing about the "pretty patterns of numbers" fallacy. Guided missiles all travel at the same speed, 5625 m/s. However, one of the many reasons why Cruise is useless is because of flight time. So we could make Cruise faster - but this would breaks the pretty pattern of numbers. We could subsequently choose to reproduce a pretty pattern by reducing the speed of LMs, but this is absurd.
Of course, you could argue that missile velocity is not the pattern to look at, it should be flight time, reasoning that Cruise is bad because it has excessive flight time. But again, we already have a pretty pattern in flight time, doubling at each missile size graduation from LMs to Cruise. So now we could argue that it's actually the "wrong" pretty pattern, that Cruise flight time should only be three times that of LMs, not four times - but unless we break the pretty pattern of velocities then it's a straight Cruise nerf!
I am talking about overall range of Torpedoes, I do not subscribe in any way to the 'pretty patterns of numbers fallacy' that you talk about. There is plenty of room for flexibility in how Torpedoes' range is increased be in Velocity, Flight time or both. |

Gypsio III
Dirty Filthy Perverts
260
|
Posted - 2012.04.18 15:56:00 -
[82] - Quote
Sunviking wrote:I am talking about overall range of Torpedoes, I do not subscribe in any way to the 'pretty patterns of numbers fallacy' that you talk about. There is plenty of room for flexibility in how Torpedoes' range is increased be in Velocity, Flight time or both.
Why do you think that torpedo range needs to be increased? What problem are you trying to solve? Why do you think that stealth bombers need boosting? |

Ioci
Bad Girl Posse
126
|
Posted - 2012.04.18 16:03:00 -
[83] - Quote
People are confusing me in here. Cruise missile flight time needs to be reduced? Do they think the missile flight time is mandatory? 20 seconds but it only took 8 to get you so it's just going to follow you around for 12 more?
As for 'pretty patterns' there are none. It's a cliff.
Rocket explosion velocity 150, Light missile 170. Heavy 81, Torp 71, Cruise 69. Even a Heavy precision only gets buffed to 87. The only reason they work is, they chop your flight time in half so you are obligated to get closer. If you got closer with High damage they would have the exact same effect. http://www.youtube.com/watch?v=cg-_HeVNYOk
Save Derpy! |

Ryuichi Hiroki
EVE University Ivy League
2
|
Posted - 2012.04.18 16:24:00 -
[84] - Quote
Torpedo range is fine as it is.
|

Sunviking
The Shining Knights
28
|
Posted - 2012.04.18 16:24:00 -
[85] - Quote
Gypsio III wrote:Sunviking wrote:I am talking about overall range of Torpedoes, I do not subscribe in any way to the 'pretty patterns of numbers fallacy' that you talk about. There is plenty of room for flexibility in how Torpedoes' range is increased be in Velocity, Flight time or both. Why do you think that torpedo range needs to be increased? What problem are you trying to solve? Why do you think that stealth bombers need boosting?
The problem is their usability in just about any scenario.
Torpedoes are currently very ineffective in both PvE and PvP. The only ship that can use Torpedoes effectively in PvE is the Golem. And there is a thread somewhere which argues that the Golem is currently the worst of the Marauders because of the problems with Torpedoes.
It's pretty obvious that the range of Torpedoes needs a boost.
An Amarr battleship can use Mega Pulse Lasers in many more PvE and PvP scenarios than a Torpedo boat can be. The same goes for an Autocannon Minmatar battleship and a Blaster Gallente battleship. The Tempest, Apocalypse and Megathron are all much more effective ships in PvP than a Torp Raven are. So many people know this. |

Copine Callmeknau
Kangaroos With Frickin Lazerbeams Ninja Unicorns with Huge Horns
79
|
Posted - 2012.04.18 16:29:00 -
[86] - Quote
MIRV-FoF torpedo's
/thread |

Gypsio III
Dirty Filthy Perverts
260
|
Posted - 2012.04.18 16:42:00 -
[87] - Quote
Sunviking wrote:
The problem is their usability in just about any scenario.
Torpedoes are currently very ineffective in both PvE and PvP. The only ship that can use Torpedoes effectively in PvE is the Golem. And there is a thread somewhere which argues that the Golem is currently the worst of the Marauders because of the problems with Torpedoes.
It's pretty obvious that the range of Torpedoes needs a boost.
No, it isn't obvious why torpedo range needs a boost at all. Why range? Why not explosion radius, raw damage or alterations to the torpedo launch platform?
And what about stealth bombers? Why do they need more range? |

Ioci
Bad Girl Posse
127
|
Posted - 2012.04.18 16:45:00 -
[88] - Quote
Sunviking wrote:Gypsio III wrote:Sunviking wrote:I am talking about overall range of Torpedoes, I do not subscribe in any way to the 'pretty patterns of numbers fallacy' that you talk about. There is plenty of room for flexibility in how Torpedoes' range is increased be in Velocity, Flight time or both. Why do you think that torpedo range needs to be increased? What problem are you trying to solve? Why do you think that stealth bombers need boosting? The problem is their usability in just about any scenario. Torpedoes are currently very ineffective in both PvE and PvP. The only ship that can use Torpedoes effectively in PvE is the Golem. And there is a thread somewhere which argues that the Golem is currently the worst of the Marauders because of the problems with Torpedoes. It's pretty obvious that the range of Torpedoes needs a boost. An Amarr battleship can use Mega Pulse Lasers in many more PvE and PvP scenarios than a Torpedo boat can be. The same goes for an Autocannon Minmatar battleship and a Blaster Gallente battleship. The Tempest, Apocalypse and Megathron are all much more effective ships in PvP than a Torp Raven are. So many people know this.
Torp Ravens used to work, now they don't. The Glory days of the CNR lost to a CCP war dec. http://www.youtube.com/watch?v=cg-_HeVNYOk
Save Derpy! |

Sunviking
The Shining Knights
29
|
Posted - 2012.04.18 16:46:00 -
[89] - Quote
Gypsio III wrote:Sunviking wrote:
The problem is their usability in just about any scenario.
Torpedoes are currently very ineffective in both PvE and PvP. The only ship that can use Torpedoes effectively in PvE is the Golem. And there is a thread somewhere which argues that the Golem is currently the worst of the Marauders because of the problems with Torpedoes.
It's pretty obvious that the range of Torpedoes needs a boost.
No, it isn't obvious why torpedo range needs a boost at all. Why range? Why not explosion radius, raw damage or alterations to the torpedo launch platform? And what about stealth bombers? Why do they need more range?
Explosion Radius also needs to be looked at, as does Explosion Velocity. I would say that raw damage is good enough already.
As for the 'do stealth bombers need more range' question you ask, do you see Battleship-sized Turrets getting an Optimal Range AND a Falloff bonus? No. The very fact that Slealth Bombers do have a Velocity and a Flight Time bonus kind of implies that Torpedoes are under-ranged. I say increase Torpedo range by 50%, and scrap the Flight Time bonus that Stealth Bombers currently get. That way more ships will be able to actually use Torpedoes in both PvE and PvP. |

Gypsio III
Dirty Filthy Perverts
260
|
Posted - 2012.04.18 17:13:00 -
[90] - Quote
Sunviking wrote:Explosion Radius also needs to be looked at, as does Explosion Velocity. I would say that raw damage is good enough already
As for the 'do stealth bombers need more range' question you ask, do you see Battleship-sized Turrets getting an Optimal Range AND a Falloff bonus? No. The very fact that Slealth Bombers do have a Velocity and a Flight Time bonus kind of implies that Torpedoes are under-ranged. I say increase Torpedo range by 50%, and scrap the Flight Time bonus that Stealth Bombers currently get.
Finally we're getting somewhere. However..
Invoking BS turrets as justification is not useful, as missiles are not turrets, and bombers aren't BS, they're used in different fashions and environments. This is just more pretty patterns, just more copypasta of stats from unrelated ships
What problem are you trying to solve? By giving the Raven more torp range, do you want it to be used in a kiting role more? Do you tend to fly nano-Ravens much? I think they're rare, the preferred Raven style is massive damage application to tackled targets, I think you'd be better off focusing on the Raven's good points than trying to make it better at something that it's really bad at. More range would also help with Scorch-style damage projection, but current torp range and damage already compares favourably with blasters, while 50% extra range hardly helps the Typhoon at all and still doesn't allow the Raven to compete with Scorch.
So I'm having difficulty in understanding what you're trying to achieve by giving torps more range in a PVP context. I would advise you to focus on what the Raven is good at - close-up damage application, just like the Megathron - and improve it there, in terms of its ease of damage application or its survivability at those close ranges.
For damage application, torps currently have an explosion radius of 450 m. T1 BS sigs below 450 m, requiring a painter, Crash or other sig effect, are:
Domi 420 Megathron 400 Apoc 400 Geddon 370 Tempest 340 m Typhoon 320
The other six BS have sigs over 450 m. There's a very reasonable argument to help out the Raven in its primary anti-BS role by cutting explosion radius to 400 m. Have to keep an eye on bombers though, fiddling with their explosion velocity bonus may be appropriate. Alternatively, fiddling with the Raven itself will help its survivability. Adding more PG/CPU will help it fit torps and MWD; moving a lowslot to medslot in addition will beef it up a bit. |

Sunviking
The Shining Knights
29
|
Posted - 2012.04.18 17:43:00 -
[91] - Quote
Gypsio III wrote:Sunviking wrote:Explosion Radius also needs to be looked at, as does Explosion Velocity. I would say that raw damage is good enough already
As for the 'do stealth bombers need more range' question you ask, do you see Battleship-sized Turrets getting an Optimal Range AND a Falloff bonus? No. The very fact that Slealth Bombers do have a Velocity and a Flight Time bonus kind of implies that Torpedoes are under-ranged. I say increase Torpedo range by 50%, and scrap the Flight Time bonus that Stealth Bombers currently get. Finally we're getting somewhere. However.. Invoking BS turrets as justification is not useful, as missiles are not turrets, and bombers aren't BS, they're used in different fashions and environments. This is just more pretty patterns, just more copypasta of stats from unrelated ships What problem are you trying to solve? By giving the Raven more torp range, do you want it to be used in a kiting role more? Do you tend to fly nano-Ravens much? I think they're rare, the preferred Raven style is massive damage application to tackled targets, I think you'd be better off focusing on the Raven's good points than trying to make it better at something that it's really bad at. More range would also help with Scorch-style damage projection, but current torp range and damage already compares favourably with blasters, while 50% extra range hardly helps the Typhoon at all and still doesn't allow the Raven to compete with Scorch. So I'm having difficulty in understanding what you're trying to achieve by giving torps more range in a PVP context. I would advise you to focus on what the Raven is good at - close-up damage application, just like the Megathron - and improve it there, in terms of its ease of damage application or its survivability at those close ranges. For damage application, torps currently have an explosion radius of 450 m. T1 BS sigs below 450 m, requiring a painter, Crash or other sig effect, are: Domi 420 Megathron 400 Apoc 400 Geddon 370 Tempest 340 m Typhoon 320 The other six BS have sigs over 450 m. There's a very reasonable argument to help out the Raven in its primary anti-BS role by cutting explosion radius to 400 m. Have to keep an eye on bombers though, fiddling with their explosion velocity bonus may be appropriate. Alternatively, fiddling with the Raven itself will help its survivability. Adding more PG/CPU will help it fit torps and MWD; moving a lowslot to medslot in addition will beef it up a bit.
The role of Caldari ships is actually meant as long-range platforms, not short-range. Long-range is what Caldari are best at, they can do Short-range combat as well, but the Khanid missile boats are best at that. That is why so many of the Caldari missile and hybrid boats have range bonuses. So you saying that the Raven is best used at close-range damage application is kind of wrong. It's possible, but not what Caldari ships are good or best at. If the Raven is better at close-range than long-range, then that is yet another indication that Torpedoes are under-ranged. |

Kattshiro
Deep Core Mining Inc. Caldari State
76
|
Posted - 2012.04.18 17:58:00 -
[92] - Quote
Hmm most everyone uses tracking comps or enhancers with turret boats...It's a given that you fit them. But people dont seem to do this as much with missiles boats. (TP) why not? That or add rigs that aid in explosion...rather they seem to add ROF more or dont add any.
So are missiles all that ****** up or just that we dont have as many mods to enhance them or even add the mods we do have? |

Sunviking
The Shining Knights
29
|
Posted - 2012.04.18 18:00:00 -
[93] - Quote
Kattshiro wrote:Hmm most everyone uses tracking comps or enhancers with turret boats...It's a given that you fit them. But people dont seem to do this as much with missiles boats. (TP) why not? That or add rigs that aid in explosion...rather they seem to add ROF more or dont add any.
So are missiles all that ****** up or just that we dont have as many mods to enhance them or even add the mods we do have?
You've made a good point, one which I will add to the list. We are lacking modules for missiles. |

Gypsio III
Dirty Filthy Perverts
261
|
Posted - 2012.04.18 18:56:00 -
[94] - Quote
Target painters do exist, but they effect only precision, not missile velocity. Generally, this has been regarded as part of the balance of there be no anti-missile ewar. However, with CCP now considering the latter, they should simultaneously introduce a lowslot missile velocity/precision enhancer. That would also be a somewhat more refined way of addressing concerns about delayed damage in larger gangs without a crude blanket velocity boost.
Re. Caldari being long-ranged. Hmm, not exactly. For the rail platforms, yes - range bonuses to the longest range weapon. But for missiles, it's not nearly so clear cut. Notice that almost no Caldari missile boat has bonuses to guided missiles only. The trend is more for kinetic damage bonuses for both short- and long-range missiles, and when exceptions (Raven, Rook) do exist, their ROF bonuses still apply to both LR and SR missiles. Khanid, as you say, gets true rainbow damage but for short-range only. |

Cearain
Imperial Outlaws
332
|
Posted - 2012.04.18 20:17:00 -
[95] - Quote
Sunviking wrote: UPDATE: I've started making a list of all the issues players are finding with Missiles below and will keep it updated for all. Current Issues 1. Range of Torpedoes compared to HAMs and Rockets (Torps currently have no more range over HAMs, that is just wrong) 2. Uselessness of Cruise Missiles in PvP (maybe shift damage to more Alpha to compensate?) 3. Fitting Requirements of Light Missile Launchers (too high) 4. DPS of Javelin HAMs (too low) 5. Explosion Velocity of missiles too low in general (too easily speed-tanked) 6. Inflight missile volley damage wasted where target dies before target reached. 7. Tech2 Precision Ammunition. All-round they are just not effective, as they can still be speed-tanked by most ships, and are inferior in most ways to Faction Missiles. 8. Tech2 Missile penalties i.e. Signature radius and Ship Velocity. 9. Only 1 missile-specific module, Ballstic Control System, which is a damage mod. There are no missile equivalents of Tracking Computers or Tracking Enhancers. Webbers and Target Painters aid both Turrets and Launchers.
I'm not aware of players finding these as issues but anyway:
1) Its not wrong. Its fine. 2) Not every module needs to work in pvp. 3) What ship is this an issue for? 4) Too low for what? But yeah perhaps give them a buff. Maybe take away the drawbacks to using tech 2 missiles see your 8 below. 5) Use webs. 6) So what? Dont run around in a blob and your missiles will have time to hit before the target blows up. 7) I agree the tech 2 precision missiles are bad. But they better than t1 and are allot cheaper than faction missiles. If precision missiles are buffed when would you use faction? 8) Yeah I agree they are pretty bad It makes no sense. 9) Caldari have the most missile boats and they have few low slots to spare anyway. Its not like every weapon systems needs to be set up with equivalant modules.
Drake is pretty much the best tier 2 bc. Hookbill is the best faction frigate. The 2 missile afs are decent. Rockets are generally the best thing to put in an empty slot that you can't fit a bonused turret in. Caracal is a good cruiser.
Its unclear that there is any real issue that missiles in general need a buff. Its more that some of the tech 2 missiles could use some tweaking and maybe torps could be tweaked. But really it would be more the ships that use torps not the torps themselves. If they are the best for shooting stationary structures then I do not know they need to be the best at that and other pvp tasks as well.
Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
|

Kattshiro
Deep Core Mining Inc. Caldari State
76
|
Posted - 2012.04.18 21:02:00 -
[96] - Quote
^ Right but seeing as there are comps, enhancers, and damage/rof mods. Which can be fit in lows, and meds AND they impact Optimal, falloff, tracking speed, rof, and damage... Why dont missiles have similar mods for lows, and meds as well that help certain missile factors? There are TP's, but those aren't missile only mods like the rest. |

Ioci
Bad Girl Posse
128
|
Posted - 2012.04.18 23:41:00 -
[97] - Quote
Kattshiro wrote:^ Right but seeing as there are comps, enhancers, and damage/rof mods. Which can be fit in lows, and meds AND they impact Optimal, falloff, tracking speed, rof, and damage... Why dont missiles have similar mods for lows, and meds as well that help certain missile factors? There are TP's, but those aren't missile only mods like the rest.
Even Drones have enhancement modules. http://www.youtube.com/watch?v=cg-_HeVNYOk
Save Derpy! |

Cearain
Imperial Outlaws
332
|
Posted - 2012.04.19 00:03:00 -
[98] - Quote
Kattshiro wrote:^ Right but seeing as there are comps, enhancers, and damage/rof mods. Which can be fit in lows, and meds AND they impact Optimal, falloff, tracking speed, rof, and damage... Why dont missiles have similar mods for lows, and meds as well that help certain missile factors? There are TP's, but those aren't missile only mods like the rest.
Missiles don't have fallll off optimals and tracking so they don't have mods that effect that. Missiles have damage and rof and a mod that effects that.
You have rigs that help other aspects of missile damage.
Look at how much damage hams with faction ammo do on a webbed ab frigate orbitting at 500 compared to to say a myrm with Med. Blasters a.nd faction ammo. The blasters need the tracking mod. Missiles don't. Unless you just want them to blap small ships.
Your just posting in the abstract and saying if guns have this sort of mods then missiles need it too. Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
|

Kattshiro
Deep Core Mining Inc. Caldari State
79
|
Posted - 2012.04.19 02:05:00 -
[99] - Quote
No not really. Just one example of missiles doing really well or guns doing really well isn't a justification. Rather an examination of why not give more options. We mention certain missiles and certain boats...but why mod the system its self? Mods could be fit to ships to make up for deficiencies. Just like we add more mods to guns or scripts on certain turret boats and not others.
Rigs aren't enough because there are stricter fitting issues or certain ships only have 2 spots. Why do we have mods, and why are we getting new ones? Adds variety, and new tactics. This would be the same. Especially with talk of making TD's work on missile boats as well. (Range, and explosion Velocity).
So no it's not guns have mods why not missiles. It's why should missiles not have mods when we have them for every system offensive or defensive...prop, ECM, drones (getting new ones for drones btw), mining... (Fucks sake look how many are for armor!)
So aside from the "You'll make them OP" argument... (Which can be used for any argument...) Why do missiles not have mods other than ROF? |

Riddick Liddell
Center for Advanced Studies Gallente Federation
19
|
Posted - 2012.04.19 02:24:00 -
[100] - Quote
We knew missiles were obselete when they put hybrid on the Naga. I came in 2011. I don't even have the Missile category on my skill sheet. I can use a Drake and do, to salvage. |

Tanaka Sekigahara
United Space Marine Corp
68
|
Posted - 2012.04.19 03:00:00 -
[101] - Quote
Rath Kelbore wrote:Traejun DiSanctis wrote:Corina Jarr wrote:Traejun DiSanctis wrote:WolfeReign wrote:you do NOT always apply full damage with missiles. Fair enough. I misspoke. Full damage, minus defensive bonuses (speed/transversal being one of them). Really, I mean there's no such thing as "glancing blows" with missiles. That's all. I think 4 damage out of a possible 100 would be glancing. But it's not the same kind of mechanic. Let me help you make your point if I may. Missiles always do SOME damage at least where as turrets can miss completely. I am not agreeing or disagreeing with anyone in this thread just attempting to help this guy out :P Thus, your point is that, if they do SOME damage any and all other imbalances are acceptable/negligible? That seems to be what your getting at. I would posit that's a ridiculous supposition on your part. |

Tanaka Sekigahara
United Space Marine Corp
68
|
Posted - 2012.04.19 03:04:00 -
[102] - Quote
Super Chair wrote:If they're gonna make TDs work against missiles they need to fix torps (add range, improve explosion velocty), and to some extent HAMs. Oh and remove these penalties from javelin ammo.  I'm sorry, where was it mentioned tracking disruptors are going to work against missiles??I missed that.
|

Spc One
The Chodak Void Alliance
24
|
Posted - 2012.04.19 03:24:00 -
[103] - Quote
Riddick Liddell wrote:We knew missiles were obselete when they put hybrid on the Naga. I came in 2011. I don't even have the Missile category on my skill sheet. I can use a Drake and do, to salvage. Truth.
|

Spc One
The Chodak Void Alliance
24
|
Posted - 2012.04.19 03:28:00 -
[104] - Quote
Tanaka Sekigahara wrote:Super Chair wrote:If they're gonna make TDs work against missiles they need to fix torps (add range, improve explosion velocty), and to some extent HAMs. Oh and remove these penalties from javelin ammo.  I'm sorry, where was it mentioned tracking disruptors are going to work against missiles??I missed that. http://www.youtube.com/watch?v=6VcnkUaUCPA&t=36m39s&hd=1
You have to know that turrets are 100% better than missiles because turrets do instant damage, missiles have to travel to target first. So by "nerfing" them with tracking disruptor will make them worst in game weapon. |

Gypsio III
Dirty Filthy Perverts
261
|
Posted - 2012.04.19 07:36:00 -
[105] - Quote
The problem with threads like this is that they get polluted by idiot carebears. |

Sunviking
The Shining Knights
31
|
Posted - 2012.04.19 07:48:00 -
[106] - Quote
Gypsio III wrote:The problem with threads like this is that they get polluted by idiot carebears.
The real problem with Threads like this, is that people like You try and hijack them and/or Troll them with comments like that.
Can we keep to the discussion please. |

Gypsio III
Dirty Filthy Perverts
261
|
Posted - 2012.04.19 09:27:00 -
[107] - Quote
Sunviking wrote:Gypsio III wrote:The problem with threads like this is that they get polluted by idiot carebears. The real problem with Threads like this, is that people like You try and hijack them and/or Troll them with comments like that. Can we keep to the discussion please.
Actually I wasn't referring to you, while you've made some silly mistakes in your posts you've actually been trying to construct rational arguments, although obviously this hasn't been very successful when it's come to torp range.
I'm referring to the fools who whinge about wanting a Cruise Naga (which would have been hilariously bad), people criticising painters because they're not missile-exclusive and people saying that missiles are bad then immediately stating that they have no SP in missiles.  |

Cearain
Imperial Outlaws
332
|
Posted - 2012.04.19 13:33:00 -
[108] - Quote
Kattshiro wrote:.... So no it's not guns have mods why not missiles. It's why should missiles not have mods when we have them for every system offensive or defensive...prop, ECM, drones (getting new ones for drones btw), mining... (Fucks sake look how many are for armor!)
So aside from the "You'll make them OP" argument... (Which can be used for any argument...) Why do missiles not have mods other than ROF?
Why not allow players to design their own mods to effect every aspect of every ship? We can make it so all the ships are balanced and none are over powered. The reason we don't do that is because then experience in the game will not count for as much.
Because there has to be some balance between what you can expect from a ship and what can surprise you about a ship. If every ship can be modified to handle every situation just as well as every other ship then knowledge of ship types will not benefit the wiser players. Every fight becomes a game of chance.
I think the balance between being able to surprise your opponent and making the game a complete crap shoot is pretty good as is. Right now you can have some surprises with say a drake. You can have hams fit, or you can even hams and dual webs. But its not like every ship should be like a t3 that you can adjust everything.
Games which do not benefit wiser players and a basically just games of chance are essentially dumbed down. Eve pvp will become like bingo or even more like rock paper scissors.
If there is a specific problem as to why missile ships are not being used then ok. But just saying these other systems have mods to adjust stats, or lets make more mods to adjust every stat in the game for variety sake, is not really a good argument. Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
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Kattshiro
Deep Core Mining Inc. Caldari State
81
|
Posted - 2012.04.19 13:45:00 -
[109] - Quote
Actually I'll just plainly disagree. Variety is a good thing because it causes tactics to change. Sound wave in a interview at fanfest states "If we add something to the game and everyone complains because now they have to change fits or tactics then I think we've done a good thing."
Without variety there is no guessing it's just all cookie cutter, and game play stagnates. (Everyone is going to use the same thing) Options are always a good thing.
Giving missile mods will not change missile boats into some amorphous blop in which they're all the same, just like turret mods don't to turret ships.
I'm not seeing as you say a "surprise my drake is HAM fit!" v. standard HML is going to take away surprise because well it would add more by the shear factor that there are now more options to be had.
Quote:Games which do not benefit wiser players and a basically just games of chance are essentially dumbed down. Eve pvp will become like bingo or even more like rock paper scissors.
Once again this doesn't make sense or you're not backing up your argument very well that more mods == dumber game play. Also combat in eve is already a dice roll with player actions helping to narrow negative dice rolls (missing glancing shots, but given the random component in the formula someone with perfect skills in a scenario can still have a poor shot due to this.) |

Tanya Powers
Science and Trade Institute Caldari State
1134
|
Posted - 2012.04.19 14:08:00 -
[110] - Quote
Spc One wrote:Tanaka Sekigahara wrote:Super Chair wrote:If they're gonna make TDs work against missiles they need to fix torps (add range, improve explosion velocty), and to some extent HAMs. Oh and remove these penalties from javelin ammo.  I'm sorry, where was it mentioned tracking disruptors are going to work against missiles??I missed that. http://www.youtube.com/watch?v=6VcnkUaUCPA&t=36m39s&hd=1You have to know that turrets are 100% better than missiles because turrets do instant damage, missiles have to travel to target first. So by "nerfing" them with tracking disruptor will make them worst in game weapon.
Come back with this argument when you can use at least 2 other T2 weapon types. You'll figure out quite quick missiles are dam fine for the job they're intended to do, HM's have a stupid flight time with witch you can snipe at 150km+ with a Cerberus -no other ship for the same purpose in the same class can do this for the same amount of dmg
If there's something I can safely say is that indeed HM's are in need of some flight time nerf (nothing else) Rockets HAM's and Torps maybe 2 sec more flight time wouldn't hurt the game at all but would bring more variety (ships) Cruise missiles need to loose some of the flight time and win some explosion velocity.
These are some little annoyances for specific uses but overall missiles are really good and don't start complaining about missiles mods, those are LOW SLOTS not mid ones. Think about Amarr/Gallente (Minmatar ar OP so forget those) |

Cearain
Imperial Outlaws
335
|
Posted - 2012.04.19 15:26:00 -
[111] - Quote
Kattshiro wrote:Actually I'll just plainly disagree. Variety is a good thing because it causes tactics to change. Sound wave in a interview at fanfest states "If we add something to the game and everyone complains because now they have to change fits or tactics then I think we've done a good thing." Without variety there is no guessing it's just all cookie cutter, and game play stagnates. (Everyone is going to use the same thing) Options are always a good thing. Giving missile mods will not change missile boats into some amorphous blop in which they're all the same, just like turret mods don't to turret ships. I'm not seeing as you say a "surprise my drake is HAM fit!" v. standard HML is going to take away surprise because well it would add more by the shear factor that there are now more options to be had. Quote:Games which do not benefit wiser players and a basically just games of chance are essentially dumbed down. Eve pvp will become like bingo or even more like rock paper scissors. Once again this doesn't make sense or you're not backing up your argument very well that more mods == dumber game play. Also combat in eve is already a dice roll with player actions helping to narrow negative dice rolls (missing glancing shots, but given the random component in the formula someone with perfect skills in a scenario can still have a poor shot due to this.)
I'm not being clear and it is sort of a subtle point. But maybe answer my question about allowing all sorts of variations in modules that can adjust every statistic. That is why don't they allow manufacturers of ships and mods to design them such that they can modify the stats on everything that is a stat. That would increase variation wouldn't it? Do you know why that would be bad for the game?
Knowing what ship(s) you are fighting currently gives you a decent amount of information which you can use to actually form a decent plan. For example if you see two drakes are 70 km off you know you can likely engage a ship that is closer so long as you pull it outside 70 k from the drakes. Your knowledge of the game helps you in that encounter and produces a fight.
If drakes all of a sudden get mods that help their range well your knowledge of drakes becomes less relevant. The lines become blurred in a way were the only thing you can rely on as to whether or not you should take a fight is - whether you have a bigger group.
It is a balance. I am not saying every ship should be a cookie cutter and right now they are not. But I am saying that people should be able to learn about the game from experience and it shouldn't be that for the sake of variety in the abstract you never can get an educated guess of the limits of the ships in the game.
As far as soundwave saying we need to shake things up that is ok - and it is a seperate issue. You can do that by just changing the stats of the modules that already exist. So long as they do that with some balance Im ok with that as well. Personally I was getting tired of having to update eft every month and refigure out ships. Give me some time to actually fly the ships I do figure out before the game changes again. But anyway that is a seperate issue because he can do that by changing existing modules.
But when we *add* modules that allow ships to overcome inherent weaknesses they have, then experienced players will not benefit from their knowledge of those weakeness as much. Hence tactics based on wisdom will be less important and replaced with just numbers of ships in fleet.
Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
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Riddick Liddell
Center for Advanced Studies Gallente Federation
21
|
Posted - 2012.04.19 16:01:00 -
[112] - Quote
Gypsio III wrote:Sunviking wrote:Gypsio III wrote:The problem with threads like this is that they get polluted by idiot carebears. The real problem with Threads like this, is that people like You try and hijack them and/or Troll them with comments like that. Can we keep to the discussion please. Actually I wasn't referring to you, while you've made some silly mistakes in your posts you've actually been trying to construct rational arguments, although obviously this hasn't been very successful when it's come to torp range. I'm referring to the fools who whinge about wanting a Cruise Naga (which would have been hilariously bad), people criticising painters because they're not missile-exclusive and people saying that missiles are bad then immediately stating that they have no SP in missiles. 
I think he was calling on me.
It doesn't mean I am wrong. It just means he can't find an effective way to debunk me. |

Tobiaz
Spacerats
228
|
Posted - 2012.04.19 16:23:00 -
[113] - Quote
Gypsio III wrote:
1. Torps don't need more range. If they need anything, then cutting explosion radius down to 400-425 m would be it. But I think the real problem isn't with torps, it's with the Raven - it needs a bit more fittings and a lowslot moved to a medslot, it doesn't really have the tank it needs to survive as a close-range anti-BS/BC gank platform.
2. Cruise has no role. It will still have no role even with more alpha. There are no targets worth shooting with Cruise (over another weapon system) and there is no effective Cruise platform. F*** knows how you solve all this.
1. I totally agree
2. Perhaps making cruise missiles the masters of long range alpha? Sure the mael-pilots will **** and moan, but they woudl still have great alpha, but combined with instant damage.
Another way would perhaps being only being redboxed when shot at by missiles when they actually hit. But that would require messing with other stuff I don't see CCP very willing to do. It would certainly make missiles more interesting. I hate how every balancing 'solution' of CCP just turns missiles more and more into turrets.
Sure, plenty of people got CONCORDOKKEND when those crazy torpedos still did AoE damage, but at least they were different, unique and awesome.
Edit: ok we have bombs now ofcourse, but CCP should just remove the idiot-protection and allow those in empire. CCP, fix the forum's image tags http://go-dl.eve-files.com/media/corp/Tobiaz/sig_complaints.gif Cleaner warbills, anti-memberpadding, no price-shielding large corps: https://forums.eveonline.com/default.aspx?g=posts&m=1141323#post1141323 |

Lord Dravius
Imperial Academy Amarr Empire
0
|
Posted - 2012.04.19 17:01:00 -
[114] - Quote
Sunviking wrote:And many of us know that Light Missile launchers need to have their fitting requirements looked at. We don't know that for sure. The frigates are going to be rebalanced and they may get more power grid and CPU. They do need looked at if the frigates aren't getting a PG/CPU buff though. |

Gypsio III
Dirty Filthy Perverts
266
|
Posted - 2012.04.19 17:15:00 -
[115] - Quote
Tobiaz wrote: 2. Perhaps making cruise missiles the masters of long range alpha? Sure the mael-pilots will **** and moan, but they woudl still have great alpha, but combined with instant damage.
Unfortunately I think it's much more complicated than that. Cruise is a multifaceted problem involving the 150 km soft range cap, the need for smaller gangs to fly more mobile ships firing more flexible ammo (HMs) and the relative rarity of targets for which Cruise is appropriate. More alpha is nice, but unless it's silly alpha it won't override all the other drawbacks. There's almost no environment where Cruise is useful today, and changing that requires changing more than Cruise. |

Sunviking
The Shining Knights
31
|
Posted - 2012.04.19 19:43:00 -
[116] - Quote
Gypsio III wrote:Sunviking wrote:Gypsio III wrote:The problem with threads like this is that they get polluted by idiot carebears. The real problem with Threads like this, is that people like You try and hijack them and/or Troll them with comments like that. Can we keep to the discussion please. Actually I wasn't referring to you, while you've made some silly mistakes in your posts you've actually been trying to construct rational arguments, although obviously this hasn't been very successful when it's come to torp range. I'm referring to the fools who whinge about wanting a Cruise Naga (which would have been hilariously bad), people criticising painters because they're not missile-exclusive and people saying that missiles are bad then immediately stating that they have no SP in missiles. 
Fine - but I don't believe I have made any silly mistakes in my posts, so I guess we will just have to agree to disagree on certain points!  |

Sunviking
The Shining Knights
31
|
Posted - 2012.04.19 19:45:00 -
[117] - Quote
Lord Dravius wrote:Sunviking wrote:And many of us know that Light Missile launchers need to have their fitting requirements looked at. We don't know that for sure. The frigates are going to be rebalanced and they may get more power grid and CPU. They do need looked at if the frigates aren't getting a PG/CPU buff though.
Agreed - I don't really care how it is done, but Light Missile Launchers are a pain to fit onto a frigate at the moment. So whether it is Powergrid/CPU buff or lower fitting needs for the modules themselves, I'm not bothered. |

Markus Reese
Debitum Naturae ROMANIAN-LEGION
126
|
Posted - 2012.04.19 19:53:00 -
[118] - Quote
Spc One wrote:Riddick Liddell wrote:We knew missiles were obselete when they put hybrid on the Naga. I came in 2011. I don't even have the Missile category on my skill sheet. I can use a Drake and do, to salvage. Truth.
Not quite. Remember the naga originally had both torp and rail bonus on the sisi. They took it off because myself and others were able to severely overpower torp nagas by missile stacking. Fitted for flight time rigs and rate of fire, we could stack the torps pretty easily, We would burn in fast volley of torps, a second volley of torps almost right on top of the first, and then they all hit. Essentially 4 ships hitting like 8. orbit to finish off, but would get double the initial alpha of any of the other ones, and of course once in, the missile time no longer matters. They were overpowered, and on top of that the torp naga could run battleship afterburner, auto repeat off, was turn and burn since you didn't care about tracking |

Sunviking
The Shining Knights
31
|
Posted - 2012.04.20 13:12:00 -
[119] - Quote
Markus Reese wrote:Spc One wrote:Riddick Liddell wrote:We knew missiles were obselete when they put hybrid on the Naga. I came in 2011. I don't even have the Missile category on my skill sheet. I can use a Drake and do, to salvage. Truth. Not quite. Remember the naga originally had both torp and rail bonus on the sisi. They took it off because myself and others were able to severely overpower torp nagas by missile stacking. Fitted for flight time rigs and rate of fire, we could stack the torps pretty easily, We would burn in fast volley of torps, a second volley of torps almost right on top of the first, and then they all hit. Essentially 4 ships hitting like 8. orbit to finish off, but would get double the initial alpha of any of the other ones, and of course once in, the missile time no longer matters. They were overpowered, and on top of that the torp naga could run battleship afterburner, auto repeat off, was turn and burn since you didn't care about tracking
I suspect another reason CCP dropped Missiles from the Naga before Crucible was released, was because they realised they shouldn't create any more missile boats until they rebalanced Missiles. It might even have been said somewhere too, although I can't quite remember. |

Ion Breeze
Caldari Provisions Caldari State
0
|
Posted - 2012.04.21 16:18:00 -
[120] - Quote
Dam, reading most of this is depressing.
I wonder howerver, if the new missile features are just all cosmetics.... I mean technically we have launchers now that track targets (save BS and above launchers, they look like silos) So I wonder if its an missile overhaul in game mechanics as well as cosmetics... |

Markus Reese
Debitum Naturae ROMANIAN-LEGION
141
|
Posted - 2012.04.21 22:52:00 -
[121] - Quote
Ion Breeze wrote:Dam, reading most of this is depressing.
I wonder howerver, if the new missile features are just all cosmetics.... I mean technically we have launchers now that track targets (save BS and above launchers, they look like silos) So I wonder if its an missile overhaul in game mechanics as well as cosmetics...
Hopefully what myself and others have been asking for will happen. Essentially double velocity, half duration or something similar. This will keep effective range, but make missiles more fun and feasable in a pvp setting.
On that note, it of course cannot be confirmed, and gauging ranges on videos is difficult, but from what can be seen in the missile demo videos, variant on what missiles were used, is they appear to me to move faster :s |

Sunviking
The Shining Knights
33
|
Posted - 2012.04.26 11:35:00 -
[122] - Quote
UPDATE: CCP has hinted that they are looking into Missile balancing alongside other modules.
https://forums.eveonline.com/default.aspx?g=posts&m=1174422#post1174422 |

Sunviking
The Shining Knights
34
|
Posted - 2012.04.29 14:00:00 -
[123] - Quote
UPDATE: Had a quick chat with CCP Guard on Friday night at the London Meet in Loose Cannon.
He said he wasn't aware of any Missile Balancing on the horizon. 
He said he had heard that some people at CCP wanted to look at it, but that he wasn;t aware of anything going on... 
Can we have some clarification please? This kind of goes against what was hinted at in my link above. |

Thomas Kreshant
Republic Military School Minmatar Republic
14
|
Posted - 2012.04.29 14:10:00 -
[124] - Quote
How does it go against it?
CCP Ytterbium said they need to rebalance lots of things
CCP Ytterbium wrote:changes to put that in a single release - not only ships need be looked into, but some modules / weapon systems need rebalancing as well (ex: active versus passive tanking, missiles...)Hope that helps 
And Guard said he heard people at CCP wanted to but wasn't aware of anything going on.
Ytterbium didn't say and yes I'm working on missiles this week, month or even year but just included them in things that need to be looked into at some point.
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Sunviking
The Shining Knights
39
|
Posted - 2012.04.30 16:20:00 -
[125] - Quote
I suppose I would just like a consistent answer from a Dev on this subject as soon as possible.
Battleship-class Missiles need a serious look at, as has been stated on many threads now, as evidenced by the pitifully low value in the market of Meta 4 'Arbalest' Cruise and Torpedo Launchers. Virtually nobody uses them for PvP. |

Cearain
Imperial Outlaws
348
|
Posted - 2012.04.30 16:36:00 -
[126] - Quote
Sunviking wrote:I suppose I would just like a consistent answer from a Dev on this subject as soon as possible. Are they going to be looked at or not? Hybrids got looked at, Projectiles got looked at.
Battleship-class Missiles need a serious look at, as has been stated on many threads now, as evidenced by the pitifully low value in the market of Meta 4 'Arbalest' Cruise and Torpedo Launchers. Virtually nobody uses them for PvP, because they are terrible for PvP.
Cruise launchers aren't used for pvp that is true but the arbalest torps are used on sbs quite a bit.
Also the heavy missiles and launchers are probably one of the most sold weapons and ammo items in the game. Rockets work pretty well too.
Not many are seeing much of an issue here.
Making missiles more like guns is not a bad idea IMO.
Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
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Gypsio III
Dirty Filthy Perverts
275
|
Posted - 2012.04.30 16:42:00 -
[127] - Quote
Sunviking wrote:UPDATE: Had a quick chat with CCP Guard on Friday night at the London Meet in Loose Cannon. He said he wasn't aware of any Missile Balancing on the horizon.  He said he had heard that some people at CCP wanted to look at it, but that he wasn;t aware of anything going on...  Can we have some clarification please? This kind of goes against what was hinted at in my link above.
I really don't think that Ytterbium's idea of missile tweaks will be even remotely the same as your desired changes. Particularly the part where you want the explosion velocity of HMs to be increased. |

Sunviking
The Shining Knights
39
|
Posted - 2012.04.30 16:51:00 -
[128] - Quote
Gypsio III wrote:Sunviking wrote:UPDATE: Had a quick chat with CCP Guard on Friday night at the London Meet in Loose Cannon. He said he wasn't aware of any Missile Balancing on the horizon.  He said he had heard that some people at CCP wanted to look at it, but that he wasn;t aware of anything going on...  Can we have some clarification please? This kind of goes against what was hinted at in my link above. I really don't think that Ytterbium's idea of missile tweaks will be even remotely the same as your desired changes. Particularly the part where you want the explosion velocity of HMs to be increased.
You're probably correct, right now Heavies and HAMs are the most balanced of all the Missiles. I wouldn't want to see explosion velocity for those increased. I ought to update the OP.
As an aside, there are alot of other people writing in other threads complaining about Battleship-class missiles. |

Gypsio III
Dirty Filthy Perverts
275
|
Posted - 2012.04.30 16:59:00 -
[129] - Quote
I'd say that general consensus is that rockets are basically fine too now.
Cruise is hopeless, no argument here at all. But fixing it will not be easy, there are fundamental game mechanics standing in the way.
Torps are also complicated, being very much tied up with the Raven. I still don't see how your idea of more range particularly helps a torp Raven. You could do something interesting with HBT rigs to create a med-range torp Raven, but what's the point? Fix the torp Raven by making it better at what it's used for - damage application at close ranges to BS and BCs. Raven fitting/survivability and torp explosion radius are the subjects here. |

Sunviking
The Shining Knights
39
|
Posted - 2012.04.30 17:10:00 -
[130] - Quote
Gypsio III wrote:I'd say that general consensus is that rockets are basically fine too now.
Cruise is hopeless, no argument here at all. But fixing it will not be easy, there are fundamental game mechanics standing in the way.
Torps are also complicated, being very much tied up with the Raven. I still don't see how your idea of more range particularly helps a torp Raven. You could do something interesting with HBT rigs to create a med-range torp Raven, but what's the point? Fix the torp Raven by making it better at what it's used for - damage application at close ranges to BS and BCs. Raven fitting/survivability and torp explosion radius are the subjects here.
Increased Torp Range helps the non-missile velocity bonuses ships - it would make ships like the SNI actually be able to use Torpedoes in PvE and PvP. The Turret-based battleships dont need range bonuses to make effective use of their Large-calibre guns with short-range ammo, but the SNI is useless when fitted with Torpedoes. Your effective range on Tech2 Rage Torps is about 15km, which may not sound that bad at first, but when you take into account flight time, it seems to take forever to actually hit the target with your first volley, by which every other short raneg Large turret has fired its second volley.
Yes, Explosion Radius is an issue with Torpedoes, but not as big as you would think. Base Torp exp rad is 450metres, the equivalent Turret signature resolution is 400metres, so you can only really reduce torp exp rad down to 400metres before they start to become overpowered, in my opinion. Tech 2 exp rad is 650 metres, which is more of a problem, but its hard to justify it being reduced down past 550metres. It's a high damage torpedo after all. |

Ocih
Space Mermaids Somethin Awfull Forums
157
|
Posted - 2012.04.30 17:19:00 -
[131] - Quote
Sunviking wrote:I suppose I would just like a consistent answer from a Dev on this subject as soon as possible. Are they going to be looked at or not? Hybrids got looked at, Projectiles got looked at.
Battleship-class Missiles need a serious look at, as has been stated on many threads now, as evidenced by the pitifully low value in the market of Meta 4 'Arbalest' Cruise and Torpedo Launchers. Virtually nobody uses them for PvP, because they are terrible for PvP.
All large Meta 4 are at their reproc value except 1400mm Arti and Auto's. Cruise are by far at the bottom of the barrel for sure. In part due to the mineral content in them, in part because they just plain suck.
Large Neutron T2: sell at4.5 mill, Meta 4: sell at 2.4, 50% of T2 Large Auto T2: Sell at 4.14, Meta 4: Sell at 4.9 around 120% of T2.
Large Beam Tach T2 at 4.5 with Meta 4 at 1.2 or 25% of T2. Large Pulse T2 at 1.9 with Meta 4 at 1.1 or 60% of T2.
Large 1400 T2 Arti 4.8 with Meta 4 at 5.5 or 140% of T2 Large 800 auto at 4.2 with Meta 4 at 2.6 or 60% of t2.
T2 Cruise sell at 1.7 where Meta 4 stands at 110K on a good day. 5% of T2 price. T2 Torp at 2.7 with Meta 4 at 600K or just under 25% of the T2 model.
Meta 4 are the fleet standard when you would rather use faction ammo. In all cases except Arti and rails, it's far and away cheaper to fit meta 4.
|

Gypsio III
Dirty Filthy Perverts
275
|
Posted - 2012.04.30 17:26:00 -
[132] - Quote
There's nothing the matter with torp range on a SNI or Typhoon, I use these ships in small scale fights! I also use a torp Rattler quite frequently, and the torp range bonus is basically unnecessary (I generally prefer the Rattler because its sentries and high sensor strength offer a way of combating ECM). I cannot understand your obsession with wanting another ~10 km range, most of the time in small fights you'll be operating inside web range anyway, to stop your victim trying to get away!
Lesser range on Rage is particularly irrelevant. Rage torps' targets are generally capitals or structures, which don't tend to move much. If you have time to reload from CN, then you have time to MWD closer. |

Nomistrav
High Flyers RED.OverLord
12
|
Posted - 2012.04.30 17:58:00 -
[133] - Quote
Ah yes, give people -more- incentive to fly Caldari; not like Drakes aren't the most used ship in the game.
I'll just repeat what everyone else said as to maybe get the point across.
- -ALWAYS- in the optimal range with no turn over for close range. If your max range is 80km, I will always be taking damage despite being 50m away from you and orbiting.
- Can select damage type; unlike Lasers/Hybrids.
- No Cap Usage what-so-ever.
- F.O.F Missiles, while not often used, can still fire while jammed; unlike -any- turret.
- Defender missiles (obvious troll here) to shoot down other missiles from other cookie-cutter fits.
Swear people are never happy.
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