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swisher
Caldari Mentis Fidelis Un-Natural Selection
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Posted - 2009.01.03 11:25:00 -
[1]
originally going to be a reply to a "nighthawk sucks thread" made a new topic because it's more about missiles than the nighthawk. here's my argument. guns: 2 types, long range and short range in each of those, you get 3 sizes. so 6 possible fitting levels of guns for any gunboat. missiles: 2 types. long and short range in each of those, ccp laughs and says "here is a t2 version, get used to it" so you are stuck with either short range + insane grid, or long range, moderatley insane grid, and crap damage.
let's take this time, old chap, to look at the slepnir's standard fit. normally it's a rack of 220 II's (to fit x-large booster, mwd, and cap booster with room to spare) will take 38% of the powergrid and 19.4% of the cpu with all level 5s. this deals a base damage of 528 with hail m. the nighthawk with a full rack of heavy launcher II's and t2 kinetic ammo takes up 64% grid and 36% of the cpu. notedly more percent than the slepnir and only 406 dps. with a rack of ham launcher IIs it takes 77% powergrid and 32.4% of the cpu. and deals 476 kinetic dps.
if anyone brings out the old "missiles are completely different, they don't have tracking, if it's in range they hit" argument, bleh to you. if anything is moving faster than our explosion velocity regardless of transversal, we don't hit for full damage. if anything is smaller than our explosion radius, regardless of velocity, we don't hit for full damage. this arguably equals range and tracking nerfs, therefore why do we also get dps nerf?
Originally by: Soporo A comparison of the Field Command ships, all races:
Nighthawk/Cald CPU 555 Powergrid 710 <- wth? Sleipner/Mims CPU 475 Powergrid 1460 Astarte/Gallente CPU 440 Powergrid 1550 Absolution/Amarr CPU 400 Powergrid 1575
Now compare the t2 Battlecruisers:
Drake/Caldari CPU 525 Powergrid 850 <- ... Myrm/Gall CPU 400 Powergrid 1175 Hurricane/Mim CPU 400 Powergrid 1350 Harby/Amarr CPU 375 Powergrid 1500
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swisher
Caldari Mentis Fidelis Un-Natural Selection
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Posted - 2009.01.03 11:31:00 -
[2]
ps. i want mah torps to have splash damage again \o/ !
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Raniss
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Posted - 2009.01.03 11:40:00 -
[3]
Edited by: Raniss on 03/01/2009 11:40:19
Originally by: swisher ps. i want mah torps to have splash damage again \o/ !
So thats why you start trolling your own thread!?!
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TimMc
Gallente Brutal Deliverance OWN Alliance
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Posted - 2009.01.03 11:44:00 -
[4]
Quote: if anyone brings out the old "missiles are completely different, they don't have tracking, if it's in range they hit" argument, bleh to you.
I use this one as an argument against needing 3 different types of missile for each type. The rails are a mix of PG/CPU usage against damage and optimal. Missiles on the other hand are based on the missile, not the launcher. Its just different. And anyway, missile launchers use far less PG and similar CPU to the guns. Only difference is Caldari have ****e powergrid.
Its just different, making it hard to compare, especially with people like you who yack on but are obviously using EFT theoretical arguments.
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Diomidis
Amarr Mythos Corp RAZOR Alliance
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Posted - 2009.01.03 11:45:00 -
[5]
...hail dps...optimal? 1.4km? lol ...penalties with Hail M on a Sleip that some ppl active tank...lol ...HML faction range dps + optimal of those...ouch ...explosion velocity bonus on NH + faction HMLs...above range...speed/sig tank? ouch...
wth r u ppl thinking? r u smacking the forums cause the NH is that close to be the uber wtfpwn machine but it's a tad off? Why so many whine threads out of the blue? Arguments like "why can't I solo in my NH" are pathetic imho... Join the Biggest Greek Corp! www.Mythos-eve.com - Join Mythos Channel in game! |

Deva Blackfire
coracao ardente
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Posted - 2009.01.03 11:53:00 -
[6]
Stop whining. CCP changed missiles so you can now deal good damage to 15km/s vagabonds and 25km/s interceptors. Oh yea - 40km/s panther will also get almost full damage.
So what they dont exist anymore? ;p
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Esamir
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Posted - 2009.01.03 11:55:00 -
[7]
It's always struck me as strange that HAML and Siege use more grid than their longrange counterparts (Heavy and cruise). In all other weapon types, the short-range, high-dmg weapons use less:
Rockets use less than Standards Blaster uses less than equivalent rail Pulse uses less than equivalent beam ACs use less than equivalent arty
hmmm
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Shate Def
The Order of Chivalry Nex Eternus
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Posted - 2009.01.03 12:32:00 -
[8]
u can now speedtank missiles (turrets for ages) without needing to reach ridiculous speeds. there has to be some counter to missiles in someway, and it's acutally ok now. u still hit but not for full dmg, exactly like other weapon systems to. stop whining about how it WAS.
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Cade Morrigan
Caldari
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Posted - 2009.01.03 15:49:00 -
[9]
Originally by: Shate Def u can now speedtank missiles (turrets for ages) without needing to reach ridiculous speeds. there has to be some counter to missiles in someway, and it's acutally ok now. u still hit but not for full dmg, exactly like other weapon systems to. stop whining about how it WAS.
Drive straight at (or away from) a turret ship at 500m/s and see how much your incoming damage is reduced. Now drive straight at (or away from) a missile ship at 500m/s and see how much your incoming damage is reduced.
They are most definitely not the same. |

Furb Killer
Gallente Paxton Industries Paxton Federation
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Posted - 2009.01.03 16:03:00 -
[10]
Always handy to compare to the least PG intensive guns. Now compare it if that sleip fits arties. ---------------------------------------------
Originally by: Neth'Rae Military experts are calling this a troll.
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Amira Shadowsong
Caldari
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Posted - 2009.01.03 16:06:00 -
[11]
Missiles always hit and torps are very good actually. I don't see a problem.
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Schylok
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Posted - 2009.01.03 16:48:00 -
[12]
Originally by: Furb Killer Always handy to compare to the least PG intensive guns. Now compare it if that sleip fits arties.
Ok, let's do that...make sure to also use the least PG intensive launchers on the NH too...oh wait, it doesn't matter which you use, the NH is still screwed.
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Deva Blackfire
coracao ardente
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Posted - 2009.01.03 16:56:00 -
[13]
Originally by: Schylok
Originally by: Furb Killer Always handy to compare to the least PG intensive guns. Now compare it if that sleip fits arties.
Ok, let's do that...make sure to also use the least PG intensive launchers on the NH too...oh wait, it doesn't matter which you use, the NH is still screwed.
assaults fit pretty well (assault missile launcher - smallest cruiser sized weapon using small missiles)
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Cade Morrigan
Caldari
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Posted - 2009.01.03 17:30:00 -
[14]
Originally by: Deva Blackfire
Originally by: Schylok
Originally by: Furb Killer Always handy to compare to the least PG intensive guns. Now compare it if that sleip fits arties.
Ok, let's do that...make sure to also use the least PG intensive launchers on the NH too...oh wait, it doesn't matter which you use, the NH is still screwed.
assaults fit pretty well (assault missile launcher - smallest cruiser sized weapon using small missiles)
Hm, that's a good point. Now put the HAMs directly between the AML and the HML for grid reqs and we've got equity. I'm not really advocating this, just showing you the error in your pulling the "AML" card :D |

Deva Blackfire
coracao ardente
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Posted - 2009.01.03 17:51:00 -
[15]
Its not AML card. it is straight response to obvious lie. "Doesnt matter what launchers you fit Nh is screwed". And i shown that there are launchers that will fit and leave you witl lots of grid/cpu spare. And AML being useless? Thats different story (they are as useful as quad medium beam lasers for amarr - anyone knows this turret?)
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echohead
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Posted - 2009.01.03 18:16:00 -
[16]
If missile launchers were not that good then 80% of all mission runners wouldn't be grinding out missions in missile boats. The way I see it is that missiles are just easier to use, with lower damage. Whats wrong with that?
"if anyone brings out the old "missiles are completely different, they don't have tracking, if it's in range they hit" argument, bleh to you."
Thats not fair to exclude a perfectly viable argument. I use guns and my missile using corpmates do seem to have a way easier time hitting targets than I do.
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Cade Morrigan
Caldari
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Posted - 2009.01.03 18:30:00 -
[17]
Edited by: Cade Morrigan on 03/01/2009 18:30:35 @Deva Blackfire Yeah but would you fit those lasers? Would a Nighthawk pilot fit AMLs? Is it reasonable to expect players to use those low end cruiser weapons on command ships? |

Darkstar Deceiver
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Posted - 2009.01.03 18:33:00 -
[18]
Edited by: Darkstar Deceiver on 03/01/2009 18:33:23
Originally by: swisher this deals a base damage of 528 with hail m.
This is where your entire post went wrong. No one uses hail. It sucks. You can't base your DPS count off an ammo that will miss half the time on a good day.
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Cade Morrigan
Caldari
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Posted - 2009.01.03 18:36:00 -
[19]
Originally by: echohead If missile launchers were not that good then 80% of all mission runners wouldn't be grinding out missions in missile boats. The way I see it is that missiles are just easier to use, with lower damage. Whats wrong with that?
"if anyone brings out the old "missiles are completely different, they don't have tracking, if it's in range they hit" argument, bleh to you."
Thats not fair to exclude a perfectly viable argument. I use guns and my missile using corpmates do seem to have a way easier time hitting targets than I do.
He was calling it a non-argument because missile damage is now greatly affected by not only target size, but the target's speed as well, much like tracking for guns except angular velocity doesn't play into it. |

Deva Blackfire
coracao ardente
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Posted - 2009.01.03 18:44:00 -
[20]
Originally by: Cade Morrigan Edited by: Cade Morrigan on 03/01/2009 18:30:35 @Deva Blackfire Yeah but would you fit those lasers? Would a Nighthawk pilot fit AMLs? Is it reasonable to expect players to use those low end cruiser weapons on command ships?
Actually i was using em pre-t2 ammo. With scorch ammo there is no need to.
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Cade Morrigan
Caldari
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Posted - 2009.01.03 18:48:00 -
[21]
Originally by: Deva Blackfire
Originally by: Cade Morrigan Edited by: Cade Morrigan on 03/01/2009 18:30:35 @Deva Blackfire Yeah but would you fit those lasers? Would a Nighthawk pilot fit AMLs? Is it reasonable to expect players to use those low end cruiser weapons on command ships?
Actually i was using em pre-t2 ammo. With scorch ammo there is no need to.
On an Absolution? |

Deva Blackfire
coracao ardente
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Posted - 2009.01.03 19:04:00 -
[22]
Edited by: Deva Blackfire on 03/01/2009 19:04:26
Originally by: Cade Morrigan
Originally by: Deva Blackfire
Originally by: Cade Morrigan Edited by: Cade Morrigan on 03/01/2009 18:30:35 @Deva Blackfire Yeah but would you fit those lasers? Would a Nighthawk pilot fit AMLs? Is it reasonable to expect players to use those low end cruiser weapons on command ships?
Actually i was using em pre-t2 ammo. With scorch ammo there is no need to.
On an Absolution?
oops :) zealot
EDIT: but yeh i agree NH needs grid help.
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Gypsio III
Dirty Filthy Perverts
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Posted - 2009.01.03 19:42:00 -
[23]
Originally by: Deva Blackfire Its not AML card. it is straight response to obvious lie. "Doesnt matter what launchers you fit Nh is screwed". And i shown that there are launchers that will fit and leave you witl lots of grid/cpu spare. And AML being useless? Thats different story (they are as useful as quad medium beam lasers for amarr - anyone knows this turret?)
I don't know how useful Quad Medium Beams are, but AMLs are an effective weapon for the Caracal and Cerberus. But an AML Nighthawk doesn't get the range bonuses of Caracal or Cerb, and its explosion velocity bonus only applies to HMs.
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Aerin Cloudfayr
the evil ones Burning Horizons
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Posted - 2009.01.03 22:43:00 -
[24]
Edited by: Aerin Cloudfayr on 03/01/2009 22:45:34 Quad Medium beams are useless, they're fun for rapid fire circus-shows.
Probably far from topic's flow, but worth note:
On another note - Missles love Sig Radii. I'd like to point out that each T2 ship is easily beaten by its own racial damage type, and that the Passive tanking trend with LSEIIs is leading towards this after a fashion.
It's becoming a trend that lends its own weakness - torps will hit for a good % more damage on these styled ships than others; this DPS being marginally enough to break that ship-sizes' shield recharge rate.
- These ships are rarely AB/MWD'd, so speed-tank (of any form or flavour) is not to be expected.
This is a just thoery, but can someone give me a practical run-down on this?
Cheers.
- Edit; Also on another point, your max damage is stupidly good, there's a percentage nerf on situational circumstances that balances this out. Example;
Abaddon; 8x Tachy IIs firing Gleam. 1100m Sig radius. 2500+ volley damage from a raven through resistances.
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Comrade Bliss
Caldari
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Posted - 2009.01.04 00:04:00 -
[25]
Edited by: Comrade Bliss on 04/01/2009 00:10:21 I say the worst thing about missiles compared to guns would be that when you finally have trained up for T2 equipment you find out that the fury missiles increase your sig to insane proprtions combined with rigs and some shield extenders.... Looking at guns you get a dmg boost alreadt by fitting the T2 gun and even more with the T2 ammo. Some T2 ammo for guns have downsides too like T2 Hail, but my argument is that you don't have to fit the T2 ammo to get some of the dmg boost....
Just an example:
Drake Without rigs sig. rad 520.22
With Rigs. sig. rad 586.23 Two above with maxed out skills. With rigs with my own skills 642.79 sig. rad
Lows X2 Shield Power relay II X2 Ballistic Control System II
Meds X3 Large Shield Extender II X2 Shield reharger II X1 Invulnerbility Field II Highs 7X Heavy Missile LaunchersII
Rigs 1X Anti EM screen reinforcer II 2X Core defence Field PurgerII
And thats with the awsesome 306 dps wow caldari really are the best.... NOT
Edit: Bad spelling
Life is a grave...Dig it... |

Deva Blackfire
coracao ardente
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Posted - 2009.01.04 00:56:00 -
[26]
[Drake, New Setup 1] Ballistic Control System II Ballistic Control System II Damage Control II Power Diagnostic System II
10MN MicroWarpdrive I Stasis Webifier II Warp Disruptor II Large Shield Extender II Invulnerability Field II Invulnerability Field II
Heavy Assault Missile Launcher II, Caldari Navy Terror Assault Missile Heavy Assault Missile Launcher II, Caldari Navy Terror Assault Missile Heavy Assault Missile Launcher II, Caldari Navy Terror Assault Missile Heavy Assault Missile Launcher II, Caldari Navy Terror Assault Missile Heavy Assault Missile Launcher II, Caldari Navy Terror Assault Missile Heavy Assault Missile Launcher II, Caldari Navy Terror Assault Missile Heavy Assault Missile Launcher II, Caldari Navy Terror Assault Missile [empty high slot]
Core Defence Field Extender I Core Defence Field Extender I Core Defence Field Extender I
Hobgoblin II x5 -------------
total 561dps (468 if non-kinetic ammo) with rage terrors 613 (510 non-kinetic ammo)
yeah, weak DPS. And yes it works (tested multiple times - its insanely good HAC bait).
Problem is with nighthawk - you cant even HOPE to get similiar results. If you put 6x heavy assaults + mwd there is no place left for passive tank (nor active). You can stack RCUs to fit mids with tank, then you dont have damage drake deals (no bcus). So yeh - NH is crap.
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OffBeaT
Caldari KaMiKaZes
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Posted - 2009.01.04 01:37:00 -
[27]
ill say this man torps suck so fraken bad i parked my raven and wonted to shot someone at ccp..
but... it did get me into rail gun ships and i like them..
they realy did fup the torps.. they are soppost to be long rang spread damage like the old days..
you cant even use them now! your DEAD solo if you try.
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Rothgar Detris
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Posted - 2009.01.04 02:27:00 -
[28]
Quote: Just an example:
Drake Without rigs sig. rad 520.22
With Rigs. sig. rad 586.23 Two above with maxed out skills. With rigs with my own skills 642.79 sig. rad
Lows X2 Shield Power relay II X2 Ballistic Control System II
Meds X3 Large Shield Extender II X2 Shield reharger II X1 Invulnerbility Field II Highs 7X Heavy Missile LaunchersII
Rigs 1X Anti EM screen reinforcer II 2X Core defence Field PurgerII
And thats with the awsesome 306 dps wow caldari really are the best.... NOT
Bliss, there are three things wrong with this setup:
1.Too Many Shield Extenders- Shield extenders add a LOT to your SigRadius. You should try using only 2.
2.No t2 CDFP's- CDFP's also increase SigRadius. This is especially true for t2 variants. 3 x CDFP I actually has much less increase than your 2 x CDFP II's, not to mention sosting a WHOLE lot less.
3.Not Enough Resists- 1 Invuln Field II, even with the anti-EM rig, is definitely not enough shield defence against anything other than lvl 2 frigs (maybe). You want the highest possible resists, so your regen rate can handle the rest.
My setup (Drake, mission/ratting)
Highs: 7 x Heavy Missile Launcher II (Cal. Navy Scourge)
Mids: 2 x LSE II's 2 x Invul. Field II's 1 x Photon Scatter II 1 x PWNAGE Target Painter
Lows: DCU II 2 x BCU II PDS II
Sig Radius: 418m
I specifically aimed this more for DPS than total tank. The high resists (79/87/83/72) means I can concentrate on TPing and destoying targets, and not having to worry about my tank. This has a DPS of about 500, And I haven't maxed out my skills yet (Have 3 mid-lvl HM implants, mid lvl Shiels recharge and Cap rechage). Whole thing is cap stable at 60%.
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SirMoric
Caldari State War Academy
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Posted - 2009.01.04 02:31:00 -
[29]
We win some, and we loose some.
That's the good thing about EVE, we may not have the best Field Command Ship, but we do have the best ECM. If we want to use a Field Command Ship, train for one of the others.
We may have what people consider the ultimate weapon, the missile... odly enough you can kill a missile using smartbombs? The missile is the perfect PvE weapon, again, we win some, and we loose some. The missile has it's drawbacks in PvP, sure you can hit a fast vessel.... but not hard enough to make people want to train for them, just state they're overpowered.
rgds
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Patri Andari
Thukker Tribe Antiquities Importer
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Posted - 2009.01.04 02:37:00 -
[30]
Originally by: Rothgar Detris
2.No t2 CDFP's- CDFP's also increase SigRadius. This is especially true for t2 variants. 3 x CDFP I actually has much less increase than your 2 x CDFP II's, not to mention sosting a WHOLE lot less.
Actually CDFP I and CDFP II have the same drawback. 10%. So the only detriment added by using CDFP II is the hit to the wallet.
Patri
A fool usually thinks he is a genius |

Adyriana
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Posted - 2009.01.04 08:20:00 -
[31]
I may, or may not be right. But I think you forgot one thing, Rate of Fire.
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Typhado3
Minmatar Ashen Lion Mining and Production Consortium Axiom Empire
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Posted - 2009.01.04 09:38:00 -
[32]
but they use no cap.
ccp fix mining agent missions % pls |

swisher
Caldari Mentis Fidelis Un-Natural Selection
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Posted - 2009.01.04 10:23:00 -
[33]
Originally by: Adyriana I may, or may not be right. But I think you forgot one thing, Rate of Fire.
DPS is dps, you are not right. and autocannons have insane fast rate of fire. missiles do not.
Originally by: Typhado3 but they use no cap.
do autocannons?
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Beverly Sparks
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Posted - 2009.01.04 10:30:00 -
[34]
Originally by: swisher DPS is dps, you are not right. and autocannons have insane fast rate of fire. missiles do not.
lol
I usually try and put at least one sentence in between 2 sentences that contradict each other. It makes it less obvious.
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Crackpipe2000
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Posted - 2009.01.04 10:59:00 -
[35]
I know where you're coming from, brother. Bringing missiles down to not hit everything, anytime and everywhere, at full power, just like turrets, is so wrong. I mean, yeah i dont have tracking and i got range, but people beign able to evade my output is so ****ing wrong! I got used to have no problem at all and now they expect me to live on like this? Maybe ill cut myself and bleed to death.
Makes me cry while i stuff donuts in my mouth... |

Naomi Knight
Amarr Imperial Academy
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Posted - 2009.01.04 12:08:00 -
[36]
Originally by: Crackpipe2000 I know where you're coming from, brother. Bringing missiles down to not hit everything, anytime and everywhere, at full power, just like turrets, is so wrong. I mean, yeah i dont have tracking and i got range, but people beign able to evade my output is so ****ing wrong! I got used to have no problem at all and now they expect me to live on like this? Maybe ill cut myself and bleed to death.
Makes me cry while i stuff donuts in my mouth...
So: turrets - doing much better base dps - insta dmg - less voulnerable to enemy speed and signature - easier fitting - better ships to fit on than missiles is ok? seems to me someone is realy a turret fanboy and deny any reasoning to show them that other weapon system needs improvement to be as effective as turret ships
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Malcanis
R.E.C.O.N. The Firm.
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Posted - 2009.01.04 12:43:00 -
[37]
Originally by: Deva Blackfire
Originally by: Schylok
Originally by: Furb Killer Always handy to compare to the least PG intensive guns. Now compare it if that sleip fits arties.
Ok, let's do that...make sure to also use the least PG intensive launchers on the NH too...oh wait, it doesn't matter which you use, the NH is still screwed.
assaults fit pretty well (assault missile launcher - smallest cruiser sized weapon using small missiles)
Fine, let's bust the grid on the Astarte down so that it can only use dual 150mm and see if you think it's still worthwhile 
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Beverly Sparks
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Posted - 2009.01.04 12:58:00 -
[38]
I do find it kind of silly that if you fly directly into a missile, that the damage is decreased. It should be increased if anything. Missile damage should not be based on absolute speed, it should be based on relative speed to the missile. So If the missile is moving towards you at 2250 m/s and you are moving away from the missile at 1125 m/s then you take 1/2 base damage. If you are stationary you take 1.0 times the damage. And if you are moving towards the missile at 2250m/s you take 1.5 times the base damage. Cap the top at 1.5 and the bottom, at 0.25. Sig radius calculations remains the same.
Something like that. This is only a philosophy. The balance would have to be worked out later.
I think something like this would add a whole new dimension to warfare, and certainly fits well with the Caldari long range sniperage strategies. There would obviously be lots of balance issues. I think it should sort of work that if you are orbiting, that you can speed tank their damage to a point (something like it is now, or maybe even a slight nerf to the missile damage), however to get into that range is going to hurt, and the faster you go, the more it is going to hurt. This allows the Caldari or missile ships generally to use the strategy of retrograding. (Offensive retreating)
Anyway, I would like to see more strategy put into this game, not less. Lets not normalize everything.
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Chainsaw Plankton
IDLE GUNS IDLE EMPIRE
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Posted - 2009.01.04 13:17:00 -
[39]
Originally by: swisher originally going to be a reply to a "nighthawk sucks thread" made a new topic because it's more about missiles than the nighthawk. here's my argument. guns: 2 types, long range and short range in each of those, you get 3 sizes. so 6 possible fitting levels of guns for any gunboat. missiles: 2 types. long and short range in each of those, ccp laughs and says "here is a t2 version, get used to it" so you are stuck with either short range + insane grid, or long range, moderatley insane grid, and crap damage.
let's take this time, old chap, to look at the slepnir's standard fit. normally it's a rack of 220 II's (to fit x-large booster, mwd, and cap booster with room to spare) will take 38% of the powergrid and 19.4% of the cpu with all level 5s. this deals a base damage of 528 with hail m. the nighthawk with a full rack of heavy launcher II's and t2 kinetic ammo takes up 64% grid and 36% of the cpu. notedly more percent than the slepnir and only 406 dps. with a rack of ham launcher IIs it takes 77% powergrid and 32.4% of the cpu. and deals 476 kinetic dps.
if anyone brings out the old "missiles are completely different, they don't have tracking, if it's in range they hit" argument, bleh to you. if anything is moving faster than our explosion velocity regardless of transversal, we don't hit for full damage. if anything is smaller than our explosion radius, regardless of velocity, we don't hit for full damage. this arguably equals range and tracking nerfs, therefore why do we also get dps nerf?
heh yea, because hail will hit anything that is moving 
that and the extreme low optimal, and most of the time in falloff range. now barrage M and scourge fury have similar damage, with scourge fury having way more range.
as for the fitting yea, nighthawk could probably use a wee bit of love.
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Xiozor
Underworld Protection Agency
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Posted - 2009.01.04 16:34:00 -
[40]
Please give torps a AoE! I personally never use torps, but if they had an AoE can you say LOLCONCORDOKKEN? ----------------------------------------------- Mr.Kippling just launched a nuclear holocaust at third world countries! ... But he does make exceedingly good cakes. |

Grendelsbane
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Posted - 2009.01.04 22:01:00 -
[41]
Edited by: Grendelsbane on 04/01/2009 22:02:01
Originally by: Beverly Sparks I do find it kind of silly that if you fly directly into a missile, that the damage is decreased. It should be increased if anything. Missile damage should not be based on absolute speed, it should be based on relative speed to the missile. So If the missile is moving towards you at 2250 m/s and you are moving away from the missile at 1125 m/s then you take 1/2 base damage. If you are stationary you take 1.0 times the damage. And if you are moving towards the missile at 2250m/s you take 1.5 times the base damage. Cap the top at 1.5 and the bottom, at 0.25. Sig radius calculations remains the same.
Something like that. This is only a philosophy. The balance would have to be worked out later.
I think something like this would add a whole new dimension to warfare, and certainly fits well with the Caldari long range sniperage strategies. There would obviously be lots of balance issues. I think it should sort of work that if you are orbiting, that you can speed tank their damage to a point (something like it is now, or maybe even a slight nerf to the missile damage), however to get into that range is going to hurt, and the faster you go, the more it is going to hurt. This allows the Caldari or missile ships generally to use the strategy of retrograding. (Offensive retreating)
Anyway, I would like to see more strategy put into this game, not less. Lets not normalize everything.
+1 What they said. Giving missiles a range of damage rather than one single amount of damage given the same speed/sig rad every single time would help mix things up as well. I've never understood why they didn't; it's such a simple thing.
As it is now, taking what wasn't great DPS and drastically cutting it against ships even of your own class is bizarre. I don't get it. I was fine taking mediocre DPS and the ability to simply outrun my missles in order to get no tracking, no cap usage, ECM, etc., but now I'm struggling to find any use at all for the missile boats I've spent a couple of years training. There is simply no useful DPS, period.
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Yakia TovilToba
Halliburton Inc.
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Posted - 2009.01.04 22:12:00 -
[42]
Originally by: swisher
2 types, long range and short range in each of those, you get 3 sizes. so 6 possible fitting levels of guns for any gunboat.
You forgot that for turrets there are multiple types of ammuniton to scale range or damage. And additional to that there are low- and medslot modules for a further adjustment, making the choice of ranges very diverse, in contrast to missiles, where, apart from t2, you only have 1 range for all types of launchers and all missiles, and can't change this with low- or medslot modules. Also you can increase tracking for turrets with modules, but you can't do that with explosion velocity for missiles.
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viiip3r
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Posted - 2009.01.04 22:31:00 -
[43]
Originally by: Yakia TovilToba
Originally by: swisher
2 types, long range and short range in each of those, you get 3 sizes. so 6 possible fitting levels of guns for any gunboat.
You forgot that for turrets there are multiple types of ammuniton to scale range or damage. And additional to that there are low- and medslot modules for a further adjustment, making the choice of ranges very diverse, in contrast to missiles, where, apart from t2, you only have 1 range for all types of launchers and all missiles, and can't change this with low- or medslot modules. Also you can increase tracking for turrets with modules, but you can't do that with explosion velocity for missiles.
You may of forgot that changing range means changing ammo, which is a pain for Amarr, Amarr only do EM/THEM nothing else, Missiles can do all four groups, no need to change for range.
It's harder to work an amarr turret ship, some should try it, the DPS falls off over 10-20K
As for modules for faster tracking, extra DPS, remember something else, those Amarr ships are not filled with an endless surplus of empty slots, the Amarr ship normally has a hard choice to sacrifice tank or cap strength for boosts in dps or tracking.
All respect to other ideas and comments, but in reality Missiles have had it too easy too long. I challenge you to cross train to Turrets? you will not because they are one of the hardest weapons to skill and use !!! They are no fire and forget missile.
War continues
The Lords |

Comrade Bliss
Caldari
|
Posted - 2009.01.04 23:12:00 -
[44]
Originally by: Rothgar Detris
Quote: Just an example:
Drake Without rigs sig. rad 520.22
With Rigs. sig. rad 586.23 Two above with maxed out skills. With rigs with my own skills 642.79 sig. rad
Lows X2 Shield Power relay II X2 Ballistic Control System II
Meds X3 Large Shield Extender II X2 Shield reharger II X1 Invulnerbility Field II Highs 7X Heavy Missile LaunchersII
Rigs 1X Anti EM screen reinforcer II 2X Core defence Field PurgerII
And thats with the awsesome 306 dps wow caldari really are the best.... NOT
Bliss, there are three things wrong with this setup:
1.Too Many Shield Extenders- Shield extenders add a LOT to your SigRadius. You should try using only 2.
2.No t2 CDFP's- CDFP's also increase SigRadius. This is especially true for t2 variants. 3 x CDFP I actually has much less increase than your 2 x CDFP II's, not to mention sosting a WHOLE lot less.
3.Not Enough Resists- 1 Invuln Field II, even with the anti-EM rig, is definitely not enough shield defence against anything other than lvl 2 frigs (maybe). You want the highest possible resists, so your regen rate can handle the rest.
My setup (Drake, mission/ratting)
Highs: 7 x Heavy Missile Launcher II (Cal. Navy Scourge)
Mids: 2 x LSE II's 2 x Invul. Field II's 1 x Photon Scatter II 1 x PWNAGE Target Painter
Lows: DCU II 2 x BCU II PDS II
Sig Radius: 418m
I specifically aimed this more for DPS than total tank. The high resists (79/87/83/72) means I can concentrate on TPing and destoying targets, and not having to worry about my tank. This has a DPS of about 500, And I haven't maxed out my skills yet (Have 3 mid-lvl HM implants, mid lvl Shiels recharge and Cap rechage). Whole thing is cap stable at 60%.
Reading my post today now that im sober i can see that i din't cut out my point well enough. The post wasen't ment to be much about LSE and rigs but caldari T2 missiles witch i forgot to write in my previous post, this setup is loadet with T2 Thunderbolts now a fast run with your setup with maxed skills in EFT and i get a sig radius on 484. So the thing i was trying to say yesterday was that missiles suck cuz we can't get evrything out og our T2 weapon systems without suffering a devastating sig penalty and a cut in our missile range. And that's combined with that most of the rigs that people usually fits and all the Shield extenders increase our sig even more.
Oh and by the way i never really fly a drake exept for when i do lvl 3's from time to time because it is god damn fugly so this setup was made fast in EFT as statuary example. And a quik look on the forums and i can say that lots of people throw on 3 or even 4 LSE..
http://oldforums.eveonline.com/?a=topic&threadID=436362
Anyway i started training Minnie ships cuz i like ducktape and auto cannons...
Ps: i know the link above is old but the latest post is only a bit over a week old.... Life is a grave...Dig it... |

swisher
Caldari Mentis Fidelis Un-Natural Selection
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Posted - 2009.01.05 00:39:00 -
[45]
okay, let me make this clear: the problem with missiles is not the t2 sig radius or max speed penalty, those are the least of our troubles. any shield tank with rigs will already be huge and any armor tank with rigs is already slow as a rock. the problem is that it's mathematically impossible to equal the damage from guns, and it's still harder to fit our modules. If you fit HAMs on any caldari boat (cerberus, for example) you're stuck with a pathetic excuse for a buffer tank, as compared to the sacrilege where it can fit microwarpdrive, web, scram, cap booster, dual repaired tank, and a damage mod. it's a complete failure on caldari ships powergrid and cpu. ccp: fix our boats. Above all, how can you tell if this is part of my post, or my signature?
Give my missiles their splash damage! \o/ |

Smelts
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Posted - 2009.01.05 04:14:00 -
[46]
Let's just say CCP brought missiles down to be equivalent to guns.
... but forgot that missiles take time to fly to target and, unlike turrets, it is possible to have 100% defense from missiles in ANY ship.
Missiles now do about the same damage as guns do in a volley (aka 2 missiles vs 2 guns of same size), hence, the same DPS on paper. However, the time it takes for a missile to fly from max range to the target obliterates the DPS of the missile and makes the turret user vastly superior.
If it was balanced the single missile should do as much damage as the turret would do when firing on the target from its max range. Aka if missile takes 10 turret-refire cycles then the missile should do 10X the turret damage. That way it is balanced in the DPS. CCP forgot this.
Next, missiles can be intercepted by smartbombs. You can test it yourself with your corpmates. Grab a cruiser and fit 3 medium smartbombs. Set one of them to auto-refire, the other two to no auto-refire.
Have as many corpmates as you want lob missiles at you from over 20km. I have had 12 corpmates in caracals, drakes, ravens and stealth bombers all fire torpedoes,cruise missiles and heavy missiles... the three smartbombs effectively stopped the vast majority of them. One smartbomb will destroy as MANY missiles there are inside their blast radius. Lets just say it was a spooky moment when an entire flotilla's worth of missiles just dissapeared with a smartbomb blast.
but it seems people arent willing to load smartbombs hence will ignore this nifty lil feature. Besides, who seriously PvP's with missiles these days?
Anyways.. bottom line is the missile's time-to-target coupled with their = to turret damage per shot fuks up their DPS and thus any hope of competing against turrets.
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Jevexus
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Posted - 2009.01.05 07:22:00 -
[47]
Smelts... you nailed it.. I hope ccp reads your post.
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swisher
Caldari Mentis Fidelis Un-Natural Selection
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Posted - 2009.01.05 11:40:00 -
[48]
Edited by: swisher on 05/01/2009 11:48:12
Originally by: Smelts Let's just say CCP brought missiles down to be equivalent to guns. /* */ If it was balanced the single missile should do as much damage as the turret would do when firing on the target from its max range. Aka if missile takes 10 turret-refire cycles then the missile should do 10X the turret damage. That way it is balanced in the DPS. CCP forgot this. /* */ Anyways.. bottom line is the missile's time-to-target coupled with their = to turret damage per shot fuks up their DPS and thus any hope of competing against turrets.
First, they don't have the dps of guns, it's mathematically impossible to get there. This is not the entire problem, because missiles do have longer range than the damage dealing guns we're comparing, by far. however, ccp was at fault when making caldari ships so lacking in grid and cpu. the percentage of a caldari ships fitting dedicated to it's launchers is clearly unbalanced. The smartbomb issue, give missiles more hitpoints, make them take a lucky volley of 3 or more smartbombs at a time before they pop, or possibly make them speed up when they get within a certain range. smartbombs killing missiles is a direct imbalance to missiles that turrets have absolutely no equivalent, and missiles have no clear advantage dictating it's existance. tracking disruption can account for defender missiles, etc, but nothing completely destroys gunshots. the time to impact does NOT affect damage per second. it is a delay, not a change in damage over time. if we want, we can whine about it being another imbalance for missiles and try to squeeze some more dps out of ccp, but honestly, I'd like them to balance them over boosting them unfairly. it's not time-to target that hurts their dps, that's a horizontal shift, it's refire rate which is slow. all level 5 slepnir with a rack of 220 II's will volley 1074 with 528 dps. while a nighthawk with a rack of haml II's will volley for 1320 with only 476 dps (and much higher percantage grid to fit)
Above all, how can you tell if this is part of my post, or my signature?
Give my missiles their splash damage! \o/ |

Noisrevbus
Caldari Breams Gone Wild
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Posted - 2009.01.05 12:50:00 -
[49]
It's a shame to see this thread derailing.
I think the OP makes an interesting an honest initial point, arguing that instead of looking at the PG of the Nighthawk (and to some degree the Drake), you can look at the abscence of scaling among missile launchers.
Then i'm sure you can extend the discussion with the counter arguments that have been mentioned, such as differences among systems, launcher requirements vs. turrets, reversed logic of long range vs. shortrange and so on. That however do not deduct from the fact that the step from point B to C (with A being the most grid-hungry) is very steep for a missile user. It's so steep that we are discussing a completely different weapon type, used in completely different situations etc.
It comes to point somewhere when you want to fit a gang mod on your BC or CMD (whose primary role it is to fit them). On many ships you might be forced to make certain adjustments and priorities, but on the NH (and the Drake) you will need to swap it's entire orientation and design-ideal - where in many cases not even giving up slots for fitting mods will be a potential option.
So, the missile boats lack grid?
Or the missile launchers lack options?
You can virtually argue either, which is the OP's main point, and an interesting one to that.
Then i'm sure you can come up with counter-arguments and explanations to either example there, but i think you'd be more hard pressed to come up with a fair entirely encompassing argument to void both examples. Saying missiles and turrets are different is only valid as long as you tally the fitting options in as an aknowledged drawback of the system. Saying the ships shouldn't have more grid because they don't need it is only valid as long as you percieve them to adapt to the situation (rather than making a turn to a complete opposite, ie., fitting AML is not an adaption it's a complete change in concept).
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Noisrevbus
Caldari Breams Gone Wild
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Posted - 2009.01.05 13:01:00 -
[50]
Edited by: Noisrevbus on 05/01/2009 13:06:28 I guess a third option could be arguing the grid cost of Gangmods.
Considering it's first when you look at those that you step in to real fitting issues with these ships, that are stretched somewhat thin with an open highslot. If you assume that leaving a highslot open, and not being able to fit your unique and bonused module, is natural - then these ships have no problems that can't be overcome with some adaption, priority or reallocation of mods.
Leaving slots open/offlined is usually a product of oversizing something though, where there are options, but if you percieve using HML (rather than HAM) as "oversizing" on the NH and Drake we are back to the old stalemate in the argument above. Leaving links out the equation though, you can easily compromise to make a Nighthawk functional even if it may not be ideal. When using the gangmod, i can't think of any fair compromises and the only option is to consider accepting drawbacks from both the weapon system and the ship. That gives you a ship that is not very well tuned to it's weapons and bonuses - either way you argue.
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ry ry
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Posted - 2009.01.05 13:03:00 -
[51]
Edited by: ry ry on 05/01/2009 13:06:21
to be fair, most of the caldari ships would be perfectly capable of sucking fat donkey balls in pvp even if missiles were 'fixed'.
at least missiles being rubbish is something everybody can agree on rather than spending hours discussing whether the kestrel should have another 50m3 of cargo space, or how much better the caracal would be with +3cpu.
(edit.i made those up. please don't feel the need to tell me that the caracal actually needs +3grid or whatever)
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Noisrevbus
Caldari Breams Gone Wild
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Posted - 2009.01.05 13:19:00 -
[52]
Ry ry, the reason there is not problem with those ships is that they can fit everything they were intended to fit.
The Ferox provides a very good (Caldari-) example as well. Where you have the options to adapt in either weapon system, tank and utility (gang mod). You can't have everything, but the Ferox can mount a sane combination of everything and retain a given role. You might need compromises, but you won't be forced to use a frigate-sized tank or weapons, just to mount the mods to fill your role.
Just in the same way as i think every NH-pilot considers it quite fair to not being able to fit both a gangmod, tank and HAM. But to bridge the gap for the NH, the pilot has to completely leave either portion of his ship completely out. He can't downrank to HML, and take an acceptable DPS loss, or opt out a utility mod for a fitting mod and break even (feel free to prove me wrong here, i have no EFT running, just basing the argument this out of memory - but as i recall even a fitting mod won't bridge both the PG and CPU increase of a link).
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Kance Tzu
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Posted - 2009.01.05 18:38:00 -
[53]
Balance whining threads on MMO forums are like car wrecks: you know what you're gonna see, and it's really not worth your time, but for some reason you slow down to look anyway. 
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Xori Ruscuv
Multiversal Enterprise Inc. Cry Havoc.
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Posted - 2009.01.05 18:43:00 -
[54]
Edited by: Xori Ruscuv on 05/01/2009 18:45:30 Missile whinge: an ode to suckage
c wut i did der?
Anyway, my alliance mates seem to use missiles just fine. Seems you're failing to figure something out.
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Bashiri
Burning Sky Labs
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Posted - 2009.01.05 23:13:00 -
[55]
No this is just a group of carebears whinning. About how they cant rat fast enough.
Now I do agree with the NH powergride issue and that the drake has more, but guess what drake has no t2 verison it's the ferox remodel. Missiles got a nice buff. As you can see I'm caldari from the start and i cross train into other races.
Why not nerf t2 missiles if t2 ammo for guns was nerf 2 years ago? Now if your a pvper guess what nano was nerf and missiles went alittle faster. So now you can hit the little guys. Why complain about missiles now? Caldari was never about solo pvp read into the faction more.
P.S HAMS/torps = dps = change your fit = better way of using.Short range guns = damage = CLOSE RANGE = more damage.
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Deva Blackfire
coracao ardente
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Posted - 2009.01.05 23:16:00 -
[56]
Originally by: Xori Ruscuv Edited by: Xori Ruscuv on 05/01/2009 18:45:30 Missile whinge: an ode to suckage
c wut i did der?
Anyway, my alliance mates seem to use missiles just fine. Seems you're failing to figure something out.
Funnily enough i have to agree with this one. With exception of rockets all other missile types are good at their respective jobs and easily comparable to guns.
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swisher
Caldari Mentis Fidelis Un-Natural Selection
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Posted - 2009.01.07 13:05:00 -
[57]
Originally by: Noisrevbus It's a shame to see this thread derailing.
I think the OP makes an interesting an honest initial point, arguing that instead of looking at the PG of the Nighthawk (and to some degree the Drake), you can look at the abscence of scaling among missile launchers.
Then i'm sure you can extend the discussion with the counter arguments that have been mentioned, such as differences among systems, launcher requirements vs. turrets, reversed logic of long range vs. shortrange and so on. That however do not deduct from the fact that the step from point B to C (with A being the most grid-hungry) is very steep for a missile user. It's so steep that we are discussing a completely different weapon type, used in completely different situations etc.
It comes to point somewhere when you want to fit a gang mod on your BC or CMD (whose primary role it is to fit them). On many ships you might be forced to make certain adjustments and priorities, but on the NH (and the Drake) you will need to swap it's entire orientation and design-ideal - where in many cases not even giving up slots for fitting mods will be a potential option.
So, the missile boats lack grid?
Or the missile launchers lack options?
You can virtually argue either, which is the OP's main point, and an interesting one to that.
Then i'm sure you can come up with counter-arguments and explanations to either example there, but i think you'd be more hard pressed to come up with a fair entirely encompassing argument to void both examples. Saying missiles and turrets are different is only valid as long as you tally the fitting options in as an aknowledged drawback of the system. Saying the ships shouldn't have more grid because they don't need it is only valid as long as you percieve them to adapt to the situation (rather than making a turn to a complete opposite, ie., fitting AML is not an adaption it's a complete change in concept).
Very valid arguments indeed, but my point is in addition to the lack of options, our launchers are harder to fit than guns, and produce sub-par damage, as well as being given bonuses to possibly the most resisted damage type in pvp (kinetic). they need to make HAMLs take less to fit than HMLs, as with guns. They could even just split launchers in 2, i.e. making a Large Heavy Missile Launcher II (and named+t1 equivalent) and Small Heavy Missile launcher II, with modifications to refire rate, number of missiles it holds, etc.
Originally by: Bashiri No this is just a group of carebears whinning. About how they cant rat fast enough.
Now I do agree with the NH powergride issue and that the drake has more, but guess what drake has no t2 verison it's the ferox remodel. Missiles got a nice buff. As you can see I'm caldari from the start and i cross train into other races.
Why not nerf t2 missiles if t2 ammo for guns was nerf 2 years ago? Now if your a pvper guess what nano was nerf and missiles went alittle faster. So now you can hit the little guys. Why complain about missiles now? Caldari was never about solo pvp read into the faction more.
P.S HAMS/torps = dps = change your fit = better way of using.Short range guns = damage = CLOSE RANGE = more damage.
You need to hit self destruct on your face, NOW. NO part of this argument is about ratting or mission running, NO instances of carebearitus have emerged, nobody here wants the 12th launcher slot added to the SCNR (super caldari navy raven). The nano nerf did NOT help missile boats, they hurt our explosion velocity and radius, it hurt us overall. And EVEN if the blasted storyline says caldari were not about pvp, it should not be up to the fitting ability of the ships to decide that, it should be the players. and WTF is with the P.S.? we already know that, you fail to present any additional information to the argument. okay, 2 minutes to write that, is your face dead yet? |

Gorefacer
Caldari Resurrection Skunk-Works
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Posted - 2009.01.07 14:12:00 -
[58]
Originally by: Smelts
Missiles now do about the same damage as guns do in a volley (aka 2 missiles vs 2 guns of same size), hence, the same DPS on paper. However, the time it takes for a missile to fly from max range to the target obliterates the DPS of the missile and makes the turret user vastly superior.
If it was balanced the single missile should do as much damage as the turret would do when firing on the target from its max range. Aka if missile takes 10 turret-refire cycles then the missile should do 10X the turret damage. That way it is balanced in the DPS. CCP forgot this.
First off volley damage equivalence is related to DPS figure comparisons but not the whole story. What your looking for is DPS not volley damage in your post.
Let's assume that equivalent sizes weapons between turrents and launchers have equal ROF and per weapon DPS. If both have 500 DPS on paper and you adjust missiles DPS upwards 10x because it takes missiles 10x turret refires to reach target at it's max range, that same missile system will then do 5000 DPS to close range targets without much downside versus it's counterpart. Even at the max range any target that is still around will take MASSIVE damage after the missiles start to hit.
You'd see capital ships and SOV objectives obliterated by relatively small gangs of missile using ships. It would lead to the most imbalanced change ever released in EVE to date.
The error in your assessment stems from confusing DPS delay with reduction. A missile doing 10x the damage of a bullet at max range per our theoretical scenario will match turret DPS only for the first missile volley hit. After that point each missile volley will hit along with each turret refire and yet do 10x the damage each time.
Also, while possible to smartbomb missiles in some circumstances, you very rarely see it happen. Missile HP boost and the addition of launcher grouping also helps this now. It's not really an issue in any of my experiences.
"You can't reason someone out of a belief they haven't reasoned themselves into" - Prometheus |

BiggestT
Caldari Resurrection Skunk-Works
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Posted - 2009.01.07 14:26:00 -
[59]
Originally by: Gorefacer
Originally by: Smelts
Missiles now do about the same damage as guns do in a volley (aka 2 missiles vs 2 guns of same size), hence, the same DPS on paper. However, the time it takes for a missile to fly from max range to the target obliterates the DPS of the missile and makes the turret user vastly superior.
If it was balanced the single missile should do as much damage as the turret would do when firing on the target from its max range. Aka if missile takes 10 turret-refire cycles then the missile should do 10X the turret damage. That way it is balanced in the DPS. CCP forgot this.
First off volley damage equivalence is related to DPS figure comparisons but not the whole story. What your looking for is DPS not volley damage in your post.
Let's assume that equivalent sizes weapons between turrents and launchers have equal ROF and per weapon DPS. If both have 500 DPS on paper and you adjust missiles DPS upwards 10x because it takes missiles 10x turret refires to reach target at it's max range, that same missile system will then do 5000 DPS to close range targets without much downside versus it's counterpart. Even at the max range any target that is still around will take MASSIVE damage after the missiles start to hit.
You'd see capital ships and SOV objectives obliterated by relatively small gangs of missile using ships. It would lead to the most imbalanced change ever released in EVE to date.
The error in your assessment stems from confusing DPS delay with reduction. A missile doing 10x the damage of a bullet at max range per our theoretical scenario will match turret DPS only for the first missile volley hit. After that point each missile volley will hit along with each turret refire and yet do 10x the damage each time.
Also, while possible to smartbomb missiles in some circumstances, you very rarely see it happen. Missile HP boost and the addition of launcher grouping also helps this now. It's not really an issue in any of my experiences.
Aye, what gore said. Hes a bit odd, and smells funny but overall hes accurate.
Note that missile volley damage is quite high, pretty close to arties iirc. |

Delichon
The First Foundation SOLAR FLEET
|
Posted - 2009.01.07 14:36:00 -
[60]
Originally by: Noisrevbus So, the missile boats lack grid?
Or the missile launchers lack options?
I can defend the former statement by saying that NH is not the only ship that would benefit from having lower tier launchers. (although with NH the problem is the most obvious) Cerb has similar issues - lower tier HAMs and HMs would allow for some sweet fits, while in the existing situation Cerb fits are discribed as "There can be only one!" (one HM fit, one HAM fit, one AML fit) Crow would benefit from lower-tier standard launchers because it would not require AWU 5 to fit a full rack of T2 Standards (it does now) Hawk sucks, so I haven't considered it, Drake is fine (although it has only 1 PVP fit - really, some variety in HAMs woul allow for some variety in fits) and Raven is probably also fine (although lower tier Torps and Cruises would probably add some variety) But Caldari are not the only users of missiles. Would Typhoon benefit from the ability to fit lower tier Torps? (I don't know, but the fitting issues on Phoon are usually negated by the split weapon system) Would Huginn benefit from lower tier HMs? (I don't recall Hug having any fitting issues) |

Gorefacer
Caldari Resurrection Skunk-Works
|
Posted - 2009.01.07 14:44:00 -
[61]
Originally by: BiggestT
Originally by: Gorefacer
Originally by: Smelts
Missiles now do about the same damage as guns do in a volley (aka 2 missiles vs 2 guns of same size), hence, the same DPS on paper. However, the time it takes for a missile to fly from max range to the target obliterates the DPS of the missile and makes the turret user vastly superior.
If it was balanced the single missile should do as much damage as the turret would do when firing on the target from its max range. Aka if missile takes 10 turret-refire cycles then the missile should do 10X the turret damage. That way it is balanced in the DPS. CCP forgot this.
First off volley damage equivalence is related to DPS figure comparisons but not the whole story. What your looking for is DPS not volley damage in your post.
Let's assume that equivalent sizes weapons between turrents and launchers have equal ROF and per weapon DPS. If both have 500 DPS on paper and you adjust missiles DPS upwards 10x because it takes missiles 10x turret refires to reach target at it's max range, that same missile system will then do 5000 DPS to close range targets without much downside versus it's counterpart. Even at the max range any target that is still around will take MASSIVE damage after the missiles start to hit.
You'd see capital ships and SOV objectives obliterated by relatively small gangs of missile using ships. It would lead to the most imbalanced change ever released in EVE to date.
The error in your assessment stems from confusing DPS delay with reduction. A missile doing 10x the damage of a bullet at max range per our theoretical scenario will match turret DPS only for the first missile volley hit. After that point each missile volley will hit along with each turret refire and yet do 10x the damage each time.
Also, while possible to smartbomb missiles in some circumstances, you very rarely see it happen. Missile HP boost and the addition of launcher grouping also helps this now. It's not really an issue in any of my experiences.
Aye, what gore said. Hes a bit odd, and smells funny but overall hes accurate.
Note that missile volley damage is quite high, pretty close to arties iirc.
Thanks for bringing my glandular problems into this thread. 
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BiggestT
Caldari Resurrection Skunk-Works
|
Posted - 2009.01.07 14:48:00 -
[62]
Anytime bud, its only fair that ppl shld know so that they can look down on you.
(runs) |

Delichon
The First Foundation SOLAR FLEET
|
Posted - 2009.01.07 19:41:00 -
[63]
If you want actual DPS of missiles being equal to actual DPS of turrets, you still have to buff missiles, eve if guns and turrets have same ROF and volley damage.
Delayed damage means that you lose damage when the target a) warps off b) is destroyed c) you warp off d) you are destroyed. (ECM also made you lose volleys but since I can't check it I will not insist on this still being true.) So in the end, if Missile has volley damage A and ROF B, and a turret has volley damage A and ROF B, they still have different ACTUAL DPS. So if you want to make them equal - you have to boost either ROF or volley damage of Missiles.
The question still stays - Why would you want Missiles and Turrets to have similar actual DPS? ------------------------------------------ "Russian is an unusual language if you're not used to it. It is like speaking to angry aliens from the planet of Murder or something" Nick Breckon |

Cade Morrigan
Caldari
|
Posted - 2009.01.07 20:54:00 -
[64]
Originally by: Delichon The question still stays - Why would you want Missiles and Turrets to have similar actual DPS?
Equivalent dps does not mean "every ship is the same" if that's what you're getting at. |

Naomi Knight
Amarr Imperial Academy
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Posted - 2009.01.07 21:47:00 -
[65]
Turrets are way better. My sniper rokh has no problem hitting enemy cruiseres at 150km+ or popp 0mps ceptors. Guess how good were cruiser missiles against those?
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