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[Odyssey] Cruise Missiles

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C C P Alliance
#1 Posted: 2013.04.16 13:25  |  Edited by: CCP Phantom
Hello!

As you all know, we are rebalancing all of the tech 1 battleships for Odyssey. This means its a very good time to begin looking at large missile systems. This post covers Cruise Missiles specifically.

The biggest problem for Cruise missiles is that their main draw is their range (roughly 75k with no skills, 170k with all 5s, and 250km or so with a Raven). Unfortunately, using long-range missiles in most pvp situations is unrealistic, as the flight time for the missiles, which can be up to 20 seconds, allows plenty of opportunity for your target to evade damage. On top of that, in situations where flight time isn't as much of a problem (like small scale engagements), cruise damage is extremely low. The result is a situation where Cruise Missiles have pve applications, but otherwise torpedoes become the only available weapon system for missile focused battleships. We want to change that!

We are hoping to improve Cruise from two angles. First we will increase their damage by around 30%. This will happen partly in a change to the base missile damage, and partly in a rate of fire increase for the launchers. Secondly, we are going to increase the base velocity of cruise missiles substantially, making their role as the premiere long range missile at least slightly more realistic. These two improvements will be balanced by an increase in power grid need for the launchers, and a small explosion radius increase for the missiles.

Specifically:

5% increased rate of fire for all Cruise Missile Launchers
200 added power grid need for all Cruise Missile launchers

4700m/sec base missile velocity for all Cruise Missiles (up from 3750m/sec)
14 second base flight time for all Cruise Missiles (down from 20 seconds)
25% increase in base damage for all Cruise Missiles
10% increase in explosion radius for all Cruise Missiles


Please keep in mind this change is not comprehensive. Following Odyssey, we hope to do more work to improve the missile systems in EVE by potentially adding new modules and/or interactions.

Look forward to hearing your feedback, as always
Rise
@ccp_rise
Ministry of Inappropriate Footwork
#2 Posted: 2013.04.16 13:30  |  Edited by: Gypsio III
CCP Rise wrote:
Unfortunately, using long-range missiles in most pvp situations is unrealistic, as the flight time for the missiles, which can be up to 20 seconds, allows plenty of opportunity for your target to evade damage.


Er, 30 seconds. Smile

Oh, it's 30 s with skills, you're talking about without skills, oh well.
Pandemic Legion
#3 Posted: 2013.04.16 13:30  |  Edited by: Destoya
Seems like a very big buff and a significant step towards making cruises viable weapons outside of L4 missions

I do already have some concerns over the relative strength of the turtle-tanking Golem teams that have been used very frequently in the past alliance tournaments and the SCL, but if we can see people start to use fleet comps like ravens or navy scorpions in "real EVE" the benefits far outweigh a change in the AT meta
The Obsidian Front
#4 Posted: 2013.04.16 13:30  |  Edited by: Shpenat
looks good. Finally some sniping with cruise.
Pandemic Legion
#5 Posted: 2013.04.16 13:31
raven mission runners will be happy with this change, doubt it'll do much for pvp though, ravens really are not a good choice of ship for pvp in general
Amarr Empire
#6 Posted: 2013.04.16 13:31
Finnaly something good for caldari :P
Maybe a little more than we hoped for. We will see.
Amarr Empire
#7 Posted: 2013.04.16 13:35
What does signature resolution mean?
Pandemic Legion
#8 Posted: 2013.04.16 13:36
When do you rebalance the ****** up missile skilltree?
"Nothing essential happens in the absence of noise." 
Caldari State
#9 Posted: 2013.04.16 13:37  |  Edited by: Jonas Sukarala
intriguing changes i think people would be more likely to use them if you made them THE alpha damage platform ROF is less of an issue i think.
-increase the missile velocity much more/reduce flight time
- improve tracking

New modules? .... TD changes at all?
'Tech3 ships need to be put down, like a rabid dog drooling everywhere in the house, they are out of line' CCP Ytterbium
Nerf missile range into place where is the TD missile change?  ..projectiles should use capacitor.
ABC's should be T2 HABC and nerf web strength its still too high
Amarr Empire
#10 Posted: 2013.04.16 13:40  |  Edited by: Naomi Knight
violator2k5 wrote:
raven mission runners will be happy with this change, doubt it'll do much for pvp though, ravens really are not a good choice of ship for pvp in general

this is nearly 30% dps increase with 25% alpha increase, that is definately a huge increase for them ,
670dps with 250m sig rad for cn cruise missile raven with 10500 mps missile speed, ~10 sec delay at 100km. sounds good enough for me

edit: :O
Ministry of Inappropriate Footwork
#11 Posted: 2013.04.16 13:42  |  Edited by: Gypsio III
CCP Rise wrote:
Specifically:

5% increased rate of fire for all Cruise Missile Launchers
200 added power grid need for all Cruise Missile launchers

4700m/sec base missile velocity for all Cruise Missiles (up from 3750m/sec)
14 second base flight time for all Cruise Missiles (down from 20 seconds)
25% increase in base damage for all Cruise Missiles
10% increase in signature resolution for all Cruise Missiles


Please keep in mind this change is not comprehensive. Following Odyssey, we hope to do more work to improve the missile systems in EVE by potentially adding new modules and/or interactions.

Look forward to hearing your feedback, as always
Rise


Damage up by 31.6%, volley up by 25%, wow.

Raven with skills, CN ammo and 3x BCS:

Cruise velocity: 10,575 m/s
Cruise range: 222 km
Cruise DPS: 682
Cruise volley: 4496
Explosion radius: 247.5 m

With skills, Typhoon cruise velocity 7050 m/s and range 148 km, Raven cruise velocity 10575 m/s and range
Gallente Federation
#12 Posted: 2013.04.16 13:42  |  Edited by: Bouh Revetoile
Jonas Sukarala wrote:
intriguing changes i think people would be more likely to use them if you made them THE alpha damage platform ROF is less of an issue i think.

They will be the best LR weapon for dps by far, and the second best for alpha...

PS : you are looking at more than 800 dps with fury...
Pandemic Legion
#13 Posted: 2013.04.16 13:43
Naomi Knight wrote:
violator2k5 wrote:
raven mission runners will be happy with this change, doubt it'll do much for pvp though, ravens really are not a good choice of ship for pvp in general

this is nearly 20% dps increase with 25% alpha increase, that is definately a huge increase for them ,
620dps with 250m sig rad for cn cruise missile raven with 10500 mps missile speed, ~10 sec delay at 100km. sounds good enough for me



It's a 30% damage increase
Amarr Empire
#14 Posted: 2013.04.16 13:45  |  Edited by: Naomi Knight
Destoya wrote:
Naomi Knight wrote:
violator2k5 wrote:
raven mission runners will be happy with this change, doubt it'll do much for pvp though, ravens really are not a good choice of ship for pvp in general

this is nearly 20% dps increase with 25% alpha increase, that is definately a huge increase for them ,
620dps with 250m sig rad for cn cruise missile raven with 10500 mps missile speed, ~10 sec delay at 100km. sounds good enough for me



It's a 30% damage increase

:(

it would make it op 30% dps oh 670dps raven or more ...
Caldari State
#15 Posted: 2013.04.16 13:47
I would suggest on all missiles to reduce there ROF for more damage.... for 2 reasons
- reduce server lag
- missiles ought to do more alpha than a bullet
'Tech3 ships need to be put down, like a rabid dog drooling everywhere in the house, they are out of line' CCP Ytterbium
Nerf missile range into place where is the TD missile change?  ..projectiles should use capacitor.
ABC's should be T2 HABC and nerf web strength its still too high
#16 Posted: 2013.04.16 13:48  |  Edited by: Beaver Retriever
Fonac wrote:
What does signature resolution mean?

I guess it was a typo.
Ministry of Inappropriate Footwork
#17 Posted: 2013.04.16 13:49
Naomi Knight wrote:

hmm maybe i misunderstood the 5% increased rate of fire for all Cruise Missile Launchers part
but to me it is : it takes 5% longer to fire the new volley
Rise have to clarify this it seems

2 reasons why I think I m right:
it is separated from the buffs with the pg need increase
it would make it op 30% dps oh 670dps raven or more ...


The giveaway is the bit where Rise states "First we will increase their damage by around 30%". Blink
#18 Posted: 2013.04.16 13:49
CCP Rise wrote:
...Following Odyssey, we hope to do more work to improve the missile systems in EVE by potentially adding new modules and/or interactions....


High slot target painter?? Shocked

Also: yay for the cruise missile boost Cool
#19 Posted: 2013.04.16 13:50
Medium rail-guns. Medium rail-guns? Medium rail-guns! Medium rail-guns, medium rail-guns, medium rail-guns! MEDIUM RAIL-GUNSShocked

I think you missed something before BS-sized weapons...
Sick N' Twisted
#20 Posted: 2013.04.16 13:50
Bouh Revetoile wrote:
Jonas Sukarala wrote:
intriguing changes i think people would be more likely to use them if you made them THE alpha damage platform ROF is less of an issue i think.

They will be the best LR weapon for dps by far, and the second best for alpha...

PS : you are looking at more than 800 dps with fury...

On paper, yes, but not for applied dps. Unless of course, when CCP Rise refered to Scan Resolution on the weapons, he meant explosion velocity. I believe he meant explosion radius though, which would mean it would be harder to apply damage to a target. Especially so without painters.

All in all though, I think these cangese will be a good start. Can't wait to try them on SiSi.
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