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Two days ago “Bullet Therapist” posted on the EVE-O forums a “complaint thread” titled “Can we expect a look at torpedoes and missiles battleships post odyssey?”, the TL’DR of it was that while some missiles are good, some could have a bit more of love, you can read the whole thing here.

What’s interesting was the response from CCP Rise, who hinted another missile balancing in the works:

—- post starts —

I appreciate the well constructed post. I can’t give you an equally thorough response but I can say a few things on the subject.

First – torps simply perform better than you make it seem using your example. A mega has a tracking bonus for one, so its a weird thing to use for comparison, and theres a lot of other factors which aren’t really accounted for. I picked out an example of my own to sort of demonstrate what I mean. This represents a 3bcu cruise raven, a 3bcu torp raven, and a 2mfs hyperion all shooting the same shield extended cruiser that is webbed:

As you can see, you get better max potential damage from the turrets, but the torps give you a lot more range flexibility. Both weapons are probably better than cruise until you get outside of effective range for them and then cruise takes over. This seems fairly healthy and I’m sure you can give examples where it isn’t true, but there’s an awful lot where it is true.

Second – and maybe more interesting to you – there’s some work being done which will impact this situation. Some of it I can’t talk about now but the most important piece is that we’re looking seriously at more mod interactions with missiles. A missile equivalent to tracking enhancers, for instance, would allow you the flexibility to gain more damage application and/or range. If we are able to get something like this in before too long, we would likely be re-evaluating the state of all missile systems in relation to the change and some tweaks may happen as a result.

Thanks for the post o/

— post ends —

Sounds good, and I know a few Drake pilots who would appreciate even a small buff. :)

[ Original Dev Post on the EVE-O forums]

25 Comments

  1. I </3 Structures

    Fuck Drakes

    August 29, 2013 at 6:14 pm Reply
    1. Alison King

      drakes dont use torps or cruise mkay

      August 29, 2013 at 6:36 pm Reply
      1. hi

        Um, if you armor tank the drake then you can use cruise missiles…..dumb ass

        August 29, 2013 at 7:26 pm Reply
        1. JG

          Wait what??

          August 29, 2013 at 7:36 pm Reply
        2. Ur Stupid

          Lol no you can’t… Standard Drake PG = 800
          1 T1 Cruise launcher consumes 1,450.
          Stop being a troll. DUMBER ass.

          August 29, 2013 at 7:56 pm Reply
        3. Soulxlight

          Dumb as shit.

          August 29, 2013 at 9:34 pm Reply
        4. blubblub

          yes you can fit cruise missile launcher on a drake
          you just need 4x PDS 2 + 1x medium ancillary current router 1

          badabing badabooom….cruise missile drake

          August 30, 2013 at 9:01 am Reply
      2. Ur Stupid

        Think he was referring to the fact that the new drakes are shit with DPS and this only affects torps and cruise?

        August 29, 2013 at 7:56 pm Reply
  2. Kib

    buffs? he is refering to a nerf actually, which will compensate for increased effectivness with that new module

    August 29, 2013 at 6:22 pm Reply
    1. Thatguy

      the launchers themselves might be nerfed down, but the overall effect allows the players to customize what they need like a gyrostabilizer does for the projectiles.

      August 30, 2013 at 1:07 pm Reply
  3. Billbo

    https://forums.eveonline.com/default.aspx?g=posts&m=3546740#post3546740

    Maurders being changed to mini Dread platforms. More news at “Live at 5″

    August 29, 2013 at 10:08 pm Reply
  4. Dennis the Dreamer

    Release the DRAKE’N!!!!!

    August 30, 2013 at 2:52 am Reply
  5. Guy

    The problem with post-nerf HML and torps isn’t the raw damage so much as the damage application. You usually need webs and painters to get decent damage against anything that doesn’t have a massive sig radius (slow shield tanked battlecruisers and battleships, essentially).

    Guns do have tracking, but they have an advantage in that a pilot can try to minimize transversal to apply more damage. Missiles just hit for a flat amount of damage depending on sig radius and speed.

    August 30, 2013 at 7:28 am Reply
    1. blubblub

      well you can try to minimize transversal with a frig/cruiser and maybe a BC if you have nanos in there, but not with a BS. :D

      August 30, 2013 at 8:57 am Reply
      1. asd

        of course you can, don´t be stupid.

        August 30, 2013 at 9:08 am Reply
  6. dream on

    Flight Control System I
    5% reduction in Signature Radius component to missile damage
    5% reduction in target velocity component to missile damage
    Flight Control System II
    7.5% reduction in Signature Radius component to missile damage
    7.5% reduction in target velocity component to missile damage
    Caldari Navy Flight Control System
    9% reduction in Signature Radius component to missile damage
    9% reduction in target velocity component to missile damage
    :)

    August 30, 2013 at 8:15 am Reply
  7. Just Saying

    How about fixing the missile training. (example) when you train for say T2 Large Hybrid you only need to train Blaster Specialization or Rail Gun Specialization. With large Missiles which are Torps/Cruise you have to train both to lvl 5 then their Specialization.

    To be fair it should be as follows.
    Small Missiles lvl 5 with Rocket/LIght missile Specialization
    Medium Missiles lvl 5 with Heavy assault/Heavy Specialization
    Large Missiles lvl 5 with Torp/Cruise Missile Specialization

    August 30, 2013 at 9:22 pm Reply
    1. Alvaro Márquez Arango

      Gunnery lvl 5

      Small Turret lvl 5
      Small Turret spec lvl 4
      Medium Turret lvl 5
      Medium Turret spec lvl 4
      Large Turret lvl 5
      Support skill lvl 5

      Now you can train

      Large Turret spec lvl 4

      September 2, 2013 at 9:23 pm Reply
  8. -_-

    Here’s a new idea. get rid of the Titans Bridge, BOOM eve gets 10x bigger, larger coalitions/alliances will find they have more space than they can defend, new small terrorist roams will begin and wars wont be, “hey guys lets bridge to xx”
    Larger alliances are dominating all low sec due to their instant power projections. Its suppose to be SPACE large,,, VAST not bridgeable in a few jumps and bring the coalition along. : / … o and new ships too please! ^_^

    August 30, 2013 at 10:17 pm Reply
  9. blah blah blah

    Missiles are the worst weapons system in eve because Laser/Blaster do insta dps and missiles have a flight time. Calculate that flight time to the dps time and you will see how good missiles are.

    And yes i know missiles always hit but you can out run them

    August 31, 2013 at 1:42 pm Reply
    1. Booyeah

      Tell me more about battleships outrunning missiles.

      August 31, 2013 at 6:37 pm Reply
      1. santa

        LMAO!! nice one

        September 1, 2013 at 8:39 am Reply
        1. tar

          moving ships removes 50% of dps from missiles …

          September 6, 2013 at 7:47 am Reply
  10. Sarge

    Missiles – never miss, do consistent damage, have changeable damage types, and don’t use capacitor.

    Lasers & hybrids – miss, do inconsistent damage (real world versus EFT is astounding), rely heavily upon their angular relationship to the target, have only one damage profile, and use capacitor

    Projectiles – miss, rely heavily upon their angular relationship to the target, and do inconsistent damage

    Judging by the basics I’ve listed, what needs a buff are lasers & hybrids, and, to a lesser extent, projectiles.

    Yes, missiles have delayed DPS application – that’s the price you pay for never missing.

    So what that they suck against smaller-sized targets? So do turrets – on top of all of the other disadvantages they already have.

    Yes, turrets have more modules to boost their effectiveness – that’s because they NEED THEM!

    September 3, 2013 at 2:49 am Reply
    1. Anti

      A mistake often made by not so exepriened players – missles do not have consistent damage. Their damage rely upon signature radius of the target and ANY velocity of the target whatsoever. You can not use flying skills or tactics to minimize angular velocity with missiles, if it moves your damage is lowered. Use any AB fit ship and missiles will have hard time hitting the target for a noteworthy amount of damage, especially battleship sized missiles.

      September 8, 2013 at 1:13 am Reply

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