Balancing missiles.

Deleted member 192138

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Yes, I have considered those things. In fact, I've dealt with those things many times.

I don't think it should be considered a controversial statement that missiles have a much harder time reaching a retreating target than an approaching one. And given that, in your scenario, the attacker has nothing BUT missiles, then literally nothing will be hitting you, because they'll all be shot down in short order by even two PDT, let alone however many a hull tank would have.
Two PDT, while you're sitting in reverse, unable to max out your speed, travelling significantly slower than a barrage of packhounds sent at you, with those PDTs and hardpoints all facing towards the incoming packhounds, being surface modules that will get shredded by explosive damage, when you have zero shields to protect those modules ...

Do you actually believe yourself at this stage?

A player boosting towards you dumps the full mag of 4 hardpoints of packhounds at you and you think glacially reversing away at ~430 m/s when packs travel at 600m/s you'll be safe, rather than have your surface modules shredded in short order?

And when someone offers to test,
How about you do that with someone who's actually good at pvp?
:rolleyes:
 

Deleted member 192138

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Given that hull tanks are nonexistent and missiles are banned in pvp, I'm not exactly sure what wealth of examples you're referring to, here.
Missiles aren't banned in PvP. Seekers are banned in organised PvP. Dumbfires are allowed, and everything is fair game in organic. Please try to look like you know what you're talking about.
 
Given that hull tanks are nonexistent and missiles are banned in pvp, I'm not exactly sure what wealth of examples you're referring to, here.
Seeker Missiles are banned in ORGANIZED, PRE ARRANGED PvP. There are plenty examples of them being used quite effectively in ORGANIC PvP. I would not expect you to understand the difference, so I will explain it to you.

ORGANIZED PRE ARRANGED PvP is when a group of people get together to have a fight and discuss the rules of what is and is not allowed ahead of time and is agreed upon before the fight happens.

ORGANIC PvP is when PvP happens out in the open world with no planning, and you can and will run into any variety of things being used, especially things that are often banned in ORGANIZED PRE ARRANGED PvP.
 
Two PDT, while you're sitting in reverse, unable to max out your speed, travelling significantly slower than a barrage of packhounds sent at you, with those PDTs and hardpoints all facing towards the incoming packhounds, being surface modules that will get shredded by explosive damage, when you have zero shields to protect those modules ...

You do know how to fly FA off, right? Maintaining your speed at an acceptable level while reverskiing is not exactly rocket science. Literally everything else you're talking about is irrelevant. Yes, you absolutely need to keep your modules protected when you're facing missile fire, that's why it's important to keep your PDT facing towards the threat, and to know where on your ship they are located.

Do you actually believe yourself at this stage?
Absolutely. In fact, everything I've seen here indicates to me that you don't actually have any experience with what you're talking about.


A player boosting towards you dumps the full mag of 4 hardpoints of packhounds at you and you think glacially reversing away at ~430 m/s when packs travel at 600m/s you'll be safe, rather than have your surface modules shredded in short order?

Uh, yeah? This isn't like other types of weapons; the missiles have a fixed velocity. That means they're moving towards you at an even more glacial 170m/s, giving your PDT roughly 4x the normal amount of time to deal with them.

If you seriously think that PDT can't deal with them at that speed, I'm not really sure what to tell you.



A man's got to know his own limitations.
 
You do know how to fly FA off, right? Maintaining your speed at an acceptable level while reverskiing is not exactly rocket science. Literally everything else you're talking about is irrelevant. Yes, you absolutely need to keep your modules protected when you're facing missile fire, that's why it's important to keep your PDT facing towards the threat, and to know where on your ship they are located.

You can boost in reverse? This is news to me!
 
Seeker Missiles are banned in ORGANIZED, PRE ARRANGED PvP. There are plenty examples of them being used quite effectively in ORGANIC PvP. I would not expect you to understand the difference, so I will explain it to you.

ORGANIZED PRE ARRANGED PvP is when a group of people get together to have a fight and discuss the rules of what is and is not allowed ahead of time and is agreed upon before the fight happens.

ORGANIC PvP is when PvP happens out in the open world with no planning, and you can and will run into any variety of things being used, especially things that are often banned in ORGANIZED PRE ARRANGED PvP.

Given that even five Pack Hounds engineered with rapid fire have a mere 4,686 explosive damage, which isn't even enough to break the shields of a meta fdl, I find it somewhat unlikely that that sort of build is seriously run very often. Not unless you like running away to rearm approximately every 30 seconds.

Seriously, 30 seconds is how long it takes to run out of ammo with a rapid fire pack hound.
 

Deleted member 192138

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You do know how to fly FA off, right? Maintaining your speed at an acceptable level while reverskiing is not exactly rocket science. Literally everything else you're talking about is irrelevant. Yes, you absolutely need to keep your modules protected when you're facing missile fire, that's why it's important to keep your PDT facing towards the threat, and to know where on your ship they are located.


Absolutely. In fact, everything I've seen here indicates to me that you don't actually have any experience with what you're talking about.




Uh, yeah? This isn't like other types of weapons; the missiles have a fixed velocity. That means they're moving towards you at an even more glacial 170m/s, giving your PDT roughly 4x the normal amount of time to deal with them.

If you seriously think that PDT can't deal with them at that speed, I'm not really sure what to tell you.




A man's got to know his own limitations.

You're not fooling anyone.
 
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Deleted member 192138

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Given that even five Pack Hounds engineered with rapid fire have a mere 4,686 explosive damage, which isn't even enough to break the shields of a meta fdl, I find it somewhat unlikely that that sort of build is seriously run very often. Not unless you like running away to rearm approximately every 30 seconds.

Seriously, 30 seconds is how long it takes to run out of ammo with a rapid fire pack hound.
Why do you think they'd be running rapid fire? Oh, I guess because you have no experience of PvP ...
Packhounds get high capacity, mostly with overload for DPS - because it's broken, and instead of converting damage type it stacks damage on top.
Bonus: people that run packhound heavy builds like that will also likely be running premiums.
 
Why do you think they'd be running rapid fire? Oh, I guess because you have no experience of PvP ...
Packhounds get high capacity, mostly with overload for DPS.

Sure, but that's not what was mentioned earlier; rapid fire was being used for the purpose of overwhelming point defense. Seemed silly to me.

That's the problem of using extreme examples that don't actually make any sense.
 

Deleted member 192138

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Sure, but that's not what was mentioned earlier; rapid fire was being used for the purpose of overwhelming point defense. Seemed silly to me.

That's the problem of using extreme examples that don't actually make any sense.
I did not make that claim. My references were actual builds I've seen players use.
UnrealJay's packhounds will be a set of 4, iirc high capacity with overload for DPS because the damage type stacks instead of converting as described, and premiums to make up the shortfall of missiles damage.
Now double it in Odyssey.
This is what a missile build means.
 
I did not make that claim. My references were actual builds I've seen players use.
UnrealJay's packhounds will be a set of 4, iirc high capacity with overload for DPS because the damage type stacks instead of converting as described, and premiums to make up the shortfall of missiles.
Now double it in Odyssey.
This is what a missile build means.

Well that makes a lot more sense anyway, and is similar to how I typically engineer mine. Thank you for clarifying.

That overload bug should definitely be fixed. Using it as an example of why missiles are overpowered doesn't sail, however; it's just showing that they're bugged and some players like to use exploits, but that doesn't say anything about how they're supposed to be.

Now, even with that build, you're still looking at a mere 264 missiles. That's 120 seconds of firing, and about 11k total damage, 66% of which is explosive(assuming what you said about it being added rather than converted is true). That means that a prismatic FDL would only need to double bank about once and the attacking player would run out of ammo before even breaking their shields, even IF 100% of missiles make contact. Premiums, of course, push this over the breaking point, but again, you're relying on 100% of your missiles making contact and synthesis to achieve what other builds can do by default.

A point defense turret would only need to take out a mere 10% of incoming missiles to be more effective than a shield booster in this scenario, and I think we both know a properly-oriented PDT is going to take out far more than that. In reality you're looking at taking out more like 50% of incoming missiles, and gradually growing exponentially closer to 100% depending on how well the player flies and the density of the missiles.

In other words, the build in question, in the current horizons build, is absolutely not a threat to shield tanks, even to a ship 100% built without missile defenses. This means that for most players, it's not worth sacrificing anything to become particularly more resistant to missiles, and missiles might as well not exist.

But that changes in Odyssey. Now we're at the point where damage is actually a serious threat, one that players must account for or they'll probably die. You can't survive on dodging and banks anymore.

But with even a few PDTs, you can more than adequately deal with a significant portion of incoming missiles, but at the cost of lower shield totals.

In other words, the higher damage of missiles has actually made them relevant for once, and weakened the shield meta for the first time as well. Both good things.




As far as hull tanks are concerned, I've never said that hull tanks are good. In fact, I've said the exact opposite. But a hull tank with 2-4 point defense at least has a chance of shooting down all the missiles coming after him, not to mention being able to use Silent Running to break target lock and slow down the rate of incoming missiles.

That still doesn't make them good, but that wasn't what was under debate; all I've ever said is that a ship with more point defense is going to shoot down more missiles than a ship with less point defense, the opposite of which is what was claimed earlier in the thread.
 
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Well yes and no. People don't use PD/ECM because they're flat out bad and don't offer a solution to missiles. Missiles are threatening to everything with a biweave, and anyone who lost shields. Until then, not so much.

But Missiles are pretty good against NPCs for their high hull damage... You ignore the part that NPCs are largely unengineered and never have balanced resistances, so explosive is always very strong against their hulls.

Because seekers are banned in every self respecting pvp group for being a 0 skill weapon that further shoves hull tanks into their graves.

Groms are EVERYWHERE in organic. I don't know if you've ever done powerplay pvp, but a big chunk of that is stopping them from leaving on you, and making sure you actually show them the rebuy screen, and the best way to do that is a grom. I'm not sure you've tried organic.

They do insanely high hull damage on NPCs apart from CZ spec ops and the occasional pirate lord what are you on about? They don't only do module damage you realize.

Against dumbfires sure, but unless you're in a mamba and can do a 640 straight line, dodging seekers and packs isn't feasible.

Except seekers are 0 skill and unavoidable in 80% of all ships without ECM/PD which like nobody uses.

Its mainly ECM reload time and PD being very very inaccurate

Overload is good but it doesn't change missiles any more than say Incendiary does for multicannons or in a more niche case, inertial impact does for burst lasers.

Except missiles counter ALL external modules with a 100% success rate by blowing them up, what's your point?

ECM is fine, I'm not sure if you've ever used it, but its one use per 10 seconds which means you need to more or less dodge missiles until they're reloading, charge ecm, then repeat if you want to not get hit.

Its already really inaccurate though, it takes a lot of time to down missiles

How is Point Defense shooting down plasma or a multicannon???

SEEKERS DON'T NEED A BUFF!!!! They are a 0 skill weapon that does high damage and high utility, there's no reason to further buff them

Torpedoes are already saved by reverb cascade and a bit of helpful luck/skill. Dumbfires just need to inherit ship velocity and easy fix.

Anyone who wants missiles to be buffed should just use PA's instead. Decent damage vs shields and hull alike, inherits ship velocity, good module damage but no stupid OP "I one-shot all your external modules" mechanics.

And unlike missiles it even looks good (at least in Horizons it does). :)
 
I miss the way missiles were in the old games, dedicated under wing style hardpoints so every ship had them or could mount them as well as their primary laser style weapons. I mean if we can "fire" limpets, why not move missiles to this model too?
 

Deleted member 192138

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Now, even with that build, you're still looking at a mere 264 missiles.
4x high capacity pack hounds has 264 missiles per hardpoint for a total of 1,056 and the person using them can synth reloads - which is common practice for missile users because of limited ammo that missiles have at the best of times.
A point defense turret would only need to take out a mere 10% of incoming missiles to be more effective than a shield booster in this scenario,
Incorrect. Assuming your maths is broadly correct, point defence turret would need to take out 100% of the first 10% of missiles to be more effective than a shield booster. The issue with missiles, again for the people who fell asleep at the back or have selective memories, is that they delete surface modules. The issue of a point defence letting any missiles through is that on a pure hull tank, that means you lose hardpoints, utilities and thrusters. That includes the point defence you're using to defend yourself. A missile build doesn't have to do as much damage against pure hull tanks to disable you.

A shield booster, as long as you have shields up, is 100% effective at protecting modules against missile damage. As long as you have shields up, those MJ are regenerating. The more shield boosters you have, the longer shields remain up, the more MJ you can regenerate before your modules are vulnerable to missiles.

and I think we both know a properly-oriented PDT is going to take out far more than that. In reality you're looking at taking out more like 50% of incoming missiles, and gradually growing exponentially closer to 100% depending on how well the player flies and the density of the missiles.
:rolleyes: and now we've reached the pointless territory where you're just making up numbers to pretend that proves your theory.
As far as hull tanks are concerned, I've never said that hull tanks are good. In fact, I've said the exact opposite. But a hull tank with 2-4 point defense at least has a chance of shooting down all the missiles coming after him,
And suddenly the goalposts are moved ...
Another circular conversation with Demiser where you move the goalposts to suit your needs and won't listen to anybody except yourself, with no experience to validate your claims, speculation with only numbers and a determination that you're correct and nobody else's experience or knowledge is relevant as long as you deem it so.
 
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We ban seekers in organised PvP because they don't require you to be able aim to fire them and as soon as shields drop, they delete hardpoints which cripples the target immediately.
If the target doesn't use countermeasures, yes. Hence the rock paper scissor style of gameplay and the reduced build variety, which was the original reason for the ban.
It's very boring, shuts down fights [...] are generally poorly balanced and don't take any skill to use.
Well yes, it's boring, that's actually what I said. But no, the low amount of skill they require is irrelevant, since turrets, gimbals to some extent, and chaff don't require much skill either. Seekers turn the fight into "if you don't have the proper countermeasures, you've already lost, otherwise you've already won" (unless you're taking extremes like with missile only builds, but that's actually another issue), but turrets and gimbals don't. Generally speaking, what makes PvP interesting isn't how difficult a ship or a weapon is to use, it's the build variety, not always knowing what's coming, being able to adapt midfight, etc. So again, seekers poor balance is a consequence of their poor design, both in PvP and PvE.

Also pack hounds are an aberration and people shouldn't mention them to prove any point.
 
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Deleted member 192138

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If the target doesn't use countermeasures, yes. Hence the rock paper scissor style of gameplay and the reduced build variety, which was the original reason for the ban.

Well yes, it's boring, that's actually what I said. But no, the low amount of skill they require is irrelevant, since turrets, gimbals to some extent, and chaff don't require much skill either. Seekers turn the fight into "if you don't have the proper countermeasures, you've already lost, otherwise you've already won" (unless you're taking extremes like with missile only builds, but that's actually another issue), but turrets and gimbals don't. Generally speaking, what makes PvP interesting isn't how difficult a ship or a weapon is to use, it's the build variety, not always knowing what's coming, being able to adapt midfight, etc. So again, seekers poor balance is a consequence of their poor design, both in PvP and PvE.

Also pack hounds are an aberration and people shouldn't mention them to prove any point.
I'm just pointing out that maybe it's unwise to lecture the PvPers on the reason something is banned at the PvP events we organise.
You may not have noticed but the balance in Elite doesn't exactly foster build variety, with or without missiles in the mix.
 
If the target doesn't use countermeasures, yes. Hence the rock paper scissor style of gameplay
The rock paper scissor thing is an ideal world where things are balanced. But they are not.
Seekers turn the fight into "if you don't have the proper countermeasures, you've already lost,
Nop. Seekers turns the fight for hulltanks/hybrids into" even if you have the proper countermeasures, you've already lost"
Generally speaking, what makes PvP interesting isn't how difficult a ship or a weapon is to use, it's the build variety,
Well, that's another topic, but if people have spend hundreds/thousands of hours fighting in PA rail fdl, its' because the skills needed to fly them is interesting enough.
 
Point of order:
Jay’s FdL uses 2 x Packhound Launcher. His Mamba uses 1 Packhound Launcher. He uses them to maintain DPS while target is chaffing.

I’ve tried using PDT against him and it was more or less useless. I can’t remember if I tried 2 x PDT but that’s not really practical in PvP.
 
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