UPDATE 04/12/13
Although there have been a bunch of torp/hml/ham/ship changes lately, I think this argument is still quite valid.
Before I begin, there are a couple reasons I'm posting this.
- CCP has stated they're going to redevelop imbalanced ships (for better or worse)
- I don't want to see huge nerfs to specific hulls, when I think some items are the main issues
- I'm not guaranteed a CSM spot this year, so I can't guarantee fighting for anything. However, some people of influence may or may not read FHC 
Right so I'm going to start right from the top and point out a single ship specific changes I'd like to see happen:
We all know the Nighthawk has its issues, and we all know its bonuses should probably include HAMs.
However, the explosion velocity bonus is pretty awesome, and damn useful.
So I'd like to see the Cerberus' 10% missile flight time bonus (HAC bonus) removed, and replaced with the Nighthawks 10% explosion velocity bonus.
Before you comment (or rage), continue reading the rest of the post and see how it would all fit together.
Okay, with that out of the way lets get down to it.
In my opinion, HMLs are a little bit imbalanced. They're easily the longest range *long range* weapon in the medium class, don't suffer from tracking problems, and aren't technically bound by any specific damage type. No other unbonused long range weapon can match the damage output or range achieved by the weapon system. I think this has more to do with the weapon system imbalance, than with the ships inherit issues.
For the sake of consistency & balance, the other long range missile platforms are coming along for the ride as well.
Somewhat irrelevant now since they were nerfed quite heavily. Ideally that nerf would be redacted and these changes put through instead.
My solution is simple, logical, and would apply to Standard, Heavy, & Cruise missiles:First, T2 ammo would be changed to reflect every other T2 ammo types.
Precision would become a long range variant (ie: spike/tremor/aurora), losing its *precision* bonus & speed penalty, but gaining the range of *current* vanilla T1 ammo (3750 Velocity, 10s Flight time for HMLs). To compensate, it would have a somewhat high explosion velocity & but also low signature (designed to be aided by TPs).
Fury would become a closer range variant (ie: javelin/hail/gleam), losing its signature penalty, but gaining a slight nerf to range (3750 Velocity, 4s Flight time for HMLs).
The ammo would also have a high signature but low explosion velocity (designed to be aided by webs).
Secondly, all T1 ammo would get a range nerf. They would lose 50% of their Flight Time, but gain 25% to Velocity (4688 Velocity, 5s Flight time for HMLs).
This may seem like a bit much, but these numbers are still very very good when compared to beams & railguns. Even moreso, when you factor in what the ships that fit these, don't tend to sacrifice fitting.
That's about it. I think this is a far better approach than redesigning ships (like the Drake) or whatever.
They still are capable of relatively crazy ranges, but will require the use of rigs and/or implants to do so. Hell, maybe another slot2 or slot3 drug could be introduced that affects missile range since turrets get that already.
Anyways, here are some examples for fits that they are currently used on (all 5, no implants, no rigs):
A ship without a range bonus to SMLs (like the Condor) would achieve 26.4km of (absolute) range with T1 ammo, & 42.2km with T2 range ammo.
A ship with a range bonus to SMLs (like the Crow) would achieve 39.6km of (absolute) range with T1 ammo, & 63.3km with T2 range ammo.
A ship without a range bonus to HMLs (like the Drake) would achieve 44.8km of (absolute) range with T1 ammo, & 71km with T2 range ammo.
A ship with a range bonus to HMLs (like the new Cerberus) would achieve 79.1km of (absolute) range with T1 ammo, & 126km with T2 range ammo.
A ship without a range bonus to Cruises (like the Scorpion) would achieve 105.5km of (absolute) range with T1 ammo, & 168.8km with T2 range ammo.
A ship with a range bonus to Cruises (like the Raven) would achieve 158.2km of (absolute) range with T1 ammo, & 253.1km with T2 range ammo.
Now keep in mind that some missile ships do need a good bit of work.
Basically, the SML/Cruise systems are pretty underwhelming. That can be adjusted with damage or whatever, but I feel that range exploitation is a far trickier & more dangerous thing.
The desired effect is that once these ships are actually balanced nicely, and start getting used, we don't have an imbalanced weapon system to deal with.
And surely, potential for fewer Drake blobs wouldn't be a terrible thing either.
Furthermore, the increased velocity could make certain ships (ie: Cerberus/Raven) a little more threatening in long range applications.
So once again to clarify in case I wasn't clear before.
The following items need fixes in addition to the missile changes:
- SMLs need a fix when it comes to fitting
- Cruise missiles need better base stats for explosion velocity and/or radius (should simply mirror torps)
So... thoughts, concerns?
edit: fixed explosion velocity/radius shit, you were right sponk
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