Topic: Missiles and Autocannons

Missiles are great weapons. They ignore LOS, they're awesome alpha, and they seem generally pretty much great for any situation. Sure, resistance issues but everyone has those. Also random chance to miss, but skill affected. The difference between missiles and, say, lasers, is that there's no way a player can, by position, screw up the accuracy of his or her missiles. They're always gonna have the same skill dependent chance of hitting. Meanwhile, a laser or blaster user can go from amazing dps to zilch due to an unfortunate los position.

Autocannons are the unsupported weapon class. They're basically the same as every other gun, just no bot uses them as a primary weapon system.

So here's a suggestion. Keep missiles sexy, maybe even buff them a bit, but swap the bonuses bots have for missiles to autocannons. Then give ACs some serious loving to bring them into line with the other los dependent primary weapon systems. That way no faction has advantageous access to a non-los dependent weapon system, keeping them on roughly the same terrain dependent playing field.

Missiles make for a cool secondary weapon system, so letting bots use them for that, as several bots can in their spare slot, is good. Maybe even up the secondary weapon slots no various bots so that they can fit a couple of them for supporting non-los damage.

I'd also love to see dedicated artybots (long lock range, crappy armor/resists/speed, missile bonus to range and damage and flight speed) that could provide non-los spotter dependent damage *COUGH* like Mechwarrior *COUGH* as a support role. Which would be awesome.

But no faction should have a dedicated los ignoring weapon system. It might not be an obvious pvp issue yet, but it will be in the future. Best to nip it in the bud now when there's almost no one to tick off with the change.

Re: Missiles and Autocannons

Missiles are already is an obvious pvp issue wink
ACs and Missile launchers are the two most op weapons in this game.

But then again .. you just started with PO. Id suggest you play the game for some weeks before making suggestions.

Most of the stuff youre asking for is already planned. However i like the missile/ac swap idea.

Re: Missiles and Autocannons

AgY wrote:

Missiles are already is an obvious pvp issue wink
ACs and Missile launchers are the two most op weapons in this game.

But then again .. you just started with PO. Id suggest you play the game for some weeks before making suggestions.

Most of the stuff youre asking for is already planned. However i like the missile/ac swap idea.

I just started, and it's already an obvious issue. This is something that needs to be fixed quickly before it gets seriously out of hand.

Re: Missiles and Autocannons

Devs are busy (fixing the server) atm and those are very serious changes for us (who are here since several months).

I wish it would be that easy.

Re: Missiles and Autocannons

AgY wrote:

Devs are busy (fixing the server) atm and those are very serious changes for us (who are here since several months).

I wish it would be that easy.

I'm not saying GET ON THIS TOMORROW. I'm saying obvious issue is obvious issue, please support a fix so they know to get on it when they get a sec.

Re: Missiles and Autocannons

while missiles having less LoS issues, they are lowest DPS - and their range isnt the best either. Their real advantage is the almost granted damage.

after each missile range nerf you can see the message pop up on how their robots are über-gimped now because they have less range then their greatest enemy, the EM-Gun Kain, which can also run faster.

artillery will come anyway, so...

*Disclaimer: This post can contain strong sarcasm or cynical remarks. keep that in mind!
Whining - It's amazing how fast your trivial concerns will disappear

Re: Missiles and Autocannons

God, you have no idea what you're talking about.....

Theres no reason to take away missiles from Pelistal.  I feel this has everything to do with you not dealing with LOS before, and therefore you have no idea what bearing it has in the game, and you're scared of it.  Missiles DO have to deal with LOS, just not nearly in the same way as turrets do.  Suggesting that every faction should be forced to be turret based is just ridiculous.

Lots of bots use them as secondary weapons because they have an empty slot that only missile launchers can be put in.  Its the same where Tyrannos' often use autocannons because those 2 slots cant have more missiles in them (yes, neuts work too, but we're talking weapons here).  I guarantee you wouldnt put that 1 launcher on your Baphomet if that 6th slot couldnt be filled by another laser.

As AgY said, I'd play the game a bit longer and experience pvp a bit more (if you have yet) before jumping to conclusions.  I didn't even get to the point of forcing your opponent to fight on your desired terrain, which can completely void any LOS advantage the missiles have.

->You just lost The Game<-

Re: Missiles and Autocannons

sidenote: any "obvious" issue resulted in a very monochromatic battlefield picture, with nearly everyone fitting the same way. And let me tell you: what you have listed there is not what you see can see on any youtube footage...

*Disclaimer: This post can contain strong sarcasm or cynical remarks. keep that in mind!
Whining - It's amazing how fast your trivial concerns will disappear

9 (edited by AeonThePiglet 2011-06-28 17:45:02)

Re: Missiles and Autocannons

You're missing the basic point.

Player actions affect hit rate for three weapon types, not for one. This is not a PDW -- I'm quite happy to die in service to
z
0
r -- or an OMG LAZORS SUXXORS whine, as I love my Baph and my lasers.

This is a "hey, missiles can pretty much ignore terrain, probably not a good thing in a game where LOS is so critical to good fights" thread.

If you disagree, feel free to lay out all the stuff so it's nice and obvious rather than assuming bad faith on my part.

edit: As far as pvp, you can already see me in a few of the NEX videos, and you'll be seeing me in a lot more of em soon.

10

Re: Missiles and Autocannons

Well Anni theres a different reason for that.
Many people refuse to follow the trend. I could be in a kain by now but i dont WANT TO.

Also there are many people which invested their ep into "gimped" bots and are not willing to respec only for that. Its already too late if were all using the same bots (see kain).

Re: Missiles and Autocannons

So how do your actions as a player affect when their mag guns/lasers miss the target because of the size disparity?  Your miss chance comes from bot size disparity, while our damage is lowered from it.

Part of the tactics involved in being a missile user is getting the terrain advantage wherever possible.  Especially when it comes to fighting Nuimqol, if we dont have a terrain advantage we stand no chance of survival.

You have every chance to back away from a fight where you assess that the terrain is not in your favor.  I think thats the key thing for you to learn.  You are not forced to fight on any particular terrain.  Sure, you may be slower and possibly get demob'd, but in that case if you didnt consider the possibility of being slower and having bad terrain around you, you're doing it wrong.

You also have to take into account that missiles have the lowest DPS.  Sure, they have fairly high alpha, but take a long time to cycle.  They also have much more delayed DPS, especially at ranges of 500m or more.  If you can properly determine who the missiles are aimed at, you can have enough time to lock that person in preparation for repairs, or have that person put up a shield.

And no more about "ignoring LOS" because its not true at all.  They do have an arc, and they do get interrupted by terrain/plants/buildings.  Obviously buildings affect everyone the same way, because they are taller than missiles can reach, and with the addition of TONS of buildings throughout the world, that has negated the Pelistal advantage in those areas.  Popping around a corner of a building results in the same LOS loss for everyone.

I wont say if I think things are balanced or which weapons I think are better than others, because I just dont know.  I have been a missile user since I started in beta, and this wasnt because I thought they were OP, but because the person who brought be into the game used them.  I have used the other weapons up to mech level, but I have always preferred the terrain tactics involved in using missiles over the run and gun mentality of mags, and the sniping of lasers.

->You just lost The Game<-

Re: Missiles and Autocannons

Annihilator wrote:

sidenote: any "obvious" issue resulted in a very monochromatic battlefield picture, with nearly everyone fitting the same way. And let me tell you: what you have listed there is not what you see can see on any youtube footage...

This reminds me of the Eve nano era. "Everyone" was flying nanos, which was bad because nano fits didn't require the player to commit to a fight, and were able to outfight most stuff and outright avoid damage from certain weapon systems. Some fits and mods ended up being imba not because they were by the numbers better than any other possibility, but because they were suited to the conditions in the field.

That said, missiles mostly ignore los and terrain. That's an issue that if it hasn't cropped up already, will crop up in the future. You do not want a game where people trade terrain ignoring missiles from behind hills. That won't be fun. 

AgY wrote:

Well Anni theres a different reason for that.
Many people refuse to follow the trend. I could be in a kain by now but i dont WANT TO.
Also there are many people which invested their ep into "gimped" bots and are not willing to respec only for that. Its already too late if were all using the same bots (see kain).

People refusing to go with the meta aren't "holier than thou", they're stubborn. The problem is the mechanics that promote a given meta, not the people that stampede into the fits for it.

Re: Missiles and Autocannons

Neoxx wrote:

So how do your actions as a player affect when their mag guns/lasers miss the target because of the size disparity?  Your miss chance comes from bot size disparity, while our damage is lowered from it.

Part of the tactics involved in being a missile user is getting the terrain advantage wherever possible.  Especially when it comes to fighting Nuimqol, if we dont have a terrain advantage we stand no chance of survival.

You have every chance to back away from a fight where you assess that the terrain is not in your favor.  I think thats the key thing for you to learn.  You are not forced to fight on any particular terrain.  Sure, you may be slower and possibly get demob'd, but in that case if you didnt consider the possibility of being slower and having bad terrain around you, you're doing it wrong.

You also have to take into account that missiles have the lowest DPS.  Sure, they have fairly high alpha, but take a long time to cycle.  They also have much more delayed DPS, especially at ranges of 500m or more.  If you can properly determine who the missiles are aimed at, you can have enough time to lock that person in preparation for repairs, or have that person put up a shield.

And no more about "ignoring LOS" because its not true at all.  They do have an arc, and they do get interrupted by terrain/plants/buildings.  Obviously buildings affect everyone the same way, because they are taller than missiles can reach, and with the addition of TONS of buildings throughout the world, that has negated the Pelistal advantage in those areas.  Popping around a corner of a building results in the same LOS loss for everyone.

I wont say if I think things are balanced or which weapons I think are better than others, because I just dont know.  I have been a missile user since I started in beta, and this wasnt because I thought they were OP, but because the person who brought be into the game used them.  I have used the other weapons up to mech level, but I have always preferred the terrain tactics involved in using missiles over the run and gun mentality of mags, and the sniping of lasers.

Neoxx, you are indeed right in assuming that I'm ***, but it's kind of silly to think that pointing out an opponent controlled damage reducer on los dependent weapon systems will do anything other than support my contention that the lack of opponent controlled damage reducers (other than high vertical structures) for missile weapons is an issue. If your opponent goes light bot and you're using turrets rather than missiles, you can fit a weapon stab (TE in Eve terms). If your opponent goes missiles, your *** is locked to a building -- which also happens to nuke your ability to inflict non-missile dps on him. See the lack of interplay? There's no defensive terrain option that won't hurt you as much as him, and many that will hurt you and your turrets more than him and his missiles. Is that really a good thing?

The reason missiles aren't devastating in pvp at the moment is the lack of a critical mass of players in a given group willing to alpha targets out with them. Once you've hit that critical mass, reps (local or remote) won't matter, dps won't matter, terrain mostly won't matter, just pure tank and who has enough players to maintain critical mass of alpha strike longer. Shields will let you survive an extra barrage, but I think you'll agree with me that trading all your accum to survive an alpha won't help you win a fight, since you need that stuff to, you know, fire guns and run reps and such. Plus, next volley _will_ get you. Higher base alpha means fewer players are necessary to reach that critical mass. And the fewer ways players can screw up their spike, the lower the barrier to entry for filling those spots with warm bodies who can push butan on command. Hence, missiles will end up the alpha spike weapon of choice eventually.

Switching them to a secondary role now precludes that as a possibility, and would allow every faction even access to this potentially devastating platform. Plus, it allows for much cooler specialist bots. Yay specialists! Spiking people out isn't nearly so simple with non-missile systems, as they've got los issues in far more areas.

Finally, yes, their ability to ignore most of the los interrupting features is an issue. There are indeed plenty of buildings that can stop missiles, but if the only viable areas for combat against missile firing blobs are areas with defensible los occluding structures, the missile blob has already won the terrain domination battle by precluding operations elsewhere. Combat games of this type are about area denial, time and player morale. If one side can deny their foes much of the map without firing a shot, that's a bad bad thing for balance.

Missile alpha will eventually be the meta. Better to strike it from the list early with a couple of balance changes than wait for it to come and eat face for a while.


Again, I'm not arguing in bad faith here. I appreciate and respect your input, and I'm aware that you have a good head start on killing stuff in game. Conversation is an important part in figuring out what is and is not a good thing for the game; if we don't debate this sort of stuff, then it ends up just being opinion and assumptions. And you know what assumptions do. They *** your cat and steal your stuff. Fight cat *** with honest debate!

Re: Missiles and Autocannons

Neoxx, you are indeed right in assuming that I'm ***

I really should just stop here and call it a victory, but I'll continue.

opponent controlled damage reducer

Seismic resists. You can easily make your worst resist your best resist when you know what you're up against. 

I'm sorry I mentioned buildings, because it obviously gave you tunnel vision.  We still have problems with hills and plants.  Anything directly in front of us thats not Traindlus will *** our missiles up.  Trees still block missiles for 100m or so.  Really does depend on your total range, though, because the arc will be affected accordingly.

The reason missiles aren't devastating in pvp at the moment is the lack of a critical mass of players in a given group willing to alpha targets out with them. Once you've hit that critical mass, reps (local or remote) won't matter, dps won't matter, terrain mostly won't matter, just pure tank and who has enough players to maintain critical mass of alpha strike longer.

Theres always room between many people's missile alphas for remote reps, even if they try to coordinate.  I've done it.  You also might be underestimating the sheer volume of reps you can fire at 1 target.  Obviously this is not sustainable, but its enough to hopefully get that person better protected or use a counter-measure against the offenders. Its also 100x easier to RR someone against missiles than if that amount of mag users did the same thing, because I can predict the impact time and compensate for lag.  I really dont get why you bittervets think we havent done large scale pvp to have ever achieved that "critical mass" of dps.


I understand that missile alpha is more consistent than any other alpha, but I think for sheer destructive potential, mag alpha is certainly much worse.  But, again I could be biased because mags do the most damage against my faction.  It still stands that they have the most DPS.  Hearing about someones Mesmer doing 400% damage or more just scares me every time I hear it.

->You just lost The Game<-

Re: Missiles and Autocannons

I fully agree with neoxx. I think people get thrown off by the "ignore LOS" comments. While many players may feel a large advantage against npc's, I assure you that the benefit is drastically reduced in pvp. When the opposing player is also hit and hiding, your cycle time will be your worst enemy as a lot of your missiles will miss the target

Re: Missiles and Autocannons

DPS comparison graph

see how anything outdamages long range missiles as the extension for cycletimes are trained up? (took adv. robotics and all damage extension lvl5 as base)

now imagine your slow little green bot that has a weekness against kinetic damage gets hit by a EM gun? (note: t4 em gun and t4 missile launcher having about 0.5s cycletime difference)

*Disclaimer: This post can contain strong sarcasm or cynical remarks. keep that in mind!
Whining - It's amazing how fast your trivial concerns will disappear

Re: Missiles and Autocannons

Annihilator wrote:

DPS comparison graph

see how anything outdamages long range missiles as the extension for cycletimes are trained up? (took adv. robotics and all damage extension lvl5 as base)

now imagine your slow little green bot that has a weekness against kinetic damage gets hit by a EM gun? (note: t4 em gun and t4 missile launcher having about 0.5s cycletime difference)

Very interesting. Do you have a graph comparison at max skill? My thoughts is that missiles perform better at high extensions simply because the net increase is higher (12 minus 30% versus 6 minus 30%).

18 (edited by AgY 2011-06-28 21:30:02)

Re: Missiles and Autocannons

Since youve posted a graph .. lets go into the details:

Gauss and LCL Lasers are the two top weapons. But if you look at their range then youll realize that theres little use for those (in PvP).

So on place 3 we have EM-Guns closely followed by Missiles (4) and Longrange Lasers (5).

Longrange lasers eat your cap real fast (less AP available for tanking) and Missiles dont require any AP at all and have the LoS advantage.
EM-Guns are also harsh on the cap and they have less range then Lasers and Missiles.

Whats the best Weapon? .. right .. Missiles..

The graph ignores MGs and ACs for some reason .. maybe because it would show how much Gauss and Shortrange lasers suck (in comparsion).

Edit: And since this is no longer a secret and because were discussing graphs that dont show how its calculated:

http://po.roving-guns.com/we.jpg

Thats what it look like if you take APS (AP per second) DPS (Damage per Second) and Range into account.

19 (edited by Annihilator 2011-06-28 21:45:43)

Re: Missiles and Autocannons

as you see - all those graphs are linear - and that is the cycle time influence on DPS which i had expected to be somwhat "dimishing"

but thats due to the "hungarian math" as many call it.

firearms are not included because the graph was originally for other use

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Whining - It's amazing how fast your trivial concerns will disappear

Re: Missiles and Autocannons

MGs and ACs weight a lot more, maybe that's why they were omitted.

<GargajCNS> we maim to please

Re: Missiles and Autocannons

Why don't just add some Syndicate bot with bonuses for AC/MG? Kinda assault, mech, and hmech version of arkhe.

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22 (edited by Annihilator 2011-06-29 12:06:41)

Re: Missiles and Autocannons

DPS influence of Robot bonus
(all cycle time and weapon damage extensions maxed, T4 equip, no tunings)

Sorry, the previous posted diagramm had a type in formula for the DPS axis (typed 0.4 instead of 0.04) so numbers are factor 10 (which doesn't change the graph, only scale)

The new graph shows the DPS of medium T4 weapons if you fit them onto the right bot.
see the medium machine gun? it beats the Gauss cannon until you got your mech up to adv. robotics lvl5 - and at the same time it costs LESS EP to train it.

and its the only weapon class that can field those DPS on Industrial or EWAR bots, or as secondary on a Tyrannos

intresting part is the medium AC's DPS in comparison to a medium HCL laser...

*Disclaimer: This post can contain strong sarcasm or cynical remarks. keep that in mind!
Whining - It's amazing how fast your trivial concerns will disappear

Re: Missiles and Autocannons

All I can say to the OP is you are mistaken and play more to see for yourself.  Recently a pvp corp reset many of their characters to be missile pilots because of range etc, thinking to blot out the suns with flying dps to their opponents. They lost the battles! Every mech in NIA has advantages and disadvantages.. it depends on the situation you face. As you will find soon, we have different fit-outs for different areas of fighting. To be successful there should be a mix of mechs in any group for efficiency and abilities of each, never a blob of same mechs. Many have tried and found out that missile bots are not OP, just another way of doing the task. As for LOS haha.. missiles are not shoot-and-forget death tools here.. we have to work for our kills along with everyone else. You can't know how many trees and plants I've razed shooting targets and don't even think about going 1v1 either.. missiles are steady dps but nowhere near OP. "We" have already been nerfed for range, no need to nerf us more or relegate our choice for something else.

Re: Missiles and Autocannons

Anni, can you factor in Dispersion rating too?