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101. Sticky:[Rubicon] Rapid Missile Launchers - v2 - in Player Features and Ideas Discussion [original thread]
I think you're right, it has got side tracked a fair bit. And I personally got a bit sidetracked by the numbers... oh how they draw me in. But overall, I'm not sure what more can be said in this thread, that at this point hasn't been said before. ...
- by Moonaura - at 2013.11.30 03:19:00
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102. Sticky:[Rubicon] Rapid Missile Launchers - v2 - in Player Features and Ideas Discussion [original thread]
Sgt Ocker wrote: I'd like to congratulate all the posters for the last 5 or 6 pages of this thread. It has been completely derailed and given CCP Rise no reason at all to continue following it. Look at the title of this thread, then give you...
- by Moonaura - at 2013.11.30 02:30:00
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103. Sticky:[Rubicon] Rapid Missile Launchers - v2 - in Player Features and Ideas Discussion [original thread]
Bouh Revetoile wrote: Great, so now a Thorax hiting a Condor for 20 dps is fine, but a Caracal hiting it for 80 is not. Very good ! Also the Condor should be using tracking disruption script, not optimal range disruption one. Now I have to adm...
- by Moonaura - at 2013.11.30 02:25:00
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104. Sticky:[Rubicon] Rapid Missile Launchers - v2 - in Player Features and Ideas Discussion [original thread]
Sorry Arthur, you might not like this one, but I spent a very long time looking at the benefits and drawbacks of shields, because I created my corp to be a Caldari focused corp the first time around. Here are my thoughts: Arthur Aihaken wrote: ...
- by Moonaura - at 2013.11.30 02:10:00
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105. Sticky:[Rubicon] Rapid Missile Launchers - v2 - in Player Features and Ideas Discussion [original thread]
So the argument from Buoh put across is that basically RLML and missiles in general are overpowered because missiles can reach further and do more damage consistently than guns. They are also immune to TD (a valid arguement). For those that have ...
- by Moonaura - at 2013.11.30 00:52:00
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106. Sticky:[Rubicon] Rapid Missile Launchers - v2 - in Player Features and Ideas Discussion [original thread]
That is a fair point, but Heavy Missiles shouldn't hit a Cruiser for so little damage either. And I also agree, Torpedos are, without question, the worst weapon platform in the game.
- by Moonaura - at 2013.11.29 17:53:00
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107. Sticky:[Rubicon] Rapid Missile Launchers - v2 - in Player Features and Ideas Discussion [original thread]
Zvaarian the Red wrote: Here's some interesting damage application numbers to consider: Hookbill (faction light missiles) vs Kestrel: 88.5% Hookbill (faction rockets) vs Kestrel: 100% Caracal (faction heavy missiles) vs Rupture: 59.5% Caracal ...
- by Moonaura - at 2013.11.29 17:30:00
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108. Sticky:[Rubicon] Rapid Missile Launchers - v2 - in Player Features and Ideas Discussion [original thread]
Dr Sraggles wrote: GlueShooz wrote: A lot of great information in this thread but I'm not sure where you guys are getting into these big open field fights. I have two FW toons and they're getting into fights within 9 km of their opponents, f...
- by Moonaura - at 2013.11.29 17:25:00
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109. Sticky:[Rubicon] Rapid Missile Launchers - v2 - in Player Features and Ideas Discussion [original thread]
Bouh Revetoile wrote: Also, TD, Condor and Atron like them a lot. Yes, the first thing I did when the frigate changes came along, is fit those on there. If you also have the skills, you can use Sensor Damps instead on the Condor. Its not as ...
- by Moonaura - at 2013.11.29 16:39:00
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110. Sticky:[Rubicon] Rapid Missile Launchers - v2 - in Player Features and Ideas Discussion [original thread]
If your Incursus is going to dive in and get in and try to sit at 500m, why are you fitting Rails on your Incursus then? They don't hit anything like as well at that close range. If I fit blasters on the Thorax instead, I am absolutely still goin...
- by Moonaura - at 2013.11.29 16:25:00
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111. Sticky:[Rubicon] Rapid Missile Launchers - v2 - in Player Features and Ideas Discussion [original thread]
If anyone wants to test these fits out, happy to give it a go on Sisi. I also have a TS3 we can use. E-mail is the best bet.
- by Moonaura - at 2013.11.29 15:54:00
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112. Sticky:[Rubicon] Rapid Missile Launchers - v2 - in Player Features and Ideas Discussion [original thread]
Bouh Revetoile wrote: Moonaura wrote: tl:dr - Battleships can kill cruisers - and frigates just fine. Indeed, and cruisers can kill battleships and frigates just fine ; and frigates can kill cruisers just fine, but for battleship you need t...
- by Moonaura - at 2013.11.29 15:41:00
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113. Sticky:[Rubicon] Rapid Missile Launchers - v2 - in Player Features and Ideas Discussion [original thread]
Bouh Revetoile wrote: That is an important thing to underline a problem I can see. On the other hand, hiting a painted AB Incursus for 80dps to be a lot in fact, because a turret ship won't hit this incursus, like never if the incursus have ta...
- by Moonaura - at 2013.11.29 15:40:00
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114. Sticky:[Rubicon] Rapid Missile Launchers - v2 - in Player Features and Ideas Discussion [original thread]
Given you have gone back to an old post, that I never replied too, I wanted to address that, given you brought it back up. Bouh Revetoile wrote: The thing with battleships was exactly what I was saying. 3 BS can't go in a gang of hafly compete...
- by Moonaura - at 2013.11.29 14:25:00
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115. Sticky:[Rubicon] Rapid Missile Launchers - v2 - in Player Features and Ideas Discussion [original thread]
Bouh Revetoile wrote: All in all, if you don't find any use for missiles strength, that's *your* problem, because in the game, they do have strengths. Now, since the medium LR turrets buff, HML might need a small buff, but I'm not even sure a...
- by Moonaura - at 2013.11.29 13:50:00
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116. Sticky:[Rubicon] Rapid Missile Launchers - v2 - in Player Features and Ideas Discussion [original thread]
The thing I wanted to put out about Faction heavy missiles, is they actually compare very closely to precision T2 missiles. Close enough in fact, that actually loading precision heavy missiles, is ever worth it. They hit Frigates for almost the sa...
- by Moonaura - at 2013.11.29 13:37:00
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117. Sticky:[Rubicon] Rapid Missile Launchers - v2 - in Player Features and Ideas Discussion [original thread]
Bouh Revetoile wrote: Now, to the interesting post of Moonaura First, thank you for taking the time to look at numbers. But you're still missing a bit of distance to these numbers to understand what they mean. But before, a few remarks : Firs...
- by Moonaura - at 2013.11.29 13:22:00
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118. Sticky:[Rubicon] Rapid Missile Launchers - v2 - in Player Features and Ideas Discussion [original thread]
Empeached wrote: What are the main objections to such a change (which if I've read it correctly is all about tweaking damage application rather than paper DPS)? From the sounds of it the original HML nerf came about because a ridiculous percent...
- by Moonaura - at 2013.11.29 01:19:00
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119. Sticky:[Rubicon] Rapid Missile Launchers - v2 - in Player Features and Ideas Discussion [original thread]
Thanks for the kind comments, but please remember my disclaimer lol. I found my pre-rubicon EFT, so I could take a look at the old RLML damage vs the guns. Its both simple and complex, which is only befitting a game of EVE's stature. I've got a ...
- by Moonaura - at 2013.11.29 00:39:00
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120. Sticky:[Rubicon] Rapid Missile Launchers - v2 - in Player Features and Ideas Discussion [original thread]
One last point, if you do put three BCU in the Caracal, it will still do less DPS than the Thorax Rails, without any damage mods. They still only hit the Condor for 159dps, almost half their damage potential. Adding more target painters makes mini...
- by Moonaura - at 2013.11.28 21:23:00
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