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Author |
Thread Statistics | Show CCP posts - 20 post(s) |

Bob Niac
Joint Espionage and Defence Industries Preatoriani
26
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Posted - 2013.11.08 15:05:00 -
[1] - Quote
Hey CCP Rise, why can't we have multi-ammo consumption variations? For instance:
Cruiser Class: Dual Rocket Launcher I
Battleship: Quad Standard Missile Launcher I Dual HAM
Etc. Decent dps, but you unload a ridiculous amount of ammo. This would be something for the new marauders to utilize, they have the cargo hold and movement capabilities to use short range launchers like this effectively. |

Bob Niac
Joint Espionage and Defence Industries Preatoriani
26
|
Posted - 2013.11.10 05:30:00 -
[2] - Quote
CCP Rise wrote:Alright, so far I feel like I'm seeing 3 major areas of complaint, alongside a lot of people who think this will be a good change. Those areas are:
40s reload is boring and will be miserable to use please don't do it
Switching ammo types (other damage types or to FOF(does anyone actually use fof?)) will be very difficult which is key for missile users
This is a nerf to RLML and I love them so please don't do it
I'm not convinced at all by the first complaint. As I've said before, this delay creates new kimds of decision making, it creates spikes of tension in fights rather than a flat amount of damage moving around and beyond those things it can be completely mitigated if you want. As others have pointed out, simply splitting your launchers into two groups and alternating them means you are never stuck in reload. It also means you lose the advantage of having your damage front-loaded into a very high DPS number. Still, if you can completely bypass this 'downside' I don't see how you can argue that this mechanic alone ruins the system.
I commented earlier on the missile switching - I think it is a valid complaint and I'd like to find a work-around for it as an iteration but I don't think it's a show-stopper. Several of the ships using these systems are kinetic bonused which means you don't switch that often. You still have time to switch on the way to a fight based on what damage type might be best. You still have the option to switch as you run out of charges and would be reloading anyway. But again, this is a legit complaint and I want to look into it.
Most of the complaints about it being a straight up nerf make me feel like going ahead with the old plan and leaving RLML in their current state would have been a mistake. I think most of you feeling this way are just disappointed with the idea of losing a slightly over-powered weapon system, which is understandable. Please keep in mind that this change represents a 15-20% damage drop over long fights but offers a new advantage in trade. I suspect that ships like FW Caracals with RLML will remain very strong. Also, if they don't, it's very easy to tune the reload time down slightly or the rate of fire up slightly to bring them into balance and we would absolutely watch that and make necessary adjustments. I would be extremely unhappy if the numbers were bad and rapid launchers disappeared from Caracals and Fleet Scythes completely.
Broader complaints about missiles vs turrets or training time often have merit, but they represent much bigger projects that we fully intend to take on, just not during this rebalance. We hear you though and hopefully we can start working on major module balance projects in the coming releases as we are closing in on finishing our first lap of all the ships in the game.
Hope this answers some of your concerns
"you won't switch that often anyway"
Please, I would love to see any data that says this is true. AFAIK, if you want to be effective in a Caldari ship, one of the first 10 things you learn is "there is a dmg type bonus, but it amounts to basically bull (due to how resists work.)" |

Bob Niac
Joint Espionage and Defence Industries Preatoriani
26
|
Posted - 2013.11.10 05:43:00 -
[3] - Quote
Again, if you want something different:
2 - 4 round clip. Refire is 0.2 seconds Reload is 160% of refire rate of original module.
In this setup, there is no true reload. The small clip size allows the reload to be what is traditionally the refire / cooldown. The module rapidly unloads its clip, puts out a great alpha, and then has to reload.
This is basically using current in game mechanics to implement an un-implemented one: Firing two missils at once.
Balancing the modules is primarily done through the reload cycle. |

Bob Niac
Joint Espionage and Defence Industries Preatoriani
26
|
Posted - 2013.11.11 06:33:00 -
[4] - Quote
I am thinking this is going to be pushed back to a future patch. WAAAY too much negative feedback. |

Bob Niac
Joint Espionage and Defence Industries Preatoriani
26
|
Posted - 2013.11.12 23:18:00 -
[5] - Quote
Heck with it.. Imma play on SiSi and figure out wtf is going on. Devs deserve that much. It's really weird concept, tbh. I always saw guided missiles as better sustained dmg, and rockets, torps and the like as busty err bursty.
Next time, can y'all at least consider HAMs for this?  I <3 Logistics: Pilot of all -áT2 logi and my shiny Archon [deceased.] Also a Chimera which may or may not be horrid. I don't make games, I play them. I get that ppl are passionate about change. I post here to plant seeds. You see your idea as is? Holy **** you win! So let's post, and see what the DEVs and our peers use. |

Bob Niac
Joint Espionage and Defence Industries Preatoriani
26
|
Posted - 2013.11.13 16:19:00 -
[6] - Quote
Actually, does anyone see a correlation between bomb launchers and the way rapid launchers are being reimagined? Battlecruisers are steath bombers now?
Also, y'all know you are not required to link launchers, right? I could have a few double SeBoo Cerbs harrasing 5-6 frigates and destroyer class gangs. Each cerb can go after 3-4 targets at once.. I <3 Logistics: Pilot of all -áT2 logi and my shiny Archon [deceased.] Also a Chimera which may or may not be horrid. I don't make games, I play them. I get that ppl are passionate about change. I post here to plant seeds. You see your idea as is? Holy **** you win! So let's post, and see what the DEVs and our peers use. |
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