
CptBipto
Super Moose Defence Force
1
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Posted - 2013.11.08 21:07:00 -
[2] - Quote
CCP Rise wrote:Hi!
As you guys know, we're introducing Rapid Heavy Missile Launchers in Rubicon for battleships that will echo the Rapid Light Launchers in design. Well, now that the current design has been out and available for discussion for awhile, we've taken on a lot of feedback and we don't feel completely satisfied with them.
The problem we're facing is that it's very hard to create a good balance between rapid launchers and their on-size counterparts(torpedo launchers, cruise launchers, heavy missile launchers and heavy assault missile launchers). Currently I feel we have the numbers high enough that they are almost always the right choice, but if we tune them down at all they will almost never be the right choice. We would much rather that the decision to use rapid launchers depended heavily on context and that you would choose them not because they were generally better than their competition but because your specific situation called for them.
Here's the plan to improve the situation:
Rapid Launchers (both Light and Heavy) will be changed to have a much higher damage per second number, roughly on par with Heavy Assault Launchers and Torpedo Launchers respectively, but their ammo capacity will be reduced and their reload time will be increased increased (think Ancilliary Shield Boosters). Some specifics:
Rapid Light Missile Launcher rate of fire set to: Rapid Light Missile Launcher I ------------------------- 7.8s Rapid Light Missile Launcher II ------------------------- 6.24s Prototype 'Arbalest' Rapid Light Missile Launcher --- 6.24s Other meta types not shown
Rapid Heavy Missile Launcher rate of fire set to: Rapid Heavy Missile Launcher I ------------------------ 6.48s Rapid Heavy Missile launcher II ------------------------- 5.185s 'Arbalest' Rapid Heavy Missile Launcher I ------------ 5.185s Other meta types not shown
Reload time for both groups set to 40 seconds.
T2 Rapid Light Launchers can carry roughly 18 charges T2 Rapid Heavy Launchers can carry roughly 23 charges
This translates to a Raven with 3x BCU, T2 Rapid Heavy Launchers and Scourge Fury missiles doing 926 dps This translates to a Caracal with 3x BCU, T2 Rapid Light Launchers and Scourge Fury missiles doing 409 dps
Both ships would have around 50 seconds of up time followed by 40 seconds of reload meaning that over extended engagements their true dps would be a bit more than half of the dps number above.
This would provide new strategic gameplay for Rapid Missile users as well as their opponents. It would make these systems stronger against ships that can be killed inside the active window(smaller ships) but worse over longer fights, which would usually mean fights against ships in the same class or larger. It would generally be more interesting but would also leave more space for the main missile systems to thrive as well.
Let me know what you think and keep in mind that numbers may be adjusted slightly as we continue to test. Thanks
Rapid lights should get about 30 rounds to its payload and a 15 - 20 second reload, 40 seconds is far to long with for what you are trying to do. i see where you are going with the whole specific fit for the specific situation.
I don't ever see me using rapid heavy's for a long time so i'm not going to talk about it.
I don't see this being used "noob tear blob fest space", so it is a bit refreshing to see empire space get some new combat tactics.
I can see this working if you don't listen to the guy who convinced ccp to implement nurf guns to the Caldari arsenal, instead of just shaving off the excess of the rapid lights that made it over the top |