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Author |
Thread Statistics | Show CCP posts - 20 post(s) |
Dav Varan
Spiritus Draconis Sicarius Draconis
78
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Posted - 2013.11.08 19:17:00 -
[1] - Quote
Very probably the worst idea ever to be presented by a dev to the player base.
40 seconds to switch damage type
No use to fleet players due to crap long term dps No use to solo players due to dying while switching to optimal ammo No use to PvE due to crap long term dps.
Take yourself to the HR department and ask to be fired please. |
Dav Varan
Spiritus Draconis Sicarius Draconis
78
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Posted - 2013.11.08 19:24:00 -
[2] - Quote
Ha Ha Ha Ha
40 seconds to swich to optimal ammo
I'm never gonna fit that trash
This is gonna make me lol all night
Do dev's ever fight in missile boat ?
Whats wrong with dps half way between hml and cml and be done with it.
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Dav Varan
Spiritus Draconis Sicarius Draconis
95
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Posted - 2013.11.12 15:48:00 -
[3] - Quote
CCP Rise wrote:I'm not sure where the idea comes from that this plan came out of thin air in a few days has come from. Yes, it's late in the release cycle, but we spent weeks talking about how to deal with this problem and went through multiple review processes before anything showed up here, just like we do with all changes.
I also assure you that I am not ignoring negative feedback. There are absolutely a lot of people giving that in this thread. In the past when I've gotten negative feedback which is backed with well articulated arguments I don't hesitate to make changes (see industrial rebalance, electronic attack frig rebalance, battleship rebalance), but in this thread the majority of complaint is very disorganized and unhelpful, that's why I'm instead going with the positive feedback coming from the CSM, from our testing and from some posters here.
So you're only listening to feedback you like ?
If you're having trouble understanding the complaints let me help with some bullet points.
1) Solo missile combat is based around firing the right ammo.
2) Your proposal means it take 40 seconds to change ammo.
Put 1&2 together and you come up with what ? come on its not rocket science :P |
Dav Varan
Spiritus Draconis Sicarius Draconis
96
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Posted - 2013.11.13 17:00:00 -
[4] - Quote
RHML dps = ( Cruise ml dps + Heavy ml dps ) / 2
It was literally this easy.
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Dav Varan
Spiritus Draconis Sicarius Draconis
97
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Posted - 2013.11.15 09:23:00 -
[5] - Quote
Tinkerrbell wrote:I do not support this idea at all. Ether keep the current weapon system or make this a new one. This needs to be tested by your paying customers before this goes ahead. I don't like the idea of a weapon system becoming useless once it was working "OK" beforehand. Would this make me use it more? Don't know it needs to be tested. The "40 second" Reload timer is a major killer for refilling or swapping ammo.
Completelly agree with this.
Leaving aside meta variants there are only 3 launchers to choose from at the moment for mediums. This compares with 6 for most medium guns iirc.
Given that burst launchers are going to be niche weapons at best reducing the number of general purpose launchers to 1 short range and 1 long range for general purpose is very bad form.
Make this abomination as a new launcher type is a much safer idea, that way when it turns out to be trash at least missile users still have choices when it comes to fitting.
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Dav Varan
Spiritus Draconis Sicarius Draconis
97
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Posted - 2013.11.15 16:43:00 -
[6] - Quote
Julian DeCroix wrote:As a primarily PvE pilot, I've greatly enjoyed flying my Caracal with RLMLs in missions, anomalies and escalations in which I have to deal with dozens of frigate-class ships with a smattering of cruiser-size targets. Anything smaller than a cruiser has trouble fitting the necessary tank, let alone fit a salvager/tractor/salvage drones; a larger ship often is not permitted, and standard mid-size weapon systems frequently cannot apply enough damage to small targets to be useful (at least, not without sacrificing a significant portion of tank, which defeats the purpose of bringing the larger hull to begin with). The cruiser using a juiced-up small weapon system is the perfect solution. I was looking forward to a similar solution for running some of the more advanced anomalies and L4 missions which focus on larger numbers of smaller elite targets; running them in a BC often is still problematic, while applying damage using cruise missiles or torpedoes is suboptimal at best. Drones can help to an extent, but still can't fully bridge the gap, especially not with the improved NPC AI. Being able to fit RHMLs to my Raven for such missions was a very appealing idea. However, for my purposes (and yes, I realize that my playstyle does not constitute that of the larger subscription base) I feel the proposed mechanics for RMLs render them useless to me. The biggest problem I see actually stems from missile flight time. For the sake of simplicity, let's assume a 5s cycle time on the launcher and 5k m/s velocity for the missiles. Unless you're being very careful, any target over 25km away will have at least one salvo en route when it explodes; anything over 50km, at least two salvos. With the current iteration, this isn't that big a deal, but for the new mechanics this would mean that 5-20% of your ammo capacity could easily be wasted *per target*...and then you hope you can survive the reload. When I first found the RLMLs, I was ecstatic; I immediately tried to find similar systems for turret ships, but instead found that the "dual/quad $smallergun" turrets do not follow anything close to the same formula for being a viable means of combating numerous smaller ships from a larger hull. Is it intended that drones be the most, or perhaps even only, reasonable solution for this situation?
Sorry you are not in a blob in 0.0. You do not matter. No council representation for your playstyle. No dev consideration for your playstyle. You have to be stuck with 25% more grind in your mission.
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Dav Varan
Spiritus Draconis Sicarius Draconis
100
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Posted - 2013.11.19 10:21:00 -
[7] - Quote
Anunna Morgan wrote:Sorry if this has already been discussed but as a potential feature/workaround to the long reload vs switching damage types why don't we just have a variable reload time?
You could give the new rapid launchers the same 'base' reload time as other launchers (10 seconds) and then just have an additional reload time on a per missile basis eg;
reload time = 10 + ((30 / magazine size) * used ammo))
RLML reloading with a full magazine takes 10 seconds to reload (10 + ((30 / 18) * 0) RLML reloading with an empty magazine tokes 40 seconds to reload (10 + ((30 / 18) * 18)
RLML reloading with 10 charges in the magazine takes 23.33 seconds (10 + ((30 / 18) * 8)
This would give pilots the flexibility to change ammo mid fight without too much heartache while also allowing skilled pilots to perform 'tactical' reloads during breaks in the fighting, lending these modules to more maneuverable fights. Conversely tactics could be used against RLML users to make them waste missiles making changing ammo more painful.
Nice You make a better game designer than Rise.
Shame you didn't post this before he went into full on lalalala I'm not listening mode.
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Dav Varan
Spiritus Draconis Sicarius Draconis
108
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Posted - 2013.11.27 12:22:00 -
[8] - Quote
CCP Rise wrote: Since launch, I've been continuing to monitor the effect of the rapid missile change through usage metrics, discussion with CSM, conversation with players I know who are using them and using them myself on TQ. I see that some places, especially in this thread, there's a lot of frustration still about the change in general but the majority of it is lacking any substance except for the simple claim that 40 seconds of reload isn't fun.
Put the 40 second reload onto every weapon in game if its such a great mech.
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