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Gypsio III
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Posted - 2013.11.08 13:13:00 -
[1] - Quote
CCP Rise wrote:Let me know what you think and keep in mind that numbers may be adjusted slightly as we continue to test. Thanks
Initial thought: You're drunk. After that... numbers.
Current triple-BCS RLML Caracal does 266 DPS Future one will do 409 DPS before reload. This is 53.8% more. It's a 35% ROF bonus.
Future RLML shoots 23 missiles, then reloads for 40 s. With current triple-BCS Caracal ROF of 3.79 s, future Caracal will have 2.46 s ROF. It fires 23 missiles over 56.7 s, then reloads for 40 s. Total time is 96.7 s, total max damage is 23 x 201.58 = 4636, for average 47.9 DPS per RLML, making 239.7 DPS from a Caracal's five launchers, relative to old 266 DPS.
Summary: Burst DPS increases by 53.8%, prolonged DPS decreases by about 9.9%.
As a regular RLML Cerb pilot, yeah, I'll take that.  |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
938
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Posted - 2013.11.08 13:15:00 -
[2] - Quote
Alvatore DiMarco wrote:By the way, Rise, I saw that little trick you did there using Fury-type T2 kinetic missiles on kinetic-bonused hulls to artificially inflate the DPS numbers. How about some numbers with T1 thermal missiles?
You're not nearly as clever as you think you are.  |

Gypsio III
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940
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Posted - 2013.11.08 13:29:00 -
[3] - Quote
Alvatore DiMarco wrote:Gypsio III wrote:Alvatore DiMarco wrote:By the way, Rise, I saw that little trick you did there using Fury-type T2 kinetic missiles on kinetic-bonused hulls to artificially inflate the DPS numbers. How about some numbers with T1 thermal missiles? You're not nearly as clever as you think you are.  No desire to be clever. I actually thought it was pretty obvious, but nobody had mentioned it yet so I decided I would.
Pretty obvious to whom? Raven and Caracal are not kinetic-bonused ships.  |

Gypsio III
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942
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Posted - 2013.11.08 13:38:00 -
[4] - Quote
CCP Rise wrote:Quote:Summary: Burst DPS increases by 53.8%, prolonged DPS decreases by about 9.9%. This made me scared for a second and then I realized you used the RHML charge amount instead of the RLML. So instead of 23 charges it should be 18 which will lower the DPS a bit more.
Yep, just spotted that myself. Updating the post above. |

Gypsio III
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942
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Posted - 2013.11.08 13:55:00 -
[5] - Quote
Michael Harari wrote:This is a terrible idea.
1) Having a lot of downtime is just bad gameplay design. In a gang, you might stay on the field to provide point and webs, but if you are solo, you basically are going to kill 1-2 targets and warp out. And then nobody gets to do anything for the next 40s while you reload. It promotes non-interactive gameplay.
2) Its not intuitive. Its yet another thing that vets know that noobs dont.
3) Its not that people use rapid lights because they are really good. We use them because the other medium missile systems are utter trash. I would love to be able to use heavy missiles again, but there is just no reason since they are currently the worst weapon system in the entire game for anything but giant blobs.
4) There is no alternative. You can use normal shield boosters instead of ancillary boosters. You can use normal armor reps instead of ancillary reps. There are good reasons to choose each. For medium missile launchers, there isnt any alternative to rapid lights. Heavy missiles are too slow, do too little damage for the fitting, and apply too poorly. Heavy assaults are too short range, and apply even more poorly.
5) While roaming, its can be very difficult to make a 40s reload when going gate to gate. This will just slow gangs down, with no real reason to do so.
Making this change will basically just end the use of missile ships in small gangs. People will just go to other ships, instead of dealing with the possibility of being tackled and having to wait for close to a minute to return fire.
If you want people to choose heavy missiles, then make heavy missiles be something besides a trash tier weapons system.
1. I don't see this as a problem. 2. Pfff, if people can't read weapon descriptions, more fool them. 3. They are actually pretty good.
4. This is a mess. HMs are faster than LMs, not slower. HMs are trash because they offer minimal advantages in range and applied DPS over RLMLS. HAMs apply damage better than than HMLs, ignoring range issues. Fix HMs and the alternative to RLMLs will exist.
5. This is a serious problem, agreed. |

Gypsio III
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943
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Posted - 2013.11.08 14:13:00 -
[6] - Quote
Xequecal wrote:
RLMs outperform HAMs on pretty much all cruisers, even if webbed.
Only because of links. The problem is hilariously OP skirmish links, not HAMs. |

Gypsio III
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951
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Posted - 2013.11.08 23:52:00 -
[7] - Quote
Silvetica Dian wrote:
My perspective for what it is worth is that this will be a huge buff for those people that like to prey on scouts and tackle at the edges of fights. Getting a quick kill then disengaging away before the victims friends arrive and a moderate nerf to f1 monkeys who still decide to fit these missiles.
Pretty much, but that doesn't necessarily make it a good idea. To me, it seems that at any one time it will be intensely aggravating to someone - either the poor frigate pilot raging about getting nuked by a 520 DPS RLML Cerb, or the poor Cerb pilot twiddling his thumbs reloading for forty seconds, having to hold up his gang on gates or stuck dealing kinetic against Enyos and Ishkurs.
Any change that makes a weapon system simultaneously hated by both sides in an engagement probably isn't the right one.
That isn't to say that there isn't potential in the idea. I quite like the principle of it, but 40 s reload is far too long. Even 30 s would be pushing it.  |

Gypsio III
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956
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Posted - 2013.11.09 15:51:00 -
[8] - Quote
Hatsumi Kobayashi wrote:Chessur wrote:RLM's never recieved a damage buff. None at all. They are still shooting the same DPS from years ago. Didn't light missiles as a whole receive a slight damage buff recently?
Quite right, LMs were heavily buffed in Retribution. Typical Chessur spouting his mouth off again.  |

Gypsio III
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958
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Posted - 2013.11.09 16:16:00 -
[9] - Quote
Chessur wrote:Gypsio III wrote:Hatsumi Kobayashi wrote:Chessur wrote:RLM's never recieved a damage buff. None at all. They are still shooting the same DPS from years ago. Didn't light missiles as a whole receive a slight damage buff recently? Quite right, LMs were heavily buffed in Retribution. Typical Chessur spouting his mouth off again.  I said, Rapid ligh tmissile launchers- not light missiles never recieved a buff. Read the damn post moron.
The subject is RLMLs. Don't be any thicker than you already are, unless you have some magic RLMLs that shoot a different sort of missile.  |

Gypsio III
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960
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Posted - 2013.11.11 11:25:00 -
[10] - 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
The fundamental problem with this idea is that you are creating a weapon system that can both be massively OP and painfully useless, depending entirely on whether the launcher is reloading or not. You've tried to handwave this away as "consequences!". Now, I'm all for consequences, but these consequence are simply too brutal. The RML user has the consequences of being useless for 40 s, slowing his gang by having to pause on gates to reload and being stuck in a particular selection of damage types, while the frigate pilot has the consequences of getting nuked hilariously in double-quick time. Neither set of consequences makes for particularly engaging gameplay and will enrage both user and recipient.
A weapon system that can have both user and target raging in righteous fury is really bad mechanics. At least ECM only enrages the victim!
While I like the idea in principle, the 40 s reload is clearly far too long, aggravating not only for the RML user as he reloads but also for the frigate pilot trying to survive before/after the reload because the burst DPS is too high. I'd say cut the reload down to 25 s, maybe 30 s at the absolute most, and adjust burst DPS accordingly. It'll still be deeply aggravating to both sides, but it'll be a bit more tolerable. |
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Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
960
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Posted - 2013.11.11 11:33:00 -
[11] - Quote
Kagura Nikon wrote:
its even worse. Its a binary system.
Either you are in a frigate that has no chance to survive the caracal because it has under 12-14k ehp. Or you are in a frigate (faction or t2) that can simply IGNORE the caracal, because there is ZERO chance the caracal can kill you even if you are a horrible frigate pilot, just because his missiles will end at half the job done)
Be careful that you don't oversimplify things. For a soloer, yes, this is very likely a problem. In small gang, with the appropriate tackle and/or additional DPS, I'd suggest that the frigate would die sooner - if the RLML user started shooting at the appropriate time. |

Gypsio III
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964
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Posted - 2013.11.11 15:13:00 -
[12] - Quote
Chessur wrote:Bouh Revetoile wrote: Those ships have bonus to light missiles, not RLML. You would see the difference if you ceased to be an arrogant *******.
Wow, you are so, so wrong. Get out of this thread. And stop shitting up the worthwhile conversations going on here- with your mind blowing misinformed ideas. Scythe fleet, and Osprey Navy both have bonuses.
"10% bonus to Heavy Assault and Heavy Missile velocity 10% bonus to Kinetic missile damage, 5% bonus to EM, Explosive, and Thermal missile damage"
10% bonus to Medium Projectile Turret rate of fire 10% bonus to Missile damage
Bonuses to light missiles (and the others), not RLMLs. Please, not this **** again Chessur.  |

Gypsio III
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964
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Posted - 2013.11.11 15:23:00 -
[13] - Quote
Kagura Nikon wrote:Gypsio III wrote:"10% bonus to Heavy Assault and Heavy Missile velocity 10% bonus to Kinetic missile damage, 5% bonus to EM, Explosive, and Thermal missile damage" 10% bonus to Medium Projectile Turret rate of fire 10% bonus to Missile damage Bonuses to light missiles (and the others), not RLMLs. Please, not this **** again Chessur.  No, it has a bonus to ALL missiles. Unfortunately I am yet to find a way to fit a citatel launcher on it :P
Yes. A bonus to all missiles' damage, not to all missile launchers. Nothing in the bonuses affects the RLMLs' stats. You're agreeing with me!
I feed that there's some confusion about the difference between a missile and a missile launcher here. |

Gypsio III
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968
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Posted - 2013.11.12 12:13:00 -
[14] - Quote
CCP Rise wrote:The second part of this topic is whether or not the other medium weapon systems are actually viable. The way players are behaving says they are, but following this release I'd like to have a conversation internally about missiles as a whole and figure out where we stand. Maybe there is some more changes needed and I'd like to look into that.
HMLs do not offer a sufficient increase in damage projection and application against common targets, relative to RLMLs, nor to they compare favourably with medium LR turrets. HAMs are basically okay, but suffer when a target is receiving the absurdly overpowered sig and speed Skirmish links. Torps on BS hulls essentially have no role. Citadel missiles/Phoenix are pointless. If they're going to be useless at the blap game without 90% webs and linked bonused painters, then at least make them good against capitals. Light missiles may be a bit too good, but I suspect that the problem is really overpowered warfare links again.
CCP Rise wrote:I think we will come out of this with a very fun pair of weapon systems. If we don't, it will get changed.
They'll lurch from being very fun to very infuriating, for both user and target, across the space of a single minute, with no middle ground at all. I'll still use them because I'm optimistic that I'm sufficiently unterrible to be able to deal with the reload, but I suspect that player fury will follow them around like a stale fart.
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Gypsio III
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975
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Posted - 2013.11.13 08:50:00 -
[15] - Quote
Maxemus Payne wrote: 2. I don't know the last time I brought a 3x BCU II Cerberus to a fight and outran anything... ever. For example: A Cerberus at 1376 m/s vs a Thorax... at 2028 m/s is just disgusting. .
Er, try not plating and trimarking your Cerberus.  |

Gypsio III
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983
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Posted - 2013.11.20 10:45:00 -
[16] - Quote
Kaarous Aldurald wrote:Quote:then maybe they need to buff the damage bonuses on the Caracal to make it more competitive. I'd agree with this. It's about time Kinetic-only damage bonuses die in a fire.
Yeah, that kinetic-only damage bonus on the Caracal should go, like yesterday!

In fairness, it's not as bad as thinking that light missiles have infinite "tracking". This thread is so facepalmy, but it's always the way with missile threads. |

Gypsio III
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983
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Posted - 2013.11.20 11:06:00 -
[17] - Quote
KatanTharkay wrote:I just tested the new RLML launchers in a Caracal with triple BCS on Tranquility and they where unable to kill a cookie cutter dual repp Incursus.
I make it that the Caracal applies 325 DPS unheated to a webbed Incursus with overloaded AB. The Incursus tanks 155 DPS overloaded, which means that it dies in about 18 seconds.
I suspect that the problem is that you don't know how to fit a Caracal. |

Gypsio III
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984
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Posted - 2013.11.20 11:45:00 -
[18] - Quote
It's a long time since I've done solo lowsec work in a Caracal, but when I did do it after Quantum Rise I used a Caracal with dual webs. Fitting no webs is just mental - how do you expect to keep tackle on things? Sorry, but only HML Caracals don't fit webs - or have reliable webbing gangmates, which amounts to the same thing. Sort your fits out.
Your Incursus fit was "Incursus: standard AB fit with DC, ENAM, 2 small repps, 2 auxiliary nano pumps, max skills, no other implants, all T2, except for rigs".
I can't reproduce your 205 DPS tank. With Pseudo DC, EANM, dual SAR and dual ANP rigs, I show 155 DPS overloaded explosive tank. Ah wait, I can use a CPU rig to upgrade from Pseudo DC to T2, that makes it 158 DPS tanked and death in 18 s.
Are you using omni damage tank, or do you have an explosive rig in there? It doesn't matter though. With a 205 DPS tank, the Incursus dies in 23 s instead.
You're also wrong in the case of two Incursusii, and obviously so. They die in 18 s each, which means that the Caracal can kill both before reload. The two Incurses deal 204 DPS each, for 408 DPS, against a bog-standard triple-CDFE, LSE, Invuln Caracal of 28k EHP against Void. Even if neither die, they'll take 69 s to kill the Caracal.
To win, the Incursuses need to kite a bit outside web range and hope they can trick the Caracal into wasting missiles. But of course, if the Incursi ever want to kill it, they have to enter web range... |

Gypsio III
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Posted - 2013.11.20 12:03:00 -
[19] - Quote
Amusingly, a quick look at the number suggest that the Caracal has a good chance of killing three Incursuses!
Assume 28k EHP Caracal and 158 DPS tank, 204 DPS Incursuses. Assume that the Caracal uses a full load of missiles to kill the first two, then reloads.
In the first 18 s it was taking 612 DPS, then 408 DPS in the next 18 s. After that it reloads for 40 s during which it receives 204 DPS. After finishing reload, it has taken 612*18 + 408* 18 + 40*204 damage, 26520 damage, leaving it deep in hull. Then it starts shooting again, this time using overload, which means 14 s to kill the last Incursus - but during this time the Incursus would deal 14*204 = 2856 damage, enough to kill the Caracal first.
However, this analysis neglects drone damage from the Caracal while it reloads, and I suspect that the third Incursus would take a volley or two of damage before the reload, which could well tip the balance the other way.  |

Gypsio III
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Posted - 2013.11.20 12:06:00 -
[20] - Quote
KatanTharkay wrote:
now, that Incursus fit, all level 5:
lows: DC II 2 x Small Armor Rep II ENAM II
mids: 1MN Afterburner II Small cap booster II J5b scram
highs: 3 Light Ion Blaster II
rigs: Anti Explosive Pump I 2 x Small Auxiliary Nano Pump I
That's 217 DPS tanked on lowest resist before any link / gang / implant bonuses.
Ah right thanks, that's helpful. That makes it 25 s to kill it, a significantly better result. The second Incursus will probably survive the reload, then die.
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Gypsio III
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Posted - 2013.11.20 13:28:00 -
[21] - Quote
KatanTharkay wrote: Right, the trouble is that he will be able to hold you for his friends. At the moment the only option left for a solo RLML Caracal pilot is to never engage more than 1 tanked frigate if he want to make proper use of the new weapon platform (hit and run before reinforcements arriving). As a gank weapon is very nice in gangs but kinda sucks for solo on regular platforms (Tengu is still great).
Look, stop and think for a second. The single Incursus is dying much more quickly than previously, so you have more chance of getting away.
With two Incursuses, if you can kill them before reloading, then again you have more chance of getting away than before. The model suggested 25 s to kill each one, which means that a reload would necessary, but it's sufficiently close that skills can make the difference.
Quote:Could you adjust those figures to allow for the scram and web.. With web and scram you don't get 28k EHP, it is closer to 23k and 88 DPS tank, sadly with your figures, the caracal does in fact lose.
No, it's 28,065 EHP to Void, with overloaded Invuln of course. I didn't bother trying to account for passive regen though, but it's not 88 DPS peak anyway. Edit - to Omni it's 27.2k, but since we were talking about Incursuses I used Void.
[Caracal, AML] Damage Control II Ballistic Control System II Ballistic Control System II Ballistic Control System II
Experimental 10MN Microwarpdrive I Large Shield Extender II Warp Disruptor II Fleeting Propulsion Inhibitor I Adaptive Invulnerability Field II
Rapid Light Missile Launcher II, Nova Precision Light Missile Rapid Light Missile Launcher II, Nova Precision Light Missile Rapid Light Missile Launcher II, Nova Precision Light Missile Rapid Light Missile Launcher II, Nova Precision Light Missile Rapid Light Missile Launcher II, Nova Precision Light Missile
Medium Core Defense Field Extender I Medium Core Defense Field Extender I Medium Core Defense Field Extender I
Warrior II x2 |

Gypsio III
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985
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Posted - 2013.11.23 16:15:00 -
[22] - Quote
So I took a RLML Cerb out last night, in a gang of 12-ish. We seemed to be three Cerbs (2 RLML, 1 HAM), two Deimos, two Ishtars, a Cynabal, a dictor, a Scimitar and two interceptors, and stupid OP OGB links, ofc. Unfortunately we never got a "proper" fight with frigates to shoot at, so I won't comment on performance in that respect. Instead we just roamed across Goon space killing everything too stupid to pay attention to intel or local, which turned out to be a bafflingly large number of people, including two carriers, a Golem and a navydomi. The closest thing to a real fight was a ReSeBoed gatecamp with pimped Ashimmu, Lachesis and cyno triage carrier support, from which we killed the Ashimmu after it thought it would be clever to burn out of rep range of the carrier. Summary.
So most of the fights were just ganks of ratters, which the RLML is well suited for, given the burst damage. OTOH, I kept having to reload from kinetic in expectation of a "proper" fight to EM/explosive as we tackled ratters, to avoid the kin/therm hardening in Guristas space, which was a real pain. The only prolonged shoot was against carriers; the reload time was deeply frustrating but the Cerb's position on the killmails seemed reasonable.
So nothing really surprising there, really. Great burst damage, deeply frustrating when reloading. (This message was brought to you by Captain Obvious.) Having to reload while moving between systems rapidly didn't seem to be as much of a problem as I'd feared - I wasn't really paying attention but does the reload still get cancelled by a gatejump? I thought I saw some odd clashes between UI display and the reload cycles.
So in conclusion, meh. I like the idea of burst damage and it is an interesting new mechanic, but 40 s... 30 would be nicer, even at the inevitable cost of lower burst DPS. And there needs to be a difference between "reloading" and "changing damage type".  |

Gypsio III
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985
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Posted - 2013.11.25 16:37:00 -
[23] - Quote
I am continuing to use them. |

Gypsio III
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Posted - 2013.11.25 17:32:00 -
[24] - Quote
Moonaura wrote:Gypsio III wrote:I am continuing to use them. Gypsio, your last post that you used them in 0.0, you talked about a significant gang made up of many other ships in support of yours. This is where a 20% dps nerf and a 40 second reload, don't really matter as much.
Oh I agree absolutely. The change is really tough on soloers, but there's more to Eve than soloing. The burst damage is quite well suited to a range-flexible gang skirmisher. Having said all that, while I like the idea of the burst damage in principle, I still think 40 s is too long and too frustrating. About 30 s would be much better, even at the cost of less burst damage, although that would also make life less frustrating for the frigate being shot. |

Gypsio III
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987
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Posted - 2013.11.26 11:41:00 -
[25] - Quote
Arthur Aihaken wrote:I say put the reload on RLMLs and RHMLs back to 10 seconds and leave the other stats. The ammunition capacity was already nerfed by 77.75%, the power grid requirements nearly doubled and most of the hulls don't bonus RLMLs or RHMLs anyway. Let the games begin!
For a triple BCS Caracal with CN ammo, this would result in burst DPS remaining the same at 335 DPS, but sustained DPS increasing from 176 DPS to 273 DPS. For comparison, old RLML Caracal had sustained DPS of 218.
Your idea involves a 25% increase in RLML Caracal sustained DPS, relative to the old RLMLs. 
Why did you propose this? |

Gypsio III
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987
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Posted - 2013.11.26 12:13:00 -
[26] - Quote
Fourteen Maken wrote:Gypsio III wrote:Arthur Aihaken wrote:I say put the reload on RLMLs and RHMLs back to 10 seconds and leave the other stats. The ammunition capacity was already nerfed by 77.75%, the power grid requirements nearly doubled and most of the hulls don't bonus RLMLs or RHMLs anyway. Let the games begin! For a triple BCS Caracal with CN ammo, this would result in burst DPS remaining the same at 335 DPS, but sustained DPS increasing from 176 DPS to 273 DPS. For comparison, old RLML Caracal had sustained DPS of 218. Your idea involves a 25% increase in RLML Caracal sustained DPS, relative to the old RLMLs.  Why did you propose this? It should be pretty obvious that was said tongue in cheek, so the real question is why did you bother working all that out?
It wasn't clear that it was tongue in cheek to me. It looked like just another case of people proposing ideas without having thought about the consequences. The idea of tripling capacity seemed to be serious also, but was just as absurd. |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
987
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Posted - 2013.11.26 15:15:00 -
[27] - Quote
Arthur Aihaken wrote: Yes, sorry - that was a poor attempt at humor on my partGǪ I think the solution is to increase the ammunition capacity to 1/3 of the original (ie: 30 for Faction RLML and 45 for Faction RHML). Then the 40-second reload/ammunition swap isn't as much of a mitigating factor. Thoughts?
With RLML capacity of 30 and reload of 40 s, my spreadsheet say a Caracal has 74 s firing time during which it does 335 DPS. Adding in 40 s reload gives a sustained DPS of 217, which is basically identical to old RLML Caracal DPS of 218.
So, essentially this is the DPS of an old Caracal, frontloaded and with a long reload. It exchanges flexibility of freedom of firing for frontloaded damage.
I think the problem with this is that Rise had decided that RLMLs were too good and needed to be changed to become less flexible. I don't really agree with that - they were powerful but not excessively so, and I think fiddling with fitting requirements would have worked. But I spent a long time disagreeing with his Nos mechanic change on the basis that it would change nothing in practice and would serve as a nerf to the heavy Nos that most needed fixing, and I got precisely nowhere with that - the changes were made unaltered, and to no detectable change in Nos usage or popularity. 
So I'm working on the assumption that Rise is not going make any alterations that don't involve a nerf to sustained RLML DPS. It doesn't matter whether we disagree with this, it's going to happen. Realistically, my opinion is that the best to hoped for is a decrease in reload time to 30 s, giving 195 sustained DPS, a drop of 10% from old RLMLs, relative to the present 20% drop, which also takes away some of the immense frustration of the excessively long reload time. |

Gypsio III
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989
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Posted - 2013.11.26 20:21:00 -
[28] - Quote
Zvaarian the Red wrote:Sounds good. I also think range and explosion hull bonuses should apply to them, and there needs to be a skill that reduces reloads to 30 seconds at max rank (5% per level). They also need to make swapping ammo take 10 seconds rather than the full reload time. If they do those things and they might be genuinely decent while remaining true to the original concept.
With a clip size of 30 and 30 s reload, sustained DPS will be 9% greater than old RLMLs. This is not going to happen. |

Gypsio III
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989
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Posted - 2013.11.26 20:56:00 -
[29] - Quote
Reload of 30 s and clip size of 24 gives an increase on old RLML sustained damage of 2%.
I don't think that'll happen either. With the burst damage being 58% greater than old RLML, I don't think we can expect anything but a decrease in sustained DPS. |

Gypsio III
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990
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Posted - 2013.11.27 18:45:00 -
[30] - Quote
CCP Rise wrote:Quote:but atm we dont have a proper missile systems outside of spacialised frig owning system and brawling HAMs, (yes you need webs to apply damage) I mean if this is actually the root of a lot of the problem then that's a different issue that we need to address. I'm not totally sure it is, but I want to take a hard look at HML before the point release and make sure we're okay with where we're at. If that needs a tweak then we should be doing that, not focusing on RLML as a solution to a HML problem.
People were using old RLMLs in place of HMLs because HMLs are so trash. The HML nerf was justified at the time, but not after the med turrets got fixed. The problems was that RLMLs with Fury did almost the DPS of CN HMs, but applied it much better. Consider a triple BCS Caracal:
Old RLMLs (Fury): 266 DPS HMLs (CN): 284 DPS (HAMs (CN): 395 DPS)
That was a 6.8% increase in raw DPS using HMLs, but with much worse precision. HMLs were only used where the extra range was really needed, and quite often it wasn't needed. This is a result of recentish changes to increase damage of LMs and Fury variants, it created an overlap between RLMLs and HMLs.
I'd say repeal the 10% damage cut that HMs got, but keep the precision nerf. It we end up with a Drake problem again, nerf the Drake, although I suspect we won't given its reliance on kinetic damage and the fact that BCs don't obsolete cruisers any more. |
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Gypsio III
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992
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Posted - 2013.11.30 23:01:00 -
[31] - Quote
Moonaura wrote: The RLML is useless. It cannot beat a well tanked Incursus.
You're not helping your arguments by putting this stuff in. |

Gypsio III
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992
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Posted - 2013.12.01 11:51:00 -
[32] - Quote
Moonaura wrote:Gypsio III wrote:Moonaura wrote: The RLML is useless. It cannot beat a well tanked Incursus.
You're not helping your arguments by putting this stuff in. A non burst gun ship can blow up a very popular, very strong T1 Frigate. The RLML cannot.
I can't be bothered with this **** any more. If you think that the Caracal can't kill the Incursus, you're deluded. Hell, we dealt with this 30 pages ago, some other guy was whining that this couldn't be done. It turned out that his Caracal fit was terrible.  |

Gypsio III
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Posted - 2013.12.01 16:55:00 -
[33] - Quote
KatanTharkay wrote:Astarte fitted with all T2 Armor Links + Armored Warfare Mindlink
Well done, you've proven that links are hilariously overpowered. This is news to precisely no-one.
Seriously though, I take the point, yes, with links you can do it. And it's silly to ignore links because we're trying to model a realistic engagement and almost everyone has links, and for good reason! I hate having to drag them about on null roams but I do so because I know how stupid OP they are. 
But the problem with invoking links in these discussions is that the difference in performance with and without links is so great that the only thing that really ends up getting demonstrated is that links are silly OP. For example, your linked Incursus fit can also tank an old RLML Caracal all day.  |

Gypsio III
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Posted - 2013.12.01 19:49:00 -
[34] - Quote
Moonaura wrote:Links are not overpowered. The fact that they work off grid is.
I used to think this. Then I realised that the on-gri/off-grid thing was just a smokescreen and the magnitude of the bonuses meant they'd be overpowered as a module affecting only one ship, let alone the entire fleet. I mean, an ODI gives 12.5% speed to a single ship, while a link gives 30%. You can pay 100-odd mill for RF point to give a single ship 25% more point range - or just use a 2 mill link to give it to your entire fleet. Insanity. No wonder they're ubiquitous. |

Gypsio III
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Posted - 2013.12.08 14:22:00 -
[35] - Quote
Zvaarian the Red wrote:673 DPS is what I get in EFT with HAMs and pure DPS lows and rigs (nothing above T2 and no drones). Good luck getting your target within their 16.9km range and keeping them there while also having any kind of tank, and good luck applying more than 25% of that DPS number under most circumstances (you will do 146 DPS to a stationary Rifter lol).
Sounds like you're revisiting the 2008 HAM Drake discussion, with about the same degree of skill.
Full-tackle HAM Drake has 76k EHP before overload. It does 298 DPS to your stationary Rifter and 165 DPS if it uses an overloaded AB (duh drones). The range comment is inane. Yes, you're not going to tackle an interceptor, but plenty of stuff is slow enough to get tackled, particularly if it's using an AB, and most of those turret ships will want to get close to apply their DPS anyway. |

Gypsio III
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Posted - 2013.12.09 11:02:00 -
[36] - Quote
CCP Fozzie wrote:Hey guys. As I'm sure you know, we're keeping an eye on how people are using the new Rapid Launchers, watching how people adapt to the new strengths and weaknesses of them and keeping a close eye on the metrics surrounding them. We're also getting some good experience flying with them on our own player characters in a live environment. Rest assured that we're not ignoring these modules.
As a quick tidbit of metrics for you: Over the last week the number of characters using RLMLs each day was 6.5% lower than the pre-Rubicon average. We were actually expecting the decrease to be a bit more significant at this point, and this easily falls within acceptable ranges.
Thanks as always for the continued feedback!
Giving us numbers for PVE and PVP usage would be useful. |

Gypsio III
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Posted - 2013.12.09 11:44:00 -
[37] - Quote
Fourteen Maken wrote:
Sounds good, but if you plan on soloing in web range would you not be better to just go with a brawling turret ship, or a drone boat instead? When battlecruisers are used in fleets and gangs for things like camping gates and stations the high alpha and instant dps of turrets is more useful than HAM volleys regardless of tank/dps, and I imagine it's a similar situation in fleet engagements, where turret and drone tactics would be superior to missiles.
Certainly it's always been a truism that turrets are better than missiles in fleet environments, and become more better as gang size increases. But I think we all know that that won't be solved without the flight time issue being reduced to the point where missiles aren't actually missiles at all. A lowslot missile tracking/speed enhancer would certainly help mitigate the issue though.
Also, yes, on the brawling scale there are good turret options too. Someone above mentioned the Tornado and Talos as being better choice than a Drake, but the comparison between brawlers and skirmishers isn't very useful. The Brutix was a better comparison, at least with short range fits - there's no way I'm defending HMs these days! However, shield Brutix can lack tackle and is distinctly on the fragile side (invoked to criticise HAM Drake), armour buffer Brutix is painfully slow with trimarks (also invoked to criticise HAM Drake) and similarly flimsy without, while active armour Brutix is rather niche. So I still feel that HAM Drake offers a good mix of tank, damage projection and mobility for a combat BC in a solo or small gang environment. If you're not flying in those environments, then don't use it - I certainly don't in WH fights!
Re. HAM/HML damage application. Well, everyone knows that HMs are out of whack, no further comment needed there! I feel you're too harsh on HAMs though. Your example of a MWDing Stabber is deliberately extreme, something like a Thorax or Rupture would be better (and more representative of the game than the unpopular Stabber?), and there your 25-40% damage application figure quoted are overly pessimistic. It's 71% against an unwebbed MWDing nano shield Thorax, for example, and more against a shield nano Rupture.
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Gypsio III
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Posted - 2013.12.09 14:47:00 -
[38] - Quote
CCP Rise wrote:
Attached to that was the goal of keeping them as fun or more fun to use than the were before. This was motivated by the knowledge that if we simply lowered their damage output to achieve the first goal, they would be left feeling very unexciting even though they would still have value against small support.
They're not fun. Regardless of their combat utility, a weapon system whose user is permanently worried about a 40 s reload, even just to change damage type, is not fun to use. It's deeply frustrating, aggravating and stressful to know that you're just a few seconds away from being mostly useless for 40 s. Even if you'd just blapped two AFs with your 18 volleys, the fear and worry of what might happen during the next 40 s still means that they're not fun. 
The frontloaded damage and burst DPS is a lovely idea for a new mechanic, but it just doesn't work in practice, at least not with the current numbers.
And please sort HMs out. And the damn Phoenix. |

Gypsio III
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Posted - 2013.12.10 09:43:00 -
[39] - Quote
Moonaura wrote:Well... about the HAM's lol....
Lets see what those puppies do against those same Cruiser targets huh?
Against the AB fit Cruisers - the ships they are designed to hit a three BCU Caracal with HAM's and Faction Missiles (The best ones for hitting targets with) - On Paper DPS: 395 DPS (Oh dear)
Against another Caracal: 230 DPS Against the Thorax: 161 DPS .... ahahahahahahahahahaha Against the Stabber: 103 DPS ..... muhahahahahaha
WTF!!!!
Okay... I'm being unkind, lets really ramp up the DPS and use Rage missiles! Peak DPS now up to 464 DPS over 25km.
Against another Caracal: 140 DPS.... ahahahahahahahahha Against the Thorax: 96 DPS.... oh dear, I think I just hurt myself... Against the Stabber: 61 DPS.
Epic. Just Epic.
Yes the HAM is what we are left with.
Once more, this is why all my future gangs I'm arranging don't use missiles, and are not Caldari.
But you do organise gangs consisting of webless ABing cruisers? Because that's what you've given us numbers for.
Seriously, what is this? Are webless ABing cruisers the mainstay of FW? These fits look crazy to me. Why would you insist on using HAMs without web support when you know how much they benefit from webs, both in terms of range control and damage application?
Give us realistic numbers or none at all. |

Gypsio III
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Posted - 2013.12.10 13:18:00 -
[40] - Quote
Arthur Aihaken wrote:
Conclusions: GÇó RLMLs: You get about as much benefit from a single stasis web or target painter, so you might as well use your rigs for tank. GÇó HMLs: They still suck, man do they suck. The fact that you need full rigors and flares to do 100% damage to battlecruisers speaks volumes. GÇó HAMLs: The clear winner in all of this, as they have some incredible potential when combined with rigs and webs/target painters (which probably means they're going to get nerfed next).
Comments welcome. Thanks.
Yeah this is nice.
HAMs are effective if you have web or painter support - which you really ought to, given that the entire reason for using HAMs is to take advantage of its range advantage over other short-range weapons. Someone was criticising the missile velocity bonuses a while back, but the range-bonused hulls are particularly useful for this, as they take HAM range out across the important 20-30 km ish window, as well as making LMs much more useful against fast frigates. For HAMs, there is a bit of a contradiction in terms of the difficulty of webbing something at 20 km, but the ubiquity of links and the value of a range-bonused webber in terms of range control in a skirmish gang goes a long way to mitigating this.
HMLs - you say you need rig/tackle support for full damage from HMs to a BC, but I think this only applies to an ABing one. Do you think that's unreasonable? I think we all agree that HMs need fixing, but it's not clear which of more base damage or more precision they need. I lean towards more base damage, although some combination of the two would also likely work. |
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Gypsio III
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Posted - 2013.12.10 14:05:00 -
[41] - Quote
kurage87 wrote:Since you didn't mention any fittings, I assume all the targets are naked? So, no AB or MWD.
Click the links and you'll see.
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Gypsio III
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Posted - 2013.12.10 15:42:00 -
[42] - Quote
Fourteen Maken wrote:Gypsio III wrote:
HMLs - you say you need rig/tackle support for full damage from HMs to a BC, but I think this only applies to an ABing one. Do you think that's unreasonable?.
Yes that's completely fk'd up, HML's RLML's and HAM's are cruiser weapons, not just battle cruiser weapons. If you look at the sig resolution on medium turrets they are all set to 125m, which shows medium weapons are designed to hit other cruisers for full dps under optimal conditions... all except HML's which no matter how many implants and painters you put on won't hit a cruiser for their full dps.
But the entire purpose of an AB is to produce a speed-tank effect. Given that AB on a BC is normally a pretty bad idea, and that the small speed-tank effect vs. HMs is readily countered by a single web or painter, I don't think this is significant problem. We all agree that HMs need help, but I'd prefer the help to be in terms of raw DPS, not precision.
I'm not sure what point you're trying to make with the rest of your post, because all turrets hit all targets for full DPS under optimal conditions - the problem being the flexible nature of "optimal", the relative difficulty of achieving it and the circular logic of the statement! And because you don't actually define the cruiser being referred to. While it's certainly true that some small cruisers have sig radii smaller than HM explosion radius of 105 m - Stabber 100 m, Guardian 70 m, there are good balance reasons why these ships are hard to apply damage to. Since improving raw HM damage would also improve its applied damage against such a ship, I think it's shortsighted to focus on a need to apply "full" damage, whatever that may be, without reference to what that damage actually is.
Alternatively, you could devise a new missile formula that enables any missile to deal full damage to a sufficiently slow target. Some might criticise it for homogenisation with turret mechanics, but the devil is in the detail.  |

Gypsio III
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Posted - 2013.12.10 15:46:00 -
[43] - Quote
Fourteen Maken wrote:They are based on ships that aren't moving
So you think that webbing a stationary ship increases the damage applied to it? Right.  |

Gypsio III
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Posted - 2013.12.10 19:30:00 -
[44] - Quote
[Caracal, HAM] Damage Control II Ballistic Control System II Ballistic Control System II Ballistic Control System II
Experimental 10MN Microwarpdrive I Large F-S9 Regolith Shield Induction Warp Disruptor II Adaptive Invulnerability Field II Fleeting Propulsion Inhibitor I
Heavy Assault Missile Launcher II, Caldari Navy Scourge Heavy Assault Missile Heavy Assault Missile Launcher II, Caldari Navy Scourge Heavy Assault Missile Heavy Assault Missile Launcher II, Caldari Navy Scourge Heavy Assault Missile Heavy Assault Missile Launcher II, Caldari Navy Scourge Heavy Assault Missile Heavy Assault Missile Launcher II, Caldari Navy Scourge Heavy Assault Missile
Medium Core Defense Field Extender I Medium Core Defense Field Extender I Medium Core Defense Field Extender I
Warrior II x2
Use a 1% PG implant with AWU IV. Switch disruptor for scrambler, web for painter as you see fit. 1881 m/s, 25k overloaded EHP, 395 selectable DPS to almost 30 km, 309 DPS with Jav to 40ish km, 464 DPS to 20 km with Rage. |

Gypsio III
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Posted - 2013.12.10 23:16:00 -
[45] - Quote
TrouserDeagle wrote: if you're going in with the intention of using jav hams, you may as well be using hmls instead.
Not always. Okay, the extra range is useful, but Jav HAMs do 9% more DPS with better precision than CN HMs, and go to 40 km on a Caracal. |

Gypsio III
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Posted - 2013.12.12 11:50:00 -
[46] - Quote
Yeah. The thing is that HAMs are typically used in conjunction with a web, so you need to be careful with improving their damage application to small stuff, because the 60% web is already equivalent to a 150% painter against targets mitigating damage via speed.
If you give us some percentage application numbers from New HAMs against a webbed smaller target, I think we'll have a better idea about the size of the boost that you're proposing, which we can't really tell from your bar graphs. Actually, I can just do it myself. 
Against an Enyo, 880 m/s and 37 m sig:
ABing: Current 9.3%, New 16.0%. Caracal 395 raw DPS goes from 37 DPS to 63 DPS applied ABing webbed: Current 20.9%, New 29.8%. Caracal 395 raw DPS goes from 83 DPS to 118 DPS applied.
Base speed: Current 20.5%, New 29.4%. Caracal 395 raw DPS goes from 81 DPS to 116 DPS applied. Webbed: Current 39.5%, New 39.5%. Caracal 395 raw DPS remains at 156 applied.
So essentially what you're proposing is a pretty huge reduction in the effectiveness of ABs at speed-tanking HAMs. An Enyo doesn't last long with 118 DPS applied to its lowest resists. So, yeah, I think you've got this the wrong way round. HMs before HAMs. |

Gypsio III
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Posted - 2013.12.12 13:15:00 -
[47] - Quote
Arthur Aihaken wrote:Gypsio III wrote:So essentially what you're proposing is a pretty huge reduction in the effectiveness of ABs at speed-tanking HAMs. An Enyo doesn't last long with 118 DPS applied to its lowest resists. So, yeah, I think you've got this the wrong way round. HMs before HAMs. What's the comparison with pulse lasers, blasters and drones?
The comparison with turrets is very difficult because it's entirely dependent on transversal. For example, with a webbed AB Enyo orbiting a stationary ion Thorax, the Thorax does 12 DPS at 2 km, 40 DPS at 3 km and 120 DPS at 6 km. Given its speed advantage inside scram range, the Enyo can get into a close orbit and receive almost no damage, but fancy piloting by the Thorax can mitigate this. |

Gypsio III
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Posted - 2013.12.13 10:58:00 -
[48] - Quote
Arthur Aihaken wrote: First, forget about damage application to Interceptors - those things can outrun heavy missiles. I found myself in a scrap with a Malediction that pointed me, then a Thorax which I switched to after watching my heavy missiles spiral around endlessly. I came close - but not quite - to killing it before encountering the dreaded 40-second reload.
Your critical error here was wasting ammo shooting an interceptor that you knew you couldn't hit. Had you saved the RHML volleys for the Thorax, you'd have killed it.  |

Gypsio III
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Posted - 2013.12.13 11:10:00 -
[49] - Quote
Bouh Revetoile wrote:
And you just can't say the Stabber is more commonly seen. That assumption is pure fantasy as only CCP have the relevant statistics. You make some kind of assumption with EVE kill, but that'll only be half of the reality, yet that would be a lot closer to it than your assertion regarding the Stabber. People are complaining so much in this thread about the Thorax that this one would make an infinitely better comparison than the Stabber which is almost a destroyer. Can you answer why numbers are all shown against a Stabber and firepower and damage application are all taken from a Thorax ?
So much this... a really serious flaw in so much of the analysis. 
In fact, I was under the impression that the Stabber was a rather unpopular cruiser, being fast but possessing few other merits. Maybe it's different in FW though. But what is indisputable is that the Stabber is an outlier in terms of sig and speed, and data for it cannot be assumed to be relevant to other cruisers. And remember to use fitted ships in the analysis - none of this nonsense of ignoring trimarks, LSEs or shield rigs. Give us meaningful data or none at all.
You could include skirmish links in that comment too, but tbh all you'd end up proving is that skirmish links are massively overpowered. |

Gypsio III
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Posted - 2013.12.14 17:12:00 -
[50] - Quote
Arthur Aihaken wrote:Bouth, just stopGǪ Until you actually start flying the ships and missile systems we're talking about, you're just trolling.
Actually I'd advise you to read his posts carefully. |
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Gypsio III
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Posted - 2013.12.20 16:47:00 -
[51] - Quote
Personally, I've never been keen on the Bellicose as an anti-frigate platform. It lacks missile damage and projection, and the lack of a missile velocity bonus makes it very difficult to use Precisions against an unwebbed target. Even interceptors can sometimes outrun CN ammo too in some situations. And once you do get inside web range, you're almost always better off webbing your target than painting it.
OTOH, if you really need the speed, the Bellicose is the one for you. The drones are nice too, if most useful against webbed frigates. |

Gypsio III
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Posted - 2014.01.09 15:57:00 -
[52] - Quote
Sounds good. As you say, the "fun" aspect is important, and it's simply not much fun to be permanently worrying about the 40 s reload or whether you've got the wrong damage/missile type loaded, and it's currently sufficiently un-fun to generally obscure the actual combat value of the mods, or lack thereof. |
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