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

Marcus Walkuris
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Posted - 2013.11.09 10:26:00 -
[1] - Quote
I dedicated a wall of text to this topic too. I expressed training times in multiplier totals with the explanation that an x8 multiplier equals an almost exact 2 mill SP or one month with perfect attributes/implants. https://forums.eveonline.com/default.aspx?g=posts&t=292493&find=unread
Essentially missiles need a very long and hard looking over. And they NEVER made sense as I explain and have always claimed. If you have an 18x multiplier total for gunnery support and a 21x for missiles. Excluding weapon specialization you have the scenario where if you do rush say "cruise missiles"+support you are at 1x SP multiplier less as a gunnery skill-path of small medium large turrets, plus support. 26x cruise vs 27x for a gunnery line. Very little a coincidence I'm sure. Also missiles hang on target painting as their "equivalent" of a tracking computer, 12x multiplier total right there for something effortless for gunnery users.
Missiles need the same approach in gunnery at least to the extent that: Gunnery has multiple sized weapons in the same turret group and more ammo types.(knowing quite well there usually is a optimal turret type, it is still a plus point). Missiles have 2-3 different launcher types per size bracket which allow for way less flexibility in engagement profiles, and very little ammo difference. |

Marcus Walkuris
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Posted - 2013.11.10 20:12:00 -
[2] - Quote
Angelus Ryan wrote:Markku Laaksonen wrote:
Kinetic Bonus - This is an interesting point about ships with kinetic bonuses. You don't switch that often. The bonus takes away from decision making. The decision is 'to shoot kinetic or not to shoot kinetic.' With a kinetic bonus that can net you +25% damage, the decision is always to shoot kinetic.
The Caracal, Bellicose and Scythe Fleet Issue are not kinetic bonused. You switch ALL THE TIME.
You aren't really proving the point. He is specifically referring to ships "with" kinetic bonuses. That said the ships without kinetic specific bonuses is tragically low as you illustrated. |

Marcus Walkuris
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Posted - 2013.11.16 20:54:00 -
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Niena Nuamzzar wrote:Signal11th wrote: Jesus who in his right mind is going to fit a module that you can't use for 50% of the time?????
There are some people here who quite like the idea. Most likely they don't intend to use the system but they like it nevertheless.
Ahh you just don't understand balance in EvE. There is this thing called an engagement profile, things you do well against and poorly. So say you use a gun ship this may vary, when you fly a missile boat anyone should have a fair shot at you. Any other way would be unbalanced. |

Marcus Walkuris
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Posted - 2013.11.16 23:17:00 -
[4] - Quote
Wouldn't their perceived problem be much easier to fix by adding in more reloads instead of one long one. So a RLML would fire 5-7 missiles, reload for 1-2 second and fire again??? |

Marcus Walkuris
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Posted - 2013.12.06 20:59:00 -
[5] - Quote
Arthur Aihaken wrote:I've switched over to HAMs while I train guns. How's everyone else faring?
Finishing cruise missiles and switching over to gunnery. As I've shown in this dead thread https://forums.eveonline.com/default.aspx?g=posts&m=3821584#post3821584
You can switch over to gunnery and including support skills train up a gun type and loose no speed over finishing missile skills past 70% or more percent completed. Missiles are THAT fubar and skill intensive to boot. |

Marcus Walkuris
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Posted - 2013.12.06 21:24:00 -
[6] - Quote
Arthur Aihaken wrote:Marcus Walkuris wrote:You can switch over to gunnery and including support skills train up a gun type and loose no speed over finishing missile skills past 70% or more percent completed. Missiles are THAT fubar and skill intensive to boot. I noticed that the gunnery stuff seems to train a lot quicker.
Lol I misspelled lose. yes it is immense a difference in effective training requirement. 36x multiplier total for missile support+target painting. Vs 18x for gunnery, 16 times for projectiles. This doesn't even include the fact you can skip out of falloff skills for lasers and hybrids with little problem. Vice versa "Sharpshooter" optimal skill can be taken to lvl 4 and left there for projectiles. Whereas the force multiplier for missile support skills is much higher percentage-wise and downright essential. Range skills+tracking sticking out head and shoulder. And all that for 1 (sad) weapons-ystem vs 3. Ohh not to mention you have double the skill requirements for medium small and heavy, short and long range techII requirements. |

Marcus Walkuris
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42
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Posted - 2013.12.06 22:22:00 -
[7] - Quote
Kenshi Hanshin wrote: When you compare the SP investments to the effectiveness, there is really no reason to train Missiles anymore. You are better off with Lasers, Hybrids, Projectiles or even drones. I highly doubt anyone that has skills and experience in all five systems will disagree.
Edit: The only advantage missiles still have is that they are easier to use than turrets for newbies. Since you don't have to worry about the optimal-falloff ranges. However, that really don't matter. Since the damage application is garbage.
Yeah, I think it's a glaring issue, I don't want to bump my own thread though, but expected there to be more interest. I wanted to make a newbie guide for SP allocation. (not going to turn every newb into an SP natzi). But to give an indication to them of what to expect. Or what to train for if they are SP optimizing neurotics like me. I would advise a newb in this day and age to go for drones and then gunnery after. (I just don't know where to post it or anything).
I myself have just about finished cruise missiles and that is only for my rattlesnake, at this point I would vow to fill all my high slots with neuts for lvl4 missions if I could get those SP points back. Little over 2,5 months worth of training time. |

Marcus Walkuris
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Posted - 2013.12.07 23:00:00 -
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Empeached wrote:So is there any chance we could get an update on this CCP? There have been lots of very informative posts in this thread highlighting some of the problems facing missiles (heavies in particular), and it seems like tackling these is the only real way to effectively balance rapids - it's hard to introduce a new mechanic into a system that for lots of people just isn't working as it should.
Would be nice to hear some feedback anyway - not least because I'm trying to work out whether the smart move is to switch to training drones or not...
Short answer it is (training drones), I have posted on missile SP efficiency. I have posted all the missile related threads going atm that I know of elsewhere and Figured Id do it here too.
https://forums.eveonline.com/default.aspx?g=posts&m=3823191#post3823191 Mine, about SP.
https://forums.eveonline.com/default.aspx?g=posts&t=294382&find=unread Ransu Asanari multifaceted clusterguck discussion.
The RlML thread in features and ideas.
https://forums.eveonline.com/default.aspx?g=posts&t=301515 Missile debate in ships and modules DHB Wildcat.
https://forums.eveonline.com/default.aspx?g=posts&m=3976668#post3976668 by Void Weaver also a summary. |

Marcus Walkuris
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44
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Posted - 2013.12.07 23:10:00 -
[9] - Quote
Arthur Aihaken wrote:Empeached wrote:So is there any chance we could get an update on this CCP? The update I'm fully expecting is to the effect of "GǪwhile we were initially concerned with the 40-second reload/ammunition swap time, players seem to have adapted and are now utilizing the rapid launchers in numerous new tactical scenariosGǪ therefore, we have decided to leave rapid launchers for now and continue evaluating them." YeahGǪ not holding my breath.
Although I share your cynicism due to a complete lack of CCP interest for a topic which seems to have a serious presence in almost every forum. We shouldn't let it pour over or we get thread-locked. One of the links I gave earlier shows the CSM is taking interest. (Malcanis).
Also I think it will be: "Focussing on more pressing matters". |

Marcus Walkuris
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Posted - 2013.12.08 15:33:00 -
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Gypsio III wrote: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.
I think you just said the applied dps is higher with drones when he specifically said without drones. No?
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Marcus Walkuris
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45
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Posted - 2013.12.08 15:41:00 -
[11] - Quote
Arthur Aihaken wrote:What players don't seem to realize is that you get more armor resistances and passive tank through armor setups than you do with shield setups, often requiring more slots for comparably less tank. So it's easy to say "dual-web" except more often than not you've only got one slot to point or web - let alone dual webs and a point. And then there's the whole damage application aspect, which sees armor setups using their rigs and slave implants to improve tank while shield ships are relegated to running rigors and flares because they don't even have a spare slot for a target painter.
A passive low-slot Ballistic Enhancer that offered 20% explosion velocity, 10% explosion radius and 10% missile velocity (or some combination thereof) would probably balance things out nicely - maybe even offsetting the original heavy missile and Drake nerfs. It's not like missile-based hulls have a wealth of low slots to really make this offensive, and stacking penalties would be in effect just as they are for Tracking Enhancers. I could see many Caldari ships running a Ballistic Enhancer in place of a third or fourth Ballistic Control instead - so it's not like this won't come with a tradeoff, either.
The main issue is that instead of slowly making improvements to missiles it's been a steady series of nerfs while continuing to ignore the fundamental problems. As I've previously stated, it's not hard to fix missiles: you just need to have the actual desire to do so.
Yes, I've wanted to bring this up too. Furthermore I've said it but it really needs stressed. The range bonuses they are excessive to the point of useless. Missiles more then anything are stuck with VERY fossilized versions of weapon bonus types. This sniping far outside scramber range actually used to be a thing at some point I believe, and I could be wrong on that. But having a possibly meaningless bonus is always worse then having one that never sucks. Having a range bonus on sniper focussed ships needs to just stop, yes I'm talking about the entire caldari line up. Here and there it might be right depending on the hull, but just default=range bonus is ridiculous on the ranged weapon-systems. Other faction ships can have sensible range bonuses where appropriate. |

Marcus Walkuris
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Posted - 2013.12.08 17:31:00 -
[12] - Quote
scorchlikeshiswhiskey wrote: Range bonuses make sense on projectile weapons that, somehow, travel at the speed of voking light. Not on missiles.
They make sense as long as the ship slots support it and there is a place for it in game. That said double range bonuses only result in a higher percentage of comedy. (I'm talking rail guns too here, caldari progression).
The Drake argument earlier btw, with the changes to warp speed it is almost like the Drake could become more obsolete. What would that be -4 grades obsolete??
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Marcus Walkuris
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Posted - 2013.12.08 18:43:00 -
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Fourteen Maken wrote: Missiles don't work for me.
No sarcasm, start training gunnery. I mean yes that is a ****** thing to say and I do feel some kind of way about being screwed this hard for rolling Caldari for the second time I might add. I put in over a year of training and just when I am supposed to really take off, I am forced to train gunnery skills. I trained drone skills already since after the HML drake fiasco I became unsure of missiles. But now I can't even hold on to that for PvE efficiency's sake. Get isk and buy another character is the only way out at this point.
Right now with Gallente/Caldari BS 5 every faction's marauder will be 3,5 days longer then training for a Golem, I'm sticking to my rattler and going for gunnery. I am done with missiles and caldari. I am finishing my support skills and moving over to the other side of the tracks. |

Marcus Walkuris
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Posted - 2013.12.08 20:22:00 -
[14] - Quote
Fourteen Maken wrote:Marcus Walkuris wrote:Fourteen Maken wrote: Missiles don't work for me. No sarcasm, start training gunnery. I mean yes that is a ****** thing to say and I do feel some kind of way about being screwed this hard for rolling Caldari for the second time I might add. I put in over a year of training and just when I am supposed to really take off, I am forced to train gunnery skills. I trained drone skills already since after the HML drake fiasco I became unsure of missiles. But now I can't even hold on to that for PvE efficiency's sake. Get isk and buy another character is the only way out at this point. Right now with Gallente/Caldari BS 5 every faction's marauder will be 3,5 days longer then training for a Golem, I'm sticking to my rattler and going for gunnery. I am done with missiles and caldari. I am finishing my support skills and moving over to the other side of the tracks. No your right, I've been training gunnery and drone skills, and I plan to buy a Min/Gall pvp character to use as my main if I ever get enough ISK, but it leaves a bitter taste because I wanted to play as Caldari and fly our ships, but not at the expense of having a poor line up to chose from. I'm not giving up on missiles altogether, it was hinted earlier in the thread they might look at Heavy missiles again. Missile ships will always be easy to use in pve missions, and in frigs we have the Hawk and Condor which are good for pvp. It just annoys me that Caldari are already the weakest race, we get the short end of the stick and still manage to be the target of more nerfs, is ccp run by some role playing manchild with a vendetta or wth is going on? p.s. we don't even get bonuses on the best pirate ships, people need to complain or nothing will ever get fixed, and we are paying customers so we have a right to complain if we're not happy.
Lol that gave me a very vivid mental picture of role-playing developers siting around a table with dice and everything. So are we still legitimately discussing RLML which is the original purpose of this thread? It just seems to be too hard to keep a thread alive atm with the amount of posting going on just after the expansion. From "change back the lights on the jaguar" to " I could've sworn I had 10 tritanium in my hangar and not 4". I am following 5 threads regarding Missiles some quite lengthy at that and they still get snowed under by "My cat ran across my keyboard". That said though RLML was the proverbial last nail inthe coffin for the entire system so does that legitimize our general discussion at this point?? |

Marcus Walkuris
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Posted - 2013.12.09 10:10:00 -
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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!
Translation: Write post in notepad, copy paste to forums. Grab a handful of chips and drink Icelandisch soda.
I don't get any sense of a reply out of this, although it is something it doesn't relate to "this thread"
Edit: I can get not wanting to read this thread all day, can we get some kind of CSM reply/relay?? |

Marcus Walkuris
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Posted - 2013.12.09 16:19:00 -
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CCP Rise wrote:I'm going to add some more words to this fairly bizarre thread!
First, glad you are responding. Second, the fact you call this a fairly bizarre thread while completely ignoring the main issue raised is troubling.
The main argument at this point has not been wether RLML were OP or UP, but A: They were being used to veer around the glaring issues of the other medium sized launchers, meaning the most versatile hull class has been destroyed when it comes to missiles. And B: Have been complained about not being fun to unplayable from a tactical perspective/to as far as being the one niche to rule them all.
I really wish I was around to understand what these "metrics" consist of. For now it just sounds like you are talking about a hand of cards you're holding with a lot of mystery. I know I have HML techII and they "feel" pathetic. I won't dare get into HAM's with the recent changes. If your cruiser sized weapon-systems don't function, then the majority of your progression/hulls are broken. And that is the outlook of the missile community at large. The amount of "missile users" that say missiles are fine in this thread are non existent. |

Marcus Walkuris
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Posted - 2013.12.09 20:02:00 -
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Moonaura wrote:Bouh Revetoile wrote:Fourteen Maken wrote:The problem with heavy missiles is the limited number of targets you could confidently engage with them fitted on a Caracal. If you look at the targets you most commonly come up against in low sec most of them can either kill the caracal or at least burn out of disruptor range before you can kill them, some active tank t1 frigs could solo you, let alone small gangs. There are very few instances where you could hope to get a kill with HML on, but the turret union come in here and try to say they have the same problems with their medium weapons... I think not, or nobody would ever lose a ship. Try flying with LR turrets : you'll have less range and less tank, and if anything tackle you you are doomed. Or fit it Moonaura and any cruiser will kill you, or any active tanked kiting frigate, or AF. Fourteen Maken wrote:Drones are OP Lol. :D Hey Bouh its been a while. You still haven't taken me up on my offer of testing my Thorax vs any Frigate you'd like to bring on SISI. Strange that.
The real Missile Expert gold is to be found here. https://forums.eveonline.com/default.aspx?g=posts&t=301515&p=7 |

Marcus Walkuris
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Posted - 2013.12.09 20:43:00 -
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TrouserDeagle wrote:3. irrelevant, and it's all rock paper scissors. you get no kills in a condor because everyone knows it's grossly overpowered so they never engage.
Really now???? It's not like condor's are tackle or like they have a super popular bigger brother in both caldari and Amarr interceptors. It isn't like these are dedicated tackles and there have been swarms of them flying around at the speed of infinity. |

Marcus Walkuris
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56
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Posted - 2013.12.09 23:02:00 -
[19] - Quote
TrouserDeagle wrote:Marcus Walkuris wrote:TrouserDeagle wrote:3. irrelevant, and it's all rock paper scissors. you get no kills in a condor because everyone knows it's grossly overpowered so they never engage. Really now???? It's not like condor's are tackle or like they have a super popular bigger brother in both caldari and Amarr interceptors. It isn't like these are dedicated tackles and there have been swarms of them flying around at the speed of infinity. a 'dedicated' tackler does 0 dps
Thats great n all except, I never said a 'dedicated' tackler. The only thing that can't tackle is a freighter, I was clearly referring to ships whom's 'role' it is to tackle. Therefor it stands to reason they're better at tackling then an Orca thus harder to get away from. Sheesh, why make me go to the sixth decimal... Semantics.. |

Marcus Walkuris
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Posted - 2013.12.10 01:57:00 -
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Seems cruise missiles are actually in a good spot for PvP. Actually applies frigate dps to frigates. Wouldn't that fit benefit from 1 Drone damage augmentation thingy? Medium drones with a painter and web don't seem too wrong at such close ranges. |
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Marcus Walkuris
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Posted - 2013.12.12 17:19:00 -
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Notorious Fellon wrote:Fourteen Maken wrote:Bouh Revetoile wrote:[quote=Fourteen Maken]...blah...blah... Whats comical is you think your Vexor should do twice as much dps against my Caracal to begin with, and that I should only be able to apply about half of my damage so you end up doing about 3-4 times more damage than me, whilst having a better tank more tackle and still be lethal to frigates... either HML needs buffed or every other weapon needs to be brought down to its level of performance or it's not balanced I find this also comical. I would have assumed we could all agree that cruisers with medium weapons should all be able to apply *similar* damage to each other and have similar range of tank/speed/damage trade-offs. Seems that is not the case in some people's eyes.
You make a fine labyrinth of contradiction, can't decipher what you are trying to say. You agree, you don't? "I would have assumed..we could all agree... should all be able to apply.... seems that is not the case in some people's eyes.
Sorry, genuinely trying to figure out wether you are trying to be sarcastic. |

Marcus Walkuris
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Posted - 2013.12.12 18:12:00 -
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Sal Landry wrote:Marcus Walkuris wrote: You make a fine labyrinth of contradiction, can't decipher what you are trying to say. You agree, you don't? "I would have assumed..we could all agree... should all be able to apply.... seems that is not the case in some people's eyes.
Sorry, genuinely trying to figure out wether you are trying to be sarcastic.
Are you a non-native English speaker by any chance? His post seems perfectly straight-forward to me, he's saying that missiles and turrets should have stats in a comparable range with nothing massively outclassing the other, but that "some people" (Bouh and 40sec for example) are opposed to this on a design basis. It's like the old Winmatar issues before tiericide. "You don't get it, Minmatar are SUPPOSED to be super fast and agile, that's their specialty. Caldari ships specialize at being complete ****, that's why they're so efficient at being worthless" So long as the devs have this ingrained belief that missiles must be **** when engaging smaller targets, no amount of graphs showing turret and drone superiority is going to make them change that.
Ahahahaha. I kinda miss that logic, I was around for it and it was rather sad, although the general attitude towards missiles persists. I wonder where it went. At least we will always have. Caldari are good at PvE "independent of reality", Minmatar=small gang and solo, Amarr=fleet, and gallente is jack of all trades. But yeah his post if meant sarcastically could be interpreted to mean the opposite. No offense intended lol. Non-native aside I am quite capable of reading. |

Marcus Walkuris
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Posted - 2013.12.12 18:46:00 -
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Arthur Aihaken wrote:Niena Nuamzzar wrote:Those people are wrong - HAMs need 10-20% better damage application to be ok. The previous adjustment I made gave HAMs a 60-100% buff against smaller ships (only), and about 10-20% against cruiser-size vessels. I don't think it was that well-received...
I understand your caution Arthur. The reason I don't share your sentiment though, is the fact I was around when the "horrible" HML one shotted every solar-system in EvE. Back in those days they had fabulous stats, and these silly DPS discussions were not as dominant. IT was much more about realistic scenarios "engagement profiles". Which to be honest I find to be completely lacking in all this anti-missile shenanigans. At the peak of HML dominance, you would only see them on the Drake and the Tengu. Only one of them truly overpowered with them. The drake was like a small moon, durable and chucked full of stats but with 0 control over a fight. They really only functioned stripped of tank (where they were balanced to ******). Or like before floating in space like an army of jellyfish and essentially just a popular fleet doctrine which was seeing more counters by the day. Of-course many things were different back then, caracals had a kinetic bonus, couldn't fit anything, a general issue for missile ships. The tengu really made children weep in their sleep, and could've been adjusted with hull changes.
I guess the moral of the story is that people have no imagination, if HML did awesome damage like before. You would still run into the same problems as before. A abundance of kineticbonuses. Flight time creating added opportunity to evade dps. A lack of tracking enhancing modules. And a general acceptance of EFT war completely ignoring turret ships tend to favor tracking or double dip in fire rate+damage. Whereas as I've stated (all of this) before. Missiles are stuck with kinetic+range bonus. Rigs for projection, mind you that rigs are generally the gap filler and are a VERY substandard primary choice for increasing statistics. You need energy, target range or a little passive resist to fill a thermal hole 'just in case'. Not ohh lets try a build where I use rig slots for dps..... Even with good work on these issues it needs to come out of a vacuum more. If I was a little more math savvy or could use EFT atm I wouldn't mind making a REAL comparison between turrets and missiles. Best ammo for shooting frigs+web.
I'd probably start with a realistic fit for missiles, and a "what if we could fit like gunnery ships" fit. Imaginary tracking+range mods,+tracking/damage bonuses on hulls. |
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