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

MeBiatch
Republic University Minmatar Republic
1456
|
Posted - 2013.11.08 15:42:00 -
[1] - Quote
question does this mean the velocity/sig radius ship bonus will now work?
also i think PL are upset by the change cuss they were going to use ravens to kill tech III ships when they are in heavy tidi. this change kinda upsets thier plans.
though i think the idea is neat... perhaps there could be a skill added that reduces the reload time by 2 seconds per level. that way at lev V reload is only 30 seconds. |

MeBiatch
Republic University Minmatar Republic
1456
|
Posted - 2013.11.08 15:44:00 -
[2] - Quote
Michael Harari wrote:If anything should have a "burst" mechanic with a long reload time, it should be remote reps.
yes make all asb and remote armor reps ammo based. that way if you want to use RR its burst only with a long reload.
tBH thats the best idea i heard in years!
seriously! |

MeBiatch
Republic University Minmatar Republic
1456
|
Posted - 2013.11.08 16:31:00 -
[3] - Quote
AskariRising wrote:can we get rapid cruise launchers? :)
Might make the Phoenix usable. .. |

MeBiatch
Republic University Minmatar Republic
1456
|
Posted - 2013.11.08 17:01:00 -
[4] - Quote
Omnathious Deninard wrote:With a 40 second reload the situation that will happen is: Do lots of damage and hope you kill the target, no then they completely rep them selves while you reload your missiles then you fire off them all again and hope you kill them.
The reload time needs to go down to 20 seconds.
as per Gypsio III would that not eq a net gain in overall dps?
as 40 seconds is only a 9% reduction is long time dps?
you would have to reduce the rate of fire to compensate so the ratio stays the same if they chose to change the reload time. |

MeBiatch
Republic University Minmatar Republic
1457
|
Posted - 2013.11.08 17:20:00 -
[5] - Quote
Justin Einstein wrote:The problem that I can thing of is for missioning. I use Rapid lights on my Caracal now for L2 missions, but there is no way that it will be practical to do this after the change I think.
why are you still doing lev II missions? |

MeBiatch
Republic University Minmatar Republic
1458
|
Posted - 2013.11.08 17:46:00 -
[6] - Quote
so there are two ideas i am really digging here
1. rapid cruise missile launchers. (lets make the pheonix usefull)
2. all RR will work like ASB or AAR
what i would do is still make both use cap to activate but without charges (cap booster for shield nanite for Armor)
they run at 75% effectivness but with charge in they get a 225% boost (make it so there is max 5 cycles before reload and make reload one min)
if you did this RR would finally be balanced with internal reps. |

MeBiatch
Republic University Minmatar Republic
1458
|
Posted - 2013.11.08 17:54:00 -
[7] - Quote
Zvaarian the Red wrote:By the way if RHMLs are still not receiving range or explosion bonuses I don't see barely anyone using them on battleships ever at this point.
indeed if you are going for this whole long reload thing then make them really hurt...
kinda want my phoon to be epic. |

MeBiatch
Republic University Minmatar Republic
1458
|
Posted - 2013.11.08 18:03:00 -
[8] - Quote
Kagura Nikon wrote:Syrias Bizniz wrote:So the Cerberus becomes more and more interesting... Nope .. they just KILLED the cerberus, that was the most powerful solo HAC.
cuss its burst dps went up 48% and its sustained dps went down 9%
totally how i see that as killed |

MeBiatch
Republic University Minmatar Republic
1458
|
Posted - 2013.11.08 19:13:00 -
[9] - Quote
Michael Harari wrote:MeBiatch wrote:Kagura Nikon wrote:Syrias Bizniz wrote:So the Cerberus becomes more and more interesting... Nope .. they just KILLED the cerberus, that was the most powerful solo HAC. cuss its burst dps went up 48% and its sustained dps went down 9% totally how i see that as killed Its sustained dps is going down by 20%, not 9%. Thats in addition to being unable to swap damage types, swap between t2 and faction ammo, reload during short warps, reload during jam cycles, and being unable to supply the on-demand dps that is the entire reason to include RLM ships in a small gang.
thanks for the math update.
honestly just make it 30 second reload time then.
that should fix things |

MeBiatch
Republic University Minmatar Republic
1458
|
Posted - 2013.11.08 19:24:00 -
[10] - Quote
So to expand on the idea of Shield transporters working like an ASB i will use the tech I version of the larger variant as an example.
activation cost stays the same
but without any cap charges loaded the amount rep per cycle will go down to:
240 per cycle
capacity 112 m3
can use 400's or 800's
with cap charges in it goes up to
540 per cycle.
one min reload time. |

MeBiatch
Republic University Minmatar Republic
1459
|
Posted - 2013.11.08 21:30:00 -
[11] - Quote
this thread is missing some tinfoil hattery... where is dinsdale and his claims taht this will ruin high sec mission runners and is only a boost to the large donuts. |

MeBiatch
Republic University Minmatar Republic
1466
|
Posted - 2013.11.10 22:46:00 -
[12] - Quote
how about for rapid launchers they launch two missiles instead of one.
so that doubles their dps. but the reload is made to be 20 seconds because you have to load twice as much ammo.
so you get great dps but also have a long reload time. |

MeBiatch
Republic University Minmatar Republic
1474
|
Posted - 2013.11.12 15:33:00 -
[13] - Quote
Interesting enough if you make ammo switch 10 seconds. What going to stop me from fireing till I have one charge left then switching ammo then switching back?
As that would only take 20 seconds over the 40 you suggest.
Why not just cut the crap and balance for 20 second reload? There are no stupid Questions... just stupid people... Winter Expansion new ship request |

MeBiatch
Republic University Minmatar Republic
1474
|
Posted - 2013.11.12 16:06:00 -
[14] - 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.
How about this.
You state that the change ammo is a valid point.
lets say you make is so i can switch ammo with a 10 second reload time in 1.1 point.
whats to stop me from shooting till i have one ammo left then switching ammo from caldari navy scurge to guritas scurge.
this would bypass the 40 second reload timer and just make it 10 second.
i think if you have to make so many work arounds for a mechanic it might not be wise to go threw with the idea.
or just admit that 40 second reload is here to stay. There are no stupid Questions... just stupid people... Winter Expansion new ship request |

MeBiatch
Republic University Minmatar Republic
1474
|
Posted - 2013.11.12 16:18:00 -
[15] - Quote
Ranger 1 wrote: I believe in that case the "switch ammo" time of 10 seconds would only load the same amount of missiles as what was left in the launcher (in your example it would switch exactly 1 missile).
that would be a way to fix that abuse then.
i just wonder if its that easy to program that change There are no stupid Questions... just stupid people... Winter Expansion new ship request |

MeBiatch
Republic University Minmatar Republic
1474
|
Posted - 2013.11.13 00:05:00 -
[16] - Quote
Please just make tracking computers and enhancers affect missile velocity and explosion velocity/radius...
one of the reasons long range hml were op back in the day was damage projeciton and range built into the weapon. but if you made it so tracking comps and enhancers also worked on missiles then allot of the problems with missiles would be fixed.
this would naturally go with the implementation of tracking disrupters working on missiles like they do on guns. though i would make them reduce the missile flight time and reduce the explosion velocity and increase the radius. There are no stupid Questions... just stupid people... Winter Expansion new ship request |

MeBiatch
Republic University Minmatar Republic
1519
|
Posted - 2013.11.27 17:57:00 -
[17] - Quote
hujciwdupe22 wrote:
just reverse the HM nerf and it all wil be ok
i would support a moddest range increase but no damage bonus please. HM were op for such a long time...
though i still think te/tc/td working on missiles would be the best solution.
Specially since crow fleets are fotm. There are no stupid Questions... just stupid people... Winter Expansion new ship request |

MeBiatch
Republic University Minmatar Republic
1519
|
Posted - 2013.11.27 18:00:00 -
[18] - 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.
can you do me a fav... please rename anti ship torps to anti structure torps...
i wasited lots of isk the other day thinking that anti ship meant smaller explosion radius... There are no stupid Questions... just stupid people... Winter Expansion new ship request |

MeBiatch
GRR GOONS
1668
|
Posted - 2014.01.09 15:54:00 -
[19] - Quote
Cool There are no stupid Questions... just stupid people... Winter Expansion new ship request |
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