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

Mhari Dson
Lazy Brothers Inc
68
|
Posted - 2013.11.08 16:55:00 -
[1] - Quote
The logic of your "rebalance" choice here needs to be taken off the crackpipe and sobered up. In game terms you're proposing a large and radical change to a weapons system that wasn't previously on the table and you're 11 days from deployment, if this isn't a recipie for a total disaster I don't know what is.
Now that the rant part is out of the way, let's put the other side of this issue out there.
PvE
yep, I'm going there.
Ask people running plexes/missions/sites/etc that light missiles would be an advantage on if a 40sec reload time is reasonable before you try to implement this kind of change. your problem here isn't with the rapid lights bieng overpowered, its with heavies having been cut too far and now you're just seeing the results from that. If you want to field launchers as described then do so but make them a separate item, don't screw up a weapons system that is performing as expected.
Instead run the numbers on the following:
increase heavy missile base damage by 4% increase heavy missile damage application by 10% |

Mhari Dson
Lazy Brothers Inc
69
|
Posted - 2013.11.08 17:44:00 -
[2] - Quote
Arthur Aihaken wrote:Kane Fenris wrote:this is false you need a certain ammount off missiles/ships. The #ships you kill before reload depends on clipsize not dps. the clipsize is smaller therefore youll kill less before reload. I think you missed the point in my response. You'll only need a few volleys (at most) to kill most ship types in an L2, which means with a 35% improvement to rate of fire you can more quickly dispense any ships aggro'ing you. With maximum skills, a minimum of 3 ballistic controllers and +3/+5 damage/rate-of-fire implants I think you'll be looking at under 2 seconds per volley with Caldari Navy faction RLMLs (since it's about 3-seconds for me now). Faction launchers hold a bit more ammunition (my guestimate would be about 25 rounds). That translates into roughly 50 seconds of rapid firing before reload. Justin Einstein wrote:Exactly. Even if it only takes a couple of volleys to kill each ship, there are a lot of ships in missions, and 18 capacity is a lot less than 30 or whatever it is now and 10 sec is a lot less than 40 sec. Capacity is ninety (90) with Caldari Navy RLMLs. Points to ponder: GÇó If the 40-second reload is fine, perhaps the 75% reduction in ammunition supply is to steep (perhaps 50%) GÇó If the new ammunition level is fine, perhaps the rate of fire increase should be 50% (instead of 35%)
Do note that someone doing L2's will not have anything close to maximum skills Also you're talking about a 75% magazine reduction on rapid lights. |

Mhari Dson
Lazy Brothers Inc
70
|
Posted - 2013.11.08 18:21:00 -
[3] - Quote
I got a better plan, 4 easy steps too.
1- put up buy orders for RLML and RHML at ridiculously cheap prices
2- when usage goes down people sell 'em to my ridiculously cheap buy orders
3- feed 'em to my alt with perfect reprocessing
4- Profit! |

Mhari Dson
Lazy Brothers Inc
74
|
Posted - 2013.11.09 20:56:00 -
[4] - Quote
Zvaarian the Red wrote: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
This is a nerf to RLML and I love them so please don't do it
I'm not convinced at all by the first complaint. As I've said before, this delay creates new kimds of decision making, it creates spikes of tension in fights rather than a flat amount of damage moving around and beyond those things it can be completely mitigated if you want. As others have pointed out, simply splitting your launchers into two groups and alternating them means you are never stuck in reload. It also means you lose the advantage of having your damage front-loaded into a very high DPS number. Still, if you can completely bypass this 'downside' I don't see how you can argue that this mechanic alone ruins the system.
I commented earlier on the missile switching - I think it is a valid complaint and I'd like to find a work-around for it as an iteration but I don't think it's a show-stopper. Several of the ships using these systems are kinetic bonused which means you don't switch that often. You still have time to switch on the way to a fight based on what damage type might be best. You still have the option to switch as you run out of charges and would be reloading anyway. But again, this is a legit complaint and I want to look into it.
Most of the complaints about it being a straight up nerf make me feel like going ahead with the old plan and leaving RLML in their current state would have been a mistake. I think most of you feeling this way are just disappointed with the idea of losing a slightly over-powered weapon system, which is understandable. Please keep in mind that this change represents a 15-20% damage drop over long fights but offers a new advantage in trade. I suspect that ships like FW Caracals with RLML will remain very strong. Also, if they don't, it's very easy to tune the reload time down slightly or the rate of fire up slightly to bring them into balance and we would absolutely watch that and make necessary adjustments. I would be extremely unhappy if the numbers were bad and rapid launchers disappeared from Caracals and Fleet Scythes completely.
Broader complaints about missiles vs turrets or training time often have merit, but they represent much bigger projects that we fully intend to take on, just not during this rebalance. We hear you though and hopefully we can start working on major module balance projects in the coming releases as we are closing in on finishing our first lap of all the ships in the game.
Hope this answers some of your concerns Why do you even ask for player input if you interpret both positive and negative feedback as validation of your approach? I don't use RLMLs. I have no vested interest in keeping "a slightly over-powered weapon system". I also think trying to balance RLMLs and RHMLs in one broad pass is just sloppy and a tad bit lazy. RHMLs will have almost no purpose in this form. RLMLs may remain useful (though I doubt it) but with the current state of HMs, and the fact that range and explosion bonuses won't apply, there will be virtually no reason to use RHMLs with these changes. Why come out with a new module and then make it useless? It doesn't compute. Also when you nerf sustained dps 15-20% you are hurting PVE uses massively. Does PVE not even enter your mind when you do these balance changes?
PvE doesn't exsist to the devs, they don't know how to do it or even consider it a valid option for eve gameplay. |

Mhari Dson
Lazy Brothers Inc
74
|
Posted - 2013.11.09 21:17:00 -
[5] - Quote
Alvatore DiMarco wrote:Michael Harari wrote:Or you can start fitting frigate weapons to your cruiser hulls to do more dps. Somehow I think that's just what might start happening. The RLML Cerb is dead. Long live the LML Cerb.
also makes the LML + XLASB caracal an idea |

Mhari Dson
Lazy Brothers Inc
75
|
Posted - 2013.11.09 21:43:00 -
[6] - Quote
Alvatore DiMarco wrote:Mhari Dson wrote:Alvatore DiMarco wrote:Michael Harari wrote:Or you can start fitting frigate weapons to your cruiser hulls to do more dps. Somehow I think that's just what might start happening. The RLML Cerb is dead. Long live the LML Cerb. also makes the LML + XLASB caracal an idea You horrible, evil person.
worse, I'm a freakin carebear and I can see it coming. |

Mhari Dson
Lazy Brothers Inc
77
|
Posted - 2013.11.10 17:47:00 -
[7] - Quote
Obviously CCP Rise got a bad evaluation on something in the last week (I wonder......) and he's gone into OMFG SAVE MY JOB mode without thinking it through. A proper thought out version of this would have rails/blasters/autocannons/artillery/pulse/beam/drone applications already prepared and field tested as well.
Instead we're stuck with halfwitted BS at a point where it won't make it to SISI so we can actually see it til it goes live and players using this weapons system that didn't look into this thread just $#!+can them on sight on the 19th. I'm willing to entertain this weapons system under certaint conditions:
1- this isn't RLML/RHML it's burst launchers (AKA keep the V1 with only minor adjustments)
2- it gets released as a separate weapons system from RLML/RHML
3- there are similar weapons systems for hybrid/projectile/laser/drone YES DRONES
otherwise don't bother us with it.
Want to make people happy without the shitfest? give T2 drones T2 resist profiles. and I hate drones but would be very pleased by it.
edit...
and with 9 days to go WTF AREN'T THESE STATISTICS ON SISI? |

Mhari Dson
Lazy Brothers Inc
77
|
Posted - 2013.11.10 18:17:00 -
[8] - Quote
Arthur Aihaken wrote:With Rubicon now less than 9 days from release, and assuming the changes will need to be frozen a few days prior - we're only talking a few days at most to get these live and tested. I don't think that bodes well for such a substantial change, regardless of which side you fall on.
What I'm fairly displeased with is the fact that the RHLM thread was open for the better part of a month with ZERO dev feedback. I mean, nothing. If there were issues with the proposed RHLMs during live testing it was completely oblivious to those of us following. Interaction doesn't mean you have to respond to each and every thread, but I don't think an update every few days (even if the answer is "nothing's changed, still on-track with the last iteration") is entirely out of the question.
I would almost suggest that RHMLs and the proposed changes to RLMLs be shelved for the next quarterly update, and with that update missiles should be a top priority (torpedoes, HMLs, RLMLs and RHMLs).
I couldn't agree more |

Mhari Dson
Lazy Brothers Inc
77
|
Posted - 2013.11.10 18:59:00 -
[9] - Quote
TrouserDeagle wrote:Kagura Nikon wrote:THe last time I saw a dev idea so relentlesly bashed as HORRIBLE , was back at zulupark time, when we got ideas like limiting carriers to only fighters I liked that idea though.
I'd probably be better disposed to liking the idea if it weren't intended to replace an exsisting weapons system that already functions well and just needs a minor tweak. |

Mhari Dson
Lazy Brothers Inc
77
|
Posted - 2013.11.10 22:25:00 -
[10] - Quote
Major Killz wrote:Baron' Soontir Fel wrote:Major Killz wrote: So what I propose to do with light missiles is this. Increase signature resolution by 100%, Increase explosion velocity by 50% and reduce missile flight time so that an absolutely skilled missile users light missiles would have a 36,000m-flight time to a static target. I think that would be enough to put them back in line with most long-range weapon systems.
This would be fine with the RLML was buffed in terms of DPS to project the same DPS quantities as other long range weapon systems. IE 300-400 damage. (400 dmg Rail-Moa/Thorax) And somehow you didn't make them as gay as HMLs unable to hit anything smaller than a BS. You fail to see the strength of missiles is their range. The frigate short-range missile system is the rocket and those hit out to 15km while blasters hit out to 2k. Frigate rails can hit long or short range depending on your 10 ammo choices. Frigate LML hit out to 42 (unbonused) RLML usually only can hit out to 42km when they're unbonused. So basically the same as what you have. And what you also don't realize is flight time is drastically inflated when comparing to Optimal. A 36k flight time will be not be enough to catch a 5k m/s ship orbiting you at 20. So once again, a frigate is non-killable by a anti-frigate cruiser. What? Rockets do not have 15,000m base flight times unbonused. In fact I have no idea what youGÇÖre on about. From that point you went from one silly statement to another and of course insinuating I didnGÇÖt understand this and that. Bra! Your corp. often ends up on the bad end of anything I do with or without missiles. Check yourself. Also grown men are speaking. YouGÇÖre excused.
His calculations assume you have both missile range skills trained to 5 |

Mhari Dson
Lazy Brothers Inc
79
|
Posted - 2013.11.11 21:57:00 -
[11] - Quote
Bouh Revetoile wrote:Viceorvirtue wrote:Even if the caracal does not have a rof bonus to standard launchers the new rlms still put you in a position where you can't actually adapt to any changing situation at all. Standard launchers are still able to do this, but ultimately outside of edge case scenarios where you are against only one or two people the caracal is pushed further into obsoletion in terms of solo and small gang pvp viability when compared to other ships of its class.
Cerb and scyfi still remain semi viable for solo and small gang being forced to use standard launchers in order to adapt to changes in a fight. Hmls and hams are still nearly worthless because in solo and small gang you don't normally have the ability to apply their damage. This puts other ships such as the omen and thorax so far ahead of it in terms of viability for solo and small gang that the caracal has no real use. Besides, instead of taking a ship designed solely to allow the caracal to apply it's damage, I can take an omen or thorax and then take another omen or thorax and achieve double the result of hml or ham caracal+application ship.
Between locus rigs and frentix/drop the omen and thorax are able to hit out to linked pointrange which is more than enough to deal with tackle. Pulse omen gets less range then rail thorax however scorch and locus rigs/frentix fix this problem easily. Not to mention the navy omen and it's build in range bonus netting you around 40-50k with scorch if shield fit. You are comparing a ship with 60km range able to apply 75% of its dps to most frigates with two ship with 25km range which will be happy ot apply half their dps to frigates in this range. There is a huge difference. Though I don't deny that this mechanic, preventing to react to change of the battlefield, might make RLML a niche weapon. But I think this is a good thing and the intended goal : that way RLML are not better than medium size missile launchers and destroyers altogether. Keeping something OP because the alternative is not good enough is not the solution. I personaly think HAM and HML don't look that bad considering their respective range but nothing prevent buffing them a bit if they are really in need of some love.
Destroyers can hit frigs just fine, they just don't have a tank decent enough to hold up, hence why the caracal/thorax/omen get used instead. |

Mhari Dson
Lazy Brothers Inc
79
|
Posted - 2013.11.11 22:11:00 -
[12] - Quote
Chessur wrote:Mhari Dson wrote:Bouh Revetoile wrote:Viceorvirtue wrote:Even if the caracal does not have a rof bonus to standard launchers the new rlms still put you in a position where you can't actually adapt to any changing situation at all. Standard launchers are still able to do this, but ultimately outside of edge case scenarios where you are against only one or two people the caracal is pushed further into obsoletion in terms of solo and small gang pvp viability when compared to other ships of its class.
Cerb and scyfi still remain semi viable for solo and small gang being forced to use standard launchers in order to adapt to changes in a fight. Hmls and hams are still nearly worthless because in solo and small gang you don't normally have the ability to apply their damage. This puts other ships such as the omen and thorax so far ahead of it in terms of viability for solo and small gang that the caracal has no real use. Besides, instead of taking a ship designed solely to allow the caracal to apply it's damage, I can take an omen or thorax and then take another omen or thorax and achieve double the result of hml or ham caracal+application ship.
Between locus rigs and frentix/drop the omen and thorax are able to hit out to linked pointrange which is more than enough to deal with tackle. Pulse omen gets less range then rail thorax however scorch and locus rigs/frentix fix this problem easily. Not to mention the navy omen and it's build in range bonus netting you around 40-50k with scorch if shield fit. You are comparing a ship with 60km range able to apply 75% of its dps to most frigates with two ship with 25km range which will be happy ot apply half their dps to frigates in this range. There is a huge difference. Though I don't deny that this mechanic, preventing to react to change of the battlefield, might make RLML a niche weapon. But I think this is a good thing and the intended goal : that way RLML are not better than medium size missile launchers and destroyers altogether. Keeping something OP because the alternative is not good enough is not the solution. I personaly think HAM and HML don't look that bad considering their respective range but nothing prevent buffing them a bit if they are really in need of some love. Destroyers can hit frigs just fine, they just don't have a tank decent enough to hold up, hence why the caracal/thorax/omen get used instead. Pretty much this: Destroyers are slower than T1 cruisers Destroyers have less projection than T1 cruisers Destroyers do less DPS than T1 cruisers Destroyers have less EHP / tank than T1 cruisers Why would you ever fly them? Their speed to sig ratio is just so bad- they get blapped by pretty much everything.
uhm... they make pretty shuttles and decent low SP salvage boats |

Mhari Dson
Lazy Brothers Inc
79
|
Posted - 2013.11.12 17:06:00 -
[13] - 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.
I don't see where any feedback has been taken into consideration, show us the TQ metrics you based all this on and show us the feedback you're using. If you can't show internal feedback, then get them to come post here. |

Mhari Dson
Lazy Brothers Inc
79
|
Posted - 2013.11.12 17:45:00 -
[14] - Quote
Kirimeena D'Zbrkesbris wrote:CCP Rise wrote: 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. Low/passive modules and mid/active script-able modules affecting missile damage application and/or projection (or add effect to TE/TC), new e-war module that will affect missiles same way TDs affect turrets (or just include that effect into TDs). This will give same tank-or-application and damage-or-application choice turret users currently have for missile users, missile dreads might become useful (heresy!) on par with tracking dreads, more rig choices for long and short range missile systems aside from rigor+rigor+flare or speed+speed+time. You promised these changes quite a long time ago. While you are at it make TP a high-slot module as there are not enough "utilities" to use with utility slots you put everywhere and only then look for a way to balance missiles.
A new module that counters missiles would be interesting and workable, adding it to the current TD's would simply make TD the overwhelming choice for ewar (that's another thread entirely and has been visited already last winter).
But seriously, nerf the old launchers some and put the new ones in as another weapons system.
As for why we're stuck with this load of crap going live is simply because it's already been submitted to the upcoming TQ build as a finished product and it can't be removed apparently.
It isn't going to get revisited and we know it, just like industrial implants were going to work (and still don't), Tech 3 battlecruisers and BS's were going to be released, POS's were going to get reworked and a whole crapload of SOONGäó projects that never happened and will not. |

Mhari Dson
Lazy Brothers Inc
79
|
Posted - 2013.11.12 17:58:00 -
[15] - Quote
And is this seriously a joke? Finally someone puts the V2 update onto sisi and all weapon ammo and skill infocards are blank on the server.
What is the coverup now?
Nevermind, not worth trying to give feedback since it doesn't matter if it's on a CCP sponsored venue. |

Mhari Dson
Lazy Brothers Inc
79
|
Posted - 2013.11.12 18:09:00 -
[16] - Quote
Kirimeena D'Zbrkesbris wrote:Mhari Dson wrote:A new module that counters missiles would be interesting and workable, adding it to the current TD's would simply make TD the overwhelming choice for ewar (that's another thread entirely and has been visited already last winter). SD affects all ships, ECM affects all ships, TP while not really e-war but affects all ships, neuts, webs, scrams - all affect all ships. Only TD is a special snowflake. It wont be OP if changing mode/scripts from turrets to missiles will take some time.
Scripts have the same reload timer as lasers currently, I could agree with a short reload to change scripts. |

Mhari Dson
Lazy Brothers Inc
79
|
Posted - 2013.11.12 21:09:00 -
[17] - Quote
glad to see you CSM folks finally showing up, but at this point it's too little too late. |

Mhari Dson
Lazy Brothers Inc
79
|
Posted - 2013.11.12 21:21:00 -
[18] - Quote
mynnna wrote:Mhari Dson wrote:glad to see you CSM folks finally showing up, but at this point it's too little too late. Are you stuck in a world where the CSM is contractually obligated to agree with the playerbase on every single thing, or did you just not read what either Malcanis or I posted? PS we do both agree with the playerbase. We often do. Its just the case, as is here, that the playerbase is often split on something, and you're not in the part we agree with. Better luck next time?
that just shows you didn't read why I disagree, I think it's an interesting idea as a separate weapons system, and would be willing to give it a chance as such with a decent amount of testing. This "feature" has no time for iteration or development and zero consideration outside of 0.0 powerblocks. |

Mhari Dson
Lazy Brothers Inc
79
|
Posted - 2013.11.12 22:14:00 -
[19] - Quote
mynnna wrote:Diamond Zerg wrote:This is messed up. CCP Rise PLEASE consider the small gang/solo players! If we don't have powerful RLMLs how are we going to effectively evade blobs with the new warp speed changes!?
If you are going to do this, please buff something else so we can deal with frigates effectively before we get hard tackled and blobbed. Come on Kil2 don't let us down! You are an awesome guy and I have strong hope that you won't! This is a parody post, right?  Viceorvirtue wrote:This is going to negatively effect solo and small gang rlm usage for these reasons and I have no idea why you didn't take another course of action such as reducing light missile dmg or increasing rlm powergrid usage to prevent the ships using them from fitting things like the triple lse caracal and lse+xl asb cerb. I guarantee you that if Rise had done this instead, we'd still have a sixty page thread full of people complaining. Also reducing damage would negatively affect frigates that use light missiles. Just sayin'. 
Actually, LML frigs do need a bit of a nerf, and for pve purposes this weapon is sort of usable but greatly extends the time required to clear a site or finish a mission. When you're not sitting behind a bubblecamp wall with only allies able to access the area you're in that time is critical.
And before you say "use other weapons" the other missile choices that will fit on a cruiser are worse by much further degrees. Calculate damage application on HAM's and without a double web they can't keep up with lights. Run the same calculation on heavies and they have no chance to compete without at least a 3x paint scenario, and who can afford 3 option mids and still fit a decent shield tank?
|

Mhari Dson
Lazy Brothers Inc
79
|
Posted - 2013.11.12 22:43:00 -
[20] - Quote
Malcanis wrote:Mhari Dson wrote:Run the same calculation on heavies and they have no chance to compete without at least a 3x paint scenario, and who can afford 3 option mids and still fit a decent shield tank?
You have succinctly summarised Rise's reason for making the change in the first place. I argued very passionately against a flat RLML nerf; what we're seeing is the alternative he came up with.
I'll take the mentioned 15% ROF nerf, it's still viable for application in that form. and yes the current TQ iteration is a bit too powerful and that'd bring it more in line with where it should be. There are points where a BLML would be an advantage as well and I'd like to see more of the system prior to it bieng the nailbat anal probe.
to summarize: Do Both |

Mhari Dson
Lazy Brothers Inc
79
|
Posted - 2013.11.12 23:02:00 -
[21] - Quote
mynnna wrote:Michael Harari wrote:mynnna wrote:Quote:And before you say "use other weapons" the other missile choices that will fit on a cruiser are worse by much further degrees. Calculate damage application on HAM's and without a double web they can't keep up with lights. Run the same calculation on heavies and they have no chance to compete without at least a 3x paint scenario, and who can afford 3 option mids and still fit a decent shield tank? "The other weapon systems cannot possibly compete without an absurd amount of extra support because the penalty against larger targets is so small and the upside against smaller targets is so big" is exactly why RLMLs are getting nerfed, yes. http://pbrd.co/1anRRKGDrake vs cane, no links, no drugs, etc. The high damage region to the left is with dual webs on the cane. http://pbrd.co/1anS3JVRaven (fit pretty much as close to the drake as possible) and fury drake vs cane. Raven is not kin locked, is faster, has a heavy neut, etc. And before you ask, dps with CN missiles is a bit higher at 384 If I'm going to ask anything it's "What do heavy missiles have to do with rapid light launchers", honestly. 
The obvious association of bieng the other 2 weapons systems available to cruiser pilots, do some number crunching and you'll find what we've mentioned multiple times over the last 59 pages. RLML's are bieng chosen because they apply their damage well whereas HAM's are mediocre, and heavies don't apply well to anything under a battleship (excepting stationary targets). Compare HML/HAM to the other medium weapon equivalents and you'll find yourself looking at a scenario where you ask yourself why missiles exsist in this size class.
|

Mhari Dson
Lazy Brothers Inc
80
|
Posted - 2013.11.13 00:15:00 -
[22] - Quote
Zvaarian the Red wrote:Michael Harari wrote:Taoist Dragon wrote:
All of the above ships quoted can be killed by a cookie cutter rifter. (yes even after the 'nerfs') if he has a good warp in..
Er, no Of all of those ships, the only ones threatened by 1 rifter is the zealot and oracle. Edit: Seriously, a cookie cutter rifter is going to kill an ishtar or navy vexor? Are you for real? Speaking of the Ishtar. Why is the damage application of a RLML Cerberus an issue while an Ishtar can massively exceed it against pretty much every target type by simply switching to the appropriate drones?
Because we're discussing the weapons system the cerb uses to deliver that damage. Drones i daresay are more broken than missiles even but don't expect a rework on those til EVE:Regeneration due out christmas 2018. |

Mhari Dson
Lazy Brothers Inc
80
|
Posted - 2013.11.13 00:19:00 -
[23] - Quote
Baron' Soontir Fel wrote:Adwokat Diabla wrote:Arthur Aihaken wrote:Kaeda Maxwell wrote:I see no reason not to fly battleships in PvP post rubicon, not everybody flies in environments with bubbles and even there I see plenty of opportunities for battleships to still be fun and useful. Blobs, sure. But solo - they're finished with the new warp speed mechanics. Solo BS lol As if that was ever a thing This is what I hate. CCP is basically gutting a part of EVE and nobody knows about it. It would be like silently killing off exploration and all the explorers are whining about how CCP is killing off a part of EVE and everybody else is saying that Inucrsions still exist. Solo PvP happens all the time. And CCP is killing it off by buffing blobs. Example? - Need to switch ammo types to kill that pesky Crow that landed while you were kiting a Thorax? Sorry bro, even if you warp off, the Crow will catch you when you land and you still won't be reloaded. And whoever posted that math post earlier... you fail at math. Caracals get 250DPS by increasing their ROF (not damage) which shortens the amount of time they are firing the 20 or so missiles in the RLML. They have something liek 25 seconds of ~400DPS and 50 seconds of reloading. Go check the math post near the beginning of this thread, 2-3rd page. 19% DPS lost on a Caracal.
Actually exploration has been getting very subtle nerfs every patch, just start recording your drops vs site completes. |

Mhari Dson
Lazy Brothers Inc
80
|
Posted - 2013.11.13 02:03:00 -
[24] - Quote
Arthur Aihaken wrote:650+ DPS RLML-Tengu is going to be absolutely brutal. Caracals, nom-nom. Can I at least laugh about the CN Rapid Light Missile Launchers selling for $100-million apiece @ Jita? 
And people thought the Tengu was OP before, just wait til that hits the street and you've got 100% application to anything other than interceptors. |

Mhari Dson
Lazy Brothers Inc
80
|
Posted - 2013.11.13 11:49:00 -
[25] - Quote
I'm done with both the thread and the weapons system, no sense in wasting words trying to communicate here. |

Mhari Dson
Lazy Brothers Inc
86
|
Posted - 2013.11.16 15:40:00 -
[26] - Quote
I said I was done, but this is kinda like the hole in one of my teeth, just hafta stick a toothpick in there from time to time.
Patch notes have been live now for a bit over a day and the market is beginning to react. At current the average price paid for a caracal has declined 180k since the patch notes were announced, while not significant yet, the quantity of buy orders has declined to a point where a single freighter load would be enough to cause the buy order price to drop below 9m and two would drop it near 2m.
Rapid light missile launchers are staying relatively steady at near mineral value for their daily average excepting meta 3's where someone derped and paid way too much for a significant amount causing the numbers to skew for today. Meta 4 launchers are leveling out from their climb that began at the end of september. T2 launchers are on their cyclic upswing and should fall off in price again in approximately 1 week
For the most part light missile prices are declining as they have been for some time. Interestingly precision light missiles have near zero sales, this seems to be a side effect of them having range similar to rockets and unable to fly long enough or fast enough to catch their intended targets.
Price data taken on the Forge |

Mhari Dson
Lazy Brothers Inc
86
|
Posted - 2013.11.16 16:20:00 -
[27] - Quote
Hoodie Mafia wrote:Great changes, adding dynamics to the game that forces players to react and adapt to their situation. Initial dps of these weapons will be high enough to kill incoming tackle and reload
The general public however, seems to want to just hit F1 and have to do nothing.
Shame
Actually the biggest outcries are about how close to patch application this was announced, bieng pointedly informed that the opinions in this thread mean nothing to the party in control, and the inadequacy of other cruiser mounted missile weapons systems to perform against cruiser sized targets. |

Mhari Dson
Lazy Brothers Inc
86
|
Posted - 2013.11.16 16:57:00 -
[28] - Quote
Bad Messenger wrote:i wonder if rapid light missile launcher has enough ammo to kill even untanked cruiser before reload.
Seems that this is just one way to make caracal useless as solo ship.
edit: Also it makes autotargeting missiles non valid option because of changing ammo takes 40sec.
Also removes pve usage for its intended L2 mission range due to prohibitive reload time, people won't want it on the basis that guns of any type don't have the same drawback and heavies/HAM's really aren't worth taking in since the bulk of targets are frigate sized. |

Mhari Dson
Lazy Brothers Inc
87
|
Posted - 2013.11.18 20:00:00 -
[29] - Quote
Thaddeus Eggeras wrote:Quote: Eh? Shoot a MWDing inty and get back to me.
Furthermore a cerb with todays RLML is only doing ~400-420 DPS (ish, dont remember if I had implants loaded).
That's just not a big number in today's game.
Go back and read my test, I put out the DPS for HAMs and RMLs, but then I do the test and RMLs rocked T1 cruisers, HAMs rocked faction cruisers, and they pretty much tied against HACs. The big things that make the RMLs OP is that they work good to great against destroyers and frigates, but also do good against cruisers. And against cruisers RMLs damage per volley doesn't change no matter the speed of the cruiser being shot, and no matter if you are shooting 500 meters or 50kms. NO other weapon system in EVE does the speed of a target not matter to the point that their damage per volley doesn't get affected. RMLs are OP thats just the truth, I didn't want o believe it either, but then I tested them. You can't have a weapon system made to be good against smaller targets, be just as good against targets of the same size, and not bad against BCs also, and RML do just that. They pretty much do what HAMs, HMLs, all cruiser size guns do in one weapon system. They need fixed, adding 40secs to thier reload time isn't a fix that is making them worthless and is a fast way to fix an issue. It will do nothing but make them need to be looked at again, but as HAMs need a slight buff, HMLs need fixed, defneders need fixed, FoFs need fixed, I hope missiles will be looked at heavily for the next patch. All I am trying to do is fix rapids in a way that works, instead of fixing them fast and in a way that makes them worthless in PvP, and I'm sure in PvE too.
The whole of missile mechanics has been broken longer than I've been playing (2008). Your test compares light missiles (long range frigate system) against heavy assault missiles (short range cruiser system) if you had taken the insight and included heavies I'd give your results a bit more consideration.
putting rockets/hams in place of lights/heavies is not the answer here, the real answer would be to not apply this pile of garbage and look over missile mechanics for a total rework im Rubicon 1.1. THIS WILL NOT HAPPEN. If you go back about 60 pages or so CCP Rise stated he wasn't taking any feedback from his own thread and that he got his feedback elsewhere, then did not state where so we could participate. |

Mhari Dson
Lazy Brothers Inc
88
|
Posted - 2013.11.19 22:38:00 -
[30] - Quote
Ganthrithor wrote:KatanTharkay wrote:Ganthrithor wrote:Ahahahaha, this actually went live. Way to go, CCP. Thanks for making my Tengu do 360 dps to interceptors, lol. That's certainly one approach to "nerfing." Yeah, they are nice now when you're shooting untanked frigates. Sadly things change for the worse when you start shooting tanked frigates. Not it doesn't, because it does 450 dps to those. Thanks for playing.
Show the numbers and fit. |

Mhari Dson
Lazy Brothers Inc
90
|
Posted - 2013.12.04 07:46:00 -
[31] - Quote
CCP Rise wrote:You guys really can't continue to claim I haven't acknowledged your negative feedback. I first responded to concerns here: https://forums.eveonline.com/default.aspx?g=posts&m=3851753#post3851753then I responded again here after reading more feedback: https://forums.eveonline.com/default.aspx?g=posts&m=3864075#post3864075and finally I directly commented on the volume of complaints and why I wasn't acting based on them in this post https://forums.eveonline.com/default.aspx?g=posts&m=3864922#post3864922Look at the previous page of feedback. Several posts calling me names or talking about ECM, and one post from someone actually using RLML who says they are enjoying them. This is a really good example of how the thread has gone in general and represents why I haven't made big changes so far. 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. I'm going to continue to watch this very closely and won't hesitate to make changes if I'm convinced (or others in my department) are convinced that they are needed. edit: I want to add that I hope to never make a big balance change this late in a release cycle again. I felt that it was worth it in this case because rolling out Rapid Heavies with the intention of making a big change to their mechanic shortly after release would be worse than getting them out with the right mechanic and time to tune them if the balance wasn't exactly right. This trickled down to RLML as well. I still think that was the right decision but I want to work to avoid having to do it in the future.
Should have waited for the point release to begin with, alot less complaining had that been the case. Also, link us these "other places" you're collecting data from so we can have a say and more importantly show us the numbers don't just talk about them in passing. Also, the HM=bad angle was brought up somewhere between pages 10 and 20 initially. I'm hopeful that sense might come by on that issue since heavies lag behind other medium long range weapons by 20-40%.
Since a 40s reload is prohibitive for PvE application (Especially since the real reason to choose missiles in PvE is for steady damage values) my choice of feedback for the RL/RHML is rightclick for hot reprocess action. |

Mhari Dson
Lazy Brothers Inc
90
|
Posted - 2013.12.05 08:03:00 -
[32] - Quote
Elusive Panda wrote:Sentry V completed yesterday.
Just put that in today myself, don't like drones much but it'll work for now. |

Mhari Dson
Lazy Brothers Inc
90
|
Posted - 2013.12.05 16:47:00 -
[33] - Quote
Niena Nuamzzar wrote:Bouh Revetoile wrote:Aivo Dresden wrote:Congratulations, after ruining HMs and then HAMs Hu ? When did they ruined HAM ? In 3 years I only saw them buffed... That is true - they were buffed, just not enough apparently.
Needed a bit more buff than they got, and HM's should have application where HAM's are now with HAM's bieng a bit better. |

Mhari Dson
Lazy Brothers Inc
95
|
Posted - 2013.12.28 07:43:00 -
[34] - Quote
Vs frigs furies have poorer damage application than faction, you get about the same with either. |

Mhari Dson
Lazy Brothers Inc
97
|
Posted - 2013.12.29 02:10:00 -
[35] - Quote
Gorski Car wrote:But rlmls were op and needed a new exiting change so it's ok that they are not used anymore.
Do I sense an inty pilot?
and RLML's weren't OP, HAM/HML's just sucked worse.
|

Mhari Dson
Lazy Brothers Inc
97
|
Posted - 2013.12.29 02:26:00 -
[36] - Quote
Arthur Aihaken wrote:Mhari Dson wrote:and RLML's weren't OP, HAM/HML's just sucked worse. But now everything sucks equally! Yay....! 
Let's do this to guns now!
and make drones have to return to your ship to reload! |

Mhari Dson
Lazy Brothers Inc
97
|
Posted - 2013.12.29 05:00:00 -
[37] - Quote
I am disposable wrote:Mhari Dson wrote:Gorski Car wrote:But rlmls were op and needed a new exiting change so it's ok that they are not used anymore. Do I sense an inty pilot? and RLML's weren't OP, HAM/HML's just sucked worse. I'm pretty sure he was being facetious.
prolly but I really wish the nerfs were evening the playing field instead of shoving missiles off the bottom of the chart. |

Mhari Dson
Lazy Brothers Inc
99
|
Posted - 2013.12.30 12:20:00 -
[38] - Quote
Arthur Aihaken wrote:Mhari Dson wrote:prolly but I really wish the nerfs were evening the playing field instead of shoving missiles off the bottom of the chart. We'll adapt and overcome.
(clipped my own snappy comeback)
Just because I like missiles doesn't mean I won't use other options, in fact nowadays mostly I'm using 200mm rails or tachs. cruiser/BC missile systems are seriously underpowered. |

Mhari Dson
Lazy Brothers Inc
102
|
Posted - 2014.01.06 23:58:00 -
[39] - Quote
Maxemus Payne wrote: (stuff)
Ok, I'm a carebear and I can see neither of those fits working in pvp except as KM feeders for other people. Not enough buffer, not enough applied damage, next time set eft to show your applied damage vs a sig of 40 instead of 4,000. |

Mhari Dson
Lazy Brothers Inc
102
|
Posted - 2014.01.07 02:39:00 -
[40] - Quote
Domanique Altares wrote:Mhari Dson wrote: Ok, I'm a carebear and I can see neither of those fits working in pvp except as KM feeders for other people.
You should probably stick to carebearing. The HAM fit is pretty cookie cutter, and the HML is pretty standard, too, other than HMLs sucking balls. Quote: next time set eft to show your applied damage vs a sig of 40 instead of 4,000. Why? Medium weapons are designed primarily to deal damage to cruisers. Which cruiser has a sig radius of 40m?
Medium weapons ARE designed to hit CR/BC optimally, with the exception of HML's wich are designed to optimally hit BS+. I see this as a severe handicap, how could I not?
Most cruisers range between 90 and 150m sig radius, throw velocity in (and who doesn't use an AB or MWD in pvp) and the damage falls off dramatically once you cross about 500m/s.
I'd be satistfied if the performance were equal or slightly below that of their comparable turret counterparts but it's not close. |
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