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

Spugg Galdon
APOCALYPSE LEGION The Obsidian Front
308
|
Posted - 2013.11.19 14:38:00 -
[1] - 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. They are unusable now not only for solo work but also for small gangs (2-4 people) unless you ganking solitary cruisers.
At the moment, the burst damage is not enough. They need to have a better rate of fire.
Could you post:
Your Caracal Fit
The Incurses Fit
The ammount of damage per volley you were getting. (find this in your logs)
I will then look at how, why and a way for you to refit and fly in order to take advantage of the new weapon system. Ususally, EvE players can figure this out for themselves but there are so many tears about this I thought I would try and help myself |

Spugg Galdon
APOCALYPSE LEGION The Obsidian Front
308
|
Posted - 2013.11.20 09:39:00 -
[2] - Quote
Bouh Revetoile wrote:KatanTharkay wrote:Caracal: 3 damage mods, no missile related rigs / implants, max skills, 335 EFT DPS with Caldari Nova missiles. Incursus: standard AB fit with DC, ENAM, 2 small repps, 2 auxiliary nano pumps, max skills, no other implants all T2, except for rigs
new RLML role - kill smaller sized ships fast, before reinforcements arrive. Burst damage: that means you kill 1 -3 frigates fast and run away before you need to reload. New RLML's failed to kill 1 cookie fitted Incursus while shooting it with a full load of caldari nova missiles. Having to reload = dead because you can't kill 1 frig before reinforcements arriving.
Please try yourself now. I'm going to teach you something which might kill your innocence, but I need ot do it ; you have to know it some day : AB is a module whose one functionality is to tank missiles... all of them.. yes, even light missiles... I'm sorry. Sorry if you can't kill an ovetanked AB frigate in 40 seconds... But you'll get over it someday. This is life : people die, AB frigates tank missiles damage and life goes on.
Gotta agree with Bouh here. That Incurses is massivly tanked (7 slot tank) and you have nothing in your caracal fit to counter his fit. I suggest you fit a web and or some damage application rigs. Another option is to use your speed (MWD vs AB) and hold long range point whilst hammering him down until he is out of cap. This will take a reload if not two but you can still kill him.
Moral of the story: If you expect a weapon system to literally be "Hit F1" and wait till he pops then you need to adapt or die. Eve is supposed to be hard. Change your fit. Figure out how to counter the hard counter to your RML Caracal. This is why Eve is so good. You have to really think, sacrifice stuff and find it your own way. If you do it before everyone else you win the internet |

Spugg Galdon
APOCALYPSE LEGION The Obsidian Front
309
|
Posted - 2013.11.20 11:21:00 -
[3] - Quote
Gypsio III wrote: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. Edit - no gang links were assumed.
Thisis what I suspected myself which is why I asked him to tell us how he was fit.
At the end of the day Katan seems to think that he shouldnt have to make any adjustments to his fit to take advantage of the new launcher mechanic. I believe he is being lazy and should feel bad for complaining before trying every which way possible to try and overcome the dual rep Incurses. Alas, I believe he will wait for someone else to come up with a fit for him. But it won't be me. |

Spugg Galdon
APOCALYPSE LEGION The Obsidian Front
309
|
Posted - 2013.11.20 11:28:00 -
[4] - Quote
KatanTharkay wrote:Gypsio III wrote: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. I already said in a previous post that you need a web to apply full RLML DPS, but that totally kills your tank. Also you don't start your reppers at the same time, they need to be at half cycle gap. And with the setup I posted the Incursus tanks 205 DPS overheated (not counting links/implants). The problem is that you will fail to kill that Incursus before reinforcements arriving. And 2 Incursuses will **** you like no tomorrow, no matter how you fit that Caracal. So now a Cruiser fitted with anti-frigate weapobns is getting totally raped by 2 frigates.
You will have to make sacrifices to your ship. Removing a tank slot for a web is the sacrifice. Is there some other way you can tank other than just dual LSE's?
Find a way. Adapt or die. |

Spugg Galdon
APOCALYPSE LEGION The Obsidian Front
309
|
Posted - 2013.11.20 11:51:00 -
[5] - Quote
Gypsio III wrote: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...
I'm going to add to Gypsio's wisdom and tell you about short range kiting. If you have one of the Incursii webbed and scammed you can keep him at about 8km range from you. At this range you can pound the ********* off him whilst only having to deal with getting punched in the face by the second Incurses. Unless of course they are using rails. Which means their damage is much lower.
Katan, you need to think more about your fits and your tactics. You can't have a ship that can just pwn all. |

Spugg Galdon
APOCALYPSE LEGION The Obsidian Front
310
|
Posted - 2013.11.20 21:09:00 -
[6] - Quote
Well I'm having a blast in my Belicose with these things... It's ******* hilarious. The action is quite fast paced and I don't even seem to notice 40 seconds pass.
These weapons are ******* brilliant.
Can I has a Laser version of these please? Say those Quad Light Beam Lasers look like they could do with some thing like this. Just make them require a special Crystal ammo that works like normal ammo. Then those weapons would be fun too!!! |

Spugg Galdon
APOCALYPSE LEGION The Obsidian Front
310
|
Posted - 2013.11.21 00:08:00 -
[7] - Quote
I'm having a great time with the new launcher mechanic.
Guess I have "Adapted". |

Spugg Galdon
APOCALYPSE LEGION The Obsidian Front
310
|
Posted - 2013.11.21 07:58:00 -
[8] - Quote
Kaarous Aldurald wrote: Otherwise, all but useless.
You're wrong |

Spugg Galdon
APOCALYPSE LEGION The Obsidian Front
310
|
Posted - 2013.11.21 12:13:00 -
[9] - Quote
Niena Nuamzzar wrote:Spugg Galdon wrote:I'm having a great time with the new launcher mechanic.
Guess I have "Adapted". Really? How wonderful. Now we know you're having a great time but not much more than that. Use that Cancel button next time.
So people who can adapt to change and are giving positive feedback to these new weapons should just cancel their subscription and GTFO because we are ruining "your" game? -Disclaimer.... I'm reading a little between the lines here.
Ganthrithor wrote:Spugg Galdon wrote:I'm having a great time with the new launcher mechanic.
Guess I have "Adapted". Wow, you've managed to enjoy a weapon that ROFLBBQPWNs targets of any size? Congratulations! Achievement unlocked: Enjoy Stomping Dudes With Broken ****
Don't think I've killed you yet with them but I'll keep an eye out for you 
They aren't OP. They have major advantages and major drawbacks. 40 seconds to me doesn't seem very long. Probably because I'm so busy concentrating on manual flying rather than hitiing orbit, press F1 and wait.
The only issue with these weapons right now is ammo switching. This is currently being worked on and I hope to see it in 1.1 |

Spugg Galdon
APOCALYPSE LEGION The Obsidian Front
310
|
Posted - 2013.11.21 13:49:00 -
[10] - Quote
Niena Nuamzzar wrote:Spugg Galdon wrote: So people who can adapt to change and are giving positive feedback to these new weapons should just cancel their subscription and GTFO
Emotions are good and I'm happy for you but just saying "I'm having a great time" in no feedback. 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.
I think the fact that I am having fun is valid feedback Niena Nuamzzar wrote:[quote=Spugg Galdon] The only issue with these weapons right now is ammo switching. This is currently being worked on and I hope to see it in 1.1 CCP dev alt spotted.
I'll comment on this line later when I'm not at work as this could take some time 
EDIT: I'll also learn how to multi quote sooner or later |
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Spugg Galdon
APOCALYPSE LEGION The Obsidian Front
312
|
Posted - 2013.11.21 19:23:00 -
[11] - Quote
Michael Harari wrote:Stitch Kaneland wrote: Maybe people should start experimenting with different fits instead of same lse fits?
So are you suggesting flying an armor caracal, a 0 tank caracal, an mse caracal or what? Because all of those are quite bad.
How about trying something new. There are so many tools out there to help. I am not going to hold your hand. |

Spugg Galdon
APOCALYPSE LEGION The Obsidian Front
312
|
Posted - 2013.11.21 21:18:00 -
[12] - Quote
Niena Nuamzzar wrote:Michael Harari wrote:Reporting asb as a dps tank is sort of misleading anyway Buffer fit - if you add web, you lose 6.5k EHP Damage Control II Ballistic Control System II (x3) Experimental 10MN Microwarpdrive I Warp Disruptor II Large Shield Extender II (x3) Light Missile Launcher II, Scourge Precision Light Missile (x5) Medium Bay Loading Accelerator II Medium Anti-EM Screen Reinforcer I Medium Anti-Thermal Screen Reinforcer I Hobgoblin II (x2) -- Stats: 30.2k EHP, 169dps Precision missiles (142dps applied to ab fitted Kestrel), 221dps Fury EDIT: Cerb would be far better with lights ofc, 308dps using Scourge Precision and 412dps using Scourge Fury. With pretty nice tank it can fit web easily, having 100% applied damage to almost everything. Oh, forgot to mention - numbers are with my skills and implants. EDIT2: And no, I don't think light launchers can be in any way replacement for rapid launchers. You can fight frigates and destroyers with Cerb but almost nothing else and to me it seems a bit expensive and silly to use it only as an anti-frig support. Meant to say, in that case I'd rather fit those new RLML so I can at least pretend am trying to kill something bigger.
You need a web or you won't be applying a lot of your damage. Stop trying to over tank and accept that you need more than tank and dps. |

Spugg Galdon
APOCALYPSE LEGION The Obsidian Front
312
|
Posted - 2013.11.21 22:39:00 -
[13] - Quote
Arthur Aihaken wrote:At least they finally removed this thread as a sticky, because it's obviously not going anywhere...
good.
all is working as intended |

Spugg Galdon
APOCALYPSE LEGION The Obsidian Front
312
|
Posted - 2013.11.26 09:20:00 -
[14] - Quote
Niena Nuamzzar wrote:He's skimming every other page, searching for "constructive feedback" only. I guess Bouh Revetoile is about to get a deluxe edition Caracal with golden ammo*.
-- * a hybrid of old and new - burst light missile launchers with 80 missiles per clip and 5 seconds reload
Thing is, Bouh Revetoile is one of the only people who is actually talking sense in this thread and not ignoring the fact that there is more than "paper DPS" and tank to a ship fit.
Damage (and damage selection) Damage Projection Damage application Tackle Tank Speed and agility
You need to consider everything when considering ship balance. An old style RLML Caracal had the ability to fit a standard cruiser tank. Deal decent DPS with excellent damage projection and excellent damage application with only "soft tackle" (disruptor only).
Yes. These theoretical Gallente gank cruisers look really amazeballs on paper and they probably can steam roller other ships of their class as long as they start the fight on their terms but they also have their weaknesses that are easily exploitable.
Yes. The new RLML's can be frustrating but also very powerful. The main problem that I see people having with them is that active tanked/heavily tanked, AB'ing frigates are difficult to kill without full tackle. This setup is the hard counter to this weapon system though so you need to find a way to beat them and deal with it.
The magazine size, ROFand reload time have been carefully selected so that your damage per minute isn't bonkers and also gives frigate users a bit of a chance to not just get curb stomped. This also balances the weapon vs cruisers.
The only issue this weapon has right now is the ammo switching problem which is being worked on.In the meantime, try to find the best use of these weapons for you without relying on cookie cutter fits of old. |

Spugg Galdon
APOCALYPSE LEGION The Obsidian Front
313
|
Posted - 2013.11.26 09:41:00 -
[15] - Quote
Fourteen Maken wrote:Spugg Galdon wrote:
You need to consider everything when considering ship balance. An old style RLML Caracal had the ability to fit a standard cruiser tank. Deal decent DPS with excellent damage projection and excellent damage application with only "soft tackle" (disruptor only).
Yes. These theoretical Gallente gank cruisers look really amazeballs on paper and they probably can steam roller other ships of their class as long as they start the fight on their terms but they also have their weaknesses that are easily exploitable.
Yes. The new RLML's can be frustrating but also very powerful. The main problem that I see people having with them is that active tanked/heavily tanked, AB'ing frigates are difficult to kill without full tackle. This setup is the hard counter to this weapon system though so you need to find a way to beat them and deal with it.
The magazine size, ROFand reload time have been carefully selected so that your damage per minute isn't bonkers and also gives frigate users a bit of a chance to not just get curb stomped. This also balances the weapon vs cruisers.
The only issue this weapon has right now is the ammo switching problem which is being worked on.In the meantime, try to find the best use of these weapons for you without relying on cookie cutter fits of old.
There's nothing theoretical about them, they're all over low sec both solo and in fleets. They can comfortably fit 2 webs and a scram while doing the dps I was takling about. Yes you can do omg amazing dps, or have rofltank but I didn't quote those stats in any of my posts and I didn't see anyone else do that either, we were talking about realistic solo pvp fits. Fact is Vexor will melt the Caracal in a close range fight even if it's not blaster fit, and the same vexor should be able to stand it's ground against a RLML Caracal in a long range fight too, definitely now RLML has been handicapped, only thing saving the Caracal in a long range fight is the ability to over heat MWD and GTFO. The point of my posts on this was to show that the Caracal had it's strengths but it was not the god of cruiser pvp people are making it out to be, and there is at least one ship that is better in every way which should have been due for a nerf long before the Caracal was considered if these things were done fairly.
You can "defang" a vexor very quickly and easily with RLML's. Remove their DPS, Soften them up and then move in for the kill. Takes time but that's your best option. Yes his reinforcements would be on the way but they always are going to be. Just gotta accept that you can't win them all but being able to engage at long range means you can GTFO when you have to. Being able to survive and fight again like that is very useful. Being a blaster pilot and having to fully commit to fights is a massive wealness. |

Spugg Galdon
APOCALYPSE LEGION The Obsidian Front
313
|
Posted - 2013.11.26 14:30:00 -
[16] - Quote
Arthur Aihaken wrote:Gypsio III wrote:Fourteen Maken wrote: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. 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?
What would the damage per minute be here. This is an important figure you need to work out when considering magazine size and reload time. |

Spugg Galdon
APOCALYPSE LEGION The Obsidian Front
315
|
Posted - 2013.11.27 12:23:00 -
[17] - Quote
Dav Varan wrote:CCP Rise wrote: Since launch, I've been continuing to monitor the effect of the rapid missile change through usage metrics, discussion with CSM, conversation with players I know who are using them and using them myself on TQ. I see that some places, especially in this thread, there's a lot of frustration still about the change in general but the majority of it is lacking any substance except for the simple claim that 40 seconds of reload isn't fun.
Put the 40 second reload onto every weapon in game if its such a great mech.
give me front loaded damage, selectable damage types, exccelent projection and tracking and I'd happily have it |

Spugg Galdon
APOCALYPSE LEGION The Obsidian Front
315
|
Posted - 2013.11.27 12:36:00 -
[18] - Quote
Elise Delacroix wrote:I've been flying Caracals loaded with RLMLs, to give them a fair chance. Soloing, I'm struggling with it, in good part due to the time it takes to load the correct damage type.
For small gangs (~3?) it is a nice support platform to keep frigates away... unless one with the "wrong" resists lands, then the Caracal might as well not be there.
Also, the UI not having any representation for how long the reload takes is an issue. Just having it "flashing" isn't very useful if my ship is edging towards armour and I'm not certain how long it will still take... fight or flight?
I think addressing these would make it more enjoyable. And I also agree with the comments of 40s not being fun. It is a simple claim but an important one.
Feedback (count down timer) for reloads on all modules and cool down timers would be a massive improvement to the UI
Ammo switching is I believe in hand. I think the idea is to allow you to switch ammo for the same ammount already loaded. not sure if instant or timed.
If you have the feed back of reload timers and the ammo switching issue solved I believe this weapon would be accepted easily. |

Spugg Galdon
APOCALYPSE LEGION The Obsidian Front
319
|
Posted - 2013.11.28 08:39:00 -
[19] - Quote
hujciwdupe22 wrote:CCP Rise wrote:I'll try to hit a few points raised in the last page or two, sorry if it's not everything.
Few comments about ignoring feedback still. I think maybe this is just because the only thing that counts as acknowledging it is to act. You're right that a lot of people have said they don't want the change, and I haven't reversed it, but to me that isn't ignoring. I've listened intensely, not ignored, but I can see how lack of action based on a set of feedback isn't satisfying and feels like disregard. I'll just keep saying that it's not and that I value the feedback and it influences our decisions even when that isn't apparent.
On rolling out RHML with the new mechanic and leaving RLML - We definitely considered doing this but we really disliked the inconsistency. With both systems sharing a name and a lot of other patterns (fitting requirements, ammo use being down a size, etc) it seemed really bad to have them working in entirely different ways. I acknowledge that with those motivations aside, it would have been nice to try the mechanic on just RHML first.
On metrics - there's a few things that are getting pointed out which are absolutely true. A few small points on our use of metrics: 1. We look at a range of things including, but not limited to, mod activations, damage done by the mod type, amount bought/sold and some stats associated with the ships most likely to use the mod. 2. Metrics are very useful but also limited, we don't expect to get the whole story from them, especially considering how complex EVE is, but that doesn't mean it isn't a useful resource. Same thing could be said about using forum feedback I would say. 3. The big thing mentioned above that we keep in mind constantly is that a lot of the usage in EVE has momentum associated with something other than the powerlevel or immediate preference of the player. Skill training, access to assets, aesthetics and simply developing patterns around certain things all make the metrics a lot different than they would be on the test server where every ship looked the same and everyone had max sp. We try to keep that in mind always.
Finally, I just want to say that the 'fun' factor of the mechanic is very difficult to evaluate objectively. There's evidence pointing in a lot of directions, and I still like the idea of doing something different more than sticking with something very safe and normal. The evidence that says it is fun, since I'm sure you will be skeptical of that claim' is both direct (my experience and the experience of some players posting here or talking with me directly) and also the existence of similar mechanics in other games. War Thunder for instance has this mechanic on every single plane in the game and people seem to find that very fun generally. I'm still trying to gather as much info as possible and if you guys are using it and are able to say it's not fun (separate from it not being good, which is a different issue and could be corrected with numbers tweaks like 30s reload or more ammo per launcher) please post and let me know. bla bla bla... missiles stay broken, bla bla bla warthunder bla bla bla Rise Please, the idea of burst missile spam is fine i like the idea alot, 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) just reverse the HM nerf and it all wil be ok
Wow. You really are a self important little prickaren't you hujciwdupe22.
I've met people like you in the past and CCP Rise is doing exactly what he should do with people like you and completely ignoring you. |

Spugg Galdon
APOCALYPSE LEGION The Obsidian Front
319
|
Posted - 2013.11.28 09:08:00 -
[20] - Quote
Aplogies for my last post but I'm getting ratty and loosing my patience with this thread. So many personal attacks that are unjustified (included my last post, sorry again) and assumptions about the behaviour of devs.
Most important points about everything in this thread:
RLML's were a problem pre-Rubicon. They needed a nerf and instead of a basic nerf, Rise and CCP in general came up with a new and interesting mechanic. They took away with one hand (sustained DPS nerf) whilst giving back with the other (burst DPS buff). I think this solution was better than a basic nerf.
The issues that need to be fixed before tweaking stats on RLML's are: Ammo switching
Feedback on reload timers. Give us a count down please! I have one when using autoloaders in WoT and I use this to comunicate with my team to co-ordinate our offensive moves. Basically I call "Reloading: 25 seconds............. 15 seconds......... Back in in 5, 4, 3, 2, 1! I strongly believe having timers visible on the UI will help a great deal. It will let a player know exactly when he will be able to get back in the fight and will let them make more proper, informed decisions.
Heavy missiles are dogshitkabeb and their relationship with light missiles and HAM's is terrible. I believe, generally speaking; Light missiles have too much range Heavy missiles have too poor application This needs to be addressed.
On a side note. I think all weapon ammo needs a review. Especially hybrid and laser ammo. Having so many ammo types that more or less only offer slightly differring ranges is not very good in the Eve meta. This should be addressed.
Dual 150mm rails and Quad Light Beam Lasers (and their big brother battleship versions) should also be looked at. Would giving these weapons small weapon signatures work? Because they're pretty rubbish at the minute. I also think they should require the correct type of ammo (small) and the correct number of charges per shot/use. Quad = 4 Dual = 2. |
|

Spugg Galdon
APOCALYPSE LEGION The Obsidian Front
320
|
Posted - 2013.12.02 17:15:00 -
[21] - Quote
I've been thinking about missiles for a few days now and I was wondering if people would agree with this:
What if short range missiles were very good at applying damage to small targets but weak vs fast targets and if long range missiles were very good at hitting fast targets but poor at hitting small targets.
From what I understand of the missile formula, it considers both the ratio of target velocity to missile explosion velocity and target signature to explosion radius. It then picks the worse of the two figures for "Applied Damage".
If short range missiles were good at hitting small targets but their weakness was fast targets (so, excellent explosion radius with poor explosion velocity) then these munitions would work best with Webs and warhead flare catalysts.
If long range missiles were good at hitting fast targets but struggled with small signatures (the opposite of short range missiles) then these munitions would work best with TP's and Rigor rigs.
This way both munitions would have strengths and weaknesses that worked well with their intended range usage.
Obviously: Long range missiles would have better application vs short range when using these weapons without any supporting mods/rigs because speed is more important than size when looking at how the application formula works but it could easily be balanced out where short range deal more damage and are excellent vs webbed targets and long range deal less damage and require the use of TP's and rigs (and future modules: Read Missle TE/TC).
This is literally just a thought I wanted to share and is off topic so flame on if you wish. |

Spugg Galdon
APOCALYPSE LEGION The Obsidian Front
321
|
Posted - 2013.12.03 15:29:00 -
[22] - Quote
Baali Tekitsu wrote:
You are having a wrong approach on the matter. Bring back old rapid missile systems, they were fine and buff the other medium missiles, so they are not worse than a roughly 220 DPS weapon system at doing their job, which would translate to buffing HAM and HM application and slightly buffring their damage. RLMLs certainly werent OP and just because they were better at killing Cruisers and other medium stuff than the other missiles tells us how ****** HAMs and HMs are. Taking the "if the others are ****, everything needs to be ****" approach isnt a good idea and the whole change was unneccesary. And the argument that they shouldnt be able to butcher frigs is just ridiculous, they are meant to do exactly this.
If it was at the cost of being very poor vs cruisers then the old RLML would have been fine. On the other hand, they were quite good vs cruisers and they were so easy to fit you could have a LR weapon system with a massive tank and plenty of speed. It was the all in one weapon.
It needed a nerf and instead of just hitting it with the nerf bat and reducing the damage by 20% they went a little more creative and gave the weapon a burst damage that is insane followed by a long reload which equates to an overall 20% sustained damage nerf or 20% less damage per minute.
If you got the old RLML back it would receive the fitting nerf and 20% DPS nerf and be pretty crap and dull.
Yes, the ammo switching is a problem but it is getting looked into. Wait for the point release.
The size of the magazine/clip has been carefully considered (potential damage per clip) so that the burst damage isn't completely OMGWTFBBQAREYOUAWIZARD. Coupled with the length of the reload to give the sustained damge that was desired for this weapon.
Yes, HML's have really, really bad damage application. I imagine Rise and Fozzie have been made aware of that by the community by now and have even stated that they are looking at HM performance between now and the point release.
I have been having a go at using these weapons in PvE as well as PvP and I find that they work as intended. The biggest problem for me is simply the ammo switching. Lets see if the ammo switching fix makes these weapons even more useful and if they make HM's useful again I will be using those even more often than not!
Have patience |

Spugg Galdon
APOCALYPSE LEGION The Obsidian Front
333
|
Posted - 2013.12.09 12:50:00 -
[23] - Quote
Sgt Ocker wrote:Quote:Warde Guildencrantz In terms of ammo types, they already said they would look into being able to switch ammo easily without a 40 second reload back at the start of the topic. And you don't think that would be exploited to bypass the 40 second reload altogether?
It wouldn't be able to exploit the 40 second reload timer because (as I currently understand it) it will be a 1 for 1 swap of ammo.
For example: you have 15 rounds of Fury missiles. You switch to precision but you would only get 15 rounds of precision.
or
you have 5 rounds of explosive and switch to EM. you only get 5 rounds of EM. |

Spugg Galdon
APOCALYPSE LEGION The Obsidian Front
333
|
Posted - 2013.12.09 13:30:00 -
[24] - Quote
Fourteen Maken wrote:Spugg Galdon wrote:Sgt Ocker wrote:Quote:Warde Guildencrantz In terms of ammo types, they already said they would look into being able to switch ammo easily without a 40 second reload back at the start of the topic. And you don't think that would be exploited to bypass the 40 second reload altogether? It wouldn't be able to exploit the 40 second reload timer because (as I currently understand it) it will be a 1 for 1 swap of ammo. For example: you have 15 rounds of Fury missiles. You switch to precision but you would only get 15 rounds of precision. or you have 5 rounds of explosive and switch to EM. you only get 5 rounds of EM. Will the swap be instant like crystals?
If not instant I imagine it would be a maximum of 10 seconds |

Spugg Galdon
APOCALYPSE LEGION The Obsidian Front
334
|
Posted - 2013.12.09 14:02:00 -
[25] - Quote
Moonaura wrote: I repeat - please give us the choice over the original RLML and the new burst ones - then you could truly see if anyone really wants to play with burst modules - or prefers to have more than 18 missiles in their launcher.
And fix the Heavy Precision missiles... which are a terrible, laughable joke.
I would only have the original RLML back with a 20% DPS nerf. That way it is comparable to the Rubicon RLML.
Edit: Heavy missiles in general are pretty poor. I'll give you that. |

Spugg Galdon
APOCALYPSE LEGION The Obsidian Front
335
|
Posted - 2013.12.11 09:40:00 -
[26] - Quote
Arthur Aihaken wrote:I later went out with another "ship" fitted with RLMLs, and drove everything up to and including a Tengu off. This fit shows a lot more promise (wasn't a Tengu). Still loathing the 40-second reload... 
Was it a Bellicose by any chance? That's the ship I enjoy fittings these weapons to the most. |

Spugg Galdon
APOCALYPSE LEGION The Obsidian Front
340
|
Posted - 2013.12.17 11:51:00 -
[27] - Quote
I support you Bouh!
You're one of the only people in this thread who doesn't have blinkers on |

Spugg Galdon
APOCALYPSE LEGION The Obsidian Front
362
|
Posted - 2014.01.20 09:47:00 -
[28] - Quote
Yes, 1.1 will be landing very soon. Rise has also stated that he is working on:
Ammo switching - which is being problematic Reload Timers - these will be a fantastic UI update as it will probable cover all modules that have a reload or cooldown timer. Balance of the rapid launcher weapons - these are just tweaks.
I'm guessing that at best we will see some balance tweaking on the launchers in 1.1 and if a 1.2 gets released we may see the other two updates then. But these are all being worked on. I don't see the need to constantly post in this thread moaning all the time. The weapons do work. They do have glitches that need fixing and the balance may be a little off but they are still useful.
On a side note. The more I look at missiles and how to fit your ship to use them the more I am convinced that they are currently in a very balanced state. **Dons flame retardent clothing** |
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