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scorchlikeshiswhiskey
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Posted - 2013.11.14 19:51:00 -
[1] - Quote
So what I'm seeing here is a very subtle shove for all missile pilots to use a "real" weapon system (i.e. anything except missiles) while CCP continues to blow smoke up our asses that missiles are a perfectly viable weapon system for all sorts of uses and not the highly situational and almost always second rate weapon system that they effectively are.
EDIT: And also, that despite the majority of people that don't want this change, CCP is going to go ahead and ram it down our throats anyways and MAYBE fix it later. What kind of dumb ass decides to institute a major change like this, knowing that it's busted and people don't want it, in favor of being able to come back and fix it later? Why would you not decide to wait a bit, come up with a GOOD original change, and push that out later? |

scorchlikeshiswhiskey
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Posted - 2013.11.14 21:17:00 -
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Niena Nuamzzar wrote:X'ret wrote: Its 69.3 with perfect skillz. I told this 2-3 days ago in this thread already, 1k comments earlier or so..
Thank you, didn't see it somehow. So not only Cerb pilots need to wait 4 times longer to reload, now they can say good bye to XLASB - LSE combo as well. It gets better and better. Drink the Kool-Aid and switch to turrets. The more people that make the switch, the sooner CCP can stop going full-****** on missiles and just get rid of them like I imagine they want to. I got back into Eve after a 10-month Persian Gulf break and decided to step out of my little Eve-world and the biggest thing I have discovered is that missiles are near-pointless. My cruise missiles are accurate over 200km, which is laughable outside of using a MJD(or similar tactic) for missions. My torps are mediocre as long as I am shooting something size of a station that has zero movement and I don't mind scrapping my tank for TPs and still being outdone by blasters. My Heavies suck so bad that light missiles tend to be a more useful alternative, and my HAMs will probably only see use on a T3 cruiser. My capital options aren't even worth mentioning except as the subject of a very poor joke. I have the only weapon system in the game that has a flight time, which means that the only time I can outperform a projectile weapon (that somehow manages to lob a projectile at the same speed as a ******* laser *while a missile has a max velocity in a vacuum instead of a max acceleration) is if I am close enough to mitigate the flight time or if I have luxury of having the target completely immobilized. The well-touted damage selection of missiles seems like a pretty poor trade-off when the standard reaction I have gotten when trying to do anything with other people by using missiles is "Couldn't you bring anything better?" And now, because CCP seems to have a major disconnect with the players and places more importance on forcing a half-assed change instead of taking the time to do the job right, I feel like I am getting shafted even more. Of course as a missile pilot this seems to pretty damn standard. |

scorchlikeshiswhiskey
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Posted - 2013.11.15 04:08:00 -
[3] - Quote
Ganthrithor wrote:Iyacia Cyric'ai wrote:So what this essentially does is buff the RLML Caracal's ability to roflpwn frigates and dessies (because it needed help in that department???) while almost completely eliminating their potential to kill other decently tanked cruisers solo since you'll need to either kite/tank for 40 seconds or warp off to reload in safety (i.e. letting your target go).
CCP Rise Taking Solo Away Pretty much. Or, as Rise has pointed out you could always set your launchers into 2 groups and stagger them. This way, because an overall 20% drop in DPS is completely different if you use 2 groups, you'll have the same dps as you do now without the downtime. Also, if your ship blows up he'll sprinkle you with magic pixie dust from his pocket and let you ride on his boyfriend the unicorn all the way to Narnia where he did the math to come up with those figures. |

scorchlikeshiswhiskey
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Posted - 2013.11.15 14:18:00 -
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Arthur Aihaken wrote:RavenGǪ RHMLGǪ 1200+ DPS... That's just amazing and very exciting. What's even more exciting is when your launchers run dry and it's time for a 40 second game of everyone shoot the stupid Raven pilot. Sure he could warp off to reload, unless of course someone throws a scram on him before he blows his wad and he's left trying to kite in a Raven for close to a minute.
Idea for 1.1: How about we take cruise missiles and only make them effective beyond 50km? If you're closer than that you should be using torps and CCP just needs to show us what's good for us. Now some of you may be saying that torps don't work as well and that's why you would prefer to use cruise missiles, but the metrics clearly show that lots of people love using torps. Secondly, it torps are worse than cruise, cruise missiles need a nerf so they can be as ineffective as torps. Anyone ever read "Harrison Bergeron"? |

scorchlikeshiswhiskey
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Posted - 2013.11.15 14:32:00 -
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Kane Fenris wrote:scorchlikeshiswhiskey wrote:Arthur Aihaken wrote:RavenGǪ RHMLGǪ 1200+ DPS... That's just amazing and very exciting. What's even more exciting is when your launchers run dry and it's time for a 40 second game of everyone shoot the stupid Raven pilot. Sure he could warp off to reload, unless of course someone throws a scram on him before he blows his wad and he's left trying to kite in a Raven for close to a minute. Idea for 1.1: How about we take cruise missiles and only make them effective beyond 50km? If you're closer than that you should be using torps and CCP just needs to show us what's good for us. Now some of you may be saying that torps don't work as well and that's why you would prefer to use cruise missiles, but the metrics clearly show that lots of people love using torps. Secondly, it torps are worse than cruise, cruise missiles need a nerf so they can be as ineffective as torps. Anyone ever read "Harrison Bergeron"? if this is not troll plz do us all a favor and push the self destruct button... I can understand your consternation, and I think your post should have been the second post in this thread. |

scorchlikeshiswhiskey
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Posted - 2013.11.15 22:10:00 -
[6] - Quote
Naomi Knight wrote:Ginger Barbarella wrote:40 second reload on existing Rapid Lights?!?! WTF?!?! People like them too much to you have to nerf them?? yup ccp-s balance , if some caldari thingy gets used it gets nerfed into the ground btw rapid lights arent that good anyway , they just a reliable missile weapon not like the ****** overnerfed hml , or ultra close range ham instead of nerfing rapid lights which is pretty balanced , boost the other missiles, or just rework the missile dmg formula But see, CCP doesn't want you using missiles in the first place. Of course they'll quote "metrics" and say that they're planning something to fix it but what they really mean is they're dreaming up the next thing just like this forced suppository of a "fix" |

scorchlikeshiswhiskey
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Posted - 2013.11.17 02:59:00 -
[7] - Quote
Bouh Revetoile wrote:Does anyone here knows that 1400mm artilleries have 20 (twenty) seconds between *each shot* ?
That's only two shot while RLML is reloading.
That is also 30 seconds when they need to reload or swap ammo !
They are in fact usefull only on shot every twenty seconds ! A whole jam cycle !
At least the Caracal will be usefull for a minute before reloading ! Poor artillery, guess we should cut down those OP missiles some more... |

scorchlikeshiswhiskey
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Posted - 2013.11.17 23:24:00 -
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For all the close attention that he was allegedly paying to this thread, has anyone seen Rise in the last few days since he told us this was happening whether or not we wanted it and despite it not being a fully formed idea? Someone check the outhouse, he might be out digging for his next big idea. |

scorchlikeshiswhiskey
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Posted - 2013.11.25 01:08:00 -
[9] - Quote
Caleb Seremshur wrote:For a weapon system mounted on a larger hull having a smaller clip size is kind of silly. The firing rate of a missile launcher has *nothing* to do with the barrels. You could technically deploy your entire magazine in one volley, and I think that should be an option.
Obviously expending 18/23 charges in a couple of seconds sounds hilariously OP, until you're out of ammo. And even then there's no guarantee of a kill since your total volley damage is still only 28k~~ for RLML and and some 40k for RHML.. which may get speed tanked down.
Just a thought. I kinda like that idea. Press F1, every single missile loaded fires at the same time and then you go into a long reload. I could see a 40 second reload being justified then. Or even 50seconds. Overheating the launchers reduces the reload time, with the accompanying heat damage. Maybe some increased fitting reqs so it doesn't go too far, but still allowing enough launchers to be fit to be a threat. Could be an actually interesting new play tactic. |

scorchlikeshiswhiskey
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Posted - 2013.11.25 01:52:00 -
[10] - Quote
Arthur Aihaken wrote:scorchlikeshiswhiskey wrote:I kinda like that idea. Press F1, every single missile loaded fires at the same time and then you go into a long reload. ...While you warp out.  But wouldn't it be more of a useful mechanic than the half-baked idea we're stuck with now? Obviously not a replacement module, but a niche, secondary module. 1 for lights and 1 for mediums and 1 for large. |
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scorchlikeshiswhiskey
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Posted - 2013.11.26 16:55:00 -
[11] - Quote
In case anyone still thought there was actual testing of development stuff going on by Rise, I pulled this from the Reddit festivites wherein he found the time to respond to their asinine questions. Welcome to the gulag guys, we are forgotten...
"Me and Fozzie are definitely pyfa/eft addicts and we prefer those tools to anything internal because of our backgrounds."
Edit: Another interesting Rise quote "There's a lot of times the metrics contradict feedback, but it's hard to tell when. Just because people are using something a lot for instance, doesn't mean they like using it or like playing against it. Trying to figure out how to balance feedback against metrics is something I'm constantly thinking about. I guess they should know that we listen and care a lot about feedback, all of it (unless its super mean). They should know if we don't do what they want it's for a specific reason, not just because we are ignorant or lazy or didn't care what they said." |

scorchlikeshiswhiskey
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Posted - 2013.11.26 18:39:00 -
[12] - Quote
IIshira wrote:Wait let me get this right he made this module but hasn't used it yet?... I know I'm misunderstanding this! See my slightly earlier post were he said he doesn't test on the servers, he uses EFT/Pyfa with Fozzie. (He also likes to drop the soap) |

scorchlikeshiswhiskey
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Posted - 2013.11.26 19:19:00 -
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IIshira wrote:scorchlikeshiswhiskey wrote:IIshira wrote:Wait let me get this right he made this module but hasn't used it yet?... I know I'm misunderstanding this! See my slightly earlier post were he said he doesn't test on the servers, he uses EFT/Pyfa with Fozzie. (He also likes to drop the soap) Maybe he just has slippery hands lol He must have been joking? There's no way someone would change one module so drastically and release another similar module without at least some serious testing. And there's also no way that person would post the changes, ask for feedback and then insult everyone that doesn't agree and ignore it. Right? |

scorchlikeshiswhiskey
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Posted - 2013.11.26 19:53:00 -
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Fourteen Maken wrote:Bouh Revetoile wrote:Absolutely not.
RLML got their tweak, and they might need further tweaking, reasonable ones, like Gypsio is saying.
My arguments are that HAML are far better than people here are saying (I'm not saying they are OP, I'm saying they are fine), and that HML don't need too much if they need any love.
Also, I'm affraid that neutron blaster have too low fitting, or null too much range, and that cruise missiles obsolete torps, but these are whole different subjects. I'm more of a nerf guy.
HML are terrible, and HAM's are not much better. They are practically impotent against small ships, where as drones don't have this problem, and turrets can at least do a large part of their dps under the right circumstances. This makes heavy missiles redundant for everything but lazy pve where people would rather not have to bother with managing things like transversal and optimals to max their dps potential. In pvp they need the ability to maximize their chances as much as possible and the current heavy missile stats do not allow that. Also Cruise missiles don't obsolete torps... torps obsolete torps. If the dps of Torpedo's applied as well in game as they look on paper lot's of people would drop Cruises and use Torps instead. Torps have bigger problems than the damage application, although that is probably the biggest problem and pervades the entire system of missiles beyond the light/rocket level. Torps either need 20-25% more range, or they need about 10% higher damage output (via a damage increase or a RoF increase or what have you). The word torpedo conjurs an image of a slow moving vessel packed to the limit with explosives that hit harder than a freight train loaded with Mack trucks. Instead what we have is a slow moving vessel packed to the brim with Rise's discarded ideas that is slightly more maueverable than a freight train. This is all off-topic though...
What I would love to see right now though, is CCP start working on some continuous acceleration for missiles since it doesn't make a whole lot of sense to have a maxV in space, even Eve space. You can backup the logic for ships having a maxV with some mumbo-jumbo about inertial dampeners or whatever, but missiles don't have squishie, fleshy things inside. Missiles are the only weapon that doesn't leave the weapon platform at it's maxV, and as such they should continuously accelerate until they impact their target while having an increasing chance to hit for reduced damage as the closing V increases. This would make long range cruise missile platforms more useful and would also benefit the range bonuses on Caldari boats in a reasonable way.
Again, all off-topic though and most likely will never even be a thought in the hive-mind of CCP. |

scorchlikeshiswhiskey
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Posted - 2013.11.26 20:33:00 -
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Niena Nuamzzar wrote:scorchlikeshiswhiskey wrote: Torps have bigger problems than the damage application, although that is probably the biggest problem and pervades the entire system of missiles beyond the light/rocket level. Torps either need 20-25% more range, or they need about 10% higher damage output...
Exactly, 25% range AND 10% RoF buff would be nice. Faction and Javelin torps can hit other slow BS's (mostly NPC's) with full damage but Rage is practically useless for anything smaller than a (po)CO. I don't understand what those dev guys are waiting for, why are they slower than slow? It's so easy to make torps better that one could do it in his spare time while doing other things. I'd rather see continuous accel for missiles than a torp rework. Maybe if they hired on a couple programmers for a mid-length project to code missiles mechanics to use multiple cores then it wouldn't even bog down the servers with the increased computing. Let us play with the new dynamics for a month or so and take feedback before seeing what needs to be reworked. Of course I would also like for every weapon, except lasers, to have a velocity/accel value. i.e. 1400mm Arty would have a base velocity of (just a random number) 50km/s. The idea being that at the extreme range of cruise missiles, not only do they hit harder but they get there slightly before arty, but at 200+km they are likely to hit for less than full damage. If weapon mechanics were programmed to run on 2 cores it could work out.
But this is off topic so... LOUD NOISES CRITICIZING RISE |

scorchlikeshiswhiskey
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Posted - 2013.11.27 15:30:00 -
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Well guys, CCP40sec has gone ahead and shown us that he is perfectly willing to disregard any kind of constructive feedback because we're being mean to him. I guess that explains why his mother just called my mother and I'm grounded for forever and ever. But seriously, "Rise" you just disregarded every single one of the constructive and detailed posts because we called you names. And you wonder why we're calling you names? Your entire approach to this is simple-minded and childish. You asked for feedback and then disregarded it because it was mean to you. Grow the hell up. And next time, you don't need to go through all this trouble to tell us to shut up and take what you're going to force on us. |

scorchlikeshiswhiskey
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Posted - 2013.11.29 21:16:00 -
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Niena Nuamzzar wrote:Arthur Aihaken wrote: Again, three rigors are better than two rigors and a flare. As previously stated, the missile mechanics for rigors offset target velocity when the explosion radius is smaller than the target signature. You don't get a signature bonus for flares if the explosion velocity is greater than target velocity. Rigor, rigor, rigor...
Idk, my EFT dares to disagree with you. According to the graphs from earlier Tengu-Executioner example, T1 Rigor is better than a T2 Flare, T2 Rigor & T2 Flare are better than T2 Rigor & T1 Rigor (though difference is only 1dps) and, at the end, 2xT2 Rigor & T2 Flare are better than 2xT2 Rigor & T1 Rigor (4dps difference, ofc you can't fit three T2 Rigor rigs cause it would require 450 calibration points which you don't have). Is that showing the actual application though? In my limited testing experience rigors beat out flares everytime. They shouldn't but EVE physics mean that they do. Of course I make no claim to being absolutely right and acknowledge that I could be quite wrong. :) |

scorchlikeshiswhiskey
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Posted - 2013.11.29 22:02:00 -
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Niena Nuamzzar wrote:scorchlikeshiswhiskey wrote:Niena Nuamzzar wrote:Arthur Aihaken wrote: Again, three rigors are better than two rigors and a flare. As previously stated, the missile mechanics for rigors offset target velocity when the explosion radius is smaller than the target signature. You don't get a signature bonus for flares if the explosion velocity is greater than target velocity. Rigor, rigor, rigor...
Idk, my EFT dares to disagree with you. According to the graphs from earlier Tengu-Executioner example, T1 Rigor is better than a T2 Flare, T2 Rigor & T2 Flare are better than T2 Rigor & T1 Rigor (though difference is only 1dps) and, at the end, 2xT2 Rigor & T2 Flare are better than 2xT2 Rigor & T1 Rigor (4dps difference, ofc you can't fit three T2 Rigor rigs cause it would require 450 calibration points which you don't have). Is that showing the actual application though? Yes. Very enlightening then. |

scorchlikeshiswhiskey
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Posted - 2013.11.29 22:42:00 -
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Zvaarian the Red wrote:Alvatore DiMarco wrote:Dr Sraggles wrote: Do you know what a Straw Man argument is? It's when...
Oh dear. Is it that bad in this thread again? I guess I'd better leave another one of these right over here. Bouh's been posting in this thread since the beginning. Nothing's changed. He's right and all the knowledgeable people in this thread with numbers to back up their claims are wrong. He's simply smarter than the rest of us. I'm actually kind of worried that CCP may hire him. They seem to like that attitude in their balance department. If you don't understand how right he is, you must be a Caldari pilot who likes to throw *****. Obviously he is right because his argument changes every time I see it. |

scorchlikeshiswhiskey
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Posted - 2013.11.30 00:44:00 -
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Arthur Aihaken wrote:Niena Nuamzzar wrote:Idk, my EFT dares to disagree with you. According to the graphs from earlier Tengu-Executioner example, T1 Rigor is better than a T2 Flare, T2 Rigor & T2 Flare are better than T2 Rigor & T1 Rigor (though difference is only 1dps) and, at the end, 2xT2 Rigor & T2 Flare are better than 2xT2 Rigor & T1 Rigor (4dps difference, ofc you can't fit three T2 Rigor rigs cause it would require 450 calibration points which you don't have). I had assumed we were referring to T1 rigs, since T2 rigs are a tad expensive for PvP. So yes, 2x T2 Rigors and a T2 Flare will be marginally better (albeit expensively more so) than 2x T2 Rigors and a T1 Rigor (400 calibration not being enough to fit 3x T2 Rigors). 3x T1 Rigors will easily outperform 3x T1 Flares or 2x T1 Rigors and a T1 Flare. So rigor, rigor, rigorGǪ  GǪ.. How did this thread manage to get derailed again into a missiles vs. guns debate? Weren't we discussing RLMLsGǪ? Bouh was attempting to convince us that missiles are still OP because he's toeing the party line of missile-hate |
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scorchlikeshiswhiskey
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Posted - 2013.11.30 22:30:00 -
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Arthur Aihaken wrote:Kenshi Hanshin wrote:Is the point I was making clear now that I have expanded it? I guess I'm understandably curious why you wouldn't just use the new RHMLs with 3 rigors. My understanding is that Kenshi is showing the vast disparity in the application of damage of 3 different battleships in a best case scenario against a smaller target to highlight to problems underlying missiles as a whole and not just RLMLs. The test shows the reason that Caldari pilots are often exasperated and told to cross-train to be useful outside of PVE, missiles don't aren't as flexible as they appear (or as Bouh would have us believe). But since I am not Kenshi, I could easily be wrong about the full intent of the test and am not trying to speak for Kenshi. |

scorchlikeshiswhiskey
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Posted - 2013.12.01 00:14:00 -
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Arthur Aihaken wrote:Astroniomix wrote:Because that's 3 rig slots you could use for something else, why fly a raven at that point? a Dominix would do everything better and still not need to sacrifice all 3 of it's rig slots (2 riggor 1 flare is supperior btw) to apply any reasonable amount of damage to a frigate. Yeah, you could use rigors to improve damage application. If you can't hit sh*t any kind of tank is pointless anyway. No, three T1 rigors are superior to two T1 rigors and a T1 flare. You're going to have a tough time convincing me that players are going to dump enough in T2 rigs equivalent to (or exceeding) the T1 Raven hull cost. That's like throwing good money after bad... 1. If you're using anything other than RHMLs or RLMLs on a Raven for smaller targets, you're doing in wrong. 2. If you're running uber-expensive T2 rigs on a Raven for PvP, you're doing it wrong. 3. If you choose a battleship to hunt frigates, you're doing it wrong. Basically you're doing it wrong. GǪ.. If I was going to hunt in a Raven, I'd be running RHMLs with three T1 hydraulic rigs to extend my range out to almost 100km. Assuming I made it past the gate camps, interceptors and everything else that can basically turn me into a floating pile of cinders long before I reach my destination. In other words, I'd take my Tengu. Well the original test was very focused in scope. It pitted what I am assuming to be Large, Battleship class, Railguns, against Cruise Missiles, sentries. A brace of sentries in a Dominix is arguably a battleship class weapon. So my understanding of the test was that it was pitting 3 different battleship class weapons against a smaller target to show the difference in damage application. Now you can derp out and complain that it's stupid to use cruise missiles or a Raven against a smaller target, or you can take the test for what it is and realize the disparity in damage application between 3 major battleship class weapons. You can say that RHMLs are battleship class, which they are, but they don't have as near of an equivalent to compare to in the other weapon types. |

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Posted - 2013.12.01 00:32:00 -
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Arthur Aihaken wrote:Astroniomix wrote:I'm not even sure what you're trying to say at this point, you just keep saying stupid ****. Maybe you'll figure out that this is a RLML/RHML thread and really has no bearings on cruise missiles... Have you not been paying attention? This is a point of discussion because missiles as a whole are busted, and the problem is highlighted by the original RLMLs being preferable to heavies because of that which gave us this half-assed fix. |

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Posted - 2013.12.01 00:53:00 -
[24] - Quote
Arthur Aihaken wrote:scorchlikeshiswhiskey wrote:My understanding is that Kenshi is showing the vast disparity in the application of damage of 3 different battleships in a best case scenario against a smaller target to highlight to problems underlying missiles as a whole and not just RLMLs. The test shows the reason that Caldari pilots are often exasperated and told to cross-train to be useful outside of PVE, missiles don't aren't as flexible as they appear (or as Bouh would have us believe). But since I am not Kenshi, I could easily be wrong about the full intent of the test and am not trying to speak for Kenshi. Best-case scenario is I'd use RHMLs with precision heavies and rigors on a Raven. Best case scenario is I wouldn't be a Rifter pilot charging straight at a BS pilot. Test is invalid because internet derp. Congratulations you win 3.14 internets |

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Posted - 2013.12.01 01:31:00 -
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Zircon Dasher wrote:scorchlikeshiswhiskey wrote: Well the original test was very focused in scope. It pitted what I am assuming to be Large, Battleship class, Railguns, against Cruise Missiles, sentries. A brace of sentries in a Dominix is arguably a battleship class weapon. So my understanding of the test was that it was pitting 3 different battleship class weapons against a smaller target to show the difference in damage application. Now you can derp out and complain that it's stupid to use cruise missiles or a Raven against a smaller target, or you can take the test for what it is and realize the disparity in damage application between 3 major battleship class weapons. You can say that RHMLs are battleship class, which they are, but they don't have as near of an equivalent to compare to in the other weapon types.
OR you can notice that the entire original 'analysis' was bogus to begin with.....  Your logic is obviously infallible given the examples and numbers you have provided. Thank you so much for so effectively refuting a well focused test. |

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Posted - 2013.12.01 02:24:00 -
[26] - Quote
Zircon Dasher wrote:Kenshi Hanshin wrote: Zircon,
It a test well designed to show the disparity between supposedly equivalent and balanced systems. In fact it clearly indicates that they are not balanced when you have over a 300% difference in the DPS.
If you cannot see and comprehend that, than I am not sure that you are worth attempting to hold any form of conversation with.
Maybe we have a different idea of what constitutes a well designed test then. If all other weapon systems are significantly better at applying damage compared to Missiles, then a well designed test would set initial conditions that were not already biased towards those other weapon systems. If they were a LOT better, then you could set up the test so that the other weapon systems would shine even under adverse conditions. Just leveling the playing field a small degree (not even trying to put guns+drones in the worst situation possible) means adding in a non-derp Rifter and isolating the weapons systems completely. But then, that causes problems for your argument because when you level the playing field that amazing difference you find dissipates. I have not checked EFT yet, but experience says any large rail is pointless at killing off a Rifter if that Rifter can get under about 45km and doesn't do stupid things like approach at 0 trans. Nor does not take crazy angles or incredible piloting skills to get enough trans to effectively ignore large rails (maybe 15-20deg off the BS's vector). Between 425 rails and a cruise missiles, over time, a Rifter will take more dmg from the cruise. Moreover, the use of drones to your test adds an additional confound which you (intentionally or not) did not take into consideration. Since your thesis is that a weapon system is sub-par, adding other variables only makes the picture muddier. If the comparison BS out DPS's a Cruise Raven with drones, but not when considering vaguely realistic guns alone, then the problem is not with the cruise missile but with the drone bandwidth/bay. Those were just the problems that are blatantly obvious to anyone with a modicum of critical thinking ability and there may be more problems upon a closer analysis. So by creating a situation in which each weapon system had to opportunity to deal the maximum amount of damage, your argument is that Kenshi should have showcased how, in a crappy situation, the ass-tastic amount of damage that the Large missile does compared to large rails or drones somehow makes up for the massive amounts of suckage at any other time? You must be in cahoots with Bouh because you two both argue on the same level of derp.
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scorchlikeshiswhiskey
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Posted - 2013.12.02 17:03:00 -
[27] - Quote
Arthur Aihaken wrote:RIP Caldari. Phoenix is deadGǪ Drake is deadGǪ Caracal is deadGǪ Tengu will soon be joining them. They're not dead. They're just very situational, niche support weapons. Thanks CCP40sec and the rest of the missile support team.  Unless you're the missile expert Bouh and then they're the boogeyman under your bed that makes everyone else think you're an idiot. Mainly because you are an idiot.... |

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Posted - 2013.12.03 00:42:00 -
[28] - Quote
Kenshi Hanshin wrote:Seems that most of us (excluding Bouh, who doesn't count) have reached the consensus that the new RHMLs and RLMLs tis horrendus. Yay! Now, I can go back to deciding what the hell I am going to do with the couple mil of SP in missiles I have...
CCP, where is my SP redistribution? I would like to move it to Projectile weapons please. I hear that Arty and Autos are awesome! lol I heard that pretty much anything besides missiles is awesome. And it gets even more awesome if you trade in your Caldari SP too and put that somewhere useful for a change. |

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Posted - 2013.12.03 14:01:00 -
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Bouh Revetoile wrote:
PS : caldari navy light missiles hit frigates more than fine.
In your vast experience with missiles right? Or is that something you picked up running from all the missile boats you encountered? Or did you pull this out of your ass like the rest of your simple-minded arguments? |

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Posted - 2013.12.03 14:18:00 -
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Arthur Aihaken wrote:
Addendum: I really think we should start ignoring Bouh. Either he's trolling for his own entertainment or he has some seriously misguided and hard fast notions about missile mechanics. Consider this my last Bough-related response. /ignore.
I'm glad you said this, and I approve. He is drawing attention away from where it needs to be. |
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Posted - 2013.12.03 20:51:00 -
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Dr Sraggles wrote:Dear CCP Rise, Previously we have expanded on the concept of "User Metrics" to assess the acceptance and effectiveness of certain weapon systems and your intent on considering this at least in part when looking at ship/weapon system balance. I ask that you and the community take a look at these metrics compiled from 12/1 to 12/3. http://eve-kill.net/?a=top20Now, it is my understanding that these are self reported metrics (I could be wrong) and so there would be an inherent bias in this statistical compilation. However, I would welcome your comments and as well, in the spirit of game balance and an open dialogue, ask what it is that you would dispute in the accuracy of these statistics? In particular I would draw your attention to the "Rank Weapons" where we find the only missile system dead last in the Top 20 and it is the Light Missile II launcher, a frig class weapon. Note that the RLML and RHML are nowhere to be seen as well as the ships capable of mounting these systems. Needless to say there is not a sign of HAMS or HML. Note in the "Rank Ships" list that there is a significant outlier (Dominix) that indicates profound balance issues but the one shining light for Caldari is the Tengu. However as it's perceived weapons system (missiles) is nowhere to be seen apparently they are Rail Tengus which (apparently?) are used in Null Blob fleet doctrine per report. Regardless, the point is that something missile was not fixed with Rubicon, it was further broken in fact if these metrics have validity. If I knew how I would search pre-Rubicon statistics and expect to find the "old" RLML high on the list if it was in need a such a dramatic nerf? My actual sense is that it was no where to be seen as compared to other light/medium weapons systems. What exactly is being "fixed" with Rubicon? My humble user sense of things is that RLML got nerfed because it was all we used, so it must've been too good without looking at the pathetic performance of missiles over all. I welcome your feedback and that of any others that can shed light on these issues and how these lists are compiled as there appears to be a disconnect between ship success and weapons success that is not apparent to me. best ps. Maybe I have been listening to too many conspiracies theories about server issues in huge missile fights but maybe it is time to change them to a new class of weapons (the Photon Missile) that has extremely high speeds (like projectiles) to instantly apply damage but otherwise retain the explosion velocity and radius characteristics (brought into better balance) so that they can be used in large scale battles without their slow flight and numbers creating lag.
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Posted - 2013.12.04 01:26:00 -
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Arthur Aihaken wrote:Zvaarian the Red wrote:I must have missed where he suggested it should be nerfed into the ground. I only saw him saying it should be adjusted down a bit to compensate for a heavy missile buff, basically keeping it at the same level while buffing all the other heavy missile ships. Though I personally don't think it's necessary I get where he's coming from. I believe the exact quote was something to the effect of "...while T3s won't be nerfed to the point of uselessness..." Well, since Tengus are now pretty much useless outside of PvE with the RLML change and previous HM nerf, that translates into dead. Any further nerf equates to burying them 6 feet under. So when I said "nerfed into the ground", I really did mean dead and buried. Fourteen Maken wrote:That would explain the absence of drones in the stats. I suspect a lot of these are fleet actions. But in fairness, we're only looking at a brief window of a few days here. Ok, what I understood was that he was advocating a buff to medium missiles, and nerfing the Tengu to keep it in line with where it is now in relation to other ships. This would increase the effectiveness of all medium missile ships without making the Tengu OP. The nerf would be applied after the HM/HAM buff to keep the Tengu balanced. |

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Posted - 2013.12.04 02:30:00 -
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Caleb Seremshur wrote:I'd imagine that RLML and RHML will get clip size buffs before the next expansion. 30-40 charges each. Expect the reload time to stay though. Clip size doesn't matter if they're still crap. |

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Posted - 2013.12.04 04:28:00 -
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General Jack Cosmo wrote:here's my problem we seem to have too many ships doing to many things and now the missile launchers !
why not instead have t2 launchers have different t2 missile's to do different things and have faction missle do dmg! I hope for the sake of any progeny you might have that you were not being serious with that. |

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Posted - 2013.12.04 06:36:00 -
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Vincintius Agrippa wrote: outclassed in every category.
Pretty much sums up how I feel as a Caldari pilot... |

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Posted - 2013.12.05 03:04:00 -
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Seranova Farreach wrote:ccp needs to un nerf heavy missles, buff explosive speed on hams, completly fix the phoenix and citadel torps/cruises
and finally cut the reload time in half for rapid launchers.
sad as it is i think CCP rise is corrupt and trying to nerf missles and missle ships into the ground cause he has his own agenda against them or perhaps outside influence is trying to get missiles nerfed.
Too long has gunnery been the go to for pvp! missile users rise up! and FIRE ZEE MISSILES! All zee missiles? |

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Posted - 2013.12.05 16:37:00 -
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Is anyone keeping track of the last Dev update on what's going on in this "closely followed" thread? Or is CCP still trying the silent treatment for missile and Caldari pilots? |

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Posted - 2013.12.07 23:05:00 -
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Does anyone have access to a 3D printer? I was thinking we cuold print out some ********* for CCP40sec so he could man-up and at least defend his position instead of whining like a 3-yr old and acting worse than my gf when she's angry. Someone check his estrogen levels...
*This isn't constructive at all, but CCP has shown us quite clearly over and over again that they don't care about constructive.* |

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Posted - 2013.12.07 23:14:00 -
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Marcus Walkuris wrote: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". The CSM hasn't poked their whiny heads in here in over 40 pages. (I'm guesstimating, I didn't actually check that number but I suspect it is actually quite higher) They also haven't said jack squat except that they support CCP because metrics and other BS |

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Posted - 2013.12.08 17:24:00 -
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Marcus Walkuris wrote: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. Range bonuses make sense on projectile weapons that, somehow, travel at the speed of ******* light. Not on missiles. |
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Posted - 2013.12.08 20:30:00 -
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Marcus Walkuris wrote: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?? To answer your question, we've discussed the problems with RLML, RHML, regular missiles, and missile based ships. None of it seems to matter because 40sec and Fizzle have been ignoring us for over 2 weeks, and the CSM popped in to tell us to deal with it about 50 pages ago. Frankly, I would like to declare open war on the Devs in-game, but I doubt they really log in. |

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Posted - 2013.12.09 16:41:00 -
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Marcus Walkuris wrote: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 issues 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. And the list of issues doesn't end there, it is fitting, lack of modules etc. etc. 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. I think this can probably summarize the thoughts of most of the posters in here with a bit of accuracy. We're happy to see some attention paid in here again, but the attention doesn't seem to be addressing any issues. The vibe that CCP is giving off is that you have washed your hands of your changes to missiles and we're stuck with them because you're already on something else. The current RLML might even be a viable option if the underlying problem with all missiles was addressed. If HM's and HAM's functioned like they were supposed to, then a cruiser sized front-loaded module might make a lot of sense and fill some voids. Until missile mechanics are renovated to make missiles a viable category of weapon though, RLML's are as broken as missiles in general. This isn't something you can trust to metrics either, I still use missiles when I do PvE because I'm slow to change to guns even though they perform better in a lot of cases. My use of missiles does not mean I am happy with them though which is what your metrics will tell you. I encourage you to actually get on the level of your player base, explore a character that wanted to use missiles and Caldari because they liked how it sounded and have started to realize their SP are being wasted. Instead of dismissing our words by calling upon your all-mighty metrics to vanquish us, take a page out of the Mythbusters play book and attempt to duplicate the results before you call falsies. All name calling aside, we really would like to see some kind of plan to address missiles in general. Many good points have been raised in this thread without comment and it only serves to reinforce the feeling amongst missile pilots that we are teh red-headed step-children of Eve. |

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Posted - 2013.12.09 17:02:00 -
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I understand that missile mechanics are not something that can be fixed overnight, and that there are a lot of projects in-work right now. I get that. But some kind of time table, some sort of organized plan, would be nice to see. We're not asking for missiles to be amazing, or to act like turrets. We simply want them to work the way they should. |

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Posted - 2013.12.09 17:56:00 -
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Stitch Kaneland wrote:How about instead of nerfing the launchers or missiles, a module is released to help reduce application? That way its more pilot choice and creativity/logic that wins fights rather than f1 and orbit. Please give HM some minor buffing and then release a module that counteracts said buff, bringing missile dps to where it is now.
The proposed chaff launcher i mentioned earlier.
Reduces missile explo radius and velocity Has charges ranging from 10-20 charges and then a reload of a to be determined time Fits in high slot, allowing choice of neut, nos or missile defense Charges that could be fit is scrap metal as its already available and cheap Cycle time is about that of a smartbomb, that way missiles can still occasionally get good hits, just like td. This also makes missile users learn the cycle time and fire at more appropriate times, similar skill that turret users use for transversal. This does not damage missiles, but just causes loss of application.
Finally add a missile guidance computer to help offset the effects of said chaff launcher so missile pilots can't be completely neutered.
If missiles in general could apply there damage in a sensible way, then I could accept this as adding a layer to gameplay. IF missiles reliably applied damaged. I'm looking at torps and HM's with that statement, and to a lesser degree every other missile. However, why not wait until missiles are moving in a positive direction before we start muddying the waters with more mods? |

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Posted - 2013.12.09 18:16:00 -
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I don't think anyone here arguing on behalf of missiles wants them to behave just like turrets, in fact I feel confident saying it is quite the opposite. We want them to behave differently. The only similarity we want with turrets is the viability. Turret proponents will argue their specific cases in which missiles function "just fine", or are OP, but those are the minority. In the majority of cases missile boats are outclassed by gun boats in the most important ways: time to target, damage application, and even the relative size of charges that a ship can carry. Time to target does not need to be 0 like with every other weapon, but there should be a reason to want missiles in a fleet despite the time they take to travel to target. (With a maximum velocity that doesn't make sense in space.) Damage application has clearly been discussed here a little bit. What about the number of charges a ship can hold though? I ran my Navy Raven in VG incursions with several fleets with a good bit of success for several months this year. I would enter a site and begin engaging the same targets as the Machariels and on average I would go through 400+ missiles per site. If I was not the utility boat responsible for ore drops and hacks I could hold several thousand cruise missiles that would hold me over for a few hours. A gun boat would easily hold over 15 thousand charges, enough for an entire night of incursions and more. This is a small gripe, and one that is situational, but I have not seen it mentioned and I bring it up only to show another face to the inequality of missiles vs. turrets. (Or, in math terms: Missiles < Turrets) You will find that our outcries can be quieted if you are willing to listen and provide viable answers rather than quoting the anonymous metrics yet again. We understand you have jobs and that reading all of our posts would be a full-time job, not to mention responding to all of them in detail. However, we would like you to try and put yourselves in our shoes and look at the replies you have given us. Would you be satisfied with your replies if you were us? Would you be satisfied with the state and history of missiles if you were us? No matter the answer, would you be willing to take some time out of your undoubtedly busy days to sit down and address the valid concerns of the missile pilots that are feeling ever-neglected? If you can honestly answer yes to the last question, I would encourage you to take some time to fit up some missile ships and attempt to duplicate our concerns to experience the frustration for yourselves. We would be very interested in your results. If you are satisfied with the state of missiles and see no reason why they should change in a positive way, we would be extremely interested if you would tell us why instead of simply saying metrics and other ubiquitous terms. |

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Posted - 2013.12.09 19:26:00 -
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TrouserDeagle wrote:Dr Sraggles wrote:TrouserDeagle wrote: I also am talking about the missile itself. it's totally broken OP.
Please share your thoughts for why that is so. On the grand list of weapons that people are actually using it pales in comparison to Blasters, Rails and Auto Cannons. http://eve-kill.net/?a=top20 it's in that list 3 times. crow #3 on ships. those stats are irrelevant however - this is a balance discussion. this is a pretty long list, I sometimes forget bits of it: very high alpha - between 250 and 280mm artillery - this really bothers attack frigates, because they have zero hp, and is also annoying on active tanks, as they can sneak past most of your buffer. usually about 50-100% more dps than you'd get kiting with LR turrets. too much tracking - they apply perfectly to slowboating frigates, and with a rig or module or two and precisions, you can easily crack tanky afterburning frigates. capless, all damage types, ability to use FOFs vs ecm and damps, not vulnerable to tracking disruptors - same deal as cruise missiles I guess, but worth mentioning, as they are all reasons for me not to fly a beam executioner. multiplies perfectly with snakes/links/speed mods for ridiculous kiting ability, since you don't have to worry about transversal or being out of range, you can just crank up the speed and tackle range forever. with turrets you'd end up using iron or radio or whatever, and you'd still missing if you want to just orbit at max speed. useful t2 ammo types for a variety of targets, whereas when kiting with turrets, generally you only have one ammo that's applicable for your range, and the t2 ammo is actually niche and sensible (i.e. you never use it). Have you even bothered to read all the reasons that missiles are broken before you went off on the typical rant of a gun pilot? It's the same busted points that you just listed that have kept the nerfs coming for missiles. |

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Posted - 2013.12.09 20:59:00 -
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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 You can't fix stupid.... |

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Posted - 2013.12.09 21:32:00 -
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TrouserDeagle wrote:scorchlikeshiswhiskey wrote: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 You can't fix stupid.... Edit: it is entirely possible the a dedicated tackler does 0 dps, but the overwhelming tendency of your posts is very much on the stupid side. that's pretty rude, especially considering that I'm right about everything. might have to report you. wah wah wah It's the internet, deal.

On a slightly more serious note, do you fly missiles? |

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Posted - 2013.12.09 21:55:00 -
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James Amril-Kesh wrote:I honestly thought that they were going to suck. Then I start using them and frankly, they're pretty awesome. 40s reload is a bit much, however they're very useable in their current state. I recently lost a RHML 'phoon in lowsec to a harbinger, vexor, and augoror multiboxer but I'm sure that if I had approached the fight differently I would have been able to win it. Are you having success with the RLMLs or the RHMLs? We are intrigued by any story of success. |

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Posted - 2013.12.10 12:27:00 -
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You know, when someone shows up, who doesn't use missiles, to tell me how they're in great shape I just have to agree. Your logic is infallible. I, as a missile pilot, personally think that all projectiles are OP because they insta-hit. I don't use them, but I've read some descriptions and forum posts so my opinion is pretty solid.
Is this really the kind of stupid we have sunk to in here? |
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Posted - 2013.12.10 17:58:00 -
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Arthur Aihaken wrote:Fourteen Maken wrote:I'm happy for the space rich who can fly around in Tengu's, but spare a thought for those who have to make do with t1 caracals because we just lost our primary weapon system, Tengu's have other options. I used the Tengu because it's on the extreme end of cruisers. I could do an analysis with the Caracal, but as I'm only comparing a single launcher I'm not sure the 12.5% rate of fire difference is going to make a huge difference. In fact, a slightly slower rate of fire might actually translate into better damage application. But I'll have a peek... Arthur, you have been posting graphs that both (reasonable) sides of this discussion have applauded for supporting the claims that we are making. How many supercomputers and PhD candidates do you have conducting this research for you? (I say supercomputers and research assistants because there has to be some reason that 1 person is able to post these data while the developers of the game can't even find their way into the forum without tripping over their egos.) |

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Posted - 2013.12.11 18:01:00 -
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Yet again CCP flies in, hits F1 for maximum derp, unloads their Rapid Derp Launchers in the thread, watches them hit for maximum confusion and outrage, and warps off never to be seen again. What the hell are they smoking in Iceland?
Also, has anyone heard anything about the investigation into the apparent deaths of all the CSM? They've been so quiet about the way they do their "management" that I assumed they bent over for CCP too far, or choked on a bunch of CCP pods. |

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Posted - 2013.12.11 19:46:00 -
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Bouh Revetoile wrote:Moonaura wrote:We've used a range of ships - again, I told you this last time - and I explained that the reason we might opt to show a stabber in the Precision examples - is that IS the cruiser those missiles are designed to hit well and counter. You'd expect regular heavy missiles to hit regular cruisers well.
Neither missile works against either target.
Its perfectly acceptable to fit to reduce incoming damage. And yes, its a good idea to fit a faster cruiser with a smaller sig and throw in some nano in EVE.
It is also perfectly reasonable, to expect that if a missile user comes across such a ship, that he has a counter to it. He does - its called the Precision missiles.
But as shown, they don't work. Not even close. Not even when you give them epic target painting in an unrealistic fashion, that you won't see in game. They still don't work.
Again, you and your corp mates have very few losses against missiles, and you've never fired them or flown Caldari. We've gone to great detail and lengths to show you why we feel missiles right now aren't worth fitting. It doesn't seem to matter to you. Whatever we say, Missiles are epic and Gallente suck. You are wrong. The counter to speed and signature are EWAR : web and TP. Precision are ammos designed to apply more damage than regular ammo to the targets regular missiles have trouble applying damage. They are not a counter to anything. T2 ammo are meant to give you flexibility, not to counter anything. You counter a fit with another fit, full dot. Null don't counter kiters, they only allow you to hit harder at long range than you normaly would. Same for barrage, scorch, aurora, spike and tremor. It would be absurd if you could counter something someone fit to its ship to counter your missiles just by swapping ammo. That's not how a counter work. It work like rock/paper/cissor : you fit wrong, you are in a very bad spot. BTW, the range of ships you used range from insanely fast and small to reasonably fast and small. Honestly, have you tryed the numbers against one ship with more than 125m sig and less than 275m/s speed ? The Caracal is the closest to these numbers I saw, and it was used once, and yet it's faster than average ! There was once a Rupture too, with average numbers, but no fit or AB fit. And "unfortunately" all the numbers used are for ships with only a prop mod and no tank ; unfortunately because the tank increase the dps of missiles up to 30% and ship without it are the exception more than the norm... If you want to show a real picture of missiles, why excluding everything that can possibly goes in their favor, and despite the certainty you will encounter them ? I'm not asking you to use a Blackbird in your test, only something closer to the average, like any combat cruiser. Another thing too : most cruisers will have a MWD (to not be outrun by a battleship...) ; such a cruiser tackled with a scram will go at normal speed. Numbers showcasing dps against a cruiser at normal speed have been very rare. That's why I'm going crazy in this thread : you are only focusing on very low signature ships with AB whereas these are meant to decrease missile dps ! And I never said missiles where "epic" or "gallente sux". I'm only trying to open your eyes on the falacies you are using ! You select the numbers to prove your point, which is dishonnest. Also, I recognized many times that HM might need some love ; I only argued that HAM are fine. Here's a thought: Instead of being a monumental ****, why not post your own tests, graphs, fits and results? Nobody else can seem to do it right, or to your standards so I'm sure we would all love to see you illustrate with data the suppositions that you have been posting? I'm sure, with all the experience you have shooting turrets and running away with your MWD tucked between your legs from big scary missile boats that it shouldn't take you long at all to show us how we silly missile pilots are using missiles all wrong. So, how about breaking out your tin foil hat, firing up EFT, Pyfa, and SiSi and posting some verifiable data to backup your claims and rants? If you are incapable of that, then stop picking apart the people that have been doing that, shut up, and go try to find something you are good at. You've already hinted that running away from missile boats is a specialty of yours, so you could always go work more at perfecting that art.
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Posted - 2013.12.11 20:58:00 -
[54] - Quote
Mournful Conciousness wrote:Moonaura wrote:Bouh Revetoile wrote:Actually I am gathering and compiling data, but that takes time and efforts and I have a life too.
Does this mean you'll come on SISI too? I can tell you now, that is the only way to really see if the guns work as expected. I'll bring beer and women if you do. I went on sisi and fought 2 cruise-missile ravens in my deimos (125m2 sig radius). The cruise missiles (coupled with target painters) obliterated the (fully gang-linked) deimos while it was moving at max speed. The gang links included evasive maneuvering so the deimos' sig radius was under 100. I would encourage die-hard missile fans who are disappointed with HMs to try cruise missile fitted ships if possible. I think you'll be really pleased. It's a case of life giving you lemons, so make lemonade. I'm not going to argue that cruise missiles are in any way broken with their damage application. I don't even really want to comment on cruise missiles at all. (Although the max velocity makes no sense whatsoever. A max acceleration instead would make much more sense, as well as making long range missile combat viable. By long range I mean well outside of point/scram/disruptor/sand in the eyes range. i.ie Cruise missiles have range well beyond 200km but would take well over 10seconds to get there. But enough about that.) What does it say about medium missiles if the solution to not applying damage is to start fitting cruise missiles? Rapid lights are a situational weapon, HAMs can be good if you think you can survive in brawl range to be able to apply them, but if you want range you have to use cruise missiles? What I see, for the average situation, is that missiles have 3 decent options: light missiles, HAMs (for close range), and cruise missiles (for "kite" range). Does this not sound like a problem to anyone? To be clear, I am making a generalized statement that missiles as a whole need rework. I'm sure there are situations where heavies are great, just like rockets and torps, but as a whole there are not a lot of good choices that don't require a metric ****-ton of support. Again, for the hard headed people like Bouh and Mournful, this is a generalized statement. I am not lumping every situation into this. So don't even reach around to pull something out of your ass to argue about special circumstances, save us all the time. However, if it can be shown that heavies, or torps even, fit well in a general, broad role then I will be happy to read that discourse. |

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Posted - 2013.12.12 19:52:00 -
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Bouh Revetoile wrote:Arthur Aihaken wrote:Bouh Revetoile wrote:Again, the problem with your numbers is that they only show worse case scenarios here (the fastest and smallest ships with prop mod running). I'm afraid your HM will apply full damage to evrything else without efforts... I'm going to update the graph for a Caracal, so stay tuned. If you're willing to provide me with some fits for the aforementioned target ships, I'll gladly revise the stats. I just need a short list of anything that would affect speed and signature. Feel free to suggest some alternatives (Amarr, Gallente, Minmatar and even Caldari). I don't fly most of those ships, so any input is appreciated. Thanks. If it is a spreadsheet, I suggest you to use average numbers. I already provided average for T1 Cruisers (without logi or faction ships) ; I'll make some more numbers digging but I think the Rupture is close to ideal baseline : close to average speed, close to average signature, and can be shield or armor tanked. Untanked he will give the reference for how armor and shield influence missile dps figures. I also think combat cruisers are CCP's reference for cruiser numbers : the base numbers from where other cruisers numbers are derived from. Hey, Bouh, if you've got all these great ideas about what Arthur has been doing wrong that only you know how to do right why not do it your own ******* self instead of being a whiny little ****? Just a thought..... |

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Posted - 2013.12.13 18:27:00 -
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Arthur Aihaken wrote:Let's see if we can get some killmails with RLML and RHMLs. Solo engagements, not in a gang. Why does the weapon have to be good for solo ?[/quote] Well I would guess-timate that a weapon effective in gang warfare but no solo, means that the weapon is sub-par and requires multiple systems to be effective. This doesn't apply to everything, Capitals or Logistics come to mind, but a medium weapon isn't exactly on the same level as a Carrier. We've already shown how cruise missiles can be quite effective in solo play if done correctly, which makes them a shatteringly effective weapon for gang play. But the rapid launchers are only effective, outside of a small percentage of scenarios, in gang play which tells me that they're not really worth using. That's my thought at least |

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Posted - 2013.12.13 18:39:00 -
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Bouh Revetoile wrote:Arthur Aihaken wrote:Bouh Revetoile wrote:Why does the weapon have to be good for solo ? Where have you been for the last 160 or so odd pagesGǪ? Haven't you seen Rise answer ? If other missiles have a problem, they are those needing a fix, not the rapid launchers. RLML were OP, and RHML would be too if they had the old rapid launchers mechanic. Because we all know that Rise has what is best for missiles in mind. Right.... Pull the other one.
Are you really back to recycling your older, stupider arguments? What a shame. |

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Posted - 2013.12.13 19:39:00 -
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There have also been no tests showing them to be effective at anything close to a realistic scenario outside of gang-spam warfare. If I said I had numbers showing how much they absolutely suck more than a $2 hooker, I would die under a barrage of posts telling me to prove it. And until I could prove it I would be making completely unsubstantiated claims. Why is it that 40sec and Fizzle can say there are metrics showing whatever they want them to say and they are upheld as the truth? Why the double-standard in the turret community? :) |

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Posted - 2013.12.14 14:50:00 -
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Arthur Aihaken wrote:Ransu Asanari wrote:-edit- I don't like having specific solutions really in a petition though, since we can always debate about whether 15 seconds or 20 seconds is sufficient, or if there's a better solution altogether. Would rather the petition just be for getting numbers to show the people who are dissatisfied with the current iteration. What I really want is the old RLMLs back and the first iteration for RHMLs. They weren't "op", and the above example is just one of many we'll be hearing in the coming weeks and months. At this point the only thing keeping me from petitioning for a missile SP refund is the T2/faction fitted Navy Raven in my hangar that I use to grind Lvl4's when I'm feeling anti-social. It's fun to fly and, sadly, it shows the potential of Caldari missile boats. Of course I have 4 CN BCUs on it so it also shows that the potential of Caldari missile boats is just a pipedream. I used to have some hope that CCP would pull it's well-balanced head out of it's well-balanced ass and actually fix missiles, but their inattention to their own screw-ups in RLML's shows that this is not going to happen. They were released too early in the design cycle, no public testing was done with them before CCP and the CSM got together to make political promises and shove them down our throats. Maybe when this cycle of stupid begins to affect turrets there will be enough of an outcry for an exodus from Eve until they fix themselves. Maybe. Until then my sub runs out in a month or so and I'm done. |

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Posted - 2013.12.14 17:38:00 -
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Bouh Revetoile wrote: And who does actually know anything about blasters and railguns more than I do after flying them for 3 years ? I was there in the Drake and winmatar era, and I remember how it was. HML of this time were not better than HAML of now, they just had more range. Comparison is simple.
So let's see... You know more about blasters and railguns than anyone here after 3 years. Ignoring the sheer arrogance of that remark, I will instead ask a question that might be somewhat relevant to a missile thread. Why does your complete mastery of hybrid weapons qualify you to be an expert on weapon balancing in regards to missiles? Can I, a missile pilot for a bit more than 3 years, go into another weapon thread and start slinging my e-peen around like you have done here? Can I, an almost completely PvE pilot for most of my characters life, go into a PvP thread and start telling everyone what they're doing wrong? Since you're only going to pick a snippet from this response to reply to, it doesn't matter what I say here. But I do hope that someone gets a bit of a chuckle from your arrogance and lack of any qualifications to be talking about missiles. You yourself have said that whether you are flying solo in a gang, a simple missile boat will send you running back to safety quivering with fear. Maybe that is why you are here with such arrogance? Does a missile pilot have you pinned in station with his mighty Kestrel? You just admitted that your only qualifications for posting in this thread have nothing to do with the missiles in question. Go home Bouh, and watch out for those OP Heavy Missiles.... |
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Posted - 2013.12.15 03:02:00 -
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Maxor Swift wrote:Arthur Aihaken wrote:Well, I hate to let this thread lapse - but I think we've more or less said all we can say on the new rapid light and rapid heavy missile launchers (at least I have, anyway). I guess we can further the continuing turrets vs. missiles debate (although to be honest, I'm not sure how we got on that topic), but in the absence of any further dev updates - it looks like the majority are moving on to heavy assault missile launchers. Yep they work "ok"on my cerb but then it is 200 mil ship but on the caracal without perfect skills its REALLY tight and i can in no way play the way i was before. But hey on the bright side maybe this is the push i needed to unsub. Yep, CCP40sec and his latest round of ideas were what it took for me to drop mine. Pretty sure they're saying good riddance... |

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Posted - 2013.12.16 16:45:00 -
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Ya know what would be interesting? If missiles were a little bit smarter and would change targets if the primary is destroyed. I launch 8 cruise missiles, only 1 is needed to destroy the target, so instead of the other 7 self-destructing in space and me having to wait for the next salvo to change targets, they automatically retarget to one of the targets I have locked. They don't receive the benefit of any target painters that haven't been targeted to the new target though, so there is a drawback. Also, they would only impact if they have the fuel and flight time to make the direction change and reach the new target. Maybe a setting selection window to set the default target switch? i.e. They move to the next target that was locked, or the nearest, or the largest/smallest sig. Combine this with better damage application for the missiles we have already noted as needing better damage application, and I think this would provide a satisfyingly "different" missile mechanic. This helps to alleviate wasted salvoes, makes PvE with missiles a slight bit faster, and might make missiles a little more accepted in incursions. Flight time still applies, but the new mechanic would help make missiles more different from turrets. Thoughts, feedback, and constructive criticism are welcome from everyone except Bouh who will just whine, complain, and otherwise make us all a little slower for reading his post.
Edit: Initially I envision the target switch only applying to targets already locked. After further testing this might need to be changed, but I think that the missile pilot should be responsible for ensuring that backup targets are locked and in range. RoF and flight time rigs, mods, skills, and bonuses just gained a new way they can be useful without changing gameplay in a serious way. Unfrotunately, it's not a niche weapon so CCP probably won't pick up the idea but I thought I would put it out here. Edit 2: Yes, missile boats would have even less to do that "just hitting F1", but anybody taking fire from a missile boat in this manner would recognize the hazard and adjust fire accordingly. To think otherwise would imply that turret pilots are complete idiots who can't recognize a threat. A new Defender system would also most likely be warranted. Possibly one, with massive fitting requirements and maybe a hull bonus on an existing line of ships, could be used in an AoE defense role. 15km from the ship or somesuch, a tight fleet would have some missile protection but would also be closer together making it easier for missiles to change targets. So there would be a give and take and FCs would need to make some leadership choices and fly accordingly. |

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Posted - 2013.12.16 17:03:00 -
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Arthur Aihaken wrote:scorchlikeshiswhiskey wrote:If missiles were a little bit smarter and would change targets if the primary is destroyed. That's an interesting idea, but I wonder if it wouldn't be better-suited to the FoF variants? Here's another twist on rapid launchers: return the ammunition capacity to the pre-Odyssey levels, leave the 40-second reload time and add a big activation cost (GJ). So fire until your heart's content (or your capacitor drains). I did a couple edits there, so make sure you caught those too. Basically, in my mind at least, the appeal would be that salvoes aren't wasted as much and missiles have a new mechanic to set them apart. But you do bring up a valid point, so maybe a penalty could be incorporated for non-FoF missiles in regards to switching targets? Something along the lines of a lag while the targeting system processes new information and blah blah blah... While FoF missiles computer systems are already processing Primary, Secondary and Tertiary target data? |

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Posted - 2013.12.16 23:43:00 -
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Bouh Revetoile wrote:Arthur Aihaken wrote:Niena Nuamzzar wrote:Arthur Aihaken wrote:Can everyone please stop quoting B---? I have block on for a reason... You want him to talk unchallenged so he can twist the truth and the meaning of things as he pleases, spreading his lies undisturbed until they become the truth for all those lazy minded? Ignore him and he'll eventually leave. Haha, you are so naive... :-) Niena Nuamzzar wrote:What's wrong with you? What capacitor? ScytheFI can fit medium booster and OspreyNI only a small one. Sensors are worse but when dealing with frigs wouldn't you rather have a bit faster locking time? With similar fittings HP will be similar too. My EFT is showing only 1.5k difference, which is IMO not worth mentioning. 6 mids would allow you to fit web easily, that is true, but your applied dps will still be lower, even with kinetic! What will happen when you switch to other damage types? What second bonus useful to light missiles? There is none. That's exactly what I'm saying. You don't have any use for everything the ONI have to offer. Does that mean you are wrong or stupid ? Not at all ! But there's not only your way of playing in the game, and what I'm saying is that all those things you look with disdain can be very useful and even far more useful than everything the Scythe FI can bring on the table. That is a problem of viewpoint : what is useful in some situations is useless in others and vice versa. The ONI is useless to you, but in some situations you obviously don't imagin, it's far better than the Scythe FI. See, it's not that you're wrong, it's just that you don't have the same level of game experience or knowledge as Bouh. Clearly if you were as experienced as he is in flying Caldari ships you would understand the points that he is trying to make. I'm not sure what points he is trying to make either, sadly my feeble mind cannot comprehend all that which Bouh knows about the greatness of the Caldari ships and missile weapon system. 
In other news, I'm wondering if I can bastardize a Navy Raven with a high level faction armor mod to run with an armor incursion fleet. Or would an armor tanked cruise Fleet Phoon be better?
As far as on topic..... I got nothing. Mostly because it doesn't matter what I type because we are in a forgotten corner at the top of the forum list. |

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Posted - 2013.12.19 01:24:00 -
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Hi guys, I'm back with another psuedo-on topic post. :) I know, you all love me right? My problem with missiles is that they are different from turrets, obviously, but they aren't different enough. What use is a range bonus, or an effective range bonus, if you can't hold your target on the field? The delay in hitting balances out the near surety of some kind of hit, but without assistance missile pilots are pushed (not forced necessarily) into fighting like turret pilots. I'm sure there are plenty of situations that those on the other side of the discussion table will be happy to point to in which long range missiles blah blah blah.... My point is that missiles should be more different from turrets, maybe even going so far as to step beyond just selectable damage type and having selectable payloads i.e. something resembling a cruise missile, with limited capacity and RoF that fires out of a cruise launcher and inhibits warp for the duration of it's flight... or something like that. Reload would be the same as cruise missiles, or maybe another 5 seconds, but a Meta 1 launcher might only hold 4 or 5 such charges. I'm sure there are plenty of holes in this idea, and I ask you not to focus on the flaws in 1 idea that I just thought up but instead focus and discuss ways in which missiles can be different from turrets as a weapon and increase the viability of their range advantages. This makes me want to be able, with a penalty, to load missiles like these into a standard mix. Decreased overall magazine capacity of 50% and mix 4 regular missiles to 1 warp disruptor. Another possible, albeit hair-brained, idea would be an ECM missile. It reaches the target, explodes for no damage while releasing enough of a directed energy pulse to break target locks. Allows for instant reacquiring, not the lasting effects of ECM, but can change things up a bit. Make 4 of this type, 1 for each type of sensor, so you have to recognize what you are fighting and adapt the same as flying ECM. ECCM would be effective against these as well as defenders. I would like to see the effectiveness of the individual ECM types boosted by the sensor skills to prevent missile pilots from having yet another skill added for effective missile piloting, or maybe 1 combined skill. Effective missile pilots have a longer training queue than similar turret pilots and I would not like to see this gap increased unreasonably.
The point of this post was to suggest some brainstorming in the ways that missiles could be made different from turrets, capitalize on Caldari range bonuses, strengthen the idea of the Caldari as guerrilla fighters, and increase the depth of flying a missile boat. Those are my thoughts right now, and if they were accompanied to the drawing board by a rework of damage application of missiles I would be very pleased. Balance would be key, but would be very workable if a strong and open-minded (not 40sec or Fizzle) team sat down to has out the details. |

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Posted - 2013.12.19 02:06:00 -
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Arthur Aihaken wrote:scorchlikeshiswhiskey wrote:Back to the discussion. Indeed. I've grudgingly given up trying to make either of the rapids work and switch back to heavies. Three rigors and a target painter should put them close to on par with the old lights, especially if I utilize Precision ammunition. I think the Caracal Navy has some interesting unrealized potential in that it has a built-in 25% explosion radius, so with three rigors you can probably dispense with the target painter altogether. This was the original post that was there before I realized it doesn't really belong here. You might be interested in the basic idea though. https://forums.eveonline.com/default.aspx?g=posts&m=4018399#post4018399 |

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Posted - 2013.12.19 04:19:00 -
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Arthur Aihaken wrote:scorchlikeshiswhiskey wrote: You wouldn't believe (then again, you probably would) the flak I got for simply proposing a Ballistic Enhancer. "Sure, if tracking disruptors will effect missiles." Yeah, because a Corax has so many low slots to play with anyway... I'm really starting to harbour some serious animosity towards turret players. They know missiles are fundamentally broken, and they know damage application from the "always hit" mechanic is near-zero. They also know that FoF missiles are extremely easy to counter. Yet they're still on the anti-missile pilgrimage to completely wreck this system if they can.
Oh I definitely believe it. Turret pilots want all the advantages over missiles and none of the vulnerabilities. We would gain a module, which requires us to change our fits to accommodate it and sacrifice other things while they would receive an added bonus to a module that they are already accustomed to fitting. Sounds balanced to me when I use my bigoted turret pilot goggles. :) |

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Posted - 2013.12.19 05:46:00 -
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Arthur Aihaken wrote:Zvaarian the Red wrote:I have no problem with TDs working against missiles once base damage application on half the missiles in the game isn't totally putrid. Until then I think it would probably be one step forward and one step back. Therein lies the problem, which turret players don't seem to be able to fathom. Maybe we should feel bad about saying mean things about them when they're not here to insult us for being stupid missile pilots who just want our OP missiles to be even more OP and woe is them for that one time a Drake/Corax/Kestrel/Raven/Tengu blew them up. Wait... was that mean to turret pilots? Oops. If anything TDs should be an active countermeasure that acts as a factor in the application of missile damage instead of acting against the ship. But somehow missiles would be OP with that... |

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Posted - 2013.12.19 18:28:00 -
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Stitch, as a culprit of the insults against turret pilots I would like to mention that I am not including all turret pilots in that. Just the ones that like to invade a missile forum pointing fingers at missile pilots and raising the OP flag when we ask for certain missile buffs. You have agreed with most of our points, although not all of the fixes, in regards to damage application so I do not include you in this category. You have a difference of opinion that is welcome and necessary to have any reasonable form of discourse. Other people however are not so reasonable and shift their arguments from page to page with no visible point other than to raise the ire of missile pilots and creating a bed for such insults to grow. The thread "the great missile debate" is where I have migrated to in an effort to discuss missiles in general and to keep my off-topic ideas out of this more specialized forum. On topic, you have raised the point that the Rapid series can be usable in the right situation, which is the same for just about every weapon system, but I still believe that it was rolled out much to quickly by CCP. FOr whatever reason our opinions were sought out, disregarded, and they were shoved down our throats with the message to deal with it. A few weeks of testing would have quickly shown that the reload time could use with a little shaving, and that ammunition switching should be much faster, and these changes could have been discussed and incorporated in a much less heated way prior to the rollout of the system. I also believe that the new Rapid series should not have automatically replaced the existing Rapid system, which would provide the different choices that CCP, allegedly, wanted to create for missile pilots. This duality of systems could have been evaluated on SiSi and Tranquility, discussed in a forum, and an agreement could be reached had CCP not used brute force to put a broken mechanic in place to make the deadline and then switch to something else. Possibly CCP needs to reevaluate their time table for the balancing they want to do. |

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Posted - 2013.12.20 17:44:00 -
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Arthur Aihaken wrote:Zvaarian the Red wrote:That's sadly very telling. Don't ask, don't tellGǪ "We didn't include it because RLMLs are still widely in-useGǪ" "We didn't include it because the % drop in RLML use was less than expectedGǪ" "We didn't include it because this change was endorsed as an alternative to a nerfGǪ" "We didn't include it because we haven't received any overall negative feedback on the new RLMLsGǪ" "We didn't include it because there was hardly any discussion with the RLML changesGǪ" I had fun with that survey. :) |
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Posted - 2013.12.21 02:25:00 -
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Mournful Conciousness wrote:Arthur Aihaken wrote:Mournful Conciousness wrote:ok, but let's take a hypothetical situation in which everyone concerned has skills to V. The frigates are all able to deliver an overheated 250dps (assume gallente gank fit) and the caracal has ~30k ehp. Not in any way a remarkable situation.
If the caracal does not shoot, he's going to die in 30 seconds. If he kills one frigate after 20 seconds, he's going to die in 20 + (30,000 - 20,000) / 750 = 33.3 seconds.
In this situation no matter what weapon system he had fitted, he's dead.
Even if the frigates are pushing out 150dps he's in trouble if they know how to maintain speed to mitigate damage.
It's not quite as simple as the raw numbers, because we don't know how much (or if) any damage he would be able to mitigate. But hypothetically-speaking, he should've been able to kill at least one frigate - possibly two. If he couldn't even manage that, I think that speaks volumes about RLMLs. I think before we can quantify how many frigates should have died we need more data. We don't know his fit, his skills, how much damage he had already taken, whether he remembered his damage control... And so on. For my money, if I was in a squad of 4 frigates, properly fitted, I would expect to win an encounter against a lone t1 cruiser. It could have been a squad of 4 Ibis's, he fitted rockets and brought LMs and forgot how to hit warp. We don't know. But I think that Arthur has a little bit of a point in saying that a Caracal should be able to take out at least 1 frigate before going down. |

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Posted - 2013.12.28 17:03:00 -
[72] - Quote
Wait.... Are we using metrics to counter CCP's metrics? I like this. :) Now we just need to drag some CCP in here, or if nothing else some CSM for the moment, and make them stare at that and formulate an actual response instead of some formulaic crap. |

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Posted - 2013.12.29 02:47:00 -
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Mhari Dson wrote: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! Let the true whining begin muahahaha  |

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Posted - 2013.12.30 03:09:00 -
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What does it take for CCP to pay some attention to their screw-ups? |

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Posted - 2013.12.31 16:27:00 -
[75] - Quote
Arthur Aihaken wrote:Lloyd Roses wrote:Unlike earlier, their damage is frontloaded - with obvious situational advantages and disadvantages. The long reload and limited, though near flawlessly applied damage pushes it into the niche of a support-vessel. For example, try your old Caracal - but instead of running it solo in FW / nullbaby-staging, just try it as a supportvessel for a group of ships skirmishing another, slower fleet reliant on fast moving warp-ins. I'm not entirely sure what my dps is for the short terms I need to cycle launchers anyways, it just seems to excel in that particular role better than ever.
It just lost the 29 other applications avaiable before, like the 400dps rapid light 100mn-gu with large SB. Except the cons now seriously outweigh the pros. The problem with losing the other 29 applications is that we really haven't gained any new ones. Caleb Seremshur wrote:If you're flying HAM always take a web. A painter isn't much good but a web will do wonders. Also don't use rage HAM against frigates.. 300+ sig radius against them? Webs are good, but that kind of defeats the whole range advantage with most missile systems. Rigors and dual target painters are probably more effective. What we really need is a Ballistic Enhancer to improve explosion radius, explosion velocity and missile velocity (although arguably that still won't help RLMLs). I would really like to see missiles expanded as a charge, ECM missiles of some sort and such. No damage, but giving a reason to make use of the long range missiles instead of kiting within disruptor range. |

scorchlikeshiswhiskey
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Posted - 2013.12.31 17:13:00 -
[76] - Quote
Arthur Aihaken wrote:scorchlikeshiswhiskey wrote:I would really like to see missiles expanded as a charge, ECM missiles of some sort and such. No damage, but giving a reason to make use of the long range missiles instead of kiting within disruptor range. Tracking disruptor missiles. No damage, but a cumulative -1% tracking penalty per missile that lasts for 10 seconds.  Would be interesting. I would like tosee warp disruptor missiles. Takes 3-5 missiles to equal 1 point of jamming on the targetted ship, or something that keeps it from being stupid OP. Some kind of Painting missile that increases damage application for a short period. Or guidance missiles, when fired as part of a salvo they increase the damage application of the other missiles while doing heavily reduced damage themselves.
Never gonna happen though so I don't know why I bother daydreaming about effective long range missile use against mobile targets. |

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Posted - 2013.12.31 19:53:00 -
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Arthur Aihaken wrote:So after weeks of frustration, I finally found a niche hybrid PvE-PvP role for rapid light missile launchers. It's fairly specialized and requires a very unique (and expensive) setup. ButGǪ It outperforms all other weapon systems (including any kind of missile or turret) as well as extending me options to deal with those uninvited frigates that keep cropping up. I can't overstate that this is a very specific role, and as such everything with the ship (modules, rigs, implants) conforms to a single theme. I ran several live runs this morning and it performed flawlessly. No kill mails, as this wasn't engineered as a frigate hunter-killer. It's intended to either get you out of a jam or provide a little "incentive" if someone strays too close or launches a flurry of drones at you. I'm going to train to Light Missiles-V for the extra +5% damage, although I'm sticking with my Faction RLMLs as this gives me an extra volley (or 5.55% more DPS). A lot of the cheaper RLMLs only hold 16 rounds, so Faction actually gives you 18.75% more DPS for the same fitting (albeit more expensive). It's too bad that missile specialization doesn't augment damage, as even with the rate of fire bonuses T2 launchers are still slower than Faction. For 2014 I'm not holding out much hope that we'll see any changes or improvements with missiles. With the increasing rate of drone use and 'drone assist', I think CCP has opened Pandora's Box. This whole turret vs. launcher debate is moot; drones out-track, out-range and out-alpha anything else. They're not subject to tracking disruption and sentries are almost impervious to ECM. The only thing you can temporarily do is sensor dampen your attackerGǪ that is, until he 'assists' the drones to someone else. Then there's the issue of increasing node load, instability and crashes. So I think that this will have to be urgently dealt with, but with the prevalent usage of drones - expect a lot of tears and opposition that will force this to drag on. Or maybe they'll just kill Drone Assist a week before the next release.  Rapid Drone Assist? |

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Posted - 2014.01.09 18:09:00 -
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Notorious Fellon wrote:Fixing the underlying issue would be nice. You know, the issue where Heavy Missiles are sized for cruisers and BC and yet they cannot apply full damage to cruisers without 3 painters and 2 webs, thereby losing all range advantage they had.
Fix the core issues with missiles first (mostly just heavy missiles). Otherwise, you will need to re-visit all the band-aids you apply to the launcher. Firstly, I agree with Arthur in that it is good to see an update of any kind and especially of the more positive sort. While I'm not entirely satisfied with the limited scope of your update, it is positive and fits this thread well so thank you.
On to the post I chose to quote and highlight, I am of the opinion that a quick fix to RLML/RHML's will help to improve the overall missile atmosphere but the larger goal should be to take a long hard look at missiles as a whole and individually. How does each missile function on it's own, and how does it function as part of the entire progression? And, as a missile pilot and given the discussions I have seen/heard, I feel that the opinion of turret pilots in regard to missiles being "fine" is taken without a big enough grain of salt. Without claiming trolls it is not a far-fetched idea, given the careers available in Eve, that certain factions of players have a vested interest in missiles staying in their current state.
Take for example the incursion community as a whole, they are highly set in their ways, stubborn, and overall resistant to any changes in the "incursion formula". I am not arguing a missiles-in-incursions" point, that does not belong here, instead I bring that up to illustrate that a community like that is highly resistant to anything which might change their accepted play style. A more viable system of missiles, with more than 1 missile-specific module, could hamper certain play styles or force changes and those groups are being represented in some of the posters claiming that missiles do not need changes.
Missiles might have been balanced in the past, but currently they do not measure up to turrets equally and choosing to play with missiles is much too situational a choice to force on an entire weapon group. As a missile pilot I roam the digital Eve-verse feeling like I am harboring a handicap, and coming to the forums and seeing everyone telling me that missiles are "fine" is an affront everyone that has tried to make missiles competitive outside of their, mostly, PvE niche.
In closing, a "quick fix" to make the Rapid launchers more usable is definitely a good thing, but missiles as a whole are due for a lot of love and I know that I would very much appreciate some clarity and feedback as the process evolves to help mitigate the feeling that missile pilots are marginalized and that representatives of the dug-in "don't mess with my play formula" groups have too much of a voice in the process. |

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Posted - 2014.01.11 19:57:00 -
[79] - Quote
Mournful Conciousness wrote:so from these numbers we can conclude that HMLs are in an ok place?
If applying less than half of their potential damage against a Cruiser (same size hull and all that) with an MWD blown up sig counts as ok, then yea it looks like you're right. |

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Posted - 2014.01.11 20:29:00 -
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Mournful Conciousness wrote:Arthur Aihaken wrote:Mournful Conciousness wrote:What would be the damage when using a railgun to shoot at the same target travelling across the guns at optimal range? This is an equivalent situation. Optimal conditions, the rails will outperform the missiles. Not too mention the instant applied damage. Shall we prove that with some numbers? A ship travelling across the guns is in no way optimal. And shooting at a moving target is in no way optimal for missiles. :) |
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Posted - 2014.01.15 18:45:00 -
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Arthur Aihaken wrote:Vinyl 41 wrote:problem is that TP in its current form is considered medicore at best - im sick of the jokes that you need 10 TPs and 10 webs to make most missles work I think if you look at the effective range for TPs they're more suitable as fleet or support tools than active PvP. I would agree with that statement. Also that TP's aren't a missile support, they're support for every weapon type.
If any module or mechanic were to be changed or added in this sense, I would want some type of way to scram targets at range and make use of the real range of the long range missiles. Balance would be key; it would have to have drawbacks that would make situation and not just an automatic choice, possibly a velocity reduction to the ship or a sig bloom on the host ship so that you would not want to use it in close range. Those are just off the top of my head, but I think a module like this would add a dimension to combat while, if balanced properly, not providing an OP module.
Maybe, in keeping with passive tank, it would have a short cycle time and a large cap usage? Or possibly, due to interference from the host ship, it would have a minimum activation range of 30km?
I realize that I threw out an idea without numbers, but I'm not that deep into Eve mechanics that I can come up with a raw-data prototype. |

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Posted - 2014.01.16 19:29:00 -
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Stitch Kaneland wrote:Arthur Aihaken wrote:Vinyl 41 wrote:so were getting a TP nerf now how will that change to our evil plan of creating the op missles system ? Target painters - now with 10% more suckGǪ As I indicated: Rigors, rigors, rigors... So... did you miss the part that target painters can OH now giving an additional 20% bonus? And please tell me how you intend to hold a target at the original range of tp? I welcome the tp change. An extra 20% sig bump in exchange for module management is agood trade, especially for missile boats. Your normal longpoint ham caracal hits out to 30km approx. Optimal on tp is 45km, whats to be sad about? 1.1 is sort of a phantom buff to missile boats, least if you use a tp. Because the change does nothing to help long range missiles like we've been asking for, it's not the only thing we've been asking for but it's one of them. Maybe a bigger problem is that there is no way to hold a target at any long range without assistance and having what amounts to a split fleet. Edit: Or I just want too much. Both are a possibility.  |

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Posted - 2014.01.17 05:51:00 -
[83] - Quote
So post 1.1 I can overheat my TC's to improve turret application, but I still have no mid slot missile mod? I am totally and utterly un-surprised. |
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