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

Jaffinator
Fairweather Ice Cream Co Insidious Empire
15
|
Posted - 2013.11.08 22:06:00 -
[301] - Quote
CCP Rise wrote:Kat Ayclism wrote:Holy crap that's terrible ******* idea Would love if you expanded a bit.
If you want all the work you put into the Cerb to go to use in any large scale way, you won't implement this. Period.
Ignoring solo/small gang altogether (not my thing, will not attempt to speak to it), as a theorycrafter/FC in nullsec, there's no way you can give that much downtime considering 1500 man fights and hours upon hours of 10% TiDi and expect anyone to use it.
The RLML Cerb is interesting in its current iteration because reload only shaves off about 5% DPS (if that). If you do this.. well, no one will use them, at least not in large nullsec fleets. Hell, most people will point at this and say, "Hey look, another reason not to use missiles in large-scale PvP." |

Beaver Retriever
Science and Trade Institute Caldari State
120
|
Posted - 2013.11.08 22:09:00 -
[302] - Quote
Jaffinator wrote:CCP Rise wrote:Kat Ayclism wrote:Holy crap that's terrible ******* idea Would love if you expanded a bit. If you want all the work you put into the Cerb to go to use in any large scale way, you won't implement this. Period. Ignoring solo/small gang altogether (not my thing, will not attempt to speak to it), as a theorycrafter/FC in nullsec, there's no way you can give that much downtime considering 1500 man fights and hours upon hours of 10% TiDi and expect anyone to use it. The RLML Cerb is interesting in its current iteration because reload only shaves off about 5% DPS (if that). If you do this.. well, no one will use them, at least not in large nullsec fleets. Hell, most people will point at this and say, "Hey look, another reason not to use missiles in large-scale PvP." You do realize not every module and every weapon system needs to be suitable for mainline DPS in 1500-man tidi fights, right?
Fit HAMs and stop whining. |

Sigras
Conglomo
537
|
Posted - 2013.11.08 22:11:00 -
[303] - Quote
I like the idea of a dedicated anti-(one tier down) weapon platform, and this definitely is an interesting way to balance these two modules . . .
The numbers also seem to be about right because any less and you dont do enough damage to knock down a cruiser, any more and you risk affecting suicide ganking.
Right now, as the numbers stand, concord takes you out in 30 seconds, the best ship to use is porbably going to be the caracal because the drake doesnt get a light missile bonus and the Raven is going to be too expensive.
Fury missiles with 3x BCS and all level 5 skills do 159.5 damage per missile, and the caracal will have a ROF of 2.46 with the new RLML meaning it will get off 12 missiles before dieing.
12 missiles * 159.5 damage per missile * 5 missile launchers = 9,570 damage per ship
Thats well below the 11k volley 1400mm arty tornadoes can achieve and they each get off 3 shots for a total of 34.5k damage per ship
now of course arty tornadoes are quite a bit more expensive but theyre not 3.5x more expensive, also you'd have to coordinate less people with the tornadoes . . . IMHO theyre not as good. |

Dread Operative
Quantum Cats Syndicate Samurai Pizza Cats
196
|
Posted - 2013.11.08 22:13:00 -
[304] - Quote
I dont even fly RML's and I think this is a **** change. 40s out of the fight is ********. How about work the ratios so it 20s reload instead. |

Cptn Bagel
Strategic Fighters Association
5
|
Posted - 2013.11.08 22:13:00 -
[305] - Quote
I believe that the true purpose of this weapon is being misunderstood. From what I can see, these launchers are designed as more of a defensive weapon than a primary weapon. I think the idea is that you can put one or two of these on ships like the stabber or megathron navy issue, which have 2/1 utility launcher slots on them currently serving no purpose, and then use these launchers as a defensive weapon against frigates or cruisers that can't be properly engaged with your primary weapon system, similar to how drones and smart bombs are used on most contemporary fits. Honestly, I think this is a great idea. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
669
|
Posted - 2013.11.08 22:14:00 -
[306] - Quote
Sigras wrote:I like the idea of a dedicated anti-(one tier down) weapon platform, and this definitely is an interesting way to balance these two modules . . .
The numbers also seem to be about right because any less and you dont do enough damage to knock down a cruiser, any more and you risk affecting suicide ganking.
Right now, as the numbers stand, concord takes you out in 30 seconds, the best ship to use is porbably going to be the caracal because the drake doesnt get a light missile bonus and the Raven is going to be too expensive.
Fury missiles with 3x BCS and all level 5 skills do 159.5 damage per missile, and the caracal will have a ROF of 2.46 with the new RLML meaning it will get off 12 missiles before dieing.
12 missiles * 159.5 damage per missile * 5 missile launchers = 9,570 damage per ship
Thats well below the 11k volley 1400mm arty tornadoes can achieve and they each get off 3 shots for a total of 34.5k damage per ship
now of course arty tornadoes are quite a bit more expensive but theyre not 3.5x more expensive, also you'd have to coordinate less people with the tornadoes . . . IMHO theyre not as good.
What i the logic in makign a weapon that already SHRED frigates as if they were flies to shred them even more at the cost of not even harming cruisers and not killing good fit t2 frigates anymore?
The changes make it WORSE agaisnt FrigateS.. in plurarl. A caracal could fight 4 frigates before with rapids with good chances. Now it will DIE to those 4 frigates because 1 will be alive when you are reloading! |

Arthur Aihaken
The.VOID
474
|
Posted - 2013.11.08 22:15:00 -
[307] - Quote
There's way too much aluminum foil in this thread. The proposed change effects two weapon systems (one of which is still very much on the drawing board). The only aspects that may need to be adjusted are the reload time or ammunition capacity. Either a 30-second reload time (instead of 40 seconds) or a 50% ammunition reduction (instead of 75%). So instead of just dispensing with the idea outright, how about we look at a few suggestions to help refine it. |

Jaffinator
Fairweather Ice Cream Co Insidious Empire
16
|
Posted - 2013.11.08 22:17:00 -
[308] - Quote
Beaver Retriever wrote:Jaffinator wrote:CCP Rise wrote:Kat Ayclism wrote:Holy crap that's terrible ******* idea Would love if you expanded a bit. If you want all the work you put into the Cerb to go to use in any large scale way, you won't implement this. Period. Ignoring solo/small gang altogether (not my thing, will not attempt to speak to it), as a theorycrafter/FC in nullsec, there's no way you can give that much downtime considering 1500 man fights and hours upon hours of 10% TiDi and expect anyone to use it. The RLML Cerb is interesting in its current iteration because reload only shaves off about 5% DPS (if that). If you do this.. well, no one will use them, at least not in large nullsec fleets. Hell, most people will point at this and say, "Hey look, another reason not to use missiles in large-scale PvP." You do realize not every module and every weapon system needs to be suitable for mainline DPS in 1500-man tidi fights, right? Fit HAMs and stop whining.
There is no reason to make the RML the Deimos of the missile launchers.
HAM and HML DPS application look pretty similar to each other in most graphed situations. Dump RLMLs on there, and you have something altogether different and unique. Like a special snowflake. A Recon/Logi-murdering special snowflake.
The Cerb made the option viable and it was something new/interesting. Some of us are sick of flying the same old ships and modules every engagement with a little tweak here or there every six months.
NINJA EDIT: Also, I said "IF" he wants it to work on the fleet scale in any form. Maybe he doesn't, but upon further review, I don't think I could recommend using a ship that's 40 seconds out of a fight for any combat situation. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
669
|
Posted - 2013.11.08 22:18:00 -
[309] - Quote
Cptn Bagel wrote:I believe that the true purpose of this weapon is being misunderstood. From what I can see, these launchers are designed as more of a defensive weapon than a primary weapon. I think the idea is that you can put one or two of these on ships like the stabber or megathron navy issue, which have 2/1 utility launcher slots on them currently serving no purpose, and then use these launchers as a defensive weapon against frigates or cruisers that can't be properly engaged with your primary weapon system, similar to how drones and smart bombs are used on most contemporary fits. Honestly, I think this is a great idea.
Neuts will be better for that most of time. But CURRENT rapids are already enough to make t1 frigates get away, ewven if you have 2 unbonused ones.
Now they wil NOT be scared anymore. BEcause you cannot kill a punisher with the load of 2 of these launchers!!
Its NERF evenon that scenario !!!!
Peopel need to realize.. DPS is MEANINGLESS IF YOU CANNOT REACH DESTINATION!!
What is the best way to travel 200km? A Rocket taht goes 2 thousand km/h but can fly 4 seconds.. or a car that goes 100 km/h but can go for 6 hours if needed?
|

Turelus
Caldari Independent Navy Reserve The Fourth District
617
|
Posted - 2013.11.08 22:19:00 -
[310] - Quote
So you want a weapons system with his high damage fast but has no capacity and take 40seconds to reload?
40 seconds, stop and actually look at your clock and wait 40seconds. Now think about how enjoyable that time will be in PVP if you're not doing anything. Remember that problem with ECM where you don't do anything for 20second cycles and people get furious over it? That's basically what the reload time for these weapons will be.
What about reloading after a fight? that's 40 seconds you can't jump through a gate because it will interrupt the reload, you're basically sat doing nothing for almost a minute.
I hate to be a jerk but if you're having issues balancing a weapon system two weeks before release why are you putting them into the game to start with? |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
669
|
Posted - 2013.11.08 22:20:00 -
[311] - Quote
Arthur Aihaken wrote:There's way too much aluminum foil in this thread. The proposed change effects two weapon systems (one of which is still very much on the drawing board). The only aspects that may need to be adjusted are the reload time or ammunition capacity. Either a 30-second reload time (instead of 40 seconds) or a 50% ammunition reduction (instead of 75%). So instead of just dispensing with the idea outright, how about we look at a few suggestions to help refine it.
The design shoudl jsut be less extreme. Keep rapids on a dps scale between current and the proposed values (rof time) But also do not nerf the capacity so much.
Extreme designs almsot NEVER worked in eve (They floped misreably or became overpowered). |

Arthur Aihaken
The.VOID
474
|
Posted - 2013.11.08 22:22:00 -
[312] - Quote
Kagura Nikon wrote:The design shoudl jsut be less extreme. Keep rapids on a dps scale between current and the proposed values (rof time) But also do not nerf the capacity so much.
Extreme designs almsot NEVER worked in eve (They floped misreably or became overpowered). Rate of fire is fine. |

JEFFRAIDER
Sniggerdly Pandemic Legion
281
|
Posted - 2013.11.08 22:24:00 -
[313] - Quote
I've gotten like 500 kills solo/small gang with an RLML Caracal, and I honestly like this change! Now it seems a bit extreme atm in terms of shooting time compared to reloading, maybe adding 3 charges to the RLML and decreasing reload times to 30-33 seconds or something (or even introduce a skill for speeding up reloads   ) and you've got a stew going.
I think having Rapid launchers be just different in terms of weapons systems sounds cool. May take some tweaking to find the sweet spot between **** and useless but I think this is pretty interesting. |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
35
|
Posted - 2013.11.08 22:31:00 -
[314] - Quote
Make the separate weapon system and do with it what ever you want, make reload time 60 seconds, I don't care, but let us choose to use it - do not force such a drastic change almost over night. In other words, leave RLML alone. You can test your concept with RHML first to see how it goes, cause heavy missiles in their present state are crap anyway and not too many will be as much annoyed if you turn crap into bigger crap. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
669
|
Posted - 2013.11.08 22:31:00 -
[315] - Quote
Arthur Aihaken wrote:Kagura Nikon wrote:The design shoudl jsut be less extreme. Keep rapids on a dps scale between current and the proposed values (rof time) But also do not nerf the capacity so much.
Extreme designs almsot NEVER worked in eve (They floped misreably or became overpowered). Rate of fire is fine.
Maybe.. but they will NOT unnerf the reload without taking elsewhere.... |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
669
|
Posted - 2013.11.08 22:36:00 -
[316] - Quote
JEFFRAIDER wrote:I've gotten like 500 kills solo/small gang with an RLML Caracal, and I honestly like this change! Now it seems a bit extreme atm in terms of shooting time compared to reloading, maybe adding 3 charges to the RLML and decreasing reload times to 30-33 seconds or something (or even introduce a skill for speeding up reloads    ) and you've got a stew going. I think having Rapid launchers be just different in terms of weapons systems sounds cool. May take some tweaking to find the sweet spot between **** and useless but I think this is pretty interesting.
That type of compromisse is the obvious way ... but I do not have much confidence ccp will unerf that much the proposal....
So many here fail to realize Infinit speed is irrelevant when your range is shorter than what you need.
And again before anyone post any crap again how this get it stronger agaisnt frigates...
it does NOT! Rapid missiles already kill several frigates wihtout much problem if you can control some of the time until they tackle you... With rapid changes you will kill the first one even faster.. but will die to the others before you can fire again. |

Kynric
Sky Fighters
22
|
Posted - 2013.11.08 22:39:00 -
[317] - Quote
This change will effect rate of fire bonused ships to a greater degree than damage bonused ships. 25 seconds of uptime followed by 40 seconds of reloading will be a lot more anoying than 50 seconds followed by 40. Would it be possible to have rate of fire ship bonuses also effect either the magazine size or the reload time?
Also, one of the things that makes missle boats different than projectile boats is the ammo selection considerations, the long reload will make switching ammo during pvp much less attractive thus removing a lot of tactical choices. The idea behind this change is interesting but the implementation is less so. |

Ariel Dawn
F9X
1156
|
Posted - 2013.11.08 22:40:00 -
[318] - Quote
Would increasing Rapid Light payload to 21 from 18 as well as reducing the reload from 40 to 30 be a reasonable change? Definitely needs to have a bit less time reloading for damage type selection! |

Kane Fenris
NWP
114
|
Posted - 2013.11.08 22:48:00 -
[319] - Quote
lets summ up the problems:
- Rof reduces active time - ammo switch problem
there would be ways to fix this the problem is both would be to much effort for not much yield.
-rof affecting clipsize(highly unnatural) -switching ammo without reloading it (would not be equal to normal launcher mechanism if you thing it through, just not as bad as proposed)
|

Colman Dietmar
Red Federation RvB - RED Federation
17
|
Posted - 2013.11.08 22:59:00 -
[320] - Quote
From what I've seen, rapid caracal is already pretty much impossible to deal with using T1 frigs AND can be a threat to cruiser-sized kiting ships. Why buff it more? If anything, I would like to see a nerf to rapid launchers, not a buff to their gankiness.
And yes, I did not miss the reload time, it's just that in 50 seconds you can kill some cruisers with that 400dps, not to speak of smaller targets. If the launcher did not have enough active time to kill a cruiser, then it would be better, although it would still make caracal pretty much immune to frigs. |

Captain StringfellowHawk
Segmentum Solar Nulli Secunda
58
|
Posted - 2013.11.08 23:00:00 -
[321] - Quote
These Changes just removed them from my future plans. Not sitting in Combat or a Mission area for 40s Twiddling my thumbs waiting on a reload. |

Daktar Jaxs
Wildly Inappropriate Goonswarm Federation
39
|
Posted - 2013.11.08 23:00:00 -
[322] - Quote
CCP Rise wrote:Kat Ayclism wrote:Holy crap that's terrible ******* idea Would love if you expanded a bit.
You cannot put forward changes like these then ask why someone doesn't give constructive feedback. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
669
|
Posted - 2013.11.08 23:01:00 -
[323] - Quote
Colman Dietmar wrote:From what I've seen, rapid caracal is already pretty much impossible to deal with using T1 frigs AND can be a threat to cruiser-sized kiting ships. Why buff it more? If anything, I would like to see a nerf to rapid launchers, not a buff to their gankiness.
And yes, I did not miss the reload time, it's just that in 50 seconds you can kill some cruisers with that 400dps, not to speak of smaller targets. If the launcher did not have enough active time to kill a cruiser, then it would be better, although it would still make caracal pretty much immune to frigs.
Its nota BUFF> its a massive NERF>. It will not have enough capacity to kil2 (pun intended) well fit frigates |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
669
|
Posted - 2013.11.08 23:04:00 -
[324] - Quote
Ariel Dawn wrote:Would increasing Rapid Light payload to 21 from 18 as well as reducing the reload from 40 to 30 be a reasonable change? Definitely needs to have a bit less time reloading for damage type selection!
That would increase the cerberus example into enough damage to kill most T1 cruisers that are not fieldign a 1600mm plate or are called mallers :P
Also would mean that the long term dps is roughly sustained at current levels.
For some ships like the bellicose it woudl still be pretty negative change, but at least a cerberus could use the weaposn for some effect while solo |

Mwaheed S0n
Be Right Back Ltd
1
|
Posted - 2013.11.08 23:05:00 -
[325] - Quote
The proposed changes seem to be missing the mark for the intended purpose.
As I see it, Rapid Lights are used to kill tackle (frigs and destroyers) since the warhead is smaller/travels faster than Heavies/HAMs, thus the almighty DPS number is lower overall, but the applied dps on smaller targets is higher than if HAMs were used--due to signature radius/velocity factor.
Keeping in the theme of better damage based on signature radius/velocity factor, Rapid Heavies should be designed to have less applied dps against battleships and more applied dps against cruisers for example. For instance, your Raven fitted with torps lists 1,000dps (and will mostly get that much attacking battlecruisers and above), whereas your Raven fitted with rapid heavies lists 800dps (and will apply that much against cruisers). In this example with made-up numbers, you would not want to take torps against cruisers because you might not hit them for very much, and you would not want to take rapid heavies against a BC/BS gang because you'd miss out on sheer damage output. This makes it a context-based decision where just a few tweaks on numbers are all that's needed due to the nature of warhead size/sig radius factor.
One of the benefits of missiles is being able to switch damage types and have it not take 40 seconds. Having an initial burst is okay, but the detriment is way too huge and kills how missiles work.
TL;DR Rapids are for smaller sig/higher velocity targets, so don't screw up their reload time--just play with the sig radius factor and applied dps potential. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
669
|
Posted - 2013.11.08 23:07:00 -
[326] - Quote
Colman Dietmar wrote:From what I've seen, rapid caracal is already pretty much impossible to deal with using T1 frigs AND can be a threat to cruiser-sized kiting ships. Why buff it more? If anything, I would like to see a nerf to rapid launchers, not a buff to their gankiness.
And yes, I did not miss the reload time, it's just that in 50 seconds you can kill some cruisers with that 400dps, not to speak of smaller targets. If the launcher did not have enough active time to kill a cruiser, then it would be better, although it would still make caracal pretty much immune to frigs.
Let me be celar again for the 7th time. NO You cannot kill a cruiser. Even if the DPS was DOUBLE that!
You cannot dish enough dps to kill a SHIELD tanked rupture before you run out of ammo on a CERBERUS. ON a caracal you will not even reach its armour. |

Turelus
Caldari Independent Navy Reserve The Fourth District
617
|
Posted - 2013.11.08 23:09:00 -
[327] - Quote
Another issue I have is you can't travel while you're reloading. You have to stay in that system for the whole 40 seconds. |

JEFFRAIDER
Sniggerdly Pandemic Legion
281
|
Posted - 2013.11.08 23:10:00 -
[328] - Quote
Kagura Nikon wrote:Colman Dietmar wrote:From what I've seen, rapid caracal is already pretty much impossible to deal with using T1 frigs AND can be a threat to cruiser-sized kiting ships. Why buff it more? If anything, I would like to see a nerf to rapid launchers, not a buff to their gankiness.
And yes, I did not miss the reload time, it's just that in 50 seconds you can kill some cruisers with that 400dps, not to speak of smaller targets. If the launcher did not have enough active time to kill a cruiser, then it would be better, although it would still make caracal pretty much immune to frigs. Let me be celar again for the 7th time. NO You cannot kill a cruiser. Even if the DPS was DOUBLE that! You cannot dish enough dps to kill a SHIELD tanked rupture before you run out of ammo on a CERBERUS. ON a caracal you will not even reach its armour.
That sounds right to me. 400dps is not enough to kill a 25k ehp cruiser in 40 seconds |

Hatsumi Kobayashi
Origin. Black Legion.
293
|
Posted - 2013.11.08 23:11:00 -
[329] - Quote
go home kil2
you're drunk |

Moonaura
The Dead Rabbit Society
308
|
Posted - 2013.11.08 23:13:00 -
[330] - Quote
This will just make ships using these weapons pushed even more to solo engagement, while making them extremely terrible ships to have in gangs or fleets.
That is because their DPS is so sporadic and in a gang or fleet, that is a really bad thing, any engagement past 1 vs 1 is going to go on longer than 60 seconds, and then for these ships to be mostly useless for most of the next 60 seconds is just terrible. It will be impossible for an FC to know realistically whether he should stay in a fight or leave, because the DPS will be so sporadic.
I used to take out small Caracal gangs and go against much larger frigate composed fleets, and now I'd have to look at quite literally, waiting 40 seconds, while my fleet effectively did nothing.
The other, issue it imposes, is it takes away from the skill of using intelligence gathering and switching ammo types as required quickly. A good Caracal pilot will change his ammo depending on what enemy he is engaging - you're basically again, making that a significant issue by taking them out of action for almost a minute.
Lastly, you've introduced this concept just days before the release of the expansion, making realistic feedback almost impossible before launch, thus introducing something to the game that might have to be fixed / nerfed / boosted later on.
In short - great for solo - but a role they were already very strong in - and now terrible for everything else. Kill this idea with fire and rethink guys. Sorry. |
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