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

Arthur Aihaken
The.VOID
2742
|
Posted - 2014.01.09 16:14:00 -
[3871] - Quote
CCP Rise wrote:I wanted to let those of you still paying attention here know that we aren't satisfied with the current state of rapid launchers and are expecting to make changes in coming releases to improve the situation.
For now, I don't have details to give you but I want to let you know what we're looking at.
First, and most importantly, it's important to me that this mechanic feels fun to use. It still hasn't been that long since they hit TQ but a lot of the initial feedback is not great on this aspect. It's likely that for Rubicon 1.1 we will make a small adjustment to both RLML and RHML to either give you more active time or less reload time, I'll let you know when that change is pinned down exactly. Going past 1.1 we want to collect more data and feedback so that if we make a larger change (which we are considering) to the system as a whole it's as informed as possible. That larger change would come either in 1.2 or in summer depending on what it was.
Second, I've been working on the ammo swapping issue and will not be able to get in a change for 1.1. Solutions for this have been messy and we aren't satisfied enough with any of them to try and make them fit in this release. As we iterate after 1.1 I want to solve this issue one way or another.
Last, I'm doing some investigation for getting some kind of reload timer work going. Can't say if and when this would happen but it would have enormous value so I'm looking into it. Thanks for the update. It's definitely comforting to those of us who have stuck with our RLMLs to know that our efforts haven't been in vain.
I just wanted to touch base on the one comment you alluded to with respect to the system as a whole. Might we infer that this could mean an overhaul or review of the entire missile system, or would this just apply to the rapid missile launchers? I am currently away, traveling through time and will be returning last week. |

Mournful Conciousness
Embers Children TOHA Conglomerate
451
|
Posted - 2014.01.09 16:16:00 -
[3872] - Quote
Really there is no place in the game for rapid lights. If you want an anti-frigate missile system it should be light missile launchers. Just the same as it is for turrets.
Giving cruisers the ability to destroy frigates easily without a compensating penalty against cruisers simply obsoletes frigates.
Or are we going to also have a proliferation of "rapid 150mm railgun arrays"?
It's time to end the experiment. Dump this wrong-headed idea. Force anti-frigate cruisers to fit light missiles and (probably) buff heavy missiles a little bit.
Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
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Arthur Aihaken
The.VOID
2742
|
Posted - 2014.01.09 16:33:00 -
[3873] - Quote
RLML Options Since pictures are better than a thousand words, here are some RLML options. RLML Options
The first bar is the original RLML and the second bar is the new RLML. For an accurate comparison, reload time and ammunition capacity has been factored in. The three options I've presented are: a) 20-second reload time, b) 30-second reload time and c) +50% ammunition increase (40-second reload time).
Although my preference is the 20-second reload time, as you can see from the chart this slightly edges out the original RLMLs. And while the 30-second reload time would be an improvement, my personal preference is more ammunition (18 to 30 rounds) since there's almost no difference in reality between 30 and 40 seconds. This would place the new RLMLs closer to the originals, requiring less reloads as a whole - and as Rise has indicated - they're still working on the ammo swap aspect. I am currently away, traveling through time and will be returning last week. |

Morwennon
Aliastra Gallente Federation
67
|
Posted - 2014.01.09 16:33:00 -
[3874] - Quote
Mournful Conciousness wrote:Giving cruisers the ability to destroy frigates easily without a compensating penalty against cruisers simply obsoletes frigates. The "compensating penalty" is the bit where they have around half the dps of competing cruiser weapon systems. The idea that RLML ships somehow obsoleted frigates is quite simply absurd; their roles do not and never did overlap. RLMLs were good at killing frigates, but so are all of the other effective anti-tackle solutions; that's kind of what makes them effective anti-tackle. Ceterum censeo, the RLML and HML nerfs must be undone. |

Arthur Aihaken
The.VOID
2742
|
Posted - 2014.01.09 16:36:00 -
[3875] - Quote
Mournful Conciousness wrote:Really there is no place in the game for rapid lights. If you want an anti-frigate missile system it should be light missile launchers. Just the same as it is for turrets. I's not the same for turrets, because medium turrets can actually hit frigates. So perish the thought and leggo my RLML... I am currently away, traveling through time and will be returning last week. |

Zircon Dasher
319
|
Posted - 2014.01.09 16:37:00 -
[3876] - Quote
CCP Rise wrote:Hi, time to visit this thread again!
I wanted to let those of you still paying attention here know that we aren't satisfied with the current state of rapid launchers and are expecting to make changes in coming releases to improve the situation.
For now, I don't have details to give you but I want to let you know what we're looking at.
First, and most importantly, it's important to me that this mechanic feels fun to use. It still hasn't been that long since they hit TQ but a lot of the initial feedback is not great on this aspect. It's likely that for Rubicon 1.1 we will make a small adjustment to both RLML and RHML to either give you more active time or less reload time, I'll let you know when that change is pinned down exactly. Going past 1.1 we want to collect more data and feedback so that if we make a larger change (which we are considering) to the system as a whole it's as informed as possible. That larger change would come either in 1.2 or in summer depending on what it was.
Second, I've been working on the ammo swapping issue and will not be able to get in a change for 1.1. Solutions for this have been messy and we aren't satisfied enough with any of them to try and make them fit in this release. As we iterate after 1.1 I want to solve this issue one way or another.
Last, I'm doing some investigation for getting some kind of reload timer work going. Can't say if and when this would happen but it would have enormous value so I'm looking into it.
Thanks for the update re: swapping and reload timers!
In regards to the Up-time vs. Reload-time disjunction: Are you of the mind that it is an either/or situation? While it would not make the melodramatic posters happy, I could see a very small change to both being beneficial. By small I mean ~5sec less reload and ~5 more units of ammo in the clip for RLML. Nerfing High-sec is never the answer. It is the question. The answer is 'YES'. |

Arthur Aihaken
The.VOID
2742
|
Posted - 2014.01.09 16:40:00 -
[3877] - Quote
Zircon Dasher wrote:In regards to the Up-time vs. Reload-time disjunction: Are you of the mind that it is an either/or situation? While it would not make the melodramatic posters happy, I could see a very small change to both being beneficial. By small I mean ~5sec less reload and ~5 more units of ammo in the clip for RLML. Personally, I'd simply prefer a bump in ammunition: T2 to 28(+10) and Faction to 30(+11). I am currently away, traveling through time and will be returning last week. |

Kip Troger
Exiled Kings
31
|
Posted - 2014.01.09 16:46:00 -
[3878] - Quote
Mournful Conciousness wrote:Really there is no place in the game for rapid lights. If you want an anti-frigate missile system it should be light missile launchers. Just the same as it is for turrets.
Giving cruisers the ability to destroy frigates easily without a compensating penalty against cruisers simply obsoletes frigates.
Or are we going to also have a proliferation of "rapid 150mm railgun arrays"?
It's time to end the experiment. Dump this wrong-headed idea. Force anti-frigate cruisers to fit light missiles and (probably) buff heavy missiles a little bit.
I actually agree here. The old system was way too effective against all targets and the new one is just dull to fly in combat(though I do think the ammo swap compounds the issue.)
I don't like the idea of making weapon systems for larger ships that let them very easily apply high DPs to small signatures and large signatures. It seems to go against the very grain of the class system that makes eve PvP so unique.
LML always gave cruisers the option to fight frigates with a large penalty to DPs to larger signatures which is a fair trade off.
What is the intended purpose for rlml and rhml? |

Arthur Aihaken
The.VOID
2743
|
Posted - 2014.01.09 16:50:00 -
[3879] - Quote
And the anti-missile crowd returns with a vengeanceGǪ Sorry guys, RLMLs are here to stay - and if anything, missile systems as a whole are due for a buff. I can almost taste the tears... I am currently away, traveling through time and will be returning last week. |

Sentient Blade
Crisis Atmosphere
1161
|
Posted - 2014.01.09 16:57:00 -
[3880] - Quote
Use the standard reload, give 100% bonus to ROF while overheated. Balance using module HP. |
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Notorious Fellon
Republic University Minmatar Republic
97
|
Posted - 2014.01.09 17:10:00 -
[3881] - Quote
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. |

scorchlikeshiswhiskey
Black Slag Authenticated Corrosive.
113
|
Posted - 2014.01.09 18:09:00 -
[3882] - Quote
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. |

Komodo Askold
No Code of Conduct Fluffeh Bunneh Murder Squad
117
|
Posted - 2014.01.09 18:29:00 -
[3883] - Quote
Thank you for the update! It's good to see you're working hard on trying to find an optimal solution. Looking forward to 1.1 and future patches!
PS: ... Rapid Cruise Launchers? =3? |

Viceorvirtue
The Hatchery Team Liquid
36
|
Posted - 2014.01.09 18:57:00 -
[3884] - Quote
Personally I would rather the rlm nerf be reverted, keep the pg increase to prevent tripe lse from happening and lower rof by 10% instead of raising rof and reload time. Reasoning is simple, extended reload time, especially in a ship with low damage makes you regret undocking it whenever you have to reload or swap ammo. Now I know you wouldn't want to do this mostly because it would be sen as a failure of a 'fun new interesting tense mechanic' that the 40 second reload was intended to be but until you can disassociate the act of ammo swapping with actually reloading the launcher then any extended reload is going to be punishing and unfun.
Also this will make rlms less binary than they are now, right now they can act as a frigate blender but against multiple targets or anything reasonably tanky such as assault frigs or cruisers you wish you had used a different ship instead. Fofs, while I know Rise does not claim to use them or see them as good, are situationally fantastic yet without a 10 second reload time you start playing the 'will I be jammed twice in a row or not' game trying to figure out if you should swap to them or not against common things like ecm drones. Currently you would need to be jammed 3-4 times in a row to make fofs worth it, with a 20 second reload you would need to be jammed twice in a row, 10 second reload means you can switch to fofs and actually immediately respond to being jammed.
The biggest complaints about the rlm is that you can't respond or react well to things with a 40 second reload and that sucks all the fun out of using them. The solution is separating the act of swapping ammo from the act of reloading but since you can't do that then even a 20 second reload time is probably going to be unhelpful. Releasing burst launchers as an entirely different missile launcher would be far preferable as it gives you much more time to actually balance it (no, internal testing and a week on sisi is not enough time for proper balancing) from the ground up as well as potentially having the reload and ammo swap disassociation be specific to the launcher itself for better overall weapon balancing. |

Inspiration
Focused Radical Energy Engineering
103
|
Posted - 2014.01.09 19:33:00 -
[3885] - Quote
CCP Rise wrote:Hi, time to visit this thread again!
I am wondering if you considered playing with the heat statistics of modules instead of playing with reload times and ammo capacity. It is a more natural way to tune things and allow periodic burst damage without having complete damage blackouts. |

Vladimir Norkoff
Income Redistribution Service
307
|
Posted - 2014.01.09 21:50:00 -
[3886] - Quote
The solution is simple - switch them back to normal weapon mechanics instead of the "burst experiment". And then make them do 20-25% less damage than the long-range weapon system (heavy/cruise). Note that previously, RLMLs did about 20% less than HMLs.
And while you are at it, revisit the Light Missile stats. They are significantly better at hitting frigates, than heavy/cruise are at hitting cruisers/BSs. Which is why RLMLs were so useful versus frigs and cruisers. Yes, we understand that Lights had to be uber-buffed because CCP allowed them to wallow in suckitude for so long. But they need to be brought back into line with other missile systems (or the other missile systems need to be brought up to their level - probably a bad choice). |

Arthur Aihaken
The.VOID
2744
|
Posted - 2014.01.09 21:58:00 -
[3887] - Quote
Inspiration wrote:I am wondering if you considered playing with the heat statistics of modules instead of playing with reload times and ammo capacity. It is a more natural way to tune things and allow periodic burst damage without having complete damage blackouts. A faster rate of fire when overheated offers zero benefit because it just compresses the DPS into a shorter timeframe. Extending ammunition capacity is the ticket. I am currently away, traveling through time and will be returning last week. |

Senarian Tyme
Serenity Rising LLC Ishuk-Raata Enforcement Directive
69
|
Posted - 2014.01.09 22:31:00 -
[3888] - Quote
Please fix the heavy missiles first.
Then after that benchmark is back in place, and lights, heavies, cruises can be compared properly, revert the rapid lights and rapid heavies closer to their original forms. If need be, tweak the ROF to keep them in line so they dont overpower their next higher system.
Also please do consider the creation of future burst launchers! Something more akin to the Stealth bombers bomb with a strong alpha and super long reload would be very interesting. But as already mentioned this should be a new system series entirely, with proper testing and balancing prior to deployment.
Also I did like the idea propsed of creating smaller gun "arrays" to combat smaller ships with guns as well as missiles.
My only concern with the creation of dedicated anti frigate systems is easy ability to refit ships on the fly now. CCP should consider putting a refit timer, so while you can refit a ship in space by using an SMA or a mobile system, it takes a good say....... 40 seconds......... for the refit modules to come online. This would provide the operational flexibility but keep tactical usage in check. |

Viceorvirtue
The Hatchery Team Liquid
37
|
Posted - 2014.01.09 22:42:00 -
[3889] - Quote
Extra ammunition does not help the problem of entering a fight with the wrong ammo loaded, or having to swap ammo because a situation changed. Being able to swap ammo actually lets the pilot make a choice during combat and possibly be rewarded for that choice with more damage or in some cases the ability to deal damage at all. A 40 second reload does not give you a choice, even a 20 second reload would feel punishing to use in combat.
I still maintain that frontloading rlm damage like this is a poor mechanic solely because it makes the fights binary, either frigates die remarkably quickly or they live long enough that you have to question the value of using the ship over any of its equivalents. Polarizing weapon systems for launchers (rlm only good vs frigs, hams and hmls only workable vs cruisers or larger) is unfun because it makes the pilot feel like they undocked the wrong ship when they could've taken an omen or thorax or arty rupture and had the ability to kill both cruisers and frigates decently without having to change its entire fit.
Caracal proliferation in small gang was mostly from the triple lse and lse/xlasb style fits where you had enough tank that you could stay on field almost indefinitely. Dual lse caracals were actually very balanced against other cruisers, thorax could project far enough to outdamage them in point range, omens could also hold their own (single lse omens couldn't stand up well but aar omens would have little issue provided you were in point range).
Currently reloading isn't an interesting and tactical choice, but a punishment intended to create 'tense moments of fun'. |

Mournful Conciousness
Embers Children TOHA Conglomerate
452
|
Posted - 2014.01.09 22:48:00 -
[3890] - Quote
Arthur Aihaken wrote:And the anti-missile crowd returns with a vengeanceGǪ Sorry guys, RLMLs are here to stay - and if anything, missile systems as a whole are due for a buff. I can almost taste the tears...
Come on. I have an alt with perfect missile skills. I just have not experienced the so-called "problems" that many here seem to want to complain about. No weapons system has it all - you just fly to your strengths.
As for turrets hitting frigates, you need a web when you have guns - and they need to be short range guns. It seems reasonable to me that you should need a web with a missile boat too. OK, if a frigate flies straight for you (and I mean directly at you) you can blap him with a gun. The same is true for missiles if he stands still, which is just as dull.
An AB frigate in orbit around a medium turret cruiser is pretty safe, just as he is when kiting a missile ship. The solution ought to be to take a destroyer, or a frigate, or a smartbomb, or light drones, or a neutraliser.
Not some kill-all-frigates-while-remaining-immune-from-them abomination, which is what the RLML is designed to be.
The only time a frigate is not safe from medium weapons is when he's fighting a vigilant or a dual-web hurricane or suchlike. Something designed for killing him.
I'm pretty sure a dual-web missile boat would be effective against a frigate too - particularly one with a MWD (which they all do).
The examples I have seen here of cruisers trying to hit AB frigates are just not realistic.
Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
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Inspiration
Focused Radical Energy Engineering
103
|
Posted - 2014.01.09 23:05:00 -
[3891] - Quote
Arthur Aihaken wrote:Inspiration wrote:I am wondering if you considered playing with the heat statistics of modules instead of playing with reload times and ammo capacity. It is a more natural way to tune things and allow periodic burst damage without having complete damage blackouts. A faster rate of fire when overheated offers zero benefit because it just compresses the DPS into a shorter timeframe. Extending ammunition capacity is the ticket.
I do not quite understand your reasoning. If burst damage is the objective followed by lower then average damage, then being able to overheat often is just achieving this objective. What you describe is increasing damage over time by making reloads less frequent. Which still leave switching ammo complexity on the table.
Maybe we talk about different things. In my case its about a module that fills the role the rapid fire ones try to fill. Not per see a modification to the current implementation of these rapid file modules.
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Inspiration
Focused Radical Energy Engineering
103
|
Posted - 2014.01.09 23:14:00 -
[3892] - Quote
Viceorvirtue wrote:Extra ammunition does not help the problem of entering a fight with the wrong ammo loaded, or having to swap ammo because a situation changed. Being able to swap ammo actually lets the pilot make a choice during combat and possibly be rewarded for that choice with more damage or in some cases the ability to deal damage at all. A 40 second reload does not give you a choice, even a 20 second reload would feel punishing to use in combat.
I still maintain that frontloading rlm damage like this is a poor mechanic solely because it makes the fights binary, either frigates die remarkably quickly or they live long enough that you have to question the value of using the ship over any of its equivalents. Polarizing weapon systems for launchers (rlm only good vs frigs, hams and hmls only workable vs cruisers or larger) is unfun because it makes the pilot feel like they undocked the wrong ship when they could've taken an omen or thorax or arty rupture and had the ability to kill both cruisers and frigates decently without having to change its entire fit.
Caracal proliferation in small gang was mostly from the triple lse and lse/xlasb style fits where you had enough tank that you could stay on field almost indefinitely. Dual lse caracals were actually very balanced against other cruisers, thorax could project far enough to outdamage them in point range, omens could also hold their own (single lse omens couldn't stand up well but aar omens would have little issue provided you were in point range).
Currently reloading isn't an interesting and tactical choice, but a punishment intended to create 'tense moments of fun'.
I fully agree, thats why i suggested a different take on this sort of module (however its implemented). Allow just 1 to be fit, make it good for the class its designed for and against. That way you can sacrifice some big DPS on larger ships to have moderate burst defense against smaller classes of ships.
For a BS it would mean a rlm system that has BS like fitting stats and is good at making life difficult for a small ship while bursting). Similar for a cruise class ship vs frigate class and similar for a BS class vs cruiser class.
Fitting a ship then become a question if its worth to have anti-lower class capability that applies well at the expense of main dps that might not apply so well. Limiting the fits to just one module per anti-class prevents boating fits that apply damage in burst to all targets very well....which seems impossible to balance right.
Put it another way, these systems should be similar to point defense options versus smaller craft and nothing else. |

Arthur Aihaken
The.VOID
2745
|
Posted - 2014.01.09 23:18:00 -
[3893] - Quote
Viceorvirtue wrote:Extra ammunition does not help the problem of entering a fight with the wrong ammo loaded, or having to swap ammo because a situation changed. Being able to swap ammo actually lets the pilot make a choice during combat and possibly be rewarded for that choice with more damage or in some cases the ability to deal damage at all. A 40 second reload does not give you a choice, even a 20 second reload would feel punishing to use in combat.
I still maintain that frontloading rlm damage like this is a poor mechanic solely because it makes the fights binary, either frigates die remarkably quickly or they live long enough that you have to question the value of using the ship over any of its equivalents. Polarizing weapon systems for launchers (rlm only good vs frigs, hams and hmls only workable vs cruisers or larger) is unfun because it makes the pilot feel like they undocked the wrong ship when they could've taken an omen or thorax or arty rupture and had the ability to kill both cruisers and frigates decently without having to change its entire fit.
Caracal proliferation in small gang was mostly from the triple lse and lse/xlasb style fits where you had enough tank that you could stay on field almost indefinitely. Dual lse caracals were actually very balanced against other cruisers, thorax could project far enough to outdamage them in point range, omens could also hold their own (single lse omens couldn't stand up well but aar omens would have little issue provided you were in point range).
Currently reloading isn't an interesting and tactical choice, but a punishment intended to create 'tense moments of fun'. Rise indicated they're working on the ammunition swap issue, so that's a separate issue. And yes, that was exactly my point with increased ammunition capacity being more beneficial than a shorter reload time. 20-seconds is never going to happen since this boosts the average DPS beyond the original RLMLs, and 30-seconds is marginally more useful than 40-seconds. I am currently away, traveling through time and will be returning last week. |

Mournful Conciousness
Embers Children TOHA Conglomerate
452
|
Posted - 2014.01.09 23:21:00 -
[3894] - Quote
How would it look if you halved the missile capacity but made the reload time 10s?
Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
|

James Amril-Kesh
4S Corporation Goonswarm Federation
8245
|
Posted - 2014.01.09 23:23:00 -
[3895] - Quote
Looking forward to "[Rubicon 1.1] Rapid Missile Launchers - v3" My EVE Videos |

Gorski Car
ElitistOps Pandemic Legion
205
|
Posted - 2014.01.09 23:41:00 -
[3896] - Quote
or Rubicon 1.1 hml ham torp v1 |

Arthur Aihaken
The.VOID
2745
|
Posted - 2014.01.09 23:42:00 -
[3897] - Quote
Mournful Conciousness wrote:How would it look if you halved the missile capacity but made the reload time 10s? More RLML Options The DPS with 10-round capacity/10-second reload is more powerful than 18-rounds/20-second reload, and both still have a higher DPS than the original RLMLs. Not sure how I'd like 20 seconds of shooting followed by a 10-second reload. I am currently away, traveling through time and will be returning last week. |

Domanique Altares
Rifterlings Point Blank Alliance
2282
|
Posted - 2014.01.09 23:59:00 -
[3898] - Quote
Arthur Aihaken wrote:The DPS with 10-round capacity/10-second reload.
At the point that you drop this module back to a 10 second reload, you have invalidated the fundamental purpose to the change, and may as well slow them back down, revert the ammo capacity to pre-Rubicon, and leave them the way they were originally. Rifterlings pirate corporation is now recruitng members for lowsec PvP operations. Newbie friendly, free T1 frigate and dessy hangar, solo tutoring and PvP classes for new members. Join our in game channel 'weflyrifters' and speak to a recruiter today. |

Hasikan Miallok
Republic University Minmatar Republic
129
|
Posted - 2014.01.10 00:12:00 -
[3899] - Quote
Here is an interesting question.
Assuming PvE and missioning (clearly not going to work in PvP) would a mobile depot bypass the 40 second reload problem? |

Arthur Aihaken
The.VOID
2745
|
Posted - 2014.01.10 00:13:00 -
[3900] - Quote
Domanique Altares wrote:At the point that you drop this module back to a 10 second reload, you have invalidated the fundamental purpose to the change, and may as well slow them back down, revert the ammo capacity to pre-Rubicon, and leave them the way they were originally. Basically, yes. Expand ammunition capacity to 28 rounds (T2), keep the reload at 40-seconds and implement a 10-second ammunition type swap. What I might suggest with respect to the ammunition swap is to only replenish 25% of the ammunition capacity when you switch types thus allowing it to also function as an emergency reload.
Hasikan Miallok wrote:Here is an interesting question. Assuming PvE and missioning (clearly not going to work in PvP) would a mobile depot bypass the 40 second reload problem? It actually works great in PvP if you know how to utilize it properly. But in answer to your question, no - mobile depots force a 40-second reload (first thing everyone probably tried). I am currently away, traveling through time and will be returning last week. |
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