| Pages: 1 2 3 4 5 6 7 8 9 10 20 30 40 50 60 70 80 90 100 .. 138 :: one page |
| Author |
Thread Statistics | Show CCP posts - 20 post(s) |

Zvaarian the Red
Evil Leprechaun Brigade Space Wolves Alliance
12
|
Posted - 2013.11.10 11:13:00 -
[661] - Quote
It'll be interesting to see if the near universal negative feedback on this idea has any impact. Unfortunately, it seems like Rise thinks negative feedback means he's on the right track. |

Kaarous Aldurald
ROC Academy The ROC
1419
|
Posted - 2013.11.10 11:16:00 -
[662] - Quote
Onictus wrote:To mare wrote:Kagura Nikon wrote: And rapid laucnhers were the best weapons for cruiser solo activity
And this is why they are nerfing them. They probably felt it wasnt totaly right for a small missile to be the weapon of choice for medium target. They should probably make medium missiles not crap then,
This. It wasn't Rapid Lights being strictly overpowered, it was the overall "meh" quality of the other two cruiser size weapon systems.
The argument is basically being made that whatever is the most popular option should be nerfed. That doesn't really hold water. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
678
|
Posted - 2013.11.10 11:35:00 -
[663] - Quote
not worth |

Gorski Car
ElitistOps Pandemic Legion
135
|
Posted - 2013.11.10 11:38:00 -
[664] - Quote
Yes ccp wants feedback but nearly all feedback is negative at the moment. Rise then ignores all the negative feedback because "people complain about nerfs = weapon must be op". This is a bad change and its hillarious when fitting normal lmls will provide more sustained dps. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
678
|
Posted - 2013.11.10 11:38:00 -
[665] - Quote
Michael Harari wrote:Read the post I linked above for a comprehensive analysis of the missile damage formula and why it is currently very flawed.
This formula is the result of CCP kneejerk reaction at the great nano nerf. THey nerfed everythign so hard that suddenly missiles woudl do full damage 1005 of time, and they had to RUSH a new missile formula. RUSHED formula is what we have here.
All result of a kneejerk exagerated reaction to the nano issue ( not sayign nano was nto to be nerfed, but the exageration on it caused all this) |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
678
|
Posted - 2013.11.10 11:43:00 -
[666] - Quote
Bouh Revetoile wrote:Kagura Nikon wrote:The largest issue is not simply the long term dps nerf . Its that the load between each relaod isnot enough for you to get rid of 1 enemy ship , and that is CRUTIAL. If you coudl kil a ship before reload at least your small gang continues even, they lost one and you are lost for 40 seocnds. But if you do not kill it and start to reload.. suddenly your ship lost 1 ship.. and their gang none .
On a 2 man gang or solo that is HUGE.
Increase the proposed charges to 22 and at least you woudl be sure to kill a frigate tackler and coudl even kill a non tanked cruiser.
LEss than that and you are detrimental to gang. That's exactly what I said about the edge case. Yet, 18 volleys of missiles from a caracal will do 14850 damage. AB and T2 frigates can be a problem, but that's far from what you are saying it to be. The window is worth 5kehp and I doubt many frigates fall inside it, but extending the magazine a bit is worth considering.
Did you ever FOUGHT in this game? This caracal will do a bit over HALF its potential damage to a well fit and flown frigate.
ANy faction frigate will own them as if the caracal was not even there! Some t1 frigates will do it as well!
The caracal fit to kill frigates becoems the most useles anti frigate weapon system, and reallly a zero at the left side agaisnt cruisers. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
678
|
Posted - 2013.11.10 11:45:00 -
[667] - Quote
Viceorvirtue wrote:Heres a situation that is not an edge case scenario:
You are in a caracal with rlms, you engage an enemy cruiser, while shooting this enemy a frigate suddenly lands on field. Because of the new rlms, you do not have enough missiles to be able to kill the frigate straight up and must now wait an additional 40 seconds before you can remove tackle. This forces you to either immediately leave the fight or likely die as the frigate comes in and scrams you while you have no way to respond to it because you've only got a half dozen shots which wont kill it and then a 40 second reload.
Yes rise did say that was a concern, he also specifically stated that it wasn't a deal breaker and only introduced 'interesting and tense' play.
Why in the world would I want to fly rlms under this change outside of some very specific situations when I could very easily be completely and arbitrarily forced to disengage or die should I get caught with a low clip of ammo? Sure it would be overpowered vs t1 frigates but against cruisers and in any situation where I need to swap targets or god forbid swap ammo I am essentially flying a useless ship. What is the point of flying it compared to an omen or a rail thorax? All of these ships do well vs tackle but the rlm ship will have so many limitations that it just isn't something you can rely on to do its job well when compared to these other ships.
I dont think that Rise realizes that this TENSE gameplay means Only suicidal stupid peopel woudl do it alone or in pairs. Meaning the module will be the new:
"LOL you had this fit .. you are a nooobbbb!!!" just ahead of the passive targeters. |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
1643
|
Posted - 2013.11.10 12:07:00 -
[668] - Quote
Major Killz wrote:Garviel Tarrant wrote:also i would like to suggests that rlml's aren't op
LML's are op, rlml's just inherit that.
Hit with bat please. Please enlighten us. Is this a ship stats + modules + hull bonus + ammunition and weapon system together is TO POWERFUL. Or! Is this a ammunition is overpowered argument? If the later then please explain in detail why that is; and if the former. Then things get complicated. I have YET TO READ A DETAILED explanation AS TO WHY LIGHT MISSILES ARE OVERPOWERED.
I'm lazy, so this won't be detailed. Sorry.
But its mostly the ability to outdps all other long range weapons of its size at any range beyond around 16km. Coupled with not needing to worry about tracking, being able to apply dps further than you can lock and in some ships having selectable damage types.
Add to that an immunity to TD's while having enough mids to dish out TD's or damps on all ships that use lml's.
Yeah, when it comes to frigate kiting, lml's are just a step above (And easier to use).
Lastly and most importantly, I have a corp mate that has around 900 kills with a kestrel in a few months, he needs to be nerfed >=[
(Basically, its not the ships, its lml's applying too much damage too well too far away) |

the jury
SPANK THE MONKEY
0
|
Posted - 2013.11.10 12:08:00 -
[669] - Quote
all eve pilots want is the RLML's to be left alone and the RHML's to be given the 1st set of stats but include all battleship bonuses  |

Alvatore DiMarco
Capricious Endeavours Ltd CAStabouts
980
|
Posted - 2013.11.10 12:22:00 -
[670] - Quote
I think it would be fine to leave the battleship bonuses limited to the hulls they're already on if the RHMLs themselves were left alone.
Instead, the on-size missile types need to apply damage well enough to be a significantly better choice for same-size-and-larger. If Cruises apply their damage about as well as HMLs, that says to me that perhaps HMLs need to apply damage better.
Carts are being put significantly before horses at CCP. HMLs were nerfed on account of being significantly better than all other long-range medium weapon systems and then those same weapon systems were buffed; that should have immediately scheduled HMLs for re-consideration following an observation of the newly-buffed weapon types.
Honestly, it doesn't matter how cool RHMLs are; they should not be introduced until such time as CCP is ready and has the resources to do a full weapons-module tiericide, specifically for the reasons we're seeing now. That RHML gap has existed for as long as there have been RLMLs and the game has done just fine; it can continue a bit longer without them until all the weapons - and especially ammo - can get a proper rebalancing and tiericide pass. |

ElQuirko
Jester Syndicate WHY so Seri0Us
2481
|
Posted - 2013.11.10 12:22:00 -
[671] - Quote
the jury wrote:all eve pilots want is the RLML's to be left alone and the RHML's to be given the 1st set of stats but include all battleship bonuses   I'd rather they just fixed missiles |

Alvatore DiMarco
Capricious Endeavours Ltd CAStabouts
980
|
Posted - 2013.11.10 12:29:00 -
[672] - Quote
ElQuirko wrote:the jury wrote:all eve pilots want is the RLML's to be left alone and the RHML's to be given the 1st set of stats but include all battleship bonuses   I'd rather they just fixed missiles
Basically this. |

Ransu Asanari
Powder and Ball Alchemists Union The Predictables
42
|
Posted - 2013.11.10 13:16:00 -
[673] - Quote
I'm going to repeat myself because I don't think anyone else has discussed the possibility.
The idea of trading front loaded DPS balanced with a drawback of increased reload time would make a great module or rig.
This would let players choose to either take advantage of the missiles flexibility of reloading to different missiles faster at the cost of smaller "magazines", or front loading the damage into an increased burst at the cost of less flexibility and an increased reload time.
It doesn't belong directly on the new launcher, because that would restrict the new launcher to only a few niche PvP applications, and there's a way to add it without doing that. |

Voi Lutois
The Gaping Maw Sicarius Draconis
42
|
Posted - 2013.11.10 13:29:00 -
[674] - Quote
Sounds like ****, can't wait! |

Gorski Car
ElitistOps Pandemic Legion
139
|
Posted - 2013.11.10 13:30:00 -
[675] - Quote
http://i.imgur.com/nK8quTd.jpg Twerk on my D |

Chigurh Friendo
Stay Frosty.
18
|
Posted - 2013.11.10 14:13:00 -
[676] - Quote
What I find most objectionable about this proposed set of changes is the 40 s reload interval (combined with insufficient clip-size).
The "just split your weapons" argument doesn't solve the problem, because instead it roughly halves your sustained dps... and this reduced output is particularly relevant when discussing these changes in the context of skirmish links usage (I'll get to that a little later).
Further, 40 s isn't a "tension inducing" interval. It is a deal-breaker. And I say this as a pilot who often flies as the bait for small-gangs (especially when flying against more numerous opponents).
The people who don't give two craps about the proposed 40 second refractory period are the types who fly in larger groups and who can envision just how devastating the additional 53% burst damage will be... i.e. they are blobbers who intend to rely on a largely range and piloting independent weapon system that can apply disproportionately high damage in a short time-frame from skirmish ranges in anticipation of their fleet-warp exit... and they will, along with their numerical advantage, field specialized fleet-tacklers so that the mainstay of their own role will be that of damage application... That is, you are opening up an entirely new can of worms, here. I don't see the point of further enabling a target-size-independent missile sniping doctrine (albeit a sniping doctrine that needs to accommodate for missile travel time). So much for 'encouraging interesting choices'...
The bottom line is that those who are excited about these changes do NOT represent the interests and concerns of people who fly in small gangs. 40 s is such a long interval of time (when in combat) that it conceivably inhibits one playstyle when considering the usage of the affected missile-based ships... and meanwhile promotes another arguably more abusive playstyle. Numerically advantageous blobs don't need any more 'help'. Eve doesn't need more in the way of 'sniping' either... especially not enabling a type of sniping that is target-size independent and outclasses the HML alternative.
I will concede that the merit in this balance vision is in attempting to ween players off of a weapon system that performs exceptionally well against smaller craft irrespective of range or transversal... wherein said weapon system is almost always the best choice for a fitting and wherein actual piloting has almost no way to mitigate incoming damage (i.e. the missile formula is governed by signature size and velocity)... However, part of the reason that these concerns are at the forefront of a small gang pilot's mind is due to the pervasiveness of skirmish links. Once committed to an engagement, linked tacklers are often exceedingly difficult to evade... Thus, the strategy when dealing with linked frigate class tangos switches from evasion to removal. A pilot and his gang will need to address the role of anti-tackle comprehensively, or otherwise be unable to combat swathes of opponents that are common to face when flying in a small gang. Interestingly, links are still such a 'problem' that certain frigate setups can nonetheless permatank the damage output from even specifically designed anti-frigate RLML cruiser platforms (even under webs and TPs). When comparing the performance of HMLs or HAMs against such linked targets, the picture becomes even more bleak... so bad, in fact, that one probably simply wouldn't elect to field HML or HAM missile ships in an anti-tackle role (while retaining the expectation of success).
What you are introducing with the burst and refractory mechanics are artificial intervals of vulnerability... as a means to circumvent the inherently flawed missile damage application formula. To suggest that the missile formula needs to be revamped is an vast understatement.
As other commenters have suggested, players won't adapt by seeking to fulfill the anti-tackle role with an artificially vulnerable missile platform. They will abandon it in favour of better alternatives. Meanwhile, the front-loaded damage burst change will merely promote 'sniper' doctrines that are target-size and target-piloting independent. Worst of all, if you rely on metrics to give you an indication of what is going on, you will see that RLML usage has increased and that people are 'loving it' (thanks to factors like Nullbloc adoption). What this balance pass calls for is some intuition and judgement... not artificial vulnerabilities... not an incomplete release with the intention of metrics-driven iteration.
If (!) the power level of the current RLMLs is deemed too strong relative to the HML and HAM alternatives, then nerf the RLMLs suitably either through fitting compromises or more straightforward damage reduction... not by completely hampering an entire non-blob oriented playstyle.
In summary, I am very concerned about the implications of morphing RLMLs into a largely piloting and target-size independent front-loaded 'sniping' weapon system... and as a small gang pilot, and I am dismayed by the proposed 40 second reload interval. |

Phoenix Jones
Shockwave Innovations Surely You're Joking
249
|
Posted - 2013.11.10 15:12:00 -
[677] - Quote
Chigurh Friendo wrote:What I find most objectionable about this proposed set of changes is the 40 s reload interval (combined with insufficient clip-size).
The "just split your weapons" argument doesn't solve the problem, because instead it roughly halves your sustained dps... and this reduced output is particularly relevant when discussing these changes in the context of skirmish links usage (I'll get to that a little later).
Further, 40 s isn't a "tension inducing" interval. It is a deal-breaker. And I say this as a pilot who often flies as the bait for small-gangs (especially when flying against more numerous opponents).
The people who don't give two craps about the proposed 40 second refractory period are the types who fly in larger groups and who can envision just how devastating the additional 53% burst damage will be... i.e. they are blobbers who intend to rely on a largely range and piloting independent weapon system that can apply disproportionately high damage in a short time-frame from skirmish ranges in anticipation of their fleet-warp exit... and they will, along with their numerical advantage, field specialized fleet-tacklers so that the mainstay of their own role will be that of damage application... That is, you are opening up an entirely new can of worms, here. I don't see the point of further enabling a target-size-independent missile sniping doctrine (albeit a sniping doctrine that needs to accommodate for missile travel time). So much for 'encouraging interesting choices'...
The bottom line is that those who are excited about these changes do NOT represent the interests and concerns of people who fly in small gangs. 40 s is such a long interval of time (when in combat) that it conceivably inhibits one playstyle when considering the usage of the affected missile-based ships... and meanwhile promotes another arguably more abusive playstyle. Numerically advantageous blobs don't need any more 'help'. Eve doesn't need more in the way of 'sniping' either... especially not enabling a type of sniping that is target-size independent and outclasses the HML alternative.
I will concede that the merit in this balance vision is in attempting to ween players off of a weapon system that performs exceptionally well against smaller craft irrespective of range or transversal... wherein said weapon system is almost always the best choice for a fitting and wherein actual piloting has almost no way to mitigate incoming damage (i.e. the missile formula is governed by signature size and velocity)... However, part of the reason that these concerns are at the forefront of a small gang pilot's mind is due to the pervasiveness of skirmish links. Once committed to an engagement, linked tacklers are often exceedingly difficult to evade... Thus, the strategy when dealing with linked frigate class tangos switches from evasion to removal. A pilot and his gang will need to address the role of anti-tackle comprehensively, or otherwise be unable to combat swathes of opponents that are common to face when flying in a small gang. Interestingly, links are still such a 'problem' that certain frigate setups can nonetheless permatank the damage output from even specifically designed anti-frigate RLML cruiser platforms (even under webs and TPs). When comparing the performance of HMLs or HAMs against such linked targets, the picture becomes even more bleak... so bad, in fact, that one probably simply wouldn't elect to field HML or HAM missile ships in an anti-tackle role (while retaining the expectation of success).
What you are introducing with the burst and refractory mechanics are artificial intervals of vulnerability... as a means to circumvent the inherently flawed missile damage application formula. To suggest that the missile formula needs to be revamped is an vast understatement.
As other commenters have suggested, players won't adapt by seeking to fulfill the anti-tackle role with an artificially vulnerable missile platform. They will abandon it in favour of better alternatives. Meanwhile, the front-loaded damage burst change will merely promote 'sniper' doctrines that are target-size and target-piloting independent. Worst of all, if you rely on metrics to give you an indication of what is going on, you will see that RLML usage has increased and that people are 'loving it' (thanks to factors like Nullbloc adoption). What this balance pass calls for is some intuition and judgement... not artificial vulnerabilities... not an incomplete release with the intention of metrics-driven iteration.
If (!) the power level of the current RLMLs is deemed too strong relative to the HML and HAM alternatives, then nerf the RLMLs suitably either through fitting compromises or more straightforward damage reduction... not by completely hampering an entire non-blob oriented playstyle for missile based ships.
In summary, I am very concerned about the implications of morphing RLMLs into a largely piloting and target-size independent front-loaded 'sniping' weapon system... and as a small gang pilot, and I am dismayed by the proposed 40 second reload interval.
Basically this... Good write up.
|

ElQuirko
Jester Syndicate WHY so Seri0Us
2484
|
Posted - 2013.11.10 15:18:00 -
[678] - Quote
Gorski Car wrote:http://i.imgur.com/nK8quTd.jpg Twerk on my D
367 dps, oh god, run for the hills  |

Asa Shahni
Mind Games. Suddenly Spaceships.
1
|
Posted - 2013.11.10 15:32:00 -
[679] - Quote
Still wondering what is worst : those "Turd Launchers'' or the people that thinks its a great idea.
I was wondering when you guys plan on releasing an "Ancillary Afterburner'' that work with exotic dancers ?
Your "Ancillary Brain" is out of good ideas ...time to reaload ?
o7 |

Karle Tabot
State War Academy Caldari State
29
|
Posted - 2013.11.10 15:38:00 -
[680] - Quote
A few things I can take away from my first detailed following on the forums of an issue related to an upcoming release:
1. The information was put out very late in the process, and
2. Anyone disagreeing with the position of the CCP poster on it is automatically wrong, without any need to in any way explain why.
Otherwise, it seems one of the missile systems I have been training and using on my main character will be unaffected, and I was simply reading the change too broadly. It is not as bad for me as I initially thought, though it still drives home how mistaken I was to train for primarily Caldari ships on my main character.
That at least gives me some time to convert over like the mass of players to one of the other 3 sets of ships and to some weapon system, any weapon system, other than missiles, since at this point it seems clear CCP really is not in favor of missiles being quite as useful overall as the other weapon systems. While there has been talk of fixing it all, it seems it will as always be some distant long way down the road pie in the sky. |

Dato Koppla
Retribution Innovations
343
|
Posted - 2013.11.10 15:50:00 -
[681] - Quote
Leave RLML alone! This really limits Caldaris solo potential since the RLML Caracal was pretty much the best solo Cruiser that Caldari had, after this we'll be stuck with HAM Caracals that can't apply their damage, and Moas which can basically be beaten by anything that isn't a Brawler. |

Markku Laaksonen
EVE University Ivy League
211
|
Posted - 2013.11.10 16:03:00 -
[682] - Quote
CCP Rise wrote:...does anyone actually use fof?... ...this delay creates new kimds of decision making... ...the ships using these systems are kinetic bonused which means you don't switch that often... ...switch on the way to a fight based on what damage type might be best. You still have the option to switch as you run out of charges and would be reloading anyway...
FOFs - No one uses FOFs because they're terrible and restrictively over-situational. (Auto-Targeting Missiles, technically.)
Decision Making - The new kinds of decision making is 'to Rapid Light/Heavy Launcher or not to Rapid Light/Heavy Launcher?' The actual decision will be 'no.'
Kinetic Bonus - This is an interesting point about ships with kinetic bonuses. You don't switch that often. The bonus takes away from decision making. The decision is 'to shoot kinetic or not to shoot kinetic.' With a kinetic bonus that can net you +25% damage, the decision is always to shoot kinetic.
Switching - Again, you admit that most ships using missiles are kinetic bonused. You don't switch that often. The only time I would go into a fight with not-kinetic missiles on a kinetic bonused ship is if I knew the resist profile of the target. The only sure fire way to figure this out in a fight is to shoot one of each missile and see which hits harder. And then wait 40s to reload everything to that damage type? No one does that now with a 10s reload. Anything else is assumption.
The problem is in the ammunition, not the launcher. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
432
|
Posted - 2013.11.10 16:25:00 -
[683] - Quote
CCP Rise wrote:Alright, so far I feel like I'm seeing 3 major areas of complaint, alongside a lot of people who think this will be a good change. Those areas are:
40s reload is boring and will be miserable to use please don't do it
Switching ammo types (other damage types or to FOF(does anyone actually use fof?)) will be very difficult which is key for missile users
This is a nerf to RLML and I love them so please don't do it
I'm not convinced at all by the first complaint. As I've said before, this delay creates new kimds of decision making, it creates spikes of tension in fights rather than a flat amount of damage moving around and beyond those things it can be completely mitigated if you want. As others have pointed out, simply splitting your launchers into two groups and alternating them means you are never stuck in reload. It also means you lose the advantage of having your damage front-loaded into a very high DPS number. Still, if you can completely bypass this 'downside' I don't see how you can argue that this mechanic alone ruins the system.
I commented earlier on the missile switching - I think it is a valid complaint and I'd like to find a work-around for it as an iteration but I don't think it's a show-stopper. Several of the ships using these systems are kinetic bonused which means you don't switch that often. You still have time to switch on the way to a fight based on what damage type might be best. You still have the option to switch as you run out of charges and would be reloading anyway. But again, this is a legit complaint and I want to look into it.
Most of the complaints about it being a straight up nerf make me feel like going ahead with the old plan and leaving RLML in their current state would have been a mistake. I think most of you feeling this way are just disappointed with the idea of losing a slightly over-powered weapon system, which is understandable. Please keep in mind that this change represents a 15-20% damage drop over long fights but offers a new advantage in trade. I suspect that ships like FW Caracals with RLML will remain very strong. Also, if they don't, it's very easy to tune the reload time down slightly or the rate of fire up slightly to bring them into balance and we would absolutely watch that and make necessary adjustments. I would be extremely unhappy if the numbers were bad and rapid launchers disappeared from Caracals and Fleet Scythes completely.
Broader complaints about missiles vs turrets or training time often have merit, but they represent much bigger projects that we fully intend to take on, just not during this rebalance. We hear you though and hopefully we can start working on major module balance projects in the coming releases as we are closing in on finishing our first lap of all the ships in the game.
Hope this answers some of your concerns
light missiles themselves have overpowered range, volley damage, dps and tracking compared to small LR turrets, so fix that first.
edit: and fofs are amazing, try undocking sometime. no ecm ship is going to ever miss a jam on a lone caracal, so you can either take a hit to your dps and start killing everything, or you can sit there with your mighty faction missiles loaded and do 0 dps. my only issue with fofs is that they shoot drones - this is less of an issue for lights, because they can actually kill drones pretty well. |

Rufus Beinbruch
Full Contact Blinky Red Brotherhood
0
|
Posted - 2013.11.10 16:26:00 -
[684] - Quote
CCP Rise wrote: Reload time for both groups set to 40 seconds.
T2 Rapid Light Launchers can carry roughly 18 charges T2 Rapid Heavy Launchers can carry roughly 23 charges
omg. no no no no...... 
Bye Bye Cara/Cerb solo PvP !!! 
|

Scooter6976
Order of Celestial Knights S I L E N T.
0
|
Posted - 2013.11.10 16:30:00 -
[685] - Quote
lets see....... like the marauder thread, we only have another 200+pages of ranting to go before whoever writes ccp rise's paycheck's comes down from the corner office and *thumps* him on his forehead. HARD, hopefully.
I have read every single post on this thread up to this point.....
the overwhelming consensus (put nicely): This is an un-needed change.
the overwhelming consensus (put bluntly): This is STOOOPID, poorly thought out, a +1 for blobs, -5 for solo/small gang, and deliberately void of any consideration for alternate methods of implementing changes to cruiser sized missile dmg application.
rise is not telling us the REAL reason's for wanting this change, probably because the REAL reason(s) are not good, sensible, logical, thought driven, and probably aimed at achieving an end that only serves a very small percentage of niche strategy.....ie, 15 of these rlml cerbs/caracals MAY be able to silence enemy logi in spite of multiple enemy logi on grid. granted they will do little else after their initial burst dmg, but in some scenarios, that may be all that's needed to change the tide of a fight.
to hell with pve'ers.
to hell with small gang/solo'ers
to hell with missile boats in general, as ppl that fly caldari are stunted in some way, and deserve to have it rubbed in their face.
^^this is the ccp way, certainly not the first time they've shown us their hand, and frankly, we should not at all be surprised.
the OP at least was better timed than say, the marauder thread, since only 1 1/2 weeks is hardly enough time for the playerbase to mount 200+ pgs of rage, properly earning ccp rise a good thumping on his brow. To his credit, he is at least learning from his past mistakes!
just /o\ |

Alvatore DiMarco
Capricious Endeavours Ltd CAStabouts
985
|
Posted - 2013.11.10 17:05:00 -
[686] - Quote
Scooter6976 wrote: the OP at least was better timed than say, the marauder thread, since only 1 1/2 weeks is hardly enough time for the playerbase to mount 200+ pgs of rage, properly earning ccp rise a good thumping on his brow. To his credit, he is at least learning from his past mistakes! just /o\
Don't underestimate us.
Note: Emphasis mine for clarity. |

Thaddeus Eggeras
TwoTenX LEGIO ASTARTES ARCANUM
66
|
Posted - 2013.11.10 17:11:00 -
[687] - Quote
I think it's sweet how missiles are always getting to short stick. I don't care how you "balance" them, but making reload 40sec, that is just crazy. Missiles already have the longeest reload time 10s, guns 5s, or 1s" Lasers". I don't care what you do, but find another way but 40s reload, and 23 missiles loaded? come up these are suppose to hold more then their small brothers, that makes no since at all. Find another way, and give these back their high loads and 10s reload. Find another way!!! |

Motoko Innocentius
Garoun Investment Bank Gallente Federation
2
|
Posted - 2013.11.10 17:18:00 -
[688] - Quote
Thaddeus Eggeras wrote:I think it's sweet how missiles are always getting to short stick. I don't care how you "balance" them, but making reload 40sec, that is just crazy. Missiles already have the longeest reload time 10s, guns 5s, or 1s" Lasers". I don't care what you do, but find another way but 40s reload, and 23 missiles loaded? come up these are suppose to hold more then their small brothers, that makes no since at all. Find another way, and give these back their high loads and 10s reload. Find another way!!!
it's 10 seconds missiles and projectiles, 5 seconds hybrids and instant lasers |

Thaddeus Eggeras
TwoTenX LEGIO ASTARTES ARCANUM
66
|
Posted - 2013.11.10 17:26:00 -
[689] - Quote
And if you do decide to go with these changes, instead just get rid of the Rapid launchers all together, they will be pointless. I sure hope this doesn't happen. As missiles have the least amount of options. And all the rapid launchers would have done is what the smallest version of med and large guns would have done already. But hey whatever, it sure is sweet having missile skills, as they always get nerfed, and still can't compete with guns.
But if you choose to go with 40s reload and an ungodly low load amount, please just throw them out all together. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
432
|
Posted - 2013.11.10 17:28:00 -
[690] - Quote
Thaddeus Eggeras wrote:As missiles have the least amount of options
that's a lie |
| |
|
| Pages: 1 2 3 4 5 6 7 8 9 10 20 30 40 50 60 70 80 90 100 .. 138 :: one page |
| First page | Previous page | Next page | Last page |