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Alvatore DiMarco
Capricious Endeavours Ltd CAStabouts
1019
|
Posted - 2013.11.11 16:28:00 -
[871] - Quote
Cordelia Mulholland IV wrote:Hello CCP Rise
I had a think about this for a few minutes over the weekend. Have you considered this:
Give rapid launchers a bigger overheating bonus than is usual so that their DPS increases more than other launchers when heated. Make the their normal DPS sub-par but make their over heated bonus above par.
This way, no annoying and limiting downtime whilst changing ammo but the desired effect of good burst DPS and not so good average DPS is retained.
Goodbye.
I do enjoy overheating modules. I actually enjoy it quite a lot. I wish the heat measurement system was 1,000 times more precise than it is now but that's a subject for a different thread.
I don't have any links to support this, but I do seem to recall various CCP members saying at different times that they'd like to see more expansion on the notion of overheating - in combat and in general. If you're looking to create "interesting choices" and "spikes of tension" then give us the "interesting choice" of whether to overheat or continue having sub-par DPS and the "tension" of wondering whether or not we'll be able to kill our target/get that last volley of missiles in before the launchers burn out completely.
I don't know about others, but I would support this absolutely - even though I would continue to clamor for missiles as a whole to undergo a complete top-to-bottom re-evaluation. |

Pertuabo Enkidgan
Center for Advanced Studies Gallente Federation
54
|
Posted - 2013.11.11 16:40:00 -
[872] - Quote
Isn't this more of a turret/launcher problem in general?
Also when are you working on AT/Defender missiles? especially defenders. Make them 5 second to reload or something. They've been neglected for far too long.
I still can't agree with the 40 second cooldown on RHML but you seem pretty adament about this so lets see what happens. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
688
|
Posted - 2013.11.11 17:10:00 -
[873] - Quote
Gypsio III wrote:Kagura Nikon wrote:Gypsio III wrote:"10% bonus to Heavy Assault and Heavy Missile velocity 10% bonus to Kinetic missile damage, 5% bonus to EM, Explosive, and Thermal missile damage" 10% bonus to Medium Projectile Turret rate of fire 10% bonus to Missile damage Bonuses to light missiles (and the others), not RLMLs. Please, not this **** again Chessur.  No, it has a bonus to ALL missiles. Unfortunately I am yet to find a way to fit a citatel launcher on it :P Yes. A bonus to all missiles' damage, not to all missile launchers. Nothing in the bonuses affects the RLMLs' stats. You're agreeing with me! I feed that there's some confusion about the difference between a missile and a missile launcher here.
And what is the relevance if you cannot use one without the other?
Its like saying that 3*(2*4) is different from (3*2)*4 "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Chessur
Strontless Mistakes Fatal Ascension
227
|
Posted - 2013.11.11 17:15:00 -
[874] - Quote
So, lets try and clean the stupid from this thread.
Osprey Navy- Has a bonus to RLML's, kinetic, 5% other DMG types and velocity Caracal- Has a bonus to RLML's, Velocity and ROF Scythe Fleet - Has a bonus to RLML damage CNI- Has a bonus to RLML ROF, however it does not apply its application bonus to RLMLs Which is what i mentioned a few posts ago. CNI is bad because of this. Cerb- Kinetitc + Velocity bonus on RLMLs, along with Kin Damage, and ROF to RLMLs Sac has an RLML ROF bonus Bellicose- Has ROF RLML bonus
Hopefully this should help out all of the wanna be PvPers in this thread. |

Moonaura
The Dead Rabbit Society
313
|
Posted - 2013.11.11 17:17:00 -
[875] - Quote
Alvatore DiMarco wrote:Madbuster73 wrote: WORST IDEA EVER!!!!
What a spectacular post. Care to expand on it so that Rise might take you at least a little seriously?
To be honest, Madbuster is one of the best solo / small gang pilots out there, so that is more than enough statement right there. God, what more needs expanding on, there are 44 pages of hate and vitriol that has sprung up in just three days. Many many people have already pointed out why this is a terrible idea already, not sure what expanding on at this point, apart from CCP deciding what a terrible idea it all was and goes away and comes back with something for the .1 release instead - that isn't in anyway like this idea. Boldly going forward, still can't find reverse - name that tune kids! |

Chessur
Strontless Mistakes Fatal Ascension
227
|
Posted - 2013.11.11 17:17:00 -
[876] - Quote
Gypsio III wrote:Chessur wrote:Bouh Revetoile wrote: Those ships have bonus to light missiles, not RLML. You would see the difference if you ceased to be an arrogant *******.
Wow, you are so, so wrong. Get out of this thread. And stop shitting up the worthwhile conversations going on here- with your mind blowing misinformed ideas. Scythe fleet, and Osprey Navy both have bonuses. "10% bonus to Heavy Assault and Heavy Missile velocity 10% bonus to Kinetic missile damage, 5% bonus to EM, Explosive, and Thermal missile damage" 10% bonus to Medium Projectile Turret rate of fire 10% bonus to Missile damage Bonuses to light missiles (and the others), not RLMLs. Please, not this **** again Chessur. 
Go fit up a NOSPREY with RLMLs, and then tell me the range. Also switch its damage types around, notice the increase with kinetic DPS.
Stop talking like you have a clue, because it is evident that you (along with other trash in this thread) keep talking out of their asses. |

Chessur
Strontless Mistakes Fatal Ascension
227
|
Posted - 2013.11.11 17:19:00 -
[877] - Quote
Alvatore DiMarco wrote:Maybe Chessur meant to have wrote: Wow, I am so, so wrong. I'll get out of this thread. And stop shitting up the worthwhile conversations going on here- with my mind blowing misinformed ideas.
Though I do admit that shiptoasting complete inaccurate nonsense is much easier and faster than checking your facts and linking your sources.
My facts are right, my source is EFT. You on the other hand, are simply quoting and editing- a post that I made that is correct. I don't understand how this is so difficult. Go in EFT and look yourself. You are wrong. |

Angelus Ryan
One Ronin
47
|
Posted - 2013.11.11 17:22:00 -
[878] - Quote
Alvatore DiMarco wrote:I don't know about others, but I would support this absolutely - even though I would continue to clamor for missiles as a whole to undergo a complete top-to-bottom re-evaluation.
Shelving this idea and taking a good, long, hard look at missiles is the only sensible solution at this time. But the OH idea is definitely better than the current abomination of a concept - If I must choose one of the two, I'd go for the OH one in a heartbeat. It is far superior and actually does add value to the game, rather than just detract value from the game.
The problems, in my opinion, can be summed up with this: 1) Larger missiles apply too little damage to fast/small targets, even when the targets are webbed or target painted (just run the numbers on HAMs/HMLs shooting at a dual-webbed and scrammed AF - They are hilariously bad, even with Javelins/Precision). This happens with no regard for range (whereas longer range implies reduced transversal and means that turrets are more likely to apply damage at range, assuming they have the range to hit the target). This essentially leaves missile users with very little defense against smaller/faster threats, which is especially acute for Caldari pilots and their small(er) drone bays. This is entirely piloting-independent, so the missile user cannot do anything to improve his damage application. 2) RLMLs are popular because they are the only missiles that actually make sense to use on ships that can utilize them. Assuming they are too good at this point in time (a point which I am not entirely sold on), they need to become less effective, but there is no reason to break them altogether for the sake of the god of all things ancillary.
If I were to offer a solution, I'd be looking in the direction of rebalancing the missile damage application formula so that at least (dual?) webbing a small target would give the missile user an opportunity to actually apply his damage with anything but RLMLs. This, coupled with a reduction of RLML damage and an increase in fitting requirements (if they are indeed deemed OP) should be the solution. Alternatively, perhaps the ammunition needs to looked at so that Javelins and/or Precision missiles are rebalanced as to apply damage far better, but at a further reduced DPS rate.
Whatever the case might be, however: Kill the original Rise proposal with fire. |

Viceorvirtue
The Hatchery Team Liquid
25
|
Posted - 2013.11.11 17:30:00 -
[879] - Quote
Even if you further increased the damage of the proposed rlms, standard launchers would still be better. Why? With the proposed rlms, your ship is useless nearly half the time, and believe it or not most of the time in pvp with missiles it is a very good idea to switch your damage type or missile type to the most effective form for the part of the fight that is happening. For example, if I see a couple frigs and a cruiser I will switch to either navy or percision in order to deal with the frigates, then to fury to deal with the cruiser. As more targets come on field or the fight changes I may have to change ammo again to respond to the situation.
Even if standard missile launchers end up doing less sustained than 'new rlm' standard launchers will be better because you will be able to actually respond to a potentially rapidly changing situation with the best ammo type possible. Otherwise you end up getting caught during reloading or with the wrong ammo type (fury vs intys for example) more often than not and forced to leave the field or die in many currently common situations.
Currently if I am in an omen, I don't feel like I have to switch to a different ship to be effective. Same if I am flying a thorax, it is just as good at its job, with minor variables that make each choice have a slightly different flavor, as the current omen or caracal. With the proposed changes, if I am in a caracal I will not be able to actually do anything nearly half the time at which point I just throw the ship away and go get an omen or thorax which do the same job but don't have any crippling limitations.
I could put standard launchers on and fly it anyway but outside of smallgang if I would need something absurdly tanky to help screen for oracles and ishtars, it's far easier for me to just get an omen or thorax. New players will be forced into standard launchers or potentially be a liability in a fight should they have to reload which is really really bad design imo.
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HazeInADaze
L'Avant Garde Surely You're Joking
66
|
Posted - 2013.11.11 17:34:00 -
[880] - Quote
I think the missile damage should based more on sig radius than velocity. Higher dps /close range missiles should go slow enough that a smaller class ship can use speed to escape and those missiles still benefit from webs. Long range missiles should go fast enough they almost always catch the target but deliver a smaller punch over a larger area, thus benefitting from paints more than webs. The entire mechanic of explosion velocity is the route of the problem making smaller missile systems so much better at damage application that potential damage is a completely ignorable statistic. |
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Michael Harari
Genos Occidere HYDRA RELOADED
832
|
Posted - 2013.11.11 17:38:00 -
[881] - Quote
Its not even just swapping damage types. If things land on grid partway through a fight (like say, interceptors who undocked 30s ago, 2 jumps out), you almost certainly cant kill them, so its basically just warp off or die. |

Michael Harari
Genos Occidere HYDRA RELOADED
832
|
Posted - 2013.11.11 17:43:00 -
[882] - Quote
HazeInADaze wrote:I think the missile damage should based more on sig radius than velocity. Higher dps /close range missiles should go slow enough that a smaller class ship can use speed to escape and those missiles still benefit from webs. Long range missiles should go fast enough they almost always catch the target but deliver a smaller punch over a larger area, thus benefitting from paints more than webs. The entire mechanic of explosion velocity is the route of the problem making smaller missile systems so much better at damage application that potential damage is a completely ignorable statistic.
The problem is the base stats on the missiles |

Estella Osoka
Deep Void Merc Syndicate Sicarius Draconis
156
|
Posted - 2013.11.11 17:57:00 -
[883] - Quote
40 second reload time? That seems a bit excessive. I'd be fine with 20 seconds. Example, you are in a Medium plex and a gallente frig shows up on short, you have EM-based missiles loaded, you need to switch to EXP, you will not be able to switch out damage types before he hits grid, and will most likely have to warp out. This will really suck with the addition of the new warp features. Not to mention that RMLs are usually the counter to interceptors. Got to say I am not a fan of this proposed change. |

Klister Ethelred
Parallax Shift The Periphery
17
|
Posted - 2013.11.11 18:06:00 -
[884] - Quote
CCP Rise wrote:Hi!
Currently I feel we have the numbers high enough that they are almost always the right choice, but if we tune them down at all they will almost never be the right choice.
We don't see this in low sec. Sure people use them, but not "almost always." Not even "often."
However, if you make this change, then it really will almost always be the right choice to use Caracals in low sec. Our blobs are pretty small, usually 5 - 10, perhaps up to 50 ships. The battles are short, never lasting more than a couple minutes. (although, sometimes battle is joined, then there's a break away, and battle is joined again shortly). With this kind of front loaded DPS, I can't see how it would make any sense to fly anything else in Low Sec battles on gate and in plex. Also, after these are implemented, the only place you'll see a frigate in Low is inside a Novice or Small.
So, not only is there no problem that needs fixing (people don't 'always' fight with rapid launchers), it looks to me like this will create the problem that you seem to think you are fixing.
This is not a balancing tweak, this is a radical change.
Also, one of the main features to missiles as a weapon system is their ability to change damage types. With this change, that will no longer be true.
"If everyone is special, then no one is special." It's okay to have a ship, or weapon system, or a person be exceptional. These are the stuff of legend, and players themselves will devise workarounds to deal with any OP system, if you give them a chance.
I don't understand why you are spending time working on little piddly **** like this when there are so many major problems that need to be addressed like 1. boring, repetitive missions, 2. TiDi, 3. a horrid user interface...etc. |

Bouh Revetoile
TIPIAKS
418
|
Posted - 2013.11.11 18:08:00 -
[885] - Quote
Michael Harari wrote:Its not even just swapping damage types. If things land on grid partway through a fight (like say, interceptors who undocked 30s ago, 2 jumps out), you almost certainly cant kill them, so its basically just warp off or die. You are forgeting that you will have fired a lot faster than you would have with a regular weapon, and hence you might also be able to kill your target before the interceptor land on grid. You only see the glass half empty here. |

Chessur
Strontless Mistakes Fatal Ascension
227
|
Posted - 2013.11.11 18:17:00 -
[886] - Quote
Bouh Revetoile wrote:Michael Harari wrote:Its not even just swapping damage types. If things land on grid partway through a fight (like say, interceptors who undocked 30s ago, 2 jumps out), you almost certainly cant kill them, so its basically just warp off or die. You are forgeting that you will have fired a lot faster than you would have with a regular weapon, and hence you might also be able to kill your target before the interceptor land on grid. You only see the glass half empty here.
You can't kill any target with only 18 missiles, as this point has been repeated ad-nausem. Apparently, even though you have been slapped again, and again in the face with this information you still don't get it. You just can't seem to grasp how the inability to shoot consistantly, and having a 40 second reload time is simply unplayable.
Maybe if you actually did PvP you might understand, but again looking at your killboards- thats way to far of a stretch. Why don't you stop wasting everyones time, and just starting reading- instead of typing in this thread. |

Michael Harari
Genos Occidere HYDRA RELOADED
832
|
Posted - 2013.11.11 18:18:00 -
[887] - Quote
Bouh Revetoile wrote:Michael Harari wrote:Its not even just swapping damage types. If things land on grid partway through a fight (like say, interceptors who undocked 30s ago, 2 jumps out), you almost certainly cant kill them, so its basically just warp off or die. You are forgeting that you will have fired a lot faster than you would have with a regular weapon, and hence you might also be able to kill your target before the interceptor land on grid. You only see the glass half empty here.
I would like to see you kill a rupture in 18 volleys. |

Bouh Revetoile
TIPIAKS
418
|
Posted - 2013.11.11 18:24:00 -
[888] - Quote
Michael Harari wrote:I would like to see you kill a rupture in 18 volleys. Then you might consider using a weapon system designed to kill cruisers, like HAM or HML instead of one designed to kill frigates. |

Viceorvirtue
The Hatchery Team Liquid
25
|
Posted - 2013.11.11 18:26:00 -
[889] - Quote
Bouh Revetoile wrote:Michael Harari wrote:Its not even just swapping damage types. If things land on grid partway through a fight (like say, interceptors who undocked 30s ago, 2 jumps out), you almost certainly cant kill them, so its basically just warp off or die. You are forgeting that you will have fired a lot faster than you would have with a regular weapon, and hence you might also be able to kill your target before the interceptor land on grid. You only see the glass half empty here.
So rlm should only be able to kill 1 or 2 ships if you are lucky and then be forced to leave no matter what? Also compare this to an omen or thorax who can just shoot and kill the inty when it arrives and never gets caught with the 40 seconds of uselessness. If the origional target has more hp than the caracal can do damage in a single clip and the tackle lands in the middle of the fight the caracal is stuck being unable to kill the tackle before being stuck in a 40 second reload which is a death sentence and unable to finish the cruiser before it gets tackled and dies in a fire before it can finish reloading.
Meanwhile the omen and thorax can just force the tackle off field while still being able to finish off the origional target. This change to rlms just makes the other weapon systems flat out better by comparison and removes any reason to fly a ship with rlms if you expect to be fighting more than 1 opponent. Nobody has to fly an rlm boat since other ships perform just as effectively currently and only train into them because of ease of use and quick training time for the versatility they get. The change will make rlms so sub par that people would rather just not use them at all. |

Arthur Aihaken
The.VOID
488
|
Posted - 2013.11.11 18:27:00 -
[890] - Quote
Another day - no updates. Hope looked slim for our heroesGǪ On the plus side, these changes will be fairly easy to adapt for missions. It may make more sense to mix launcher types (RLMLs/HMLs and RHMLs/cruise) to ramp up the sustained DPS during reloads. And even though light missiles don't take up a lot of space, you won't have to carry as many of them. I am currently away, traveling through time and will be returning last week. |
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Michael Harari
Genos Occidere HYDRA RELOADED
832
|
Posted - 2013.11.11 18:37:00 -
[891] - Quote
Arthur Aihaken wrote:Another day - no updates. Hope looked slim for our heroesGǪ On the plus side, these changes will be fairly easy to adapt for missions. It may make more sense to mix launcher types (RLMLs/HMLs and RHMLs/cruise) to ramp up the sustained DPS during reloads. And even though light missiles don't take up a lot of space, you won't have to carry as many of them.
Give Rise time to read 45 pages of discussion |

Arthur Aihaken
The.VOID
488
|
Posted - 2013.11.11 18:51:00 -
[892] - Quote
Michael Harari wrote:Give Rise time to read 45 pages of discussion [Rubicon] Rapid Heavy Missiles Launchers 2013.10.07 - 11:58, 13:03. That's it. 35 days, not a single followup response.
[Rubicon] Rapid Missile Launchers v2 2013.11.08 - 11:22, 11:36, 11:40, 13:34, 14:01, 14:13 2013.11.09 - 12:30 Not holding my breath on this thread, either. I am currently away, traveling through time and will be returning last week. |

Leokokim
Mining Industry Exile Foundation HYDRA RELOADED
1
|
Posted - 2013.11.11 19:05:00 -
[893] - Quote
Chessur wrote:So, lets try and clean the stupid from this thread.
Osprey Navy- Has a bonus to RLML's, kinetic, 5% other DMG types and velocity Caracal- Has a bonus to RLML's, Velocity and ROF Scythe Fleet - Has a bonus to RLML damage CNI- Has a bonus to RLML ROF, however it does not apply its application bonus to RLMLs Which is what i mentioned a few posts ago. CNI is bad because of this. Cerb- Kinetitc + Velocity bonus on RLMLs, along with Kin Damage, and ROF to RLMLs Sac has an RLML ROF bonus Bellicose- Has ROF RLML bonus
Hopefully this should help out all of the wanna be PvPers in this thread.
Up until now I've agreed with the things you said, but this time we have to clarify things a bit.
The discussion with the bonuses was around the difference between a RLML Launcher Bonus, or a Missile Damage Bonus. (Technically I guess there is no "Rapid Light Missile Damage Bonus", as there are no Rapid Light Missiles, only Light Missiles)
It all affects the possibility of fitting normal Light Missile Launchers instead of RLML. This only works on certain ships, namely those with Missile Damage Bonus (such as ScytheFleet, Cerb).
A RLML Caracal does 274 DPS with fury, and a LML Caracal does 142 (also with fury) A RLML SctheFleet does 239 DPS with fury, and a LML Scythe Fleet does 191.
You may notice the difference in the DPS drop.
So while a LML Cerb or LML ScyFI is somewhat viable after the patch (as it does more sustained DPS as a RLML one), this is not true for Caracals, NOspreys or any other missile cruiser. |

Moonaura
The Dead Rabbit Society
313
|
Posted - 2013.11.11 19:08:00 -
[894] - Quote
Michael Harari wrote:Arthur Aihaken wrote:Another day - no updates. Hope looked slim for our heroesGǪ On the plus side, these changes will be fairly easy to adapt for missions. It may make more sense to mix launcher types (RLMLs/HMLs and RHMLs/cruise) to ramp up the sustained DPS during reloads. And even though light missiles don't take up a lot of space, you won't have to carry as many of them. Give Rise time to read 45 pages of discussion
He already replied once 20 pages ago or so. Boldly going forward, still can't find reverse - name that tune kids! |

HazeInADaze
L'Avant Garde Surely You're Joking
66
|
Posted - 2013.11.11 19:17:00 -
[895] - Quote
Michael Harari wrote:HazeInADaze wrote:I think the missile damage should based more on sig radius than velocity. Higher dps /close range missiles should go slow enough that a smaller class ship can use speed to escape and those missiles still benefit from webs. Long range missiles should go fast enough they almost always catch the target but deliver a smaller punch over a larger area, thus benefitting from paints more than webs. The entire mechanic of explosion velocity is the route of the problem making smaller missile systems so much better at damage application that potential damage is a completely ignorable statistic. The problem is the base stats on the missiles
I disagree. Hitting a frigate for 200ish dps out past 50km from a tank cruiser is more than reasonable, it is little too good. 500 dps out to 30km is extremely reasonable for HAMs. What is unreasonable is that a rapid light caracal can beat a HAM caracal in almost all situations because the damage application is so poor on HAM and the resource requirements on rapids is so low. I think changing how missiles apply damage (short range is all about actually catching the target, long range is all about sig radius, no or almost no consideration for explosion velocity) the base damage stats would be fine. |

Bouh Revetoile
TIPIAKS
418
|
Posted - 2013.11.11 19:17:00 -
[896] - Quote
Viceorvirtue wrote:So rlm should only be able to kill 1 or 2 ships if you are lucky and then be forced to leave no matter what? Also compare this to an omen or thorax who can just shoot and kill the inty when it arrives and never gets caught with the 40 seconds of uselessness. If the origional target has more hp than the caracal can do damage in a single clip and the tackle lands in the middle of the fight the caracal is stuck being unable to kill the tackle before being stuck in a 40 second reload which is a death sentence and unable to finish the cruiser before it gets tackled and dies in a fire before it can finish reloading.
Meanwhile the omen and thorax can just force the tackle off field while still being able to finish off the origional target. This change to rlms just makes the other weapon systems flat out better by comparison and removes any reason to fly a ship with rlms if you expect to be fighting more than 1 opponent. Nobody has to fly an rlm boat since other ships perform just as effectively currently and only train into them because of ease of use and quick training time for the versatility they get. The change will make rlms so sub par that people would rather just not use them at all. The Thorax and Omen don't have 60km of range if they are not LR fit ; and if they are LR fit, an inty is safe from them, as are most frigates.
As for RLML, you are forgeting, again, that killing those one or two frigates before having to wait for 40s would have taken you the same time, 40s included, to kill them before. You just now remove faster from the field, but have to wait for the second half of this time. The total time to kill these frigates, including the very long reload, is only longer because of the dps nerf, except for some edge cases I already discussed.
PS : to say it differently, most of the time, without the burst fire, instead of reloading the second frigate would still be alive and you would still be shooting at it. Wit burst fire, you kill the ennemies faster but in the long run it's the same (roughly). |

Viceorvirtue
The Hatchery Team Liquid
25
|
Posted - 2013.11.11 19:29:00 -
[897] - Quote
Even if the caracal does not have a rof bonus to standard launchers the new rlms still put you in a position where you can't actually adapt to any changing situation at all. Standard launchers are still able to do this, but ultimately outside of edge case scenarios where you are against only one or two people the caracal is pushed further into obsoletion in terms of solo and small gang pvp viability when compared to other ships of its class.
Cerb and scyfi still remain semi viable for solo and small gang being forced to use standard launchers in order to adapt to changes in a fight. Hmls and hams are still nearly worthless because in solo and small gang you don't normally have the ability to apply their damage. This puts other ships such as the omen and thorax so far ahead of it in terms of viability for solo and small gang that the caracal has no real use. Besides, instead of taking a ship designed solely to allow the caracal to apply it's damage, I can take an omen or thorax and then take another omen or thorax and achieve double the result of hml or ham caracal+application ship.
Between locus rigs and frentix/drop the omen and thorax are able to hit out to linked pointrange which is more than enough to deal with tackle. Pulse omen gets less range then rail thorax however scorch and locus rigs/frentix fix this problem easily. Not to mention the navy omen and it's build in range bonus netting you around 40-50k with scorch if shield fit. |

Chessur
Strontless Mistakes Fatal Ascension
227
|
Posted - 2013.11.11 19:46:00 -
[898] - Quote
Leokokim wrote:Chessur wrote:So, lets try and clean the stupid from this thread.
Osprey Navy- Has a bonus to RLML's, kinetic, 5% other DMG types and velocity Caracal- Has a bonus to RLML's, Velocity and ROF Scythe Fleet - Has a bonus to RLML damage CNI- Has a bonus to RLML ROF, however it does not apply its application bonus to RLMLs Which is what i mentioned a few posts ago. CNI is bad because of this. Cerb- Kinetitc + Velocity bonus on RLMLs, along with Kin Damage, and ROF to RLMLs Sac has an RLML ROF bonus Bellicose- Has ROF RLML bonus
Hopefully this should help out all of the wanna be PvPers in this thread. Up until now I've agreed with the things you said, but this time we have to clarify things a bit. The discussion with the bonuses was around the difference between a RLML Launcher Bonus, or a Missile Damage Bonus. (Technically I guess there is no "Rapid Light Missile Damage Bonus", as there are no Rapid Light Missiles, only Light Missiles) It all affects the possibility of fitting normal Light Missile Launchers instead of RLML. This only works on certain ships, namely those with Missile Damage Bonus (such as ScytheFleet, Cerb). A RLML Caracal does 274 DPS with fury, and a LML Caracal does 142 (also with fury) A RLML SctheFleet does 239 DPS with fury, and a LML Scythe Fleet does 191. You may notice the difference in the DPS drop. So while a LML Cerb or LML ScyFI is somewhat viable after the patch (as it does more sustained DPS as a RLML one), this is not true for Caracals, NOspreys or any other missile cruiser.
Yes, that is completely correct. It is my bad, and i am sorry if i misinterpreted the argument. I was speaking specifically to RLMLs with that post, and didn't include the LML ship bonuses. But now I am a bit confused here.
Off course you are going to be seeing a drop in DPS (Irrigardless of a light missile damage bonus) When switching from RLM to LML. RLM's shoot much faster, so irrigardless of ship bonuses- a ship moving from RLM to LML missiles will see a drop in DPS. But i figure that you already know this... So where am I missing the point you are bringing up? I feel so dumb right now. |

Bouh Revetoile
TIPIAKS
418
|
Posted - 2013.11.11 19:48:00 -
[899] - Quote
Viceorvirtue wrote:Even if the caracal does not have a rof bonus to standard launchers the new rlms still put you in a position where you can't actually adapt to any changing situation at all. Standard launchers are still able to do this, but ultimately outside of edge case scenarios where you are against only one or two people the caracal is pushed further into obsoletion in terms of solo and small gang pvp viability when compared to other ships of its class.
Cerb and scyfi still remain semi viable for solo and small gang being forced to use standard launchers in order to adapt to changes in a fight. Hmls and hams are still nearly worthless because in solo and small gang you don't normally have the ability to apply their damage. This puts other ships such as the omen and thorax so far ahead of it in terms of viability for solo and small gang that the caracal has no real use. Besides, instead of taking a ship designed solely to allow the caracal to apply it's damage, I can take an omen or thorax and then take another omen or thorax and achieve double the result of hml or ham caracal+application ship.
Between locus rigs and frentix/drop the omen and thorax are able to hit out to linked pointrange which is more than enough to deal with tackle. Pulse omen gets less range then rail thorax however scorch and locus rigs/frentix fix this problem easily. Not to mention the navy omen and it's build in range bonus netting you around 40-50k with scorch if shield fit. You are comparing a ship with 60km range able to apply 75% of its dps to most frigates with two ship with 25km range which will be happy ot apply half their dps to frigates in this range. There is a huge difference.
Though I don't deny that this mechanic, preventing to react to change of the battlefield, might make RLML a niche weapon. But I think this is a good thing and the intended goal : that way RLML are not better than medium size missile launchers and destroyers altogether.
Keeping something OP because the alternative is not good enough is not the solution. I personaly think HAM and HML don't look that bad considering their respective range but nothing prevent buffing them a bit if they are really in need of some love. |

Edward Pierce
GoonWaffe Goonswarm Federation
130
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Posted - 2013.11.11 19:52:00 -
[900] - Quote
Maybe it would be best to balance the amount of modules affecting missiles (as has been previously stated you would be) before we keep iterating on the weapon systems themselves?
Until such time that we are able to improve damage application of HAMs and HMs via modules, like all other damage sources are able to, the most commonly used (in PvP) missile will be the one with the best native applicability. The problem remains that in order to use HMs or HAMs effectively we need to count on the target being webbed and painted just to match the DPS we would get from any other weapon system.
I think it's funny how instead of delivering on the missile weapon upgrades and the Tracking Disruption for missiles you said you will be implementing eventually, you are implementing new missile weapon systems making the whole thing harder to balance in the future.
Funny in a :ccp: kind of way. |
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