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

Omnathious Deninard
Novis Initiis
1806
|
Posted - 2013.11.12 19:35:00 -
[1081] - Quote
CCP Rise wrote:I also assure you that I am not ignoring negative feedback. There are absolutely a lot of people giving that in this thread. In the past when I've gotten negative feedback which is backed with well articulated arguments I don't hesitate to make changes (see industrial rebalance, electronic attack frig rebalance, battleship rebalance), but in this thread the majority of complaint is very disorganized and unhelpful, that's why I'm instead going with the positive feedback coming from the CSM, from our testing and from some posters here.
Just to let you know -1 + -1 =/= +1 Novis Initiis is Recruting-á --á Ideas for Drone Improvement |

Moonaura
The Dead Rabbit Society
328
|
Posted - 2013.11.12 19:42:00 -
[1082] - Quote
Thaddeus Eggeras wrote:I'm with many others, missiles as a whole need looked at. I don't think any really need nerfed, but the rapids do need adjusted. But it should be held off a till ALL missiles are looked at. I think missiles deserve more options, and it be nice if they got a module to help with velocity and/or flight time. I do think they need need a better module for defense against them then defnders, smartbomber work too but then no high slots for weapons. I Don't think TDs should be used, but maybe make another module that would effect the missile in flight, like a med or low slot that act somewhat like flares act on planes today. It would give a good defense, and could be a cool effect also.
I think this is the crux of the issue here, and has been for a long time. Most races who use missiles, tend to be on shield ships, so mid slots are at a premium, so target painting and webs aren't always feasible. In a gang it can be improved by bringing a dedicated target painting ship along, but when it comes to improving missiles, that is basically it.
The missile rigs can offer some improvements, but typically at the cost of a tank module etc, and we finally saw the inclusion of all the missile skills to affect all the missiles - again a big step forward - although medium sized missiles were also nerfed at the same time.
Most gun based ships are armor, and they have more mid slots to use either tracking computers, target painters, webs or e-war etc. So from the get go, gunnery is at a distinct advantage in many respects and can change scripts on the fly, although unlike missiles, gunnery is more vulnerable to eve mechanics and doesn't have the same kiting benefits AND is vulnerable to e-war in ways missiles are not. There was some talk previously of letting tracking disruptors also affect missiles, which is still a possibility, but one that feels misplaced - fixing defender missiles would be a more realistic idea, or some sort of anti missile module.
But I for one, would like the choice to switch out BCU's for a module that improved the mechanics of the missiles being fired, increasing their accuracy or range. This would immediately fix the issue with torpedo's for example, and give more fitting options and immediately increase the variety and types of fits that we see.
When the core mechanics of missile launchers are altered, as we are seeing here, it sets a dangerous precedent. EVE has typically been about offering a certain level of flexibility and customisation. That customisation needs to be increased, not decreased, and more modules that alter the way ships work should be encouraged, rather than changing core weapon modules like the RLML to fix, a perceived problem, that I'm yet to be convinced ever existed.
Boldly going forward, still can't find reverse - name that tune kids! |

Deacon Abox
Justified Chaos
234
|
Posted - 2013.11.12 19:51:00 -
[1083] - Quote
Michael Harari wrote:Deacon Abox wrote: Well don't listen to the crap about HMLs being bad. They are presently number one on eve-kill for weapons used in kills.
Not only is that not true (they are way behind just 250mm rails), and considering an honest comparison would be HMLs vs medium autocanons, medium blasters, etc, and not HMLs vs 425mm autocannons or 720mm arty, etc, but that statistic has little to no bearing on the claim that HMLs are garbage for small gangs. That statistic is almost entirely nullsec fleets and rvb.
My bad, HML II is indeed, second place. However, they are not "way behind" 250mm Railgun IIs. 22k kills v 16k kills means the weapons are being used in relatively similar numbers. "Way behind" would be more like the second place ship being the Ishtar, appearing on 31k kills, but the first place Tengu appearing on 89k kills. Because that is almost a 3 to 1 ratio between the first place ship and the second place ship. Numbers like that are reminiscent of the terrible 3 years of the Drake.
Anyway, my points still stand. HML are not a terrible weapon system. Also, I only fly lowsec small gang pvp. True I don't see much HML use, although some Caracal gangs will use them. But it appears the nullsec Tengu blob only took a brief vacation. And small gangs can't/don't use workarounds to a lack of anti-missile ewar like the smartbombs that nullsec blobs shoehorn into an anti-missile platform.
But then in small gang fighting I really don't see much 250mm Rail use either (probably because, tracking, and oh yeah any tom **** or harry can fit a TD and totally **** them up). I do see quite a lot of use already of RLML use by Caracals, and light missile Talwar blobbage, in addition to the ever present arty and ac of all sizes. Light missiles are by no means in the dumpster. Beam lasers are. But then no one has given a serious **** about them for quite a long time, least of all CCP. And tiericide on the module level seems to be a patchy phenomenon (here's looking at turrets like quad beam lasers and dual 150 rails etc., will their day ever come?).
Missiles appear fine atm. Maybe more than fine. I don't know why they would want to stir the pot on them this way, potentially giving them an op mechanic at least against small ships, while completely ignoring turret inequities.  |

X'ret
Shirak SkunkWorks
19
|
Posted - 2013.11.12 19:57:00 -
[1084] - Quote
RLML changes now available on Sisi.
Also, at 18th evening, i'll ritually self-destruct my RLML Cerberus, feel free to join!  |

Zvaarian the Red
Evil Leprechaun Brigade Space Wolves Alliance
20
|
Posted - 2013.11.12 19:57:00 -
[1085] - Quote
CCP Rise wrote:This is definitely the most difficult thread to try and interact with that I've made so far, so please excuse the delay between post if you can find it in your hearts to do so.
I've been discussing the response to this change almost constantly since the thread was posted, both with the CSM and with my fellow designers. I'll cut to the chase and say that the conclusion is to go ahead with the change, with the understanding that it needs to be carefully looked at following release.
It really seems there's two different discussions taking place. One is simply whether or not rapid light missiles deserve a nerf of any kind, and the other is whether or not the proposed mechanic will be fun/powerful.
I understand that the current RLML missiles are very strong and you guys like them and that many people would be very unhappy for them to get a significant change regardless of the method we chose. We definitely feel they need a change though. It's a weapon system designed to be best in a particular kind of situation rather than being the best choice for most situations and so one way or another it was going to get tweaked. However, if this change means the system isn't powerful in the situations it's meant for (dunking smaller ships), it will get adjusted until it is. The second part of this topic is whether or not the other medium weapon systems are actually viable. The way players are behaving says they are, but following this release I'd like to have a conversation internally about missiles as a whole and figure out where we stand. Maybe there is some more changes needed and I'd like to look into that.
As far as the long reload mechanic, the feedback is mixed in this thread and mostly positive elsewhere (CSM, internal development, external forums) from what I can tell. Again, I will say that the concerns about ammo swapping are completely valid and I've talked to my team and we can hopefully address that sometime after Rubicon. Part of the reason I lean towards putting this change in is the common sentiment in most balance threads that homogenization is a big fear among our players. I think favoring new types of interactions rather than adjusting numbers slightly within the same mechanic makes the game more interesting, and everything I've heard from the community points that direction as well (except sometimes when doing something new means changing something old). On top of this, there's no arguing that front-loading damage is powerful. As others have said, artillery is a good example of that. Whether or not it's powerful enough to compensate for the sustained dps nerf is just something we will find out once people get it in their hands.
I think we will come out of this with a very fun pair of weapon systems. If we don't, it will get changed.
PS - saying I don't play the game or use Caracals is completely ridiculous, I think you guys can find more reasonable lines of attack.
Just to be clear, you aren't interacting. You are posting every few days telling us we are wrong and you are right. You don't engage anyone directly and you don't refute the points people are making at all. If you are just going to break...err I mean change things unilaterally why did you start this thread in the first place? You are not getting mixed reactions. Pretty much every veteran player in this thread is telling you your idea is terrible and will render these weapons near useless, and you just talk about other groups liking it, negating our opinions entirely. What external forums are supporting this idea by the way? I really want to see that. |

Zvaarian the Red
Evil Leprechaun Brigade Space Wolves Alliance
20
|
Posted - 2013.11.12 20:03:00 -
[1086] - Quote
Moonaura wrote:[quote=Thaddeus Eggeras] But I for one, would like the choice to switch out BCU's for a module that improved the mechanics of the missiles being fired, increasing their accuracy or range. This would immediately fix the issue with torpedo's for example, and give more fitting options and immediately increase the variety and types of fits that we see.
All they need to do is give BCU's scripts for damage, rate of fire, missile velocity, explosion velocity, and explosion radius. No new module is needed. |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
42
|
Posted - 2013.11.12 20:06:00 -
[1087] - Quote
I said I'm outta here but I can't - I'm so angry 
I just cannot understand why pushing so much, it's like this ancillary nonsense MUST BE delivered?! Moreover, it seems it is ALREADY included in the package called Rubicon! Rise keeps saying - it will be changed if needed, we will see, later, soon... a DONE DEAL guys, nothing we can do before it's OUT. What madness is this? It reminds me of Incarna fiasco with Captain Quarters and the NeX of the crap...
Kinda hoped CCP will learn from it but  |

Valterra Craven
130
|
Posted - 2013.11.12 20:11:00 -
[1088] - Quote
Zvaarian the Red wrote:Moonaura wrote:[quote=Thaddeus Eggeras] But I for one, would like the choice to switch out BCU's for a module that improved the mechanics of the missiles being fired, increasing their accuracy or range. This would immediately fix the issue with torpedo's for example, and give more fitting options and immediately increase the variety and types of fits that we see.
All they need to do is give BCU's scripts for damage, rate of fire, missile velocity, explosion velocity, and explosion radius. No new module is needed.
Just no. If they did that for BCU's it would effectively be another nerf to missles. Mag stabs don't have scripts and neither do other primary weapon systems. Missiles need new mods just like tracking computers exist for guns. End of Story. |

Zvaarian the Red
Evil Leprechaun Brigade Space Wolves Alliance
20
|
Posted - 2013.11.12 20:12:00 -
[1089] - Quote
Niena Nuamzzar wrote:I said I'm outta here but I can't - I'm so angry  I just cannot understand why pushing so much, it's like this ancillary nonsense MUST BE delivered?! Moreover, it seems it is ALREADY included in the package called Rubicon! Rise keeps saying - it will be changed if needed, we will see, later, soon... a DONE DEAL guys, nothing we can do before it's OUT. What madness is this? It reminds me of Incarna fiasco with Captain Quarters and the NeX of the crap... Kinda hoped CCP will learn from it but 
And besides, how long will it take to be changed? He says they'll change it if it sucks (which we all know it will outside of very niche uses), but when? A year from now? It's not like CCP fixes things quickly... |

Zvaarian the Red
Evil Leprechaun Brigade Space Wolves Alliance
20
|
Posted - 2013.11.12 20:15:00 -
[1090] - Quote
Valterra Craven wrote:Zvaarian the Red wrote:Moonaura wrote:[quote=Thaddeus Eggeras] But I for one, would like the choice to switch out BCU's for a module that improved the mechanics of the missiles being fired, increasing their accuracy or range. This would immediately fix the issue with torpedo's for example, and give more fitting options and immediately increase the variety and types of fits that we see.
All they need to do is give BCU's scripts for damage, rate of fire, missile velocity, explosion velocity, and explosion radius. No new module is needed. Just no. If they did that for BCU's it would effectively be another nerf to missles. Mag stabs don't have scripts and neither do other primary weapon systems. Missiles need new mods just like tracking computers exist for guns. End of Story.
Why would it be a nerf? If the damage script makes them function the same as they do now, and different types of scripts avoid penalties there would be no nerf. I'm trying to come up with a way CCP could do it quick and easy, since we all know they move at glacial speed. |

Alvatore DiMarco
Capricious Endeavours Ltd CAStabouts
1051
|
Posted - 2013.11.12 20:23:00 -
[1091] - Quote
Zvaarian the Red wrote:What external forums are supporting this idea by the way? I really want to see that.
Failheap Challenge.
|

Malcanis
Vanishing Point. The Initiative.
12349
|
Posted - 2013.11.12 20:49:00 -
[1092] - Quote
Chris Winter wrote:Can we get a list of which CSM members supported this change, so I know who not to vote for?
I supported the change.
1 Kings 12:11
|

Malcanis
Vanishing Point. The Initiative.
12349
|
Posted - 2013.11.12 20:53:00 -
[1093] - Quote
X'ret wrote:RLML changes now available on Sisi.Also, at 18th evening, i'll ritually self-destruct my RLML Cerberus, feel free to join! 
Contract it to me for 100M instead.
1 Kings 12:11
|

mynnna
GoonWaffe Goonswarm Federation
2151
|
Posted - 2013.11.12 20:53:00 -
[1094] - Quote
Chris Winter wrote:Can we get a list of which CSM members supported this change, so I know who not to vote for?
You probably didn't vote for me anyway, and even if you did, I'm sure I'll get by without your vote for CSM9. Member of the Goonswarm Economic Warfare Cabal |

Malcanis
Vanishing Point. The Initiative.
12349
|
Posted - 2013.11.12 20:54:00 -
[1095] - Quote
Valterra Craven wrote:Zvaarian the Red wrote:Moonaura wrote:[quote=Thaddeus Eggeras] But I for one, would like the choice to switch out BCU's for a module that improved the mechanics of the missiles being fired, increasing their accuracy or range. This would immediately fix the issue with torpedo's for example, and give more fitting options and immediately increase the variety and types of fits that we see.
All they need to do is give BCU's scripts for damage, rate of fire, missile velocity, explosion velocity, and explosion radius. No new module is needed. Just no. If they did that for BCU's it would effectively be another nerf to missles. Mag stabs don't have scripts and neither do other primary weapon systems. Missiles need new mods just like tracking computers exist for guns. End of Story.
I agree. Not to mention that BCUs are incredibly CPU hungry compared to eg: TEs.
1 Kings 12:11
|

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
42
|
Posted - 2013.11.12 20:57:00 -
[1096] - Quote
Anti-frigate LML Cerb:
Damage Control II Ballistic Control System II x3
Experimental 10MN Microwarpdrive I Faint Epsilon Warp Scrambler I Fleeting Propulsion Inhibitor I X-Large Ancillary Shield Booster, Navy Cap Booster 400 Large Shield Extender II
Light Missile Launcher II, Scourge Precision Light Missile x6
Medium Bay Loading Accelerator II Medium Anti-EM Screen Reinforcer II
Warrior II x3
-- 308dps, 669dps tank, 24k EHP |

X'ret
Shirak SkunkWorks
19
|
Posted - 2013.11.12 20:59:00 -
[1097] - Quote
3min (BURST DAMAGE) quick check on Sisi, without comments:
RLML Cerberus |

Chessur
Strontless Mistakes Fatal Ascension
249
|
Posted - 2013.11.12 21:00:00 -
[1098] - Quote
Malcanis wrote:Chris Winter wrote:Can we get a list of which CSM members supported this change, so I know who not to vote for? I supported the change.
Why does this not even suprise me. |

Malcanis
Vanishing Point. The Initiative.
12349
|
Posted - 2013.11.12 21:03:00 -
[1099] - Quote
Chessur wrote:Malcanis wrote:Chris Winter wrote:Can we get a list of which CSM members supported this change, so I know who not to vote for? I supported the change. Why does this not even suprise me.
Because i told you I did 2 days ago, most likely.
Even repeated Brasso martinis shouldn't have erased such a simple fact from your memory.
1 Kings 12:11
|

Shinah Myst
SoT DarkSide.
17
|
Posted - 2013.11.12 21:03:00 -
[1100] - Quote
CCP2011 is back. Not listening to the player base, knowing it better. Fu-ük y-+u, I'm not going to pay for this shGÇïit. o7 |

Malcanis
Vanishing Point. The Initiative.
12349
|
Posted - 2013.11.12 21:08:00 -
[1101] - Quote
Shinah Myst wrote:CCP2011 is back. Not listening to the player base, knowing it better. Fu-ük y-+u, I'm not going to pay for this shGÇïit. o7
Since you're quitting without even trying, may I wish you all the very best of luck for your adventures on Hello Kitty Island?
1 Kings 12:11
|

Mhari Dson
Lazy Brothers Inc
79
|
Posted - 2013.11.12 21:09:00 -
[1102] - Quote
glad to see you CSM folks finally showing up, but at this point it's too little too late. |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
42
|
Posted - 2013.11.12 21:09:00 -
[1103] - Quote
X'ret wrote:3min (BURST DAMAGE) quick check on Sisi, without comments: RLML Cerberus So with good skills it even fails to kill NPC BS, what to speak of properly fitted player cruiser  |

mynnna
GoonWaffe Goonswarm Federation
2151
|
Posted - 2013.11.12 21:15:00 -
[1104] - Quote
Mhari Dson wrote:glad to see you CSM folks finally showing up, but at this point it's too little too late.
Are you stuck in a world where the CSM is contractually obligated to agree with the playerbase on every single thing, or did you just not read what either Malcanis or I posted?
PS we do both agree with the playerbase. We often do. Its just the case, as is here, that the playerbase is often split on something, and you're not in the part we agree with. Better luck next time? Member of the Goonswarm Economic Warfare Cabal |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
42
|
Posted - 2013.11.12 21:18:00 -
[1105] - Quote
mynnna wrote: Its just the case, as is here, that the playerbase is often split on something, and you're not in the part we agree with.
Erm, you agree with what exactly, can you elaborate? |

Viceorvirtue
The Hatchery Team Liquid
25
|
Posted - 2013.11.12 21:19:00 -
[1106] - Quote
Can you imagine what would happen if a frigate landed as he was shooting that battleship. If he didn't have enough missiles remaining in his clip he would be unable to effectively do anything about the frigate for over 40 seconds. What if it's an enyo, ishkur, harpy or hawk? Then even with a mostly full clip he still has to swap out of kinetic to be able to break their tank. 40 seconds in a long time and this mechanic will get you killed often enough that there becomes no reason to use rlm at all when you can use something like a pulse omen or rail thorax and be able to, well, not actually die in a fire if a frigate suddenly appears at random. |

Mhari Dson
Lazy Brothers Inc
79
|
Posted - 2013.11.12 21:21:00 -
[1107] - Quote
mynnna wrote:Mhari Dson wrote:glad to see you CSM folks finally showing up, but at this point it's too little too late. Are you stuck in a world where the CSM is contractually obligated to agree with the playerbase on every single thing, or did you just not read what either Malcanis or I posted? PS we do both agree with the playerbase. We often do. Its just the case, as is here, that the playerbase is often split on something, and you're not in the part we agree with. Better luck next time?
that just shows you didn't read why I disagree, I think it's an interesting idea as a separate weapons system, and would be willing to give it a chance as such with a decent amount of testing. This "feature" has no time for iteration or development and zero consideration outside of 0.0 powerblocks. |

Kaeda Maxwell
Calamitous-Intent Feign Disorder
249
|
Posted - 2013.11.12 21:22:00 -
[1108] - Quote
Malcanis wrote:Chris Winter wrote:Can we get a list of which CSM members supported this change, so I know who not to vote for? I supported the change.
From the way you've been very vocally defending it everywhere, one might even get the impression it was in fact primarily your idea, or that you were at least it's greatest advocate behind the scenes.
And in that light and the following promise made at the start of this year which I'm sure you'll recognise;
Quote: Finally, I am - no false modesty here - a ~good poster~. I can present a reasoned, logical, structured argument, and I can follow one when it's presented to me. If I am elected, I will represent my philosophy to CCP effectively. I will also make the attempt to increase the communication between the CSM and you, the players with regular reports and posts right here on this forum. I will not hide these communications away on a blog, they will be here, on record, where you can respond to them.
If I'm correct in that you have been one of the vocal behind the scene supporters of this change if not in fact its engineer. I'm listening, present me with a reasoned logical, structured argument as to why this is both a good idea, for both fleets and small gang/solo (I'll give you the benefit of the doubt about your qualifications to speak to that aspect of the game) and why it should be implemented on short notice.
|

Michael Harari
Genos Occidere HYDRA RELOADED
866
|
Posted - 2013.11.12 21:30:00 -
[1109] - Quote
I just tested this on sisi.
You can kill 1 assault frigate IF
1) You have the right missile type loaded. Thermal vs veng, exp vs enyo, etc. 2) The AF is not full tank 3) The AF is not linked 4) Against certain fits, like AAR vengeance if you dont heat, you dont kill it.
This was in a 3 BCU caracal with missile/RLM implants.
In most cases it takes about 15 rounds, but against some veng fits it took every single shot. |

Zvaarian the Red
Evil Leprechaun Brigade Space Wolves Alliance
20
|
Posted - 2013.11.12 21:31:00 -
[1110] - Quote
Viceorvirtue wrote:Can you imagine what would happen if a frigate landed as he was shooting that battleship. If he didn't have enough missiles remaining in his clip he would be unable to effectively do anything about the frigate for over 40 seconds. What if it's an enyo, ishkur, harpy or hawk? Then even with a mostly full clip he still has to swap out of kinetic to be able to break their tank. 40 seconds in a long time and this mechanic will get you killed often enough that there becomes no reason to use rlm at all when you can use something like a pulse omen or rail thorax and be able to, well, not actually die in a fire if a frigate suddenly appears at random.
Meanwhile pilots of non-tanky frigs will be raging about insta-dying versus these things. As others have said, these changes are going to **** off both sides of many fights. |
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