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Major Killz
Deep Core Mining Inc.
278
|
Posted - 2013.11.13 07:28:00 -
[1291] - Quote
Sentinel Smith wrote:CCP Rise,
I have to say I'm very disappointed in how you have handled this.
As for my own opinion on what is proposed..
You are making a drastic and rushed changed to what is really the only viable missile system left for solo/small gang PVP. Are they a little OP.. I don't think so, but if they are it's because they are the best fitting weapon system on those hulls.. Minor changed to PG, CPU, or even the modifiers on the Launchers and perhaps the missiles themselves would have brought them into perfect balance. But that's not an option apparently, you want to make a weapon system that takes away all of the best parts of using missiles, and combine it in a system that makes it so it is ONLY Viable in Blob warfare.
So much for this being the update to buff Small Gang PVP.
Hmm...
Well. I've been known to make silly statements in the past and still do for the purpose of fu*cking with CCP. You know, when they introduce or change something I don't agree with.
However, Truth be told. Even changes that have negatively impacted a ship and setup I use solo has never TRULY impacted where it matters. Combat logs are still filled with kills and so are killboards. This is the same for most solo pilots I'm aware of. Solo pilots adapt fairly quickly and move on. Still, the drama surrounding this thread is entertaining though 
Anyway.
There is something I know that will hurt "small gang" PVP. Removing off grid strategic cruisers providing bonuses to ships on another grid. That WILL hurt plenty of pilots who abuse said mechanics and will bring down the total number of kills of MANY PILOTS if not force them to use scouting (cov op), cloaky, or falcon alts. I also know that there are pilots attempting to put together a "Safe" on grid "boosting" option now. To counter possible changes to said mechanics. I say good luck to them. I cannot complain if they're able to accomplish it. . |

Maxemus Payne
THE BOARD OF EDUCATION
5
|
Posted - 2013.11.13 07:31:00 -
[1292] - Quote
Just some minor commentary here...
1. I don't know the last time I won a 1v1 BS fight in under 50 seconds. 2. I don't know the last time I brought a 3x BCU II Cerberus to a fight and outran anything... ever. For example: A Cerberus at 1376 m/s vs a Thorax... at 2028 m/s is just disgusting. 3. 40 seconds? Makes me want to puke. Who thought of that? 4. The ammo change issue- how does that stop them from stopping mid fight and just changing ammo to a different kind to continue to deliver the higher dps and avoid the 40 second(forever) timer? 5. Rebalance missiles or the ship bonuses Why would you want to take the ONE THING that the Caldari have going for it in terms of PVP away from them? 6. Fit a RLML Cerberus... then fit a HAM Cerberus and a HVM Cerberus... What issues arise?
DO this: Speed up the Drake to make it able to kite or at least catch another BC hull. A HAM Drake can't deliver dmg if it can't catch anything. HVM Drake can't keep anything on field or deliver enough dps to win a fight. Seriously 1003 m/s?
Give the Caracal hulls more fitting space so it can actually fit the weapon systems on them(1 LSE II on a HAM Caracal? GTFO.)
Keep RLMLs intact or make other weapon systems viable. Going from 1 usable weapon to 0 is not a choice. With the introduction you could take them from 2 to 0. For the record- HAMs and HVMs are NOT alternatives to RLMLs... they're not used for the same things and if you think they are you're doing something wrong.
Shifting around these launchers covering up what is a serious issue with the missile systems.
Sorry for the tangents but I have a great distaste for the way that Eve's PVP is being herded towards blobs and away from solo/small gang... Stop tailoring the game for the major alliances and make it for the base Eve population. Everything else will work itself out. |

Yankunytjatjara
Blue Republic RvB - BLUE Republic
81
|
Posted - 2013.11.13 07:33:00 -
[1293] - Quote
CCP Rise wrote:I'm not sure where the idea comes from that this plan came out of thin air in a few days has come from. Yes, it's late in the release cycle, but we spent weeks talking about how to deal with this problem and went through multiple review processes before anything showed up here, just like we do with all changes.
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 use the good old HTFU
The change is good My solo pvp video: Yankunytjude... That attitude! Solo/small gang proposal: Ship Velocity Vectors |

Texty
State War Academy Caldari State
82
|
Posted - 2013.11.13 07:45:00 -
[1294] - Quote
Connall Tara wrote:so... despite various bits of better judgement i've come back here and decided to crunch some numbers.
after all, what's a good shitstorm of whine to go through without someone beating a drum in the name of sanity at "this isn't actually that bad! and actually kind of awesome!"
so, i recall people a wee while back banging on the drum saying that the new rapid light missile launchers can only deal 20450 damage over the course of its 50 seconds or so of firing and that this would be useless as you couldn't kill your targets before they destroyed you and you reloaded.
so this got me thinking... what kind of fire power DO rapid light missile launchers do right now in the same timeframe?
using my majestic and wonderful powers of "turning on EFT" i replicated CCP rise's example caracal using rapid light launchers and 3 BCU's, T2 fury scourge missiles and turned all the skills to V. lets have a look and see how badly OMGWTFNERFEDANDRUINED these launchers are going to be after all.
so, at the current moment using the numbers available sans drones this caracal does 257 dps.
JAHA! you might say, 257x2 is more than 409! CLEARLY THIS IS A COMPLETE NERF AND EVERYTHING IS RUINED!
well... that's the thing... is it really?
I decided to grab out ye olde windows calculator and actually had a go at doing the most terrible of all crimes and plugging in the dps both versions of the weapon will do over 90 seconds. that is, to be specific, the 50 seconds of firing followed by the 40 seconds of reloading.
old rapid light missile launcher DPS without drones = 257
50 seconds at 257 dps = 12850 damage
50 seconds + 40 seconds ( reload) damage = 23130 damage
new rapid light missile launcher dps without drones: 409
50 seconds at 409 dps = 20450 damage
50 seconds + 40 seconds (reload) damage = 20450 damage (duh)
so the resounding earth shattering ruining of all that is holy difference which makes these new weapons completely worthless is!..
2680
well... sod... that's it? that's the number which is causing all this screaming and bawling? no wonder CCP rise is being dismissive of our entirely well justified complaints makes through reasoned argument and no superfluous use of the capslock!
why with 2680 dps we could kill a whole extra venture! a badly fitted one certainly!
so, what possible advantage does this change give the frothing bag of indignant rage also known as the RLML caracal user?
one of the interesting concepts within eve is the constant dance of gank vs tank. I'm sure some of you can understand the concept of the pros and cons of running a dps heavy fit with weak tank and a dps light fit with a heavy one?
the first ship is dealing a lot of damage, but also taking a lot so he has to hope that he does enough damage to survive.
the second ship is dealing a little damage, but he's got a massive tank so is attempting to outlast his opponent.
the interesting thing about these launchers is that it gives us this situation in a round about way.
consider, lets say the RLML caracal is fighting 3 targets. for the sake of ease of thought we'll assume that the combat plays out exactly the same way with both the old and new RLML caracals dealing 100% of their possible damage against 100% of hitpoints (its flawed but we are just doing a thought experiment here) and, in return, our 3 targets are dealing 150 dps each back. why? because reasons.
as a bit of an arse pull number lets say that between the frigates they have 21.7k hit points to play with, equally split. now clearly! the new rapid light missile caracal is completely doomed! he can't deal enough damage to defeat his foes in a single reload and he'll just die with empty launchers! but... will he?
to be frank? no... why? because burst damage has certain distinct advantages over prolonged duration damage and understanding this is important to making a decision on these weapons. so for this example i'm assuming everything is 100% applied
now hold on connall! this is absurd? you're assuming 100% damage application and arglFLAR-
yes, i am. but i am a fair fellow so lets flip it around, how much damage would a current RLML caracal deal in the same timeframe? as we know from above the answer 12850.
so, with this little thought experiment we are dealing 12850/21700 damage to these suspiciously identical targets.
each "target" has 7300 hitpoints each.
1:7300/7300 2:7300/7300 3:7300/7300
so lets apply our current caracal to the various targets over 50 seconds and mark the points at which the dps will suceed in killing them.
1:0/7300 - 28.4 sec - 150dps 2:1750/7300 - not dead yet 3:7300/7300 - not dead yet
huzzah! one foe vanquished and another on the way! enemy dps has been reduced by 150 meaning that the caracal is now taking 300 incoming dps for another 6.84 seconds before having that dps go down to 150.
now, how about the same situation with the "new" RLML's?
1:0/7300 - 17.84 sec - 150 dps 2:0/7300 - 35.69 sec - 150 dps 3:1450/7300 - not dead yet
huh... well that's not too shabby now is it?
THIS is the advantage of the new system: burst dps.
remember firepower goes both ways both you shooting at them and them shooting at you. there is very much an advantage to dumping out a similar amount of damage in a shorter time frame as, if fighting multiple smaller targets LIKE THIS WEAPONS ARE INTENDED TO the faster you remove opponents from the field the less time they have to apply dps in return to you. yes, you are going to be "offline" for 40 seconds, but you have killed more of the enemy permitting them less time to deal damage to YOU. is
yes, i'm aware i'm being a little patronizing and YES i'm aware this is all "ideal situation" stuff, but the basic concept of burst damage vs prolonged needed some damn explaining and a thought experiment seemed the best way to explain it. ^_^ Nice post. Thanks.
|

Brib Vogt
DC-centre Destiny's Call
38
|
Posted - 2013.11.13 07:51:00 -
[1295] - Quote
Was playing around with the rlml on a cerberus against a rocket fitted t2 vengeance. every time it was close to structure the cerb needed to reload. That should not happen, that a hac can't beat an AF.
Same test with raven vs said cerberus. Without overheat raven couldn't kill cerb. |

Taoist Dragon
Bastion of Mad Behaviour
653
|
Posted - 2013.11.13 08:02:00 -
[1296] - Quote
Brib Vogt wrote:Was playing around with the rlml on a cerberus against a rocket fitted t2 vengeance. every time it was close to structure the cerb needed to reload. That should not happen, that a hac can't beat an AF.
Same test with raven vs said cerberus. Without overheat raven couldn't kill cerb.
Without the fitting of said ship and a clear battle report of how this was tested these type of arguments are exactly what Rise was referring to as basically crap arguments against the changes.
Now if you want to get them to take you seriously then post up what fits your were using, what characters/skills etc and actually quote figure from a combat log that you can send to Rise to back up your findings. Do this and i can guarantee a much better chance at getting CCP to listen to you. Otherwise you are just whining that your favorite toy is different and you don't like it. That is the Way, the Tao.
Balance is everything.
http://taoistdragon.blogspot.com.au/ |

Chris Winter
Zephyr Corp V.A.S.T.
266
|
Posted - 2013.11.13 08:12:00 -
[1297] - Quote
Cardano Firesnake wrote:Rapid launchers were not good for pve before these changes, so it is not different after. Apparently you've never been in a C1 wormhole. Several of the sites are very frigate heavy, with only a few cruisers. RLMLs excelled in these sites and were notably better than HAMs or HMLs.
Or, if you run two characters in some missions or sites, it was useful to have one using RLMLs against frigs and the other using HAMs against cruisers and bigger. To be fair, this might still work; I'll need to do some more testing.
RLMLs had a niche in PvE in which they were better than HAMs or HMLs. They weren't "always the right choice" as CCP seems to think. They were something you could choose to use based on what you'd be fighting, and it could definitely pay off if you made the right choice. Changing RLMLs this way removes that interesting choice, because I don't think they'll ever be the right choice. |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
43
|
Posted - 2013.11.13 08:17:00 -
[1298] - Quote
If CCP Rise would be so kind to make another cool PvP video - Solo Commentary 21 - to prove every naysayers how awesome this new mechanic is when in good hands. Luckily he's still playing and using Caracals, now if only he could find time... |

Kane Fenris
NWP
117
|
Posted - 2013.11.13 08:18:00 -
[1299] - Quote
Michael Harari wrote:Malcanis wrote:
Agreed that is a disadvantage, and it's a really difficult one to mitigate within the parameters of this change. It's a pity EVE weapons work so simplistically (Why can't I load my launchers with 10 EM missiles then 8 explosives?) but there it is. On the other hand as mentioned previously, this change does give you options like splitting your launchers into two groups with different missile types loaded, and still getting "like now" DPS with your first group whilst reloading your second.
People keep saying that. Its not true. You dont get DPS similar to now by splitting weapons.
agreed i sad that already ...but nobody noticed .
you dont only have not the same dps like now on top of that you loose the dps from not firing the half of your launchers in the first cycle.... its just makebelieve to calm down the crowd.
|

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
707
|
Posted - 2013.11.13 08:41:00 -
[1300] - Quote
not worth "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
975
|
Posted - 2013.11.13 08:50:00 -
[1301] - Quote
Maxemus Payne wrote: 2. I don't know the last time I brought a 3x BCU II Cerberus to a fight and outran anything... ever. For example: A Cerberus at 1376 m/s vs a Thorax... at 2028 m/s is just disgusting. .
Er, try not plating and trimarking your Cerberus.  |

Mr Gojira
Overview Dynamics Inc
0
|
Posted - 2013.11.13 09:19:00 -
[1302] - Quote
Maxemus Payne wrote:Just some minor commentary here...
1. I don't know the last time I won a 1v1 BS fight in under 50 seconds.
So what part of Rapid missile launchers being for attacking smaller ships than yours are you not comprehending? And most of the people in this thread for that matter? An a Caracal is a kiting ship tank is low on kiting ships...
|

Cardano Firesnake
Les chevaliers de l'ordre Goonswarm Federation
85
|
Posted - 2013.11.13 09:33:00 -
[1303] - Quote
30 secondes to reload and 1 minute and 20s of shooting is ok to me... |

Bouh Revetoile
TIPIAKS
420
|
Posted - 2013.11.13 09:53:00 -
[1304] - Quote
Viceorvirtue wrote:@bouh: My example was more specifically geared towards if I were to engage another cruiser and it calls its friends, or perhaps I am doing a fw plax and am having to shoot rats. If I were just using the caracal to shoot lightly tanked or untanked tackle and warp out the new rlms would be far too good at this, giving the opponents much less response time. This again turns it into a 1 trick pony where in the majority of situation the omen or thorax will be flat out better.
Even a powergrid increase for rlm that would force the caracal to reduce its tank to a similar level of the omen or thorax would be much better because then it will be able to deal with a changing situation and adapt via being able to swap ammo easily.
As far as the thorax and omen having tracking issues, standard drop fixes this issue very easily for the omen. You need standard drop and a defensive web for a rail thorax to deal with tackle well if it lands on you. Both of these ships can easily handle tackle at range and unlike the new rlms, they are gaurenteed to atleast be able to shoot at it (barring the enemy gang using various ewar) every single time. So you acknowledge that burst RLML will be very effective in their intended role (shooting frigates) and ineffective in their non-intended role (shooting cruisers). It looks like Rise hit exactly the right spot in fact. RLML are not supposed to be an all rounded weapon, it is an anti-frigate weapon.
If you want an all rounded cruiser weapon system, look for HML, or HAM if you don't need range, but you might need something to help damage application in some cases. I don't have time today to look at the application numbers, but I'm pretty sure they are far from bad considering all their caracteristics.
Oh, and if you believe a turret cruiser is more dangerous to frigates than a Caracal, you are really, really, really wrong. The most dangerous cruisers to frigates are RLML cruisers and drone cruisers (with bonus to drones) ; AC and pulse cruisers are not to underestimate, but RLML and drones really are the terror of frigates because of the combination of damage application and range. This is well known in FW, you can easily gues why. And I'm not talking about AF or pirate frigates here. These heavy frigates don't really fear cruisers, they only make fair oponents, unless they are anti-frigate cruisers, like RLML and drone cruisers.
And talking about drugs, missiles have it too. Standard Crash will reduce your explosion radius by 20%.
Oh, and rail thorax will NOT easily deal with any competent tackle. It will just die helplessly if he have no backup. |

Morrigan LeSante
The Lost and Forgotten Troopers
457
|
Posted - 2013.11.13 09:55:00 -
[1305] - Quote
I'm sure other's have said it but I'll chip in - it's not that RLML are particularly strong, it's rather that you castrated HML so there's really no viable choice unless it's a POS whack/PvE.
People weren't using them because "overpowered" people were all using them because the alternates all sucked hardcore. there is a distinction between everyone using it because it's overpowered and everyone using it because everything else sucks. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
708
|
Posted - 2013.11.13 10:10:00 -
[1306] - Quote
On easy way to help balance the usefulness woud be to change the t2 high damage missiles to way worse damage application but increased damage over current values.
That would mitigate a lot the issues with the new rapids, because if you knew you were goign to fight a Cruiser you could pay40 seconds to load an ammunition that would give you SOME chance.
In fact that even opens up interesting opportunities. A third t2 ammunition, with reduced damage but halved reload time? "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Maxemus Payne
THE BOARD OF EDUCATION
5
|
Posted - 2013.11.13 10:20:00 -
[1307] - Quote
Gypsio III wrote:Maxemus Payne wrote: 2. I don't know the last time I brought a 3x BCU II Cerberus to a fight and outran anything... ever. For example: A Cerberus at 1376 m/s vs a Thorax... at 2028 m/s is just disgusting. .
Er, try not plating and trimarking your Cerberus. 
No trimarks on the Cerberus friend. Had Medium Core Defense Field Extender Is.... |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
708
|
Posted - 2013.11.13 10:25:00 -
[1308] - Quote
Maxemus Payne wrote:Gypsio III wrote:Maxemus Payne wrote: 2. I don't know the last time I brought a 3x BCU II Cerberus to a fight and outran anything... ever. For example: A Cerberus at 1376 m/s vs a Thorax... at 2028 m/s is just disgusting. .
Er, try not plating and trimarking your Cerberus.  No trimarks on the Cerberus friend. Had Medium Core Defense Field Extender Is....
Cerberus, clean, with a 10MN MWD reaches 1730 ms..... "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Maxemus Payne
THE BOARD OF EDUCATION
5
|
Posted - 2013.11.13 10:46:00 -
[1309] - Quote
Mr Gojira wrote:Maxemus Payne wrote:Just some minor commentary here...
1. I don't know the last time I won a 1v1 BS fight in under 50 seconds.
So what part of Rapid missile launchers being for attacking smaller ships than yours are you not comprehending? And most of the people in this thread for that matter? An a Caracal is a kiting ship tank is low on kiting ships...
I was merely using the example to illustrate the lack of vision for ths reload feature. I've used a nanophoon on sisi with RHMLs to great effect against battleship hulls and cruiser hulls alike. The Caracal that I normally kite with has 13k shield HP and is over 2000m/s cold. So its not THAT low in terms of HP buffer or speed. That was never in question.
If you read this- "This translates to a Caracal with 3x BCU, T2 Rapid Light Launchers and Scourge Fury missiles doing 409 dps" from CCP Rise at the beginning of the thread you would see that this is not the typical nano Caracal setup. A Cerberus with the same lows is over 500m/s slower than its T1 variant.
|

Maxemus Payne
THE BOARD OF EDUCATION
5
|
Posted - 2013.11.13 10:58:00 -
[1310] - Quote
Kagura Nikon wrote:Maxemus Payne wrote:Gypsio III wrote:Maxemus Payne wrote: 2. I don't know the last time I brought a 3x BCU II Cerberus to a fight and outran anything... ever. For example: A Cerberus at 1376 m/s vs a Thorax... at 2028 m/s is just disgusting. .
Er, try not plating and trimarking your Cerberus.  No trimarks on the Cerberus friend. Had Medium Core Defense Field Extender Is.... Cerberus, clean, with a 10MN MWD reaches 1730 ms.....
-You are correct. I wasn't tracking that I didn't have the most up to date EFT on this laptop. In a transition state right now so that was an oversight on my part. Apologies. |

Kaeda Maxwell
Calamitous-Intent Feign Disorder
251
|
Posted - 2013.11.13 11:05:00 -
[1311] - Quote
After much pondering, I have found a use for the new RLML's.
They're kinda nice as an option other then neuts in the Stabbers utility highs. Conceivably in other utility highs elsewhere as well. That doesn't help them much as a main weapons system, and only kind of works because you don't use the neuts on a stabber that much anyway. But it's a thing! And it really does look sort of viable on paper. |

Seolfor
Caldari Provisions Caldari State
47
|
Posted - 2013.11.13 11:16:00 -
[1312] - Quote
Kaeda Maxwell wrote:After much pondering, I have found a use for the new RLML's. They're kinda nice as an option other then neuts in the Stabbers utility highs. Conceivably in other utility highs elsewhere as well. That doesn't help them much as a main weapons system, and only kind of works because you don't use the neuts on a stabber that much anyway. But it's a thing!  And it really does look sort of viable on paper.
Ill add - the new RLMLs will be super awesome for ships whose primary source of damage is drones, but have launcher hardpoints e.g.
- Arbitrator - Prophecy - Gnosis (setup as a drone boat)
Also all those minmatar Cruiser+ hulls with ACs, currently sporting Neuts in spare highslots, can now use these RLMLs, when in a gang/fleet with dedicated Neut ships:
- Rupture - Hurricane - HFI - Vagabond - Munnin - Sleipnir
Thank you Rise. We needed a niche launcher system. Clearly what the game's most urgent balance requirement was. Dont listen to the naysayers - youre THE MAN. Your usage stats must be showing it, HAMs/HMLs/Torps/Cruises are ALL FINE. People need to learn how to play.
Educate them Rise, YOURE THE MAN.
Please post more numbers with scourge fury for demonstrating bloated numbers for a system designed to hit smaller targets.
Dont worry about ammo choice. When youre in a fleet of 100, it doesnt matter if youre firing Kin or Explo at that Ishtar. It will still blow up - you got this dude. YOURE THE MAN.
Also, dont worry about utility crap like FoF dude. I mean ECM is SO underpowered, any indirect nerf to its counters is good for the game. We need MORE BBs and Falcons. YOURE THE MAN!
Psst, Hint, im being totally sarcastic - youre NOT the man. Youve ignored every data point and calm post in this thread telling you why this is a needlessly extreme change. I didnt think youd be a prideful man, but youre obsessed with your new found idea of an ancillary 'weapon system' and nothing will change your mind - so lets just all suck up 2 months of utter trash RLMLs and wait for you tune them to sober levels, but WITH YOUR NEW MECHANIC.
Because YOURE THE MAN! |

Moonaura
The Dead Rabbit Society
334
|
Posted - 2013.11.13 11:32:00 -
[1313] - Quote
I'm not going to post again to this thread. Since yesterday it's hit another 20 pages CCP Rise. That should tell you everything you need to know really. 
My suggestions are thus surmised.
1. RLML are not some awesome weapons that needed balancing. At worst, give them a 10% reduction in RoF. Done.
2. Create an entirely new weapon module around burst fire and long reloads - call it, a 'Burst Light Missile Launcher' or something, I don't know - take your idea and run with it - but offer it to us as a CHOICE, leaving the original RLML weapon modules as they currently are, with the minor RoF I suggested. In EvE more choice creates new fits, new ideas and is overall - GOOD. Ancillary shield boosting lead the way in this concept and weapons following this idea make sense.
3. Be cheered as a hero for doing the former!
4. Push this back to 1.1 to let it be properly tested.
5. Understand, that inherently, the CSM is bias towards 0.0 play styles, because 0.0 alliance members can get way more votes. I've seen some of the best solo and small gang pilots I know, tell you time and time again in this thread how bad this idea is, yet you've basically ignored them because you've based your opinions on feedback from players that live a very different play style and can best make use of a burst mechanic, and who will be least affected by a burst and slow reload mechanic because of the numbers they plan to use it with.
6. Peace. Hope the cat video made you laugh. Boldly going forward, still can't find reverse - name that tune kids! |

Ganthrithor
GoonWaffe Goonswarm Federation
759
|
Posted - 2013.11.13 11:44:00 -
[1314] - 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.
My line of attack would be contacting CCP and suggesting they un-hire you. You're bad at your job. You are arrogant, your ideas are poorly thought out, and your response to criticism is to get all passive-aggressive and essentially to ignore the playerbase and go with your gut instincts without even bothering to push this crap to SiSi for playtesting. This is how you ruin a game.
I had mixed feelings when you were first hired at CCP since I thought you were kind of an unfunny douche, but at the same time you're obviously someone who's spent time playing this game and should have a pretty good feel for what's wrong and how to fix it. Instead you've come in and behaved just like the rest of the balance team: attempt to aggressively nerf small gang and solo play, ignore community feedback except in the most riotous cases of dissent, and generally push through poor mechanics-- preferably with as little testing as possible.
There have been plenty of good arguments made in this thread as to why you shouldn't implement this change. You're the one who's chosen to simply ignore them all and proceed to implement a massive change to a weapon system simply because you're too incompetent to balance out the other existing weapons systems that RLMLs would otherwise eclipse. So far the reasons you've given for hastily implementing your change are:
- I'm CCP Rise, and I think long reloads are super cool because they'll add tension to EVE, or something - Current RLMLs will be better than HAMs and heavies in most siutations, and I'm too lazy and / or inept to devise a way of making these other weapons viable, so I'll just nerf RLMLs into the ground instead - Did I mention that I think this is a good idea? - I think I'll just ignore this thread and do whatever I want. Who needs playtesting when I already thought about the idea for a few minutes and think it's obviously a good idea.
ASBs were a bad idea, these launchers are a bad idea, nobody wants a weapon system with 40-second reloads. Get over yourself and listen to the people who are telling you that you're wrong. |

Mhari Dson
Lazy Brothers Inc
80
|
Posted - 2013.11.13 11:49:00 -
[1315] - Quote
I'm done with both the thread and the weapons system, no sense in wasting words trying to communicate here. |

UmbraIra
U S Navy
6
|
Posted - 2013.11.13 11:56:00 -
[1316] - Quote
Can the mobile fitting service be used to manually reload these things? Like as if i were docked at a station and dragged and dropped the ammo into my launchers? |

Michael Harari
Genos Occidere HYDRA RELOADED
891
|
Posted - 2013.11.13 13:17:00 -
[1317] - Quote
UmbraIra wrote:Can the mobile fitting service be used to manually reload these things? Like as if i were docked at a station and dragged and dropped the ammo into my launchers?
I havent tested this with RLMs, but you cant with ASBs. |

Zvaarian the Red
Evil Leprechaun Brigade Space Wolves Alliance
31
|
Posted - 2013.11.13 13:26:00 -
[1318] - Quote
Mr Gojira wrote:Maxemus Payne wrote:Just some minor commentary here...
1. I don't know the last time I won a 1v1 BS fight in under 50 seconds.
So what part of Rapid missile launchers being for attacking smaller ships than yours are you not comprehending? And most of the people in this thread for that matter? An a Caracal is a kiting ship tank is low on kiting ships...
The problem as I see it is that missile cruisers have no real weapon system for targets the same size as them unless within web range. That has led to RLMLs being used for both situations. Now if CCP wants to nerf RLMLs against cruisers and above they need to make HMLs and HAMs better against cruiser sized ships. Unfortunately such a change simply doesn't seem to interest CCP. |

Bouh Revetoile
TIPIAKS
420
|
Posted - 2013.11.13 13:32:00 -
[1319] - Quote
Ganthrithor wrote:There have been plenty of good arguments made in this thread as to why you shouldn't implement this change. You're the one who's chosen to simply ignore them all and proceed to implement a massive change to a weapon system simply because you're too incompetent to balance out the other existing weapons systems that RLMLs would otherwise eclipse. Would you mind remembering us these good arguments ?
As I recalled, there was : - reload prevent ammo swapping (acknowledged by Rise) ; - front loaded dps is bad (aka I know nothing at EVE pvp) ; - not enough missiles in the clip (aka I can't kill a cruiser or AF in one clip, it's not OP enough) ; - this is bad RLML are fine and don't need a nerf (aka I love my OP launcher doing everything without any drawback) ; - and the best of all : Rise you are stupid and bad (aka I hate these changes but I'm too stupid to argue).
Did I miss anything ? |

Zvaarian the Red
Evil Leprechaun Brigade Space Wolves Alliance
31
|
Posted - 2013.11.13 13:36:00 -
[1320] - Quote
Bouh Revetoile wrote: If you want an all rounded cruiser weapon system, look for HML, or HAM if you don't need range, but you might need something to help damage application in some cases. I don't have time today to look at the application numbers, but I'm pretty sure they are far from bad considering all their caracteristics.
Are you for real? |
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