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

Thaddeus Eggeras
TwoTenX LEGIO ASTARTES ARCANUM
96
|
Posted - 2013.11.19 00:10:00 -
[1801] - Quote
Again you are wrong, the missiles are only part of the OP issue, RML T2 have a RofR of 10s, where Light missile launcher T2 have 12s. So giving a launcher makde to kill smaller targets, and bringing it only 1.2secs slower RofF then HAMs, is a reason RMLs are OP also. If you don't address that, but do addrees everything else then the issue will still stand. I do love how you enjoy attacking people who disagree with you, it brings a smile to my face knowing I am argueing with a child, but as I believe strongly in what will fix rapids, and what will destroy them, I will keep argueing. RML launchers and missiles are OP, IF you do not address everything that makes them what they are then they will nevr be truely fixed, and just rebalanced again and again being buffed and nerded over and over. For someone who says they know little about missiles you sure seem to have a lot to say, as do you in pretty much every other forum, and forgive anyone you don't agree with. You are wrong, like usually, but thank you for the imgur.com it was delightful. And god help us all if CCP listens to half of what you preach. |

Arthur Aihaken
The.VOID
610
|
Posted - 2013.11.19 00:10:00 -
[1802] - Quote
The Azmodeth wrote:You know what, just ban me. screw this game. Can I have your RLMLs?  I am currently away, traveling through time and will be returning last week. |

elitatwo
Congregatio
155
|
Posted - 2013.11.19 00:43:00 -
[1803] - Quote
Arthur Aihaken wrote:The Azmodeth wrote:You know what, just ban me. screw this game. Can I have your RLMLs? 

And oops to the ham explosion velocity speed, I mad a typo and it should have been 145m/s and not 125m/s.
I apologize!
And about light missiles being op, my light missle launcher frigates and destroyers all disagree with that and some of them aren't even Caldari.
But despite the whole launcher discussion, I will say it again until it sticks:
All missiles tracking needs to go to the 'beyond'.
The reason it was introduced in zee first place was because the Band of Develop- erm BoB said all missiles are unbeatable and must be nerfed hard.
You don't believe me?
Read all about it in the old forums and a very very long discussion about just this topic. signature |

Arthur Aihaken
The.VOID
610
|
Posted - 2013.11.19 00:49:00 -
[1804] - Quote
elitatwo wrote:And about light missiles being op, my light missle launcher frigates and destroyers all disagree with that and some of them aren't even Caldari. If they're not even Caldari, they're not really true missile ships.  I am currently away, traveling through time and will be returning last week. |

Thaddeus Eggeras
TwoTenX LEGIO ASTARTES ARCANUM
96
|
Posted - 2013.11.19 01:07:00 -
[1805] - Quote
I think changing heavies and light to heavy assaults and rockets is still the best option, but I also think having a cruiser hull use a frigate hull weapon system and same with BS using cruiser weapon system isn't going to work in anyway at all. The explosion issues will always be there against fighting ships of the same hull size, and that can't be fixed by giving them a smaller weapon system. CCP has to come up with a replacement weapon system for them, or specialized missiles for those launchers only. A launcher that is made to use a new type of missile that is specialized for against smaller targets, but will still be affected by larger hulls also. Something that would be good against smaller ships, and just ok against same size ships and bigger. Everything with rockets and HAMs would fix all the OP issues with rapids BUT explosion radius and explosion velocity, even on those they just aren't enough to not still be good against ships of the same size. The issues with RMLs does go to the launchers, as Rapid light missile launchers RofF is 10s, and Light missile launchers RofF is 12s, that is another reason RMLs are OP. And even if you have specialized light missiles, the launchers RofF would need to be increased no matter what. As i gives RMLs only 1.2secs below the RofF of HAMs, which in itself is crazy to give. So again I was right and again I proved what you were saying wrong. Thanks for the pic though, it made me smile and think of you. I love how you have to argue with anyone, on every forum. Nothing like tough guys through a computer haha.
Only thing I can think of is making specialized missiles for rapids, something with the range of Rockets and HAMs, but with an explosion radius and explosion velocity that is between frigate size missiles and cruiser size missiles, and a decrease in RofF, to make it not the best choose to use against the same hull size ships or larger, but still good against smaller ships. I don't see any other way to fix them. But before this patch RMLs were as good and in some ways better then HAMs and much better then HMLs, making them very OP. After the patch with 40secs reload they will sadly be worthless. But as HAMs need a slight explosion fix, HMLs need fixed, defenders and FoF need a full overhaul, hopefully rapids will get looked at again when |

elitatwo
Congregatio
155
|
Posted - 2013.11.19 01:09:00 -
[1806] - Quote
Arthur Aihaken wrote:elitatwo wrote:And about light missiles being op, my light missle launcher frigates and destroyers all disagree with that and some of them aren't even Caldari. If they're not even Caldari, they're not really true missile ships. 

You are right. Nevertheless the Vengeance is a better Rocket and Light missile boat than my Hawk or I am just a bad Caldari frigate pilot. signature |

Dr Sraggles
The Covenant of Blood
7
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Posted - 2013.11.19 01:13:00 -
[1807] - Quote
Bouh Revetoile wrote:So, to sum it up : - people finaly agreed that light missiles are OP ; - people really don't like 40s reload ; - people really don't like Rise for having such ideas ; - people would like to see HAM OP.
On the last point, I already *showed*, with numbers, that HAM are fine. AB and skirmish links reduce missiles damage, that's a feature : missiles are affected by speed and signature, and that's the only way to reduce their damage. When AB and links don't affect missiles damage anymore, missiles are OP.
For light missiles, I think they have too much damage (like 10%) and too much range (like 20%). Why (why is always what matter in a balancing thread) ? Because considering their dps, range and damage application, that's just too much. Even cruisers will have trouble doing more dps than a LML frigate past some distances (a Hookbill or Kestrel can shoot LM at 90km for 100dps).
And for RLML, can anyone says how you balance such a module versus HML/precision + rigor/flare + TP ? Either one or the other is useless. That is considering HML need a little love.
lol?
LMLs in a Kestrel have too much range so we should nerf RLML in a Cerberus?
You make as much sense as CCP RIse.
|

Thaddeus Eggeras
TwoTenX LEGIO ASTARTES ARCANUM
96
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Posted - 2013.11.19 01:16:00 -
[1808] - Quote
The Hawk is a better ship for a couple reasons, one it can keep range from the Vengeance and hit further out. The other reason is that a dual medium ASB Hawk can still web and scram and do close to or over 200DPS, and it is a faster boat usually. Don't get me wrong the Vengeance is a mean boat, but against a Hawk it is slower and has less range, which makes a Hawk pilot just need to keep range and wait till the Vengeance's cap runs out. And even if the Hawk gets in close it will usually win, but that comes down a lot to the pilots also. |

Thaddeus Eggeras
TwoTenX LEGIO ASTARTES ARCANUM
96
|
Posted - 2013.11.19 01:19:00 -
[1809] - Quote
No RLMs need nerfed because they are OP right now, they can rock cruiser size ships just as easily as HAMs and much better then HMLs, and kill smaller targets just as easy, which HAMs and HMLs can't. Go back and read some and you will see why RMLs are OP and are being nerfed. Now getting a 40secs reload time isn't a nerf, it will kill rapids, so I hope when CCP looks at missiles again they look to find a REAL way to fix them, instead of the fast way. |

Alvatore DiMarco
Capricious Endeavours Ltd CAStabouts
1130
|
Posted - 2013.11.19 01:19:00 -
[1810] - Quote
Dr Sraggles wrote:lol?
LMLs in a Kestrel have too much range so we should nerf RLML in a Cerberus?
You make as much sense as CCP RIse.
I've been waiting for a good time to make this disclaimer, I just could never find one until now.
While I do say that Light Missiles are OP, I want to make it perfectly clear that what I mean is they're OP compared to other missiles. That doesn't mean other missiles aren't in fact UP. ...somehow "UP" doesn't work as well as "OP". Oh well, whatever. Light Missiles being out of line compared to other missile types doesn't specifically mean that the other missile types aren't actually the ones that need work. Which is the same thing I keep saying. Perhaps I repeat myself too much. |
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Anunna Morgan
The Adiquate Seven
0
|
Posted - 2013.11.19 01:29:00 -
[1811] - Quote
Sorry if this has already been discussed but as a potential feature/workaround to the long reload vs switching damage types why don't we just have a variable reload time?
You could give the new rapid launchers the same 'base' reload time as other launchers (10 seconds) and then just have an additional reload time on a per missile basis eg;
reload time = 10 + ((30 / magazine size) * used ammo))
RLML reloading with a full magazine takes 10 seconds to reload (10 + ((30 / 18) * 0) RLML reloading with an empty magazine tokes 40 seconds to reload (10 + ((30 / 18) * 18)
RLML reloading with 10 charges in the magazine takes 23.33 seconds (10 + ((30 / 18) * 8)
This would give pilots the flexibility to change ammo mid fight without too much heartache while also allowing skilled pilots to perform 'tactical' reloads during breaks in the fighting, lending these modules to more maneuverable fights. Conversely tactics could be used against RLML users to make them waste missiles making changing ammo more painful. |

Arthur Aihaken
The.VOID
610
|
Posted - 2013.11.19 01:37:00 -
[1812] - Quote
In 8 hours this is all moot anyway... I am currently away, traveling through time and will be returning last week. |

Vladimir Norkoff
Income Redistribution Service
290
|
Posted - 2013.11.19 01:41:00 -
[1813] - Quote
elitatwo wrote:The reason it was introduced in zee first place was because the Band of Develop- erm BoB said all missiles are unbeatable and must be nerfed hard.
You don't believe me?
Read all about it in the old forums and a very very long discussion about just this topic. LOL wut? "Missile tracking" was introduced because people were one-shotting frigs with cruise missiles & torps. Not to mention that Kestrels could fit them (seriously). Missiles were broken as @#%! back then, and anybody but the noobiest rawr-rawr f-tard knew that they needed a fix. It wasn't "teh ebil BoB", it was sensible people who wanted them nerfed. Hell even after the first version which factored speed more heavily than sig, you could still pop a Rifter with one HML volley from a Caracal if you caught them on a turn-around (I did it repeatedly as a 2-month scrub). Further corrections were later made (Need4Speed) so that sig radius is the primary factor, which gave smaller ships a much better survival rate. But please don't let silly things like facts mess up your conspiracy theories and misconceptions of the the "golden years of EvE".
|

Alvatore DiMarco
Capricious Endeavours Ltd CAStabouts
1130
|
Posted - 2013.11.19 02:11:00 -
[1814] - Quote
Vladimir Norkoff wrote:Stuff
Hmmm.... so explosion radius is more important than explosion velocity, you say.
That's very interesting. |

Arthur Aihaken
The.VOID
610
|
Posted - 2013.11.19 02:22:00 -
[1815] - Quote
Alvatore DiMarco wrote:Hmmm.... so explosion radius is more important than explosion velocity, you say. That's very interesting. Yep, rigor, rigor and rigor (in that order). I am currently away, traveling through time and will be returning last week. |

Vladimir Norkoff
Income Redistribution Service
290
|
Posted - 2013.11.19 03:17:00 -
[1816] - Quote
Alvatore DiMarco wrote:Hmmm.... so explosion radius is more important than explosion velocity, you say. That's very interesting. I am somewhat concerned that you don't seem to know this and yet are preaching to people that LMs are OPd. Fortunately, you are correct that they are slightly too good for their size in comparison to other missiles. But really you should know the mechanics of why, rather than the just the empirical evidence that they seem to blow **** up really really fast.
|

Alvatore DiMarco
Capricious Endeavours Ltd CAStabouts
1133
|
Posted - 2013.11.19 04:03:00 -
[1817] - Quote
Vladimir Norkoff wrote:Alvatore DiMarco wrote:Hmmm.... so explosion radius is more important than explosion velocity, you say. That's very interesting. I am somewhat concerned that you don't seem to know this and yet are preaching to people that LMs are OPd. Fortunately, you are correct that they are slightly too good for their size in comparison to other missiles. But really you should know the mechanics of why, rather than the just the empirical evidence that they seem to blow **** up really really fast.
Let me take a moment to explain. While I have already been taught (both by others and by my extensive use of HAMs) that configuring for minimal explosion radius is more useful (and more effective) than configuring for maximum explosion velocity, I was never aware that the damage calculations themselves actually prioritize the one over the other. It's interesting to see that all my experimentation was in fact correct, and why.
Still, I'm always interested in learning new things I didn't know before. I will, of course, investigate this matter further. |

elitatwo
Congregatio
155
|
Posted - 2013.11.19 04:14:00 -
[1818] - Quote
Vladimir Norkoff wrote:elitatwo wrote:The reason it was introduced in zee first place was because the Band of Develop- erm BoB said all missiles are unbeatable and must be nerfed hard.
You don't believe me?
Read all about it in the old forums and a very very long discussion about just this topic. LOL wut? "Missile tracking" was introduced because people were one-shotting frigs with cruise missiles & torps. Not to mention that Kestrels could fit them (seriously). Missiles were broken as @#%! back then, and anybody but the noobiest rawr-rawr f-tard knew that they needed a fix. It wasn't "teh ebil BoB", it was sensible people who wanted them nerfed. Hell even after the first version which factored speed more heavily than sig, you could still pop a Rifter with one HML volley from a Caracal if you caught them on a turn-around (I did it repeatedly as a 2-month scrub). Further corrections were later made (Need4Speed) so that sig radius is the primary factor, which gave smaller ships a much better survival rate. But please don't let silly things like facts mess up your conspiracy theories and misconceptions of the the "golden years of EvE".
Don't kill zee messanger. I didn't post anything in 2006, I did read thou.
And to anyone's total surprise, missiles became unusable with Empyrean Age I.
At the time Empyrean Age II came, everybody was made fun of when asking a question with missiles and pvp in one sentence. signature |

elitatwo
Congregatio
156
|
Posted - 2013.11.19 04:18:00 -
[1819] - Quote
Arthur Aihaken wrote:Alvatore DiMarco wrote:Hmmm.... so explosion radius is more important than explosion velocity, you say. That's very interesting. Yep, rigor, rigor and rigor (in that order).
Tell that to a heavy missile fitted Cerberus.
She says a tech I heavy missle has an explosion radius of 89m with no rigs or implants. signature |

CW Itovuo
The Executioners Capital Punishment.
9
|
Posted - 2013.11.19 04:47:00 -
[1820] - Quote
Arthur Aihaken wrote:In 8 hours this is all moot anyway...
It was moot the moment CCP made the announcement.
Out of bread? Let them eat cake.
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Harvister
Red Federation RvB - RED Federation
5
|
Posted - 2013.11.19 08:09:00 -
[1821] - Quote
At this point CCP posted it on the forum for us to know and test it out. the complaining comes after the trials. but i do understand the concerns |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
795
|
Posted - 2013.11.19 09:40:00 -
[1822] - Quote
CW Itovuo wrote:Arthur Aihaken wrote:In 8 hours this is all moot anyway... It was moot the moment CCP made the announcement. Out of bread? Let them eat cake.
Well I did my part. Couple of friends from my ex corp that were in statis came askignif was worth to come back to game, I answered hell no, explained that this type of thing was happening and they agreed nothign changed since incarna. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Dav Varan
Spiritus Draconis Sicarius Draconis
100
|
Posted - 2013.11.19 10:21:00 -
[1823] - Quote
Anunna Morgan wrote:Sorry if this has already been discussed but as a potential feature/workaround to the long reload vs switching damage types why don't we just have a variable reload time?
You could give the new rapid launchers the same 'base' reload time as other launchers (10 seconds) and then just have an additional reload time on a per missile basis eg;
reload time = 10 + ((30 / magazine size) * used ammo))
RLML reloading with a full magazine takes 10 seconds to reload (10 + ((30 / 18) * 0) RLML reloading with an empty magazine tokes 40 seconds to reload (10 + ((30 / 18) * 18)
RLML reloading with 10 charges in the magazine takes 23.33 seconds (10 + ((30 / 18) * 8)
This would give pilots the flexibility to change ammo mid fight without too much heartache while also allowing skilled pilots to perform 'tactical' reloads during breaks in the fighting, lending these modules to more maneuverable fights. Conversely tactics could be used against RLML users to make them waste missiles making changing ammo more painful.
Nice You make a better game designer than Rise.
Shame you didn't post this before he went into full on lalalala I'm not listening mode.
|

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
68
|
Posted - 2013.11.19 10:34:00 -
[1824] - Quote
Rise, reduce light missile damage by 5% and bring the old RLML back. You can't just delete one weapon system over night, ignoring every negative feedback. Shorten the reload time of your new swarm launcher to 30 seconds, increase charges to at least 25 and adjust RoF accordingly. |

Zvaarian the Red
Evil Leprechaun Brigade Space Wolves Alliance
63
|
Posted - 2013.11.19 11:02:00 -
[1825] - Quote
Dav Varan wrote:Anunna Morgan wrote:Sorry if this has already been discussed but as a potential feature/workaround to the long reload vs switching damage types why don't we just have a variable reload time?
You could give the new rapid launchers the same 'base' reload time as other launchers (10 seconds) and then just have an additional reload time on a per missile basis eg;
reload time = 10 + ((30 / magazine size) * used ammo))
RLML reloading with a full magazine takes 10 seconds to reload (10 + ((30 / 18) * 0) RLML reloading with an empty magazine tokes 40 seconds to reload (10 + ((30 / 18) * 18)
RLML reloading with 10 charges in the magazine takes 23.33 seconds (10 + ((30 / 18) * 8)
This would give pilots the flexibility to change ammo mid fight without too much heartache while also allowing skilled pilots to perform 'tactical' reloads during breaks in the fighting, lending these modules to more maneuverable fights. Conversely tactics could be used against RLML users to make them waste missiles making changing ammo more painful. Nice You make a better game designer than Rise. Shame you didn't post this before he went into full on lalalala I'm not listening mode.
Not sure why you think he would be receptive to that ida when he hasn't been receptive to any others. |

Chris Carlyle
Brave Newbies Inc. Brave Collective
0
|
Posted - 2013.11.19 11:16:00 -
[1826] - Quote
CCP Rise wrote:
Rapid Light Missile Launcher rate of fire set to: Rapid Light Missile Launcher I ------------------------- 7.8s Rapid Light Missile Launcher II ------------------------- 6.24s Prototype 'Arbalest' Rapid Light Missile Launcher --- 6.24s Other meta types not shown
Rapid Heavy Missile Launcher rate of fire set to: Rapid Heavy Missile Launcher I ------------------------ 6.48s Rapid Heavy Missile launcher II ------------------------- 5.185s 'Arbalest' Rapid Heavy Missile Launcher I ------------ 5.185s Other meta types not shown
Reload time for both groups set to 40 seconds.
T2 Rapid Light Launchers can carry roughly 18 charges T2 Rapid Heavy Launchers can carry roughly 23 charges
If you make sure you've done your homework before you go out hunting and have loaded up missiles with the right damage type, this is perfect! Some fights don't even last 18-23 seconds, so why worry about having to reload? This is hit-and-run at it's best. I love it! |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
69
|
Posted - 2013.11.19 11:29:00 -
[1827] - Quote
Chris Carlyle wrote: If you make sure you've done your homework before you go out hunting and have loaded up missiles with the right damage type, this is perfect! Some fights don't even last 18-23 seconds, so why worry about having to reload? This is hit-and-run at it's best. I love it!
When we get our old RLML back I will agree with you. Until then no nO NO NO NO. |

Bouh Revetoile
TIPIAKS
427
|
Posted - 2013.11.19 13:02:00 -
[1828] - Quote
Dr Sraggles wrote:lol?
LMLs in a Kestrel have too much range so we should nerf RLML in a Cerberus?
You make as much sense as CCP RIse. Oh come on ! What connexion doesn't work in your brain to not see that LM is the ammo used by RLML and that if they are OP in a LML they also are in RLML ?!
And nobody ansered the important question which, IMO, lead to these swarm launchers : provided HML will be fixed, how do you balance HML and HAM vs RLML if they have the same mechanic ? |

KatanTharkay
V I R I I Ineluctable.
16
|
Posted - 2013.11.19 14:09:00 -
[1829] - Quote
I just tested the new RLML launchers in a Caracal with triple BCS on Tranquility and they where unable to kill a cookie cutter dual repp Incursus. They are unusable now not only for solo work but also for small gangs (2-4 people) unless you ganking solitary cruisers.
At the moment, the burst damage is not enough. They need to have a better rate of fire. |

Kazekage Dono
School of Applied Knowledge Caldari State
2
|
Posted - 2013.11.19 14:18:00 -
[1830] - Quote
Oh all the fuss over missiles. They suck balls either way. They can't compare with turrets on any standard (damage, range, projection)
Unless you suck and don't understand tracking you'll want to use turrets.
If missiles work it's cause of the specific hull like the mids on a hookbil or the tank on a drake, the mwd sig radius on talwar and so on.
Either way if missiles where made on par with turrets then they would be op cause you just fire them and that's that.
So leave the ****** weapon system for ****** players, it's fine the way it is. |
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