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Bouh Revetoile
TIPIAKS
429
|
Posted - 2013.11.24 11:33:00 -
[2071] - Quote
Reaver Glitterstim wrote:I think giving them the dps of larger short range missiles is a bad idea. Torpedoes, for one, have tremendous DPS. I think they should do more like heavy missile and cruise missile DPS. Otherwise people will fly them in large gangs and obliterate the competition quickly before they have to reload again. After all, why fit your Raven with torpedoes that go 25km when you can fit heavy missiles with the same burst DPS and a range of 70km? With enough friends, you don't need to worry about the long load time.
Torpedo Ravens and HAM Caracals should do significantly more DPS than RHML Ravens or RLML Caracals. So, those woh use the RML complain about the reload time being too long, and the low capacity preventing killing spree. And on the other side now there's complaints about SR missiles not being powerful enough to compete.
I guess missiles are never OP enough. |

Sgt Ocker
State War Academy Caldari State
51
|
Posted - 2013.11.24 14:37:00 -
[2072] - Quote
Fourteen Maken wrote:Seems we are at the mercy of these anonymous "games testers" because there's no way we can dispute test results if we don't have access to the data or even what these tests comprised of. Does anyone know if they are CCP employees or just random dudes Rise picked up on the forums, or recruited from the federal defense union?
|

Sgt Ocker
State War Academy Caldari State
51
|
Posted - 2013.11.24 14:38:00 -
[2073] - Quote
Fourteen Maken wrote:Seems we are at the mercy of these anonymous "games testers" because there's no way we can dispute test results if we don't have access to the data or even what these tests comprised of. Does anyone know if they are CCP employees or just random dudes Rise picked up on the forums, or recruited from the federal defense union?
CCP Rise tested himself, then decided what he found was going to be right, whether he is or not and we just have to live with his decisions.
**Funny but this could be applied to just about everything in the Rubicon release.
*sorry for the double post, for some reason it posted blank first time. |

Sgt Ocker
State War Academy Caldari State
51
|
Posted - 2013.11.24 14:54:00 -
[2074] - Quote
Reaver Glitterstim wrote:I think giving them the dps of larger short range missiles is a bad idea. Torpedoes, for one, have tremendous DPS. I think they should do more like heavy missile and cruise missile DPS. Otherwise people will fly them in large gangs and obliterate the competition quickly before they have to reload again. After all, why fit your Raven with torpedoes that go 25km when you can fit heavy missiles with the same burst DPS and a range of 70km? With enough friends, you don't need to worry about the long load time.
Torpedo Ravens and HAM Caracals should do significantly more DPS than RHML Ravens or RLML Caracals.
Giving RHML & RLML a torpedo/ assault type ammo would mean they could do the same sustained DPS as cruise and heavy missiles. In their current guise over 2 mins (good length of time for a fight) they do a little over half the dps of heavies and lights respectively.
|

Kenshi Hanshin
Karl XII's Dragoner Apocalypse Now.
110
|
Posted - 2013.11.24 17:00:00 -
[2075] - Quote
Quote:Dear CCP Seagull,
I was very disappointed with CCP Rise's balancing of the Rapid Missile Launchers. As such, I went back to my calculations from the HML and CML balance discussions. In the process, I determined that the biggest issue with the Turrets and Missiles being balanced is the damage equation. Now, as a note in backgrond, I am a mechanical engineer by training and have a good understanding of mathmatics.
Under the present system, missile damage delivered is based on the quotient of Sig-Radius-Target/Explosion-radius and the Target-Velocity/Explosion-Velocity. Now, from what I understand this is supposed to mimic the tracking and optimal range aspects of turrets. I applaud the game designer that thought of this initially, as it is a good idea. However, it isn't the best idea, personal opinion, nor the most accurate.
In reality, missiles do not detonate in spherical explosions. In fact, the detonations are more like a cone-shaped blast like from a shotgun. Now, that would be the same for in space but with more range and velocity due to the lack of friction in space. It is these two quotients that are causing the problems between the parity of turrets and missiles as well as between the missiles themselves.
It would be more optimal to make the equations for damage more comparable. Since missiles technically explode in a cone-shaped blast, it would be logical to make use of that. The damage would be reduced as one moves farther away from the point of detonation within that cone. Similar to the dynamics of a blast from a shotgun if you are familiar with that. As such, a optimal-falloff similar system would make sense. In short, the closer the target is to the missile at detonation the more damage it should deal.
To imitate the other aspect of the missile detonation, is trickier. At present, I am thinking that some kind of tracking-resolution for the missile is the best way. IR missiles ability to apply damage is based on their speed and interception of the target. The previous paragraph addresses the later aspect. The missile speeds need to be more amenable to that fact we are talking a space-age tech. However, it would be the missiles ability to track that would affect its ability to hit. A missile with a finer tracking sensor should hit better than one with a less fine tracking sensor. Logically, the tracking sensor would be best tuned for its intended size of target: frig, cruiser, battleship etc.
To summarize my proposal to you is this:
Missiles could to be fixed in the following manner: 1) Explosion velocity needs to be replaced with a optimal and falloff rating on the missile. The reason is to represent the intensity of the blast with respect to distance from the missile. 2) Explosion Radius, needs to be replaced with a scan-resolution value for the missile. This will still simulate the increased difficulty of missiles tracking an under-sized target. (HMs @ Frigs/Dessies). *Using the above changes would not need an adjustment to missile speeds.
Alternatively: 1) Explosion velocity is replaced with a comparison of Target-velocity and raw missile-velocity. This would simulate the missile's ability to intercept the target. 2) Explosion radius is replaced with scan-resoluton value. Same as the other suggestion. *Would likely result in a need to adjust missile speeds to bring into parity with Turrets for intended use.
The other point that I would like to bring up with you sir, is the versatility. Logically, missiles by their design should be the most flexibile of all the systems. In addition, missiles shouldn't be short of alpha-damage capability. Their drawback should be the sophistication needed by their launchers. This should mean that missiles auto-track to the next target similar to real-life ones. Possibly with the potential of having a blank missile with load-able warheads to change missile damage or other characteristics. This would require a pilot to try and anticipate what challenges he would face and how to deal with them.
A similar switch out system could also be used with drones...which would bring that system also more in-line with the others.
Best regards, ~Kenshi
ps. Please forgive any errors in spelling or grammar, as it is quite late for me. If you have any questions or comments I would like to hear them.
This is the mail I just sent to CCP Seagull. What we need to do is just go over this ignorant dev's head. Any feedback? I was interested in the mechanics of drones and missiles to be changed to a more streamlined and less inefficient system.
FYI, I wrote that evemail at around 2 AM my time. So there might be some grammar or spelling errors in there. |

Dr Sraggles
The Covenant of Blood
13
|
Posted - 2013.11.24 18:00:00 -
[2076] - Quote
Kenshi Hanshin wrote:
This is the mail I just sent to CCP Seagull. What we need to do is just go over this ignorant dev's head. Any feedback? I was interested in the mechanics of drones and missiles to be changed to a more streamlined and less inefficient system.
FYI, I wrote that evemail at around 2 AM my time. So there might be some grammar or spelling errors in there.
I don't think we need to overthink things with comparison to real world physics. It is not their model per se that is the problem with missiles.
The problems are the organization of the tiers, the magazine/reload times and the ranges of the various types:
Rockets: Nothing to add here.
LML are the small ship launcher, probably best to leave them alone at the moment. If someone said they need a range nerf it would be hard to argue.
RLML reload time is unacceptable game play. Reload time needs to come down to 20 secs MAX. Simply adjust ROF and magazines to put dps where you want it. That gives you your "tension" but doesn't mean you will always seek to abandon the field to reload. One cruiser specifically designed as a frig killer should be able to battle toe to toe with an AF or kill 2 T1 Frigs before being driven off the field to reload. I'm ok with the PG increases in exchange for more gank.
The real problem here is that there is only one option now for a cruiser and light missiles. Bring back the old launchers and nerf their range/dps if need be. Let the players decide which play style they prefer. People will welcome more ganky burst for some fights, but will prefer the older style for others. The older launchers should have lower PG for better tank (ie the same as before Rubicon).
HAMS are ridiculous in that the long range version (Javelin) has the smaller explosion radius and lesser damage (not complaining here) for an anti-frig weapon but Heavy Missiles have the long range version do more damage and the short rage (Precision) do less.
This is illogical and arbitrary. Shorter range should carry more payload for both types. HM game play would benefit from an ability to snipe frigs then have to move in a little closer to use the real dps dealers. Instead, with heavies you have to risk brawling the frigs and then lose your range advantage. Illogical and arbitrary. HM dps is pathetic. It doesn't have to be HAM dps but needs a buff.
RHMLs again need a reload time adjusted to 20 seconds MAX with dps and total damage set appropriately after consideration of the above fact that standard heavies do pathetic dps. A RHML BS should be able to go toe to toe with any single Cruiser/HAC/Heavy Cruiser and not be twiddling his thumbs waiting for a reload after they tank his initial burst. I am not saying he needs to blow them away in one magazine, but he should be hitting them again before next week.
40 seconds is unprecedented in gaming to wait for your primary dps to come off of cooldown.
This is not gameplay that will find favor with many. 20 seconds is an eternity, let alone 40...
Anyways, 2 Iskies worth of input....None of this requires any fancy coding. Simple base number substitutions.
Cruises/Torps nothing to add at this time for pvp other than the "flight times" of all missiles sux. No fun for everything to be blown up before my missiles get there in a gang.
/flame on
ps don't get me started on 40 secs for a reload of ammo type...this needs to go bye bye fast. |

Moonaura
The Dead Rabbit Society
353
|
Posted - 2013.11.24 19:51:00 -
[2077] - Quote
The last two posts were intelligently written and great feedback. So that means they will probably be, sadly ignored, based on my past experiences in this thread.
What I would say, is if you are talking about bringing the reload down to 20 seconds, then its sort of negating the whole point. CCP Rise wanted to dramatically nerf the overall DPS of these missiles launchers, which is what he's done. If he reduces the reload time, he increases the DPS, and if he increases the DPS, he needs to nerf the launch mechanic, which... wait for it...
Means they become just like the original RLML.
I've done some hunting, I was sort of curious if in the past I could find anyone really bitching on the forums about the RLML being overpowered. I didn't.
But I did come across this single line from Tsubutai who was in Tuskers at the time, so probably knew a thing or two about solo play, given their requirements to join them. It was prophet foresight.
Quote: The RLML caracal is going to be massively better than the HML variant under the new system.
That was feedback in 2012 about the T1 Attack Cruiser changes. Everyone knew then that the RLML would apply damage consistently given how the other missiles were being nerfed.
Move forward over a year and exactly what people said would happen, did, more people used RLML. Its not that RLML are overpowered, its that heavy missiles and heavy assaults are underpowered and apply damage badly. People will always shift to what works.
Instead of fixing the missiles that caused the overuse of RLML, they've nerfed the RLML to stop people using it in the same way. Its like some Orwellian dystopia. Obey or be punished. Boldly going forward, still can't find reverse - name that tune kids! |

Caleb Seremshur
Gladiators of Rage Fidelas Constans
133
|
Posted - 2013.11.24 22:57:00 -
[2078] - Quote
I'd like to reference my HML and HAM fix thread from Ships & modules now - RLML needed a nerf sure, maybe just a drop in capacity to 40 or something..
but the root of the issue is still that HAMs and HML are unfairly punished by the missile damage formula. Click here for LP store weapon cost rebalancing |

Lara Feng
University of Caille Gallente Federation
7
|
Posted - 2013.11.24 23:30:00 -
[2079] - Quote
So i tried to exclusively spend some time with the new RLMLs...and i have to say they are just as problematic as predicted. The "new tactical possibilities" Rise advertised pretty much are: Try to gank a T1 frig, then warp off. And at that they are actually pretty good. So i actually got quite a lot of kills with them.
Any prolonged engagement is prohibited by not being able to switch ammunition types. Bouncing around system for reloads or ammoswitches is a risky thing to do considering the new warpmechanics. Your main option to react to a changing battlefield is...to warp off. The lack of flexibility actually prevents you from engaging in a lot of fights which could have delivered some interesting experiences. At one point i got so bored that i actually found myself sitting at a gate in FW space ganking T1 frigs and dessies with a sebo-¦d Caracal while pulling gate gun aggro. Then i warped off. As soon as something got onto me which didnt fit my damage type i warped of. Killing T1 fasttackle works nicely, then...you have to warp off...or sit there for 40 second staring at your next target if there is nothing which can actually catch you and hope that you can break their tank with the next magazine...i mean you could always warp off, right? Your target sports a decent active tank? Better warp off. I think you can see where im going with this. I am sorry but i really couldn-¦t find any use for these things besides ganking single targets or to kill single frig/dessi size targets in what could have been interesting engagements. I put my efforts on hold to field RLMLs and just went back to turret boats. Oh look, suddenly my FLEXIBILITY gives me far more TACTICAL OPTIONS.
Haven-¦t really tested them in a fleet environment yet but i guess it-¦s not a nice thing to know that half of your fleet is just sitting there doing nothing.
I tested the RHML on the testserver. And tbh they work quite nicely against single targets, even against hacs. But better make sure your targets are alone. Otherwise you are dead. Tactical options everywhere. If you aren-¦t sure that your target is 100% solo, don-¦t bother using them. All you want to do with these things is to gank stuff, then warp off..or MJD, then warp off. RR on field? Warp off. Fighting decent active tanks? Warp off. Warp off. warp off, warp off.
You can actually kill stuff with these things quite competently. The problem is that a formerly decently balanced weapon system is forced into a niche role with very limited uses. At least in their current state. And that niche is one of the most boring and mindnumbing ones on top of that: Gank targets smaller than yourself. Tinkering with the reload times and magazine sizes might deal with this issue to a certain extent. I for one won-¦t bother with both these weapon systems any more until they are fixed. There are just so many more viable options out there.
|

Arthur Aihaken
The.VOID
634
|
Posted - 2013.11.24 23:35:00 -
[2080] - Quote
Warp on... warp off. I am currently away, traveling through time and will be returning last week. |

Kenshi Hanshin
Karl XII's Dragoner Apocalypse Now.
112
|
Posted - 2013.11.25 00:13:00 -
[2081] - Quote
Lara Feng wrote:So i tried to exclusively spend some time with the new RLMLs...and i have to say they are just as problematic as predicted. The "new tactical possibilities" Rise advertised pretty much are: Try to gank a T1 frig, then warp off. And at that they are actually pretty good. So i actually got quite a lot of kills with them.
Any prolonged engagement is prohibited by not being able to switch ammunition types. Bouncing around system for reloads or ammoswitches is a risky thing to do considering the new warpmechanics. Your main option to react to a changing battlefield is...to warp off. The lack of flexibility actually prevents you from engaging in a lot of fights which could have delivered some interesting experiences. At one point i got so bored that i actually found myself sitting at a gate in FW space ganking T1 frigs and dessies with a sebo-¦d Caracal while pulling gate gun aggro. Then i warped off. As soon as something got onto me which didnt fit my damage type i warped of. Killing T1 fasttackle works nicely, then...you have to warp off...or sit there for 40 second staring at your next target if there is nothing which can actually catch you and hope that you can break their tank with the next magazine...i mean you could always warp off, right? Your target sports a decent active tank? Better warp off. I think you can see where im going with this. I am sorry but i really couldn-¦t find any use for these things besides ganking single targets or to kill single frig/dessi size targets in what could have been interesting engagements. I put my efforts on hold to field RLMLs and just went back to turret boats. Oh look, suddenly my FLEXIBILITY gives me far more TACTICAL OPTIONS.
Haven-¦t really tested them in a fleet environment yet but i guess it-¦s not a nice thing to know that in a decent fight -which is not just a gank- half of your fleet is just sitting there doing nothing.
I tested the RHML on the testserver. And tbh they work quite nicely against single targets, even against hacs. But better make sure your targets are alone. Otherwise you are dead. Tactical options everywhere. If you aren-¦t sure that your target is 100% solo, don-¦t bother using them. All you want to do with these things is to gank stuff, then warp off..or MJD, then warp off. RR on field? Warp off. Fighting decent active tanks? Warp off. Warp off. warp off, warp off.
You can actually kill stuff with these things quite competently. The problem is that a formerly decently balanced weapon system is forced into a niche role with very limited uses. At least in their current state. And that niche is one of the most boring and mindnumbing ones on top of that: Gank targets smaller than yourself. Tinkering with the reload times and magazine sizes might deal with this issue to a certain extent. I for one won-¦t bother with both these weapon systems any more until they are fixed. There are just so many more viable options out there. You summarized my experiences on the test server quite well. The new favorite tactic of RLML and RHML boats is to warp off.
Though as mentioned the only other present alternative is to divide your launchers and fire in batteries. However, you are still left biting your nails bloody hoping that you can tank them and make the reload for the previous battery.
In short, it is a FAIL mechanic and one that was painfully obvious without testing it. But hey, you and I both gave CCP Rise benefit of the doubt and tested it. Which I am sure you and I both agree was a waste of time and finances.
|

Kenshi Hanshin
Karl XII's Dragoner Apocalypse Now.
112
|
Posted - 2013.11.25 00:20:00 -
[2082] - Quote
Dr Sraggles wrote:Kenshi Hanshin wrote:
This is the mail I just sent to CCP Seagull. What we need to do is just go over this ignorant dev's head. Any feedback? I was interested in the mechanics of drones and missiles to be changed to a more streamlined and less inefficient system.
FYI, I wrote that evemail at around 2 AM my time. So there might be some grammar or spelling errors in there.
I don't think we need to overthink things with comparison to real world physics. It is not their model per se that is the problem with missiles it's the numbers to each of the parameters. The problems are the organization of the tiers, the magazine/reload times and the ranges of the various types: Rockets: Nothing to add here. LML are the small ship launcher, probably best to leave them alone at the moment. If someone said they need a range nerf it would be hard to argue. RLML reload time is unacceptable game play. Reload time needs to come down to 20 secs MAX. Simply adjust ROF and magazines to put dps where you want it. That gives you your "tension" but doesn't mean you will always seek to abandon the field to reload. One cruiser specifically designed as a frig killer should be able to battle toe to toe with an AF or kill 2 T1 Frigs before being driven off the field to reload. I'm ok with the PG increases in exchange for more gank. If you train Cruiser V and have an appropriately rigged ship (ie T2 fitting) then you should have no trouble with an AF, imho, the training for which is comparatively weeks shorter. The real problem here is that there is only one option now for a cruiser and light missiles. Bring back the old launchers and nerf their range/dps if need be. Let the players decide which play style they prefer. People will welcome more ganky burst for some fights, but will prefer the older style for others. The older launchers should have lower PG for better tank (ie the same as before Rubicon). HAMS are ridiculous in that the long range version (Javelin) has the smaller explosion radius and lesser damage (not complaining here) for an anti-frig weapon but Heavy Missiles have the long range version do more damage and the short rage (Precision) do less with a better applied damage. This is illogical and arbitrary. Shorter range should carry more payload for both types. HM game play would benefit from an ability to snipe frigs then have to move in a little closer to use the real dps dealers. Instead, with heavies you have to risk brawling the frigs and then lose your range advantage. Illogical and arbitrary. HML dps is pathetic. It doesn't have to be HAM dps but needs a buff. Given the large explosion radius this is only of consequence for BC and BS which are hardly dropping like flies to HML. RHMLs again need a reload time adjusted to 20 seconds MAX with dps and total damage set appropriately after consideration of the above fact that standard heavies do pathetic dps. A RHML BS should be able to go toe to toe with any single Cruiser/HAC/Heavy Cruiser and not be twiddling his thumbs waiting for a reload after they tank his initial burst. I am not saying he needs to blow them away in one magazine, but he should be hitting them again before next week. 40 seconds is unprecedented in gaming to wait for your primary dps to come off of cooldown. This is not gameplay that will find favor with many. 20 seconds is an eternity, let alone 40... Cruises/Torps nothing to add at this time for pvp other than the "flight times" of all missiles sux. No fun for everything to be blown up before my missiles get there in a gang. Anyways, 2 Iskies worth of input....None of this requires any fancy coding. Simple base number substitutions. /flame on ps don't get me started on 40 secs for a reload of ammo type...this needs to go bye bye fast.
*Sorry for the double post ran out of room on the first one*
I agree with you. The issue that I am fast developing is the ego, disrespect and general unpleasantness of CCP Rise. He has been disrespectful to players both in this thread and in the past HML and CML threads. Where in both of the previous, I remember myself and others pointing out the mechanics needed to be changed. That if you were going to do a temporary fix on the base values, that it needed to exhibit finesse and surgical precision. Not the blunt force trauma of swinging a mace like a brute, which is what I am beginning to think Rise is.
As an aside, it doesn't take an engineering or mathematics degree to realize that the present missile-damage equation is bollocks. I understand that it would mean redoing the code. But it won't happen any faster by delaying it and adding layer upon layer of horrible decisions. |

Caleb Seremshur
Gladiators of Rage Fidelas Constans
135
|
Posted - 2013.11.25 00:22:00 -
[2083] - Quote
For a weapon system mounted on a larger hull having a smaller clip size is kind of silly. The firing rate of a missile launcher has *nothing* to do with the barrels. You could technically deploy your entire magazine in one volley, and I think that should be an option.
Obviously expending 18/23 charges in a couple of seconds sounds hilariously OP, until you're out of ammo. And even then there's no guarantee of a kill since your total volley damage is still only 28k~~ for RLML and and some 40k for RHML.. which may get speed tanked down.
Just a thought. Click here for LP store weapon cost rebalancing |

Arthur Aihaken
The.VOID
635
|
Posted - 2013.11.25 00:46:00 -
[2084] - Quote
Caleb Seremshur wrote:For a weapon system mounted on a larger hull having a smaller clip size is kind of silly. The firing rate of a missile launcher has *nothing* to do with the barrels. You could technically deploy your entire magazine in one volley, and I think that should be an option.
Obviously expending 18/23 charges in a couple of seconds sounds hilariously OP, until you're out of ammo. And even then there's no guarantee of a kill since your total volley damage is still only 28k~~ for RLML and and some 40k for RHML.. which may get speed tanked down.
Just a thought. Well, the irony is that with the exception of cruise missile and torpedo launchers - all the missile systems feature multiple "pods", ie:
GÇó Rockets: 17 pods per launcher GÇó Light Missiles: 8 pods per launcher GÇó Heavy Missiles: 12 pods per launcher GÇó Rapid Light Missiles: 12 pods per launcher GÇó Heavy Assault Missiles: 16 pods per launcher GÇó Rapid Heavy Missiles: 10 pods per launcher
It could be argued that each shot is actually a small cluster (or volley) of missiles. I suspect server mechanics preclude having that many missiles in flight (although it would be visually entertaining).
Faster rate of fire for RLML and RHML? Sure, I'm game. I am currently away, traveling through time and will be returning last week. |

Onictus
Silver Snake Enterprise Fatal Ascension
602
|
Posted - 2013.11.25 00:55:00 -
[2085] - Quote
I still want to know exactly whom thought this was a good idea.
Everyone I've heard talk about it hates the reload and is busy trying to sell hulls. |

Arthur Aihaken
The.VOID
635
|
Posted - 2013.11.25 00:56:00 -
[2086] - Quote
Onictus wrote:I still want to know exactly whom thought this was a good idea. Everyone I've heard talk about it hates the reload and is busy trying to sell hulls. Scroll back to some of the earliest posts. There's a short list... I am currently away, traveling through time and will be returning last week. |

Onictus
Silver Snake Enterprise Fatal Ascension
602
|
Posted - 2013.11.25 01:06:00 -
[2087] - Quote
Arthur Aihaken wrote:Onictus wrote:I still want to know exactly whom thought this was a good idea. Everyone I've heard talk about it hates the reload and is busy trying to sell hulls. Scroll back to some of the earliest posts. There's a short list...
Yeah Fozzie, and whatever echochamber he lives in at work. |

scorchlikeshiswhiskey
Black Slag Authenticated Corrosive.
13
|
Posted - 2013.11.25 01:08:00 -
[2088] - Quote
Caleb Seremshur wrote:For a weapon system mounted on a larger hull having a smaller clip size is kind of silly. The firing rate of a missile launcher has *nothing* to do with the barrels. You could technically deploy your entire magazine in one volley, and I think that should be an option.
Obviously expending 18/23 charges in a couple of seconds sounds hilariously OP, until you're out of ammo. And even then there's no guarantee of a kill since your total volley damage is still only 28k~~ for RLML and and some 40k for RHML.. which may get speed tanked down.
Just a thought. I kinda like that idea. Press F1, every single missile loaded fires at the same time and then you go into a long reload. I could see a 40 second reload being justified then. Or even 50seconds. Overheating the launchers reduces the reload time, with the accompanying heat damage. Maybe some increased fitting reqs so it doesn't go too far, but still allowing enough launchers to be fit to be a threat. Could be an actually interesting new play tactic. |

Arthur Aihaken
The.VOID
635
|
Posted - 2013.11.25 01:33:00 -
[2089] - Quote
scorchlikeshiswhiskey wrote:I kinda like that idea. Press F1, every single missile loaded fires at the same time and then you go into a long reload. ...While you warp out.  I am currently away, traveling through time and will be returning last week. |

scorchlikeshiswhiskey
Black Slag Authenticated Corrosive.
13
|
Posted - 2013.11.25 01:52:00 -
[2090] - Quote
Arthur Aihaken wrote:scorchlikeshiswhiskey wrote:I kinda like that idea. Press F1, every single missile loaded fires at the same time and then you go into a long reload. ...While you warp out.  But wouldn't it be more of a useful mechanic than the half-baked idea we're stuck with now? Obviously not a replacement module, but a niche, secondary module. 1 for lights and 1 for mediums and 1 for large. |

CarbonFury
Habitual Euthanasia Pandemic Legion
1
|
Posted - 2013.11.25 02:09:00 -
[2091] - Quote
Tested. They're awful.
Please change them back to undo the damage, then go back to the drawing board. Every day of delay is kick in the balls to anyone who used RLMs.
Thanks |

Arthur Aihaken
The.VOID
636
|
Posted - 2013.11.25 02:42:00 -
[2092] - Quote
I think we should get an "insane fits" discussion going. I just did a Cerberus build that cranks out 690 DPS (812 overheated), and tops out at 872 DPS with 3 Hobgoblin II drones. V skills and several three +5 missile implants. Totally useless for PvE, and far too expensive to solo PvP - but could be good for laughs in groups. I am currently away, traveling through time and will be returning last week. |

Fourteen Maken
Deep Core Mining Inc. Caldari State
55
|
Posted - 2013.11.25 03:21:00 -
[2093] - Quote
Caracal with 2 ordinary light missile launchers and 3 HAMs, it does 289dps with Javelin to 45km, or 382 dps within 25km with Rage HAM's. 40k EHP buffer tank, 190ehps shield regen, but no prop mod and no tackle lol |

Arthur Aihaken
The.VOID
636
|
Posted - 2013.11.25 03:44:00 -
[2094] - Quote
Fourteen Maken wrote:Caracal with 2 ordinary light missile launchers and 3 HAMs, it does 289dps with Javelin to 45km, or 382 dps within 25km with Rage HAM's. 40k EHP buffer tank, 190ehps shield regen, but no prop mod and no tackle lol How much does it change if you swap-out the light missile launchers for rapid light launchers? I'm thinking that the key to utilizing the new RLMLs is not as a primary weapon system, but a supplementary one. I am currently away, traveling through time and will be returning last week. |

Arthur Aihaken
The.VOID
639
|
Posted - 2013.11.25 04:37:00 -
[2095] - Quote
I finally had a chance (or rather, made the commitment) to try out the new RLMLs tonight.
 They're entirely useless for anything over L3s (and only marginally useful in L3s), and I can't imagine PvP use. The reload time needs to be rolled back to nothing short of 20 seconds. RHMLs are fine for the moment, but a reduced 30-second reload time wouldn't hurt, either. I am currently away, traveling through time and will be returning last week. |

Sgt Ocker
State War Academy Caldari State
54
|
Posted - 2013.11.25 05:13:00 -
[2096] - Quote
Arthur Aihaken wrote:Fourteen Maken wrote:Caracal with 2 ordinary light missile launchers and 3 HAMs, it does 289dps with Javelin to 45km, or 382 dps within 25km with Rage HAM's. 40k EHP buffer tank, 190ehps shield regen, but no prop mod and no tackle lol How much does it change if you swap-out the light missile launchers for rapid light launchers? I'm thinking that the key to utilizing the new RLMLs is not as a primary weapon system, but a supplementary one. Aside from not having enough CPU (unless you fit 1 meta 4 and 1 T2 shield). With 2 RLML's + 3 Hams, DPS with Rage is 442 (but only for 44 seconds), then you have 263 for the next 40 seconds. It could work in the right situation.
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Fourteen Maken
Deep Core Mining Inc. Caldari State
55
|
Posted - 2013.11.25 05:15:00 -
[2097] - Quote
Arthur Aihaken wrote:Fourteen Maken wrote:Caracal with 2 ordinary light missile launchers and 3 HAMs, it does 289dps with Javelin to 45km, or 382 dps within 25km with Rage HAM's. 40k EHP buffer tank, 190ehps shield regen, but no prop mod and no tackle lol How much does it change if you swap-out the light missile launchers for rapid light launchers? I'm thinking that the key to utilizing the new RLMLs is not as a primary weapon system, but a supplementary one.
Rapid Light Missile Launcher II, Scourge Fury Light Missile Rapid Light Missile Launcher II, Scourge Fury Light Missile Rapid Light Missile Launcher II, Scourge Fury Light Missile Heavy Assault Missile Launcher II, Scourge Javelin Heavy Assault Missile Heavy Assault Missile Launcher II, Scourge Javelin Heavy Assault Missile
Large Shield Extender II Large Shield Extender II Large F69 Regolith Shield Induction Adaptive invulnerability Field II Adaptive invulnerability Field II
Ballistic Control System II Ballistic Control System II Ballistic Control System II Damage Control II
Medium Core Defense Field Extender I Medium Core Defense Field Extender I Medium Core Defense Field Extender I
I don't know what it's for with no tackle and no prop mod LOL... not useful for pvp or pve unless maybe in large gangs with tacklers, but here's the stats:
DPS within 45km: Drones 39dps HAM's 123dps or including reloads 116dps RLML 245dps or including reloads 129dps Total 407dps or average dps accounting for reloads 284dps
DPS within 25km: Drones 39dps HAM's 185dps or including reloads 175dps RLML 245dps or including reloads 129dps Total 469dps or average dps accounting for reloads 343dps
Tank EHP 60,267 Shield Resists 54 63 72 77 Recharge rate 142 ehp/s |

Kaarous Aldurald
ROC Academy The ROC
1597
|
Posted - 2013.11.25 05:18:00 -
[2098] - Quote
Does anyone have the market data for these since the Rubicon release?
Just wondering if the price plummeted. I'm at work or I'd check myself. Not posting on my main, and loving it.-á Because free speech.-á |

Fourteen Maken
Deep Core Mining Inc. Caldari State
55
|
Posted - 2013.11.25 05:27:00 -
[2099] - Quote
Kaarous Aldurald wrote:Does anyone have the market data for these since the Rubicon release?
Just wondering if the price plummeted. I'm at work or I'd check myself.
I don't think there's enough margin for the price to plummet, I have bought 5 of them just to look and see how they perform, and I hate the idea. I expect a lot of people will be doing the same thing, we won't see the impact in the market for a while other than a brief spike as people test them out to see if there's a way they can be used |

Mike Voidstar
Voidstar Free Flight Foundation
290
|
Posted - 2013.11.25 05:33:00 -
[2100] - Quote
Maybe if they did this and made them fit in utility highs so that any ship with a spare high could toss one on they might be more useful for their intended purpose as a secondary system. |
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